Dudas & F.A.Q sobre RPG MAKER V10 [ÚNICAMENTE AQUÍ] [No abrir temas con dudas]

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bueno esto me causa dudas de donde va exacramente y esta en los 2 lados en pedidos de script y aca Xd si ta mal borren el q consideren q sta mal
bueno quisiera saber saber como editar las variables de la base de datos desde script no las variables propias de los script es por q qro usar las mismas variables desde eventos y desde script y como consultar el mapa actual y las cordenadas x e y desde script
aqui pongo lo q qro en pseudo codigo

si (mapa_id != x) entonces #si la id de mapa es distinta de x
variable.map.id = mapa actual
variable.coord.x = coordenada x
variable.coord.y = coordenada y
fin si

esto es lo q se me corre es obvio lo q falta

if ($game_map.map_id != x)
variable.map.id = $game_map.map_id
variable.coord.x = $game_player.x
variable.coord.y = $game_player.y
end

estas q puse son cordenadas globales creo pero no se si estan escritas de forma correcta
lo q necesito es q me digan q sentencia usar para ocupar la variables de juego y q corrijan el bloque si es q tiene algun error
grax de antemano
 
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oie como cambio las teclas por ejemplo que x sea otra cosa enves de menu y tambien como ago para que el pj se mueva solo en una parte
 
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Cuervoso

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x-zero-x :
-Para cambiar los controles tienes que iniciar el juego y oprimir "F1" y hay puedes cambiar los controles.
-Para que el personaje se mueva solo tienes que crear un evento y colocar "mover evento".
 
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Esos errores suelen aparecer cuando el script está mal escrito.
Usa éste, es el que yo uso, pero cuando lo subí aquí no sé por qué quedo como movido y por eso tira el Syntax Error
:
Código:
# train_actor 
=begin 

Caterpillar walking script 

Copyright © 2005 fukuyama 

This library is free software; you can redistribute it and/or 
modify it under the terms of the GNU Lesser General Public 
License as published by the Free Software Foundation; either 
version 2.1 of the License, or (at your option) any later version. 

This library is distributed in the hope that it will be useful, 
but WITHOUT ANY WARRANTY; without even the implied warranty of 
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU 
Lesser General Public License for more details. 

You should have received a copy of the GNU Lesser General Public 
License along with this library; if not, write to the Free Software 
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA 

http://www.gnu.org/licenses/lgpl.html 
http://www.opensource.gr.jp/lesser/lgpl.ja.html 

=end 

# Config.rb 
#============================================================================== 
# ■ Train_Actor::Config 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

# ●Switch setup for transparent status 
# When true, switch control is used 
# TRANSPARENT_SWITCH = true 
TRANSPARENT_SWITCH = true

# ●Switch number for transparent status 
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on 
TRANSPARENT_SWITCHES_INDEX = 90

# ●Maximum number of actors 
# There will be support for a large number of people in a party in the future... 
TRAIN_ACTOR_SIZE_MAX = 4

# Constants 
DOWN_LEFT  = 1 
DOWN_RIGHT = 3 
UP_LEFT    = 7 
UP_RIGHT   = 9 
JUMP       = 5 

# Put any actor IDs who should have a "stopped animation" if in the caterpillar
# i.e. if a party member "is floating" it will look stupid if he suddenly stops
# moving in the air.
# - added by Blizzard
ACTOR_IDS = [2, 3, 4]

end 

# rgss 

# Spriteset_Map_Module.rb 
#============================================================================== 
# ■ Spriteset_Map_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Spriteset_Map_Module 
  def setup_actor_character_sprites? 
    return @setup_actor_character_sprites_flag != nil 
  end 
  def setup_actor_character_sprites(characters) 
    if !setup_actor_character_sprites? 
      for character in characters.reverse 
        @character_sprites.unshift( 
          Sprite_Character.new(@viewport1, character) 
        ) 
      end 
      @setup_actor_character_sprites_flag = true 
    end 
  end 
end 

end 

class Spriteset_Map 
  include Train_Actor::Spriteset_Map_Module 
end 

# Scene_Map_Module.rb 
#============================================================================== 
# ■ Scene_Map_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Scene_Map_Module 
  def setup_actor_character_sprites(characters) 
    @spriteset.setup_actor_character_sprites(characters) 
  end 
end 

end 

class Scene_Map 
  include Train_Actor::Scene_Map_Module 
end

# Game_Party_Module.rb 
#============================================================================== 
# ■ Game_Party_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Game_Party_Module
  
