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script veicoli tipo gta


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4 risposte a questa discussione

#1 il_gallix

il_gallix

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Inviato 25 maggio 2009 - 05:20

ciao a tutti ...


vi chiedo...
visto che e tutto il giorno che lo cerco ma non ho trovato niente!!:( lookaround.gif
se ce uno script che permette al eroe di usare dei veicoli tipo macchine moto ecc..
non so se mi sn spiegato...es. Grand Theft Auto...
sul forum non ho trovato nnt...

cmq grazie in anticipo e ciao

#2 Padella

Padella

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Inviato 25 maggio 2009 - 07:04

No, che io sappia non esiste.
Tuttavia puoi farlo tramite eventi che

Messaggio modificato da Padella, 25 maggio 2009 - 07:16

CITAZIONE (Tancry @ Oct 18 2008, 16:31 PM)
Alak pornopuzzone


x

#3 Lord.Bob

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Inviato 25 maggio 2009 - 07:13

veramente hanno anke creato lo script per il veicolo volante, ma vabbe, se conosci un po di inglese o un po di francese lo trovi in 10 min
Un sito+forum dedicato alle console, computer, videogiochi e cellulari con download gratuiti. Aperto da poco ma con grande voglia di cresciere.



Ho conquistato TPC BWAHAHAHAH!!!!

#4 Kakyoin

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Inviato 26 maggio 2009 - 03:27

Nella v2 c'era ma

Cliccami!


Life is muda da...Without Blue Shoes of Wrryyy

#5 Noctis

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Inviato 26 maggio 2009 - 07:10

Autore: ProGM

Demo:
http://www.mediafire.com/?0t9upnoygth

Istruzioni Script:
Scrivi questo codice su chiama script per salire o scendere dalla macchina:
CODICE
$car = true

Script:
CODICE
$car = false
class Game_Car < Game_Character
CENTER_X = (320 - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = (240 - 16) * 4 # Center screen y-coordinate * 4
def initialize
super
@id = 4
@directions = [nil, 1, 1, 4, 4, 7, 7, 8, 8, 9, 9, 6, 6, 3, 3, 2, 2]
@direction = 8
@move_speed = 4
end
def passable?(x, y, d)
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
unless $game_map.valid?(new_x, new_y)
return false
end
if $DEBUG and Input.press?(Input::CTRL)
return true
end
super
end
def center(x, y)
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
def moveto(x, y)
super
center(x, y)
make_encounter_count
end
def increase_steps
super
unless @move_route_forcing
$game_party.increase_steps
if $game_party.steps % 2 == 0
$game_party.check_map_slip_damage
end
end
end
def encounter_count
return @encounter_count
end
def make_encounter_count
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
end
def refresh
if $game_party.actors.size == 0
@character_name = ""
@character_hue = 0
return
end
actor = $game_party.actors[0]
@character_name = actor.character_name
@character_hue = actor.character_hue
@opacity = 255
@blend_type = 0
end
def check_event_trigger_here(triggers)
result = false
if $game_system.map_interpreter.running?
return result
end
for event in $game_map.events.values
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
if result == false
if $game_map.counter?(new_x, new_y)
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
def check_event_trigger_touch(x, y)
result = false
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
def move_forward
case @direction
when 1
move_lower_left
when 2
move_down(false)
when 3
move_lower_right
when 4
move_left(false)
when 6
move_right(false)
when 7
move_upper_left
when 8
move_up(false)
when 9
move_upper_right
end
end
def move_backward
# Remember direction fix situation
last_direction_fix = @direction_fix
# Force directino fix
@direction_fix = true
# Branch by direction
case @direction
when 1
move_upper_right
when 2 # Down
move_up(false)
when 3
move_upper_left
when 4 # Left
move_right(false)
when 6 # Right
move_left(false)
when 7
move_lower_right
when 8 # Up
move_down(false)
when 9
move_lower_left
end
# Return direction fix situation back to normal
@direction_fix = last_direction_fix
end
def update
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
case Input.dir8
when 8
if @moving_type != "backward"
move_forward
@move_speed += 0.2 unless @move_speed >= 5
@moving_type = "forward"
else
if @move_speed >= 4.0
@move_speed -= 0.2
move_backward
else
@moving_type = ""
end
end
when 7
@id -= 1
@id = 16 if @id == 0
@id = 1 if @id == 17
@direction = @directions[@id]
move_forward
@move_speed += 0.1 unless @move_speed >= 5
@moving_type = "forward"
when 9
@id += 1
@id = 16 if @id == 0
@id = 1 if @id == 17
@direction = @directions[@id]
move_forward
@move_speed += 0.1 unless @move_speed >= 5
@moving_type = "forward"
when 1
@id += 1
@id = 16 if @id == 0
@id = 1 if @id == 17
@direction = @directions[@id]
move_backward
@move_speed += 0.1 unless @move_speed >= 5
@moving_type = "backward"
when 3
@id -= 1
@id = 16 if @id == 0
@id = 1 if @id == 17
@direction = @directions[@id]
move_backward
@move_speed += 0.1 unless @move_speed >= 5
@moving_type = "backward"
when 4 #sx
if @move_speed >= 4.0
@id -= 1
@id = 16 if @id == 0
@id = 1 if @id == 17
@direction = @directions[@id]
end
@move_speed -= 0.2 if @move_speed >= 4.0
move_forward if @move_speed >= 4.0 and @moving_type == "forward"
move_backward if @move_speed >= 4.0 and @moving_type == "backward"
when 6 #dx
if @move_speed >= 4.0
@id += 1
@id = 16 if @id == 0
@id = 1 if @id == 17
@direction = @directions[@id]
end
@move_speed -= 0.2 if @move_speed >= 4.0
move_forward if @move_speed >= 4.0 and @moving_type == "forward"
move_backward if @move_speed >= 4.0 and @moving_type == "backward"
when 2
if @moving_type != "forward"
move_backward
@move_speed += 0.1 unless @move_speed >= 5
@moving_type = "backward"
else
if @move_speed >= 4.0
@move_speed -= 0.2
move_forward
else
@moving_type = ""
end
end
else
@move_speed -= 0.2 if @move_speed >= 4.0
move_forward if @move_speed >= 4.0 and @moving_type == "forward"
move_backward if @move_speed >= 4.0 and @moving_type == "backward"
end
end
last_real_x = @real_x
last_real_y = @real_y
super
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
$game_map.scroll_down(@real_y - last_real_y)
end
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
$game_map.scroll_left(last_real_x - @real_x)
end
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
$game_map.scroll_right(@real_x - last_real_x)
end
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
$game_map.scroll_up(last_real_y - @real_y)
end
unless moving?
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end
class Sprite_Character < RPG::Sprite
attr_accessor :character # character
def initialize(viewport, character = nil)
super(viewport)
@character = character
update
end
def update
if $car
$car = false
x = $game_player.x
y = $game_player.y
if $game_player.is_a?(Game_Player)
$game_player= Game_Car.new
else
$game_player= Game_Player.new
end
$game_player.moveto(x, y)
$game_player.refresh
$game_map.refresh
$scene = Scene_Map.new
return
end
super
if @character.is_a?(Game_Car)
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 8
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
case @character.direction
when 1
sy = 1
when 2
sy = 8
when 3
sy = 7
when 4
sy = 2
when 6
sy = 6
when 7
sy = 3
when 8
sy = 4
when 9
sy = 5
end
sy = (sy - 1) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
else
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
end

Sono tanti che vedono il cielo guardando il riflesso dell' acqua.
E' pi




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