  attr_reader :characters
  
  def update_party_order() return actors end
  
  def setup_actor_character_sprites 
    if @characters.nil? 
      @characters = [] 
      for i in 1 ... TRAIN_ACTOR_SIZE_MAX 
        @characters.push(Game_Party_Actor.new) 
      end 
    end 
    setup_actors = update_party_order 
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX 
      @characters[i - 1].setup(setup_actors[i]) 
    end
    if $scene.class.method_defined?('setup_actor_character_sprites') 
      $scene.setup_actor_character_sprites(@characters) 
    end
  end
  
  def update_party_actors
     update_party_order
    setup_actor_character_sprites 
    transparent = $game_player.transparent 
    if transparent == false and TRANSPARENT_SWITCH 
      transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX] 
    end
    for character in @characters 
      character.transparent = transparent 
      character.move_speed = $game_player.move_speed 
      if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
        character.step_anime = false # Blizzard's support for stopped animation
      else # Blizzard's support for stopped animation
        character.step_anime = $game_player.step_anime
      end # Blizzard's support for stopped animation
      character.update 
    end 
  end 
  
  def moveto_party_actors( x, y ) 
    setup_actor_character_sprites 
    for character in @characters 
      character.moveto( x, y ) 
    end 
    @move_list = [] if @move_list == nil 
    move_list_setup 
  end 
  
  def move_party_actors 
    if @move_list == nil 
      @move_list = [] 
      move_list_setup 
    end 
    @move_list.each_index do |i| 
    if @characters[i] != nil 
      case @move_list[i].type 
        when Input::DOWN 
          @characters[i].move_down(@move_list[i].args[0]) 
        when Input::LEFT 
          @characters[i].move_left(@move_list[i].args[0]) 
        when Input::RIGHT 
          @characters[i].move_right(@move_list[i].args[0]) 
        when Input::UP 
          @characters[i].move_up(@move_list[i].args[0]) 
        when DOWN_LEFT 
          @characters[i].move_lower_left 
        when DOWN_RIGHT 
          @characters[i].move_lower_right 
        when UP_LEFT 
          @characters[i].move_upper_left 
        when UP_RIGHT 
          @characters[i].move_upper_right 
        when JUMP 
          @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) 
        end 
      end
    end 
  end

  class Move_List_Element
    
    def initialize(type,args) 
      @type = type 
      @args = args 
    end
    
    def type() return @type end 
    
    def args() return @args end 
    
    end
    
    def move_list_setup 
      for i in 0 .. TRAIN_ACTOR_SIZE_MAX 
        @move_list[i] = nil 
      end
    end 
    
    def add_move_list(type,*args) 
      @move_list.unshift(Move_List_Element.new(type,args)).pop 
    end
    
    def move_down_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::DOWN,turn_enabled) 
    end
    
    def move_left_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::LEFT,turn_enabled) 
    end
    
    def move_right_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::RIGHT,turn_enabled) 
    end
    
    def move_up_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::UP,turn_enabled) 
    end
    
    def move_lower_left_party_actors 
      move_party_actors 
      add_move_list(DOWN_LEFT) 
    end
    
    def move_lower_right_party_actors 
      move_party_actors 
      add_move_list(DOWN_RIGHT) 
    end
    
    def move_upper_left_party_actors 
      move_party_actors 
      add_move_list(UP_LEFT) 
    end
    
    def move_upper_right_party_actors 
      move_party_actors 
      add_move_list(UP_RIGHT) 
    end
    
    def jump_party_actors(x_plus, y_plus) 
      move_party_actors 
      add_move_list(JUMP,x_plus, y_plus) 
    end
    
  end  

end 

class Game_Party 
  include Train_Actor::Game_Party_Module 
end 

# Game_Player_Module.rb 
#============================================================================== 
# ■ Game_Player_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Game_Player_Module
  
  attr_reader :move_speed
  attr_reader :step_anime
  
  def update_party_actors 
    $game_party.update_party_actors 
    $game_party.actors.each do |actor| 
      @character_name = actor.character_name 
      @character_hue = actor.character_hue 
      break 
    end 
  end
   
  def update 
    update_party_actors 
    super 
  end
  
  def moveto( x, y ) 
    $game_party.moveto_party_actors( x, y ) 
    super( x, y ) 
  end
  
  def move_down(turn_enabled = true) 
    if passable?(@x, @y, Input::DOWN) 
      $game_party.move_down_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_left(turn_enabled = true) 
    if passable?(@x, @y, Input::LEFT) 
      $game_party.move_left_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_right(turn_enabled = true) 
    if passable?(@x, @y, Input::RIGHT) 
      $game_party.move_right_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_up(turn_enabled = true) 
    if passable?(@x, @y, Input::UP) 
      $game_party.move_up_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_lower_left 
    # When possible to move from down→left or from left→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) 
      $game_party.move_lower_left_party_actors 
    end 
    super 
  end
  
  def move_lower_right 
    # When possible to move from down→right or from right→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) 
      $game_party.move_lower_right_party_actors 
    end 
    super 
  end
  
  def move_upper_left 
    # When possible to move from up→left or from left→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
      $game_party.move_upper_left_party_actors 
    end 
    super 
  end
  
  def move_upper_right 
    # When possible to move from up→right or from right→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
      $game_party.move_upper_right_party_actors 
    end 
    super 
  end
  
  def jump(x_plus, y_plus) 
    # New coordinates are calculated 
    new_x = @x + x_plus 
    new_y = @y + y_plus 
    # When addition values are (0,0), it is possible to jump to the destination 
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) 
      $game_party.jump_party_actors(x_plus, y_plus) 
    end 
    super(x_plus, y_plus) 
  end
  
end  

end 

class Game_Player 
 include Train_Actor::Game_Player_Module 
end 

# Game_Event_Module.rb 
#============================================================================== 
# ■ Game_Event_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Game_Event_Module 
  #-------------------------------------------------------------------------- 
  # ● Judgement determined 
  #     x  : X coordinates 
  #     y  : Y coordinates 
  #     d  : Direction (0,2,4,6,8)  ※ 0 = Checks if all directions are not able to be passed (for a jump) 
  # return : Passing is impossible (false), possible (true) 
  #-------------------------------------------------------------------------- 
  def passable?(x, y, d)
    result = super(x, y, d) 
    if result 
      # New coordinates are searched for 
      new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) 
      new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) 
      # Loops for actor in train 
      for actor in $game_party.characters 
        # When displayed 
        if not actor.character_name.empty? 
          # When actor's coordinates correspond to the destination 
          if actor.x == new_x and actor.y == new_y 
          # When event 
            return false if self != $game_player
          end 
        end 
      end 
    end 
    return result 
  end
  
end 

end 

class Game_Event 
  include Train_Actor::Game_Event_Module 
end 
  
# Game_Party_Actor.rb 
#============================================================================== 
# ■ Game_Party_Actor 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

class Game_Party_Actor < Game_Character
  
  attr_reader :cp_id
  attr_writer :move_speed 
  attr_writer :step_anime 

  def initialize 
    super() 
    @through = true 
  end
  
  def setup(actor) 
    # The file name and hue of the character are set 
    @cp_id = $data_actors[actor.id].id
    if actor != nil
      @character_name = actor.character_name 
      @character_hue = actor.character_hue 
    else 
      @character_name = "" 
      @character_hue = 0 
    end 
    # Opacity and blending method are initialized 
    @opacity = 255 
    @blend_type = 0 
  end
  
  def screen_z(height = 0) 
    if $game_player.x == @x and $game_player.y == @y 
      return $game_player.screen_z(height) - 1 
    end 
    super(height) 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move down 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_down(turn_enabled = true) 
    # Face down 
    turn_down if turn_enabled
    # When possible to pass 
    if passable?(@x, @y, Input::DOWN) 
      # Face down 
      turn_down 
      # Update coordinates 
      @y += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move left 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_left(turn_enabled = true) 
    # Face left 
    turn_left if turn_enabled 
    # When possible to pass 
    if passable?(@x, @y, Input::LEFT) 
      # Face left 
      turn_left 
      # Update coordinates 
      @x -= 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move right 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_right(turn_enabled = true) 
    # Face right 
    turn_right if turn_enabled
    # When possible to pass 
    if passable?(@x, @y, Input::RIGHT) 
      # Face right 
      turn_right 
      # Update coordinates 
      @x += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move up 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_up(turn_enabled = true) 
    # Face up 
    turn_up if turn_enabled
    # When possible to pass 
    if passable?(@x, @y, Input::UP) 
      # Face up 
      turn_up 
      # Update coordinates 
      @y -= 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move lower left 
  #-------------------------------------------------------------------------- 
  def move_lower_left 
    # When no direction fixation 
    unless @direction_fix 
      # Turn left when facing right, turn down when facing up 
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) 
    end 
    # When possible to move from down→left or from left→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) 
      # Update coordinates 
      @x -= 1 
      @y += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move lower right 
  #-------------------------------------------------------------------------- 
  def move_lower_right 
    # When no direction fixation 
    unless @direction_fix 
      # Turn right when facing left, turn down when facing up 
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) 
    end 
    # When possible to move from down→right or from right→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) 
      # Update coordinates 
      @x += 1 
      @y += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● move upper left 
  #-------------------------------------------------------------------------- 
  def move_upper_left 
    # When no direction fixation 
    unless @direction_fix 
      # Turn left when facing right, turn up when facing down 
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) 
    end 
    # When possible to move from up→left or from left→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
      # Update coordinates 
      @x -= 1 
      @y -= 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● move upper right 
  #-------------------------------------------------------------------------- 
  def move_upper_right 
    # When no direction fixation 
    unless @direction_fix 
      # Turn right when facing left, turn up when facing down 
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) 
    end 
    # When possible to move from up→right or from right→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
      # Update coordinates 
      @x += 1 
      @y -= 1 
    end 
  end
  
end

end

Espero que te sirva.

Saludos,
~Angie

mm no :/ me vuelve a salir lo mismo
 
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mm no :/ me vuelve a salir lo mismo
aver amigo a mi me funciono bien el script que te paso angie este
# train_actor
=begin

Caterpillar walking script

Copyright © 2005 fukuyama

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA

http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html

=end

# Config.rb
#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = true

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 90

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

# Put any actor IDs who should have a "stopped animation" if in the caterpillar
# i.e. if a party member "is floating" it will look stupid if he suddenly stops
# moving in the air.
# - added by Blizzard
ACTOR_IDS = [2, 3, 4]

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

end

class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

end

class Scene_Map
include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module

attr_reader :characters

def update_party_order() return actors end

def setup_actor_character_sprites
if @characters.nil?
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
setup_actors = update_party_order
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(setup_actors)
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end

def update_party_actors
update_party_order
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false and TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
character.step_anime = false # Blizzard's support for stopped animation
else # Blizzard's support for stopped animation
character.step_anime = $game_player.step_anime
end # Blizzard's support for stopped animation
character.update
end
end

def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
@move_list = [] if @move_list == nil
move_list_setup
end

def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters != nil
case @move_list.type
when Input::DOWN
@characters.move_down(@move_list.args[0])
when Input::LEFT
@characters.move_left(@move_list.args[0])
when Input::RIGHT
@characters.move_right(@move_list.args[0])
when Input::UP
@characters.move_up(@move_list.args[0])
when DOWN_LEFT
@characters.move_lower_left
when DOWN_RIGHT
@characters.move_lower_right
when UP_LEFT
@characters.move_upper_left
when UP_RIGHT
@characters.move_upper_right
when JUMP
@characters.jump(@move_list.args[0],@move_list.args[1])
end
end
end
end

class Move_List_Element

def initialize(type,args)
@type = type
@args = args
end

def type() return @type end

def args() return @args end

end

def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list = nil
end
end

def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end

def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end

def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end

def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end

def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end

def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end

def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end

def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end

def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end

def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end

end

end

class Game_Party
include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ■ Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module

attr_reader :move_speed
attr_reader :step_anime

def update_party_actors
$game_party.update_party_actors
$game_party.actors.each do |actor|
@character_name = actor.character_name
@character_hue = actor.character_hue
break
end
end

def update
update_party_actors
super
end

def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end

def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_lower_left
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end

def move_lower_right
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end

def move_upper_left
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end

def move_upper_right
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end

def jump(x_plus, y_plus)
# New coordinates are calculated
new_x = @x + x_plus
new_y = @y + y_plus
# When addition values are (0,0), it is possible to jump to the destination
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end

end

end

class Game_Player
include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ■ Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
#--------------------------------------------------------------------------
# ● Judgement determined
# x : X coordinates
# y : Y coordinates
# d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
# return : Passing is impossible (false), possible (true)
#--------------------------------------------------------------------------
def passable?(x, y, d)
result = super(x, y, d)
if result
# New coordinates are searched for
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# Loops for actor in train
for actor in $game_party.characters
# When displayed
if not actor.character_name.empty?
# When actor's coordinates correspond to the destination
if actor.x == new_x and actor.y == new_y
# When event
return false if self != $game_player
end
end
end
end
return result
end

end

end

class Game_Event
include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character

attr_reader :cp_id
attr_writer :move_speed
attr_writer :step_anime

def initialize
super()
@through = true
end

def setup(actor)
# The file name and hue of the character are set
@cp_id = $data_actors[actor.id].id
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# Opacity and blending method are initialized
@opacity = 255
@blend_type = 0
end

def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ● Move down
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Face down
turn_down if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::DOWN)
# Face down
turn_down
# Update coordinates
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move left
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Face left
turn_left if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::LEFT)
# Face left
turn_left
# Update coordinates
@x -= 1
end
end
#--------------------------------------------------------------------------
# ● Move right
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Face right
turn_right if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::RIGHT)
# Face right
turn_right
# Update coordinates
@x += 1
end
end
#--------------------------------------------------------------------------
# ● Move up
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Face up
turn_up if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::UP)
# Face up
turn_up
# Update coordinates
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● Move lower left
#--------------------------------------------------------------------------
def move_lower_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn down when facing up
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# Update coordinates
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move lower right
#--------------------------------------------------------------------------
def move_lower_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn down when facing up
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# Update coordinates
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● move upper left
#--------------------------------------------------------------------------
def move_upper_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn up when facing down
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# Update coordinates
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● move upper right
#--------------------------------------------------------------------------
def move_upper_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn up when facing down
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# Update coordinates
@x += 1
@y -= 1
end
end

end

end
lo que te recomiendo esque copies y pegues este script de nuevo tal cual y que le pongas un nombre por ejmplo ponle train actoor yo le puse y me me funciono bien mira
trainactor.png
 

DKNINJA

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En lo mas oscuro del universo
Hola a todos^^.

En el Xas hero 3.6 cuando el enemigo me hace contacto ¿porque no se ve la animacion del golpe?,nadamas se ve que mi heroe se hiere y le vajan vida pero no se ve la animacion del golpe enemigo,ya le puse en base de datos de enemigo su animacion de golpe,pero ¿porque no se ve?.

Gracias al quien me responda.

A,y otra cosa,¿porque cuando creo un aliado y salvo la partida y me salgo del juego y vuelvo a entrar el aliado no se ve hasta que cambies de mapa?.

Saludos^^.
 
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...
Hola a todos^^.

En el Xas hero 3.6 cuando el enemigo me hace contacto ¿porque no se ve la animacion del golpe?,nadamas se ve que mi heroe se hiere y le vajan vida pero no se ve la animacion del golpe enemigo,ya le puse en base de datos de enemigo su animacion de golpe,pero ¿porque no se ve?.

Gracias al quien me responda.

A,y otra cosa,¿porque cuando creo un aliado y salvo la partida y me salgo del juego y vuelvo a entrar el aliado no se ve hasta que cambies de mapa?.

Saludos^^.
bueno acerca del xas hero solo me se el 3.3 y me anda bien en tu caso osiblemente en base de dato no asignaste las habilidades del enemigo haunque no creo que tenga nada que ver no estaria de mas que intetaras ponerle en habilidades vas a base de datos enemigos selecciona el enemigo que quieras por ejemplo slime el 2 Animacion de ataque normal pones ataque bajo esa opcion aparece otra ventana mas grande se llama accion hay pones ataque frecuencia 5 vale si no entendiste dimelo y te hago un tuto con imagenes
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aver amigo a mi me funciono bien el script que te paso angie este
# train_actor
=begin

Caterpillar walking script

Copyright © 2005 fukuyama

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA

http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html

=end

# Config.rb
#==============================================================================
# ■ Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = true

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 90

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

# Put any actor IDs who should have a "stopped animation" if in the caterpillar
# i.e. if a party member "is floating" it will look stupid if he suddenly stops
# moving in the air.
# - added by Blizzard
ACTOR_IDS = [2, 3, 4]

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

end

class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(characters)
end
end

end

class Scene_Map
include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module

attr_reader :characters

def update_party_order() return actors end

def setup_actor_character_sprites
if @characters.nil?
@characters = []
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters.push(Game_Party_Actor.new)
end
end
setup_actors = update_party_order
for i in 1 ... TRAIN_ACTOR_SIZE_MAX
@characters[i - 1].setup(setup_actors)
end
if $scene.class.method_defined?('setup_actor_character_sprites')
$scene.setup_actor_character_sprites(@characters)
end
end

def update_party_actors
update_party_order
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false and TRANSPARENT_SWITCH
transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
end
for character in @characters
character.transparent = transparent
character.move_speed = $game_player.move_speed
if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
character.step_anime = false # Blizzard's support for stopped animation
else # Blizzard's support for stopped animation
character.step_anime = $game_player.step_anime
end # Blizzard's support for stopped animation
character.update
end
end

def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
@move_list = [] if @move_list == nil
move_list_setup
end

def move_party_actors
if @move_list == nil
@move_list = []
move_list_setup
end
@move_list.each_index do |i|
if @characters != nil
case @move_list.type
when Input::DOWN
@characters.move_down(@move_list.args[0])
when Input::LEFT
@characters.move_left(@move_list.args[0])
when Input::RIGHT
@characters.move_right(@move_list.args[0])
when Input::UP
@characters.move_up(@move_list.args[0])
when DOWN_LEFT
@characters.move_lower_left
when DOWN_RIGHT
@characters.move_lower_right
when UP_LEFT
@characters.move_upper_left
when UP_RIGHT
@characters.move_upper_right
when JUMP
@characters.jump(@move_list.args[0],@move_list.args[1])
end
end
end
end

class Move_List_Element

def initialize(type,args)
@type = type
@args = args
end

def type() return @type end

def args() return @args end

end

def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list = nil
end
end

def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end

def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end

def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end

def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end

def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end

def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end

def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end

def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end

def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end

def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end

end

end

class Game_Party
include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ■ Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module

attr_reader :move_speed
attr_reader :step_anime

def update_party_actors
$game_party.update_party_actors
$game_party.actors.each do |actor|
@character_name = actor.character_name
@character_hue = actor.character_hue
break
end
end

def update
update_party_actors
super
end

def moveto( x, y )
$game_party.moveto_party_actors( x, y )
super( x, y )
end

def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end

def move_lower_left
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end

def move_lower_right
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end

def move_upper_left
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end

def move_upper_right
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end

def jump(x_plus, y_plus)
# New coordinates are calculated
new_x = @x + x_plus
new_y = @y + y_plus
# When addition values are (0,0), it is possible to jump to the destination
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end

end

end

class Game_Player
include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ■ Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
#--------------------------------------------------------------------------
# ● Judgement determined
# x : X coordinates
# y : Y coordinates
# d : Direction (0,2,4,6,8) ※ 0 = Checks if all directions are not able to be passed (for a jump)
# return : Passing is impossible (false), possible (true)
#--------------------------------------------------------------------------
def passable?(x, y, d)
result = super(x, y, d)
if result
# New coordinates are searched for
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# Loops for actor in train
for actor in $game_party.characters
# When displayed
if not actor.character_name.empty?
# When actor's coordinates correspond to the destination
if actor.x == new_x and actor.y == new_y
# When event
return false if self != $game_player
end
end
end
end
return result
end

end

end

class Game_Event
include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character

attr_reader :cp_id
attr_writer :move_speed
attr_writer :step_anime

def initialize
super()
@through = true
end

def setup(actor)
# The file name and hue of the character are set
@cp_id = $data_actors[actor.id].id
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# Opacity and blending method are initialized
@opacity = 255
@blend_type = 0
end

def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ● Move down
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Face down
turn_down if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::DOWN)
# Face down
turn_down
# Update coordinates
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move left
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Face left
turn_left if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::LEFT)
# Face left
turn_left
# Update coordinates
@x -= 1
end
end
#--------------------------------------------------------------------------
# ● Move right
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Face right
turn_right if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::RIGHT)
# Face right
turn_right
# Update coordinates
@x += 1
end
end
#--------------------------------------------------------------------------
# ● Move up
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Face up
turn_up if turn_enabled
# When possible to pass
if passable?(@x, @y, Input::UP)
# Face up
turn_up
# Update coordinates
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● Move lower left
#--------------------------------------------------------------------------
def move_lower_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn down when facing up
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# Update coordinates
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move lower right
#--------------------------------------------------------------------------
def move_lower_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn down when facing up
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# Update coordinates
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● move upper left
#--------------------------------------------------------------------------
def move_upper_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn up when facing down
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# Update coordinates
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● move upper right
#--------------------------------------------------------------------------
def move_upper_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn up when facing down
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# Update coordinates
@x += 1
@y -= 1
end
end

end

end
lo que te recomiendo esque copies y pegues este script de nuevo tal cual y que le pongas un nombre por ejmplo ponle train actoor yo le puse y me me funciono bien mira
trainactor.png


bien lo puso en otro proyecto y no me salio error ni nada
pero no salieron los demas personajes
osea qe no paso nada
 
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Angie

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bien lo puso en otro proyecto y no me salio error ni nada
pero no salieron los demas personajes
osea qe no paso nada

Hm...

Puede ser incompatibilidad con el programa, a lo mejor...

¿Qué versión del maker tienes?
¿El RPG Maker XP 1.01 o el RPG Maker XP 1.02a?

Y fíjate en si solo copiaste el Script de seguimiento o algún otro más.


Saluditos (?)
 

DKNINJA

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bueno acerca del xas hero solo me se el 3.3 y me anda bien en tu caso osiblemente en base de dato no asignaste las habilidades del enemigo haunque no creo que tenga nada que ver no estaria de mas que intetaras ponerle en habilidades vas a base de datos enemigos selecciona el enemigo que quieras por ejemplo slime el 2 Animacion de ataque normal pones ataque bajo esa opcion aparece otra ventana mas grande se llama accion hay pones ataque frecuencia 5 vale si no entendiste dimelo y te hago un tuto con imagenes
salu2

Ya hice eso pero nada,no se ve la animacion,:hurted:,¿que mas puedo hacer?.

Saludos.
 
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Verán, acabo de formatear mi ordenador, tuve este problema hace tiempo y no se como lo quite, creo que se quito solo, pero ahora es algo ''distinto'' yo enciendo mi ordenador y el RPG MAKER me carga bien, y despues de unos 5 a 10 minutos al probar el juego me dice "DirectX Audio ??????" y al cerrar y volver a abrir mi projecto me sale "Inicializacion de DirectX Audio Fallida". Mi ordenador se escucha perfectamente, instale DirectX etc... pero sigue igual, ¿que hago?. Uso Windows XP SP3 ue, la misma version que usaba antes.

P.D: Perdon por aver creado el tema antes, no vi este tema T_T.
 
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Angie

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Verán, acabo de formatear mi ordenador, tuve este problema hace tiempo y no se como lo quite, creo que se quito solo, pero ahora es algo ''distinto'' yo enciendo mi ordenador y el RPG MAKER me carga bien, y despues de unos 5 a 10 minutos al probar el juego me dice "DirectX Audio ??????" y al cerrar y volver a abrir mi projecto me sale "Inicializacion de DirectX Audio Fallida". Mi ordenador se escucha perfectamente, instale DirectX etc... pero sigue igual, ¿que hago?. Uso Windows XP SP3 ue, la misma version que usaba antes.

P.D: Perdon por aver creado el tema antes, no vi este tema T_T.

Prueba a instalar la última versión del Direct X, y actualiza los Drivers de tu tarjeta de Audio (ésto último hazlo desde el Administrador de Dispositivos).

Intenta a hacer eso y me dices, porque si sigue dando error empezaré a pensar que es culpa del Maker que tienes, que debió instalarse mal o algo.

Saluditos^.^
~Angie

PD: No te preocupes por haber creado el tema, a todos nos pasa al principio xD hay que revisar los Adheridos ^^

Instale la ultima version que SOPORTA mi windows (el xp) es decir la V10, reinstale el Maker y por seguridad me lo descargue de otro sitio, pero aun asi me seguia saliendo eso xD, intente actualizar los drivers de mi tarjeta de audio y no los encontraba, pero encontre la opcion de ''retroceder a los drivers anteriores'' y ya me funciono ^^, gracias, enserio GRACIAS, (te daria un punto de reputación pero veo que en este foro no hay nada parecido xD).

Jaja con que me lo agradezcas es suficiente :3
Bienvenido a bordo de la zona RPG Maker! :3
 
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Instale la ultima version que SOPORTA mi windows (el xp) es decir la V10, reinstale el Maker y por seguridad me lo descargue de otro sitio, pero aun asi me seguia saliendo eso xD, intente actualizar los drivers de mi tarjeta de audio y no los encontraba, pero encontre la opcion de ''retroceder a los drivers anteriores'' y ya me funciono ^^, gracias, enserio GRACIAS, (te daria un punto de reputación pero veo que en este foro no hay nada parecido xD).
 
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lo que pasa es que cuando pongo el script para que me sigan a comenzar el juego me tirar un error : script : "requien system hero"
line 2463 : nomethoderror ocurred.
undefined method "damage" for 2 :fixnum

por lo que yo entiendo tengo que poner el daño en la linea 2463...lo cambie a todos los numeros y me sigue apareciendo el mismo error..por favor ayuda
:icon_cry::icon_cry::icon_cry::icon_cry::icon_cry:

posdata:tengo el abs hero por si no se dieron cuenta
 
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lo que pasa es que cuando pongo el script para que me sigan a comenzar el juego me tirar un error : script : "requien system hero"
line 2463 : nomethoderror ocurred.
undefined method "damage" for 2 :fixnum

por lo que yo entiendo tengo que poner el daño en la linea 2463...lo cambie a todos los numeros y me sigue apareciendo el mismo error..por favor ayuda
:icon_cry::icon_cry::icon_cry::icon_cry::icon_cry:

posdata:tengo el abs hero por si no se dieron cuenta

Sencillo.

El Script de seguimiento que pusiste no es compatible con el ABS Hero, o eso parece.
Prueba a quitar el de Seguimiento, y si el ABS no te tira error, entonces es que es por incompatibilidad.

Tendrás que elegir uno de los dos.

Saluditos,
~Angie
 
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Hm...

Puede ser incompatibilidad con el programa, a lo mejor...

¿Qué versión del maker tienes?
¿El RPG Maker XP 1.01 o el RPG Maker XP 1.02a?

Y fíjate en si solo copiaste el Script de seguimiento o algún otro más.


Saluditos (?)



pues nose tengo el qe tu me pasaste xD
 
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Angie

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pues nose tengo el qe tu me pasaste xD

Pero no tienes más scripts a parte de ese? Fíjate en eso, porque puede que sea incompatible con otro script que tengas.

Si no, coje el script de seguimiento de la base de datos de script, porque lo resubí, estaba mal copiado.

Saluditos,
~Angie
 
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como ago para:
1 colocar algo ensima de otra cosa
2como correr saltar digame aki mismo no me den pagina pls
3como por ejemplo tirar un poder en el mapa no en batalla y que desaparesca algo
4 como ago para que por ejemplo ago un pilar de agua pero que sea vea real no que se vea pegado con mobimiento
--------------------------------------------------------------------------------
 

DKNINJA

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como ago para:
1 colocar algo ensima de otra cosa
2como correr saltar digame aki mismo no me den pagina pls
3como por ejemplo tirar un poder en el mapa no en batalla y que desaparesca algo
4 como ago para que por ejemplo ago un pilar de agua pero que sea vea real no que se vea pegado con mobimiento
--------------------------------------------------------------------------------

Aggg!!!!,como ......... a Angui repitiendo y repitiendo este mensage,si no te lo contesta no es porque no lo lea.

1: explicate mejor con lo de colocar algo ensima de otra cosa.

2: Busca el script en este tema: http://www.emudesc.net/foros/rpg-ma...-scripts-and-recursos-a-carta-pedidos-v6.html.

3: Pues es mediante eventos piensale,tienes que saber de variables,tienes que saber hacer un engine de arco,buscalo en internet como hacer eso.

4: Con un evento o tiesetl especial asdf.

 
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Angie

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Aggg!!!!,como ......... a Angui repitiendo y repitiendo este mensage,si no te lo contesta no es porque no lo lea.

No le conteste por falta de tiempo D;

Ya he borrado los post anteriores.

1• Colocar algo encima de otra cosa, quieres decir, ¿un evento encima de otro?
Creándolos dentro del programa no se puede, pero sí puedes hacer que se ponga un evento encima de otro mediante el comando "Mover Evento".

2• Eso lo puedes hacer con un Engine, o sencillamente con un Script: Saltar, Correr y dar un Super Salto V2

3•
Esto lo haces con engines, buscando un poco en Google encuentras: Engine de arco, boomerang, bastones mágicos...

4• ¿...? Eso no lo he entendido D;


Cuando una duda no sea contestada, no estés copiando el mismo mensaje una vez, otra vez, otra vez... Porque estarías haciendo Spam y Flood, si no se te contesta es o porque no se sabe, o porque no hay tiempo D;

Intenta no repetirlo o te caerá infracción D;


Y antes de formular una duda, intenta buscar opciones en Google, puede que encuentres lo que buscas y que no haga falta postear D;

Saluditos,
~Angie
 
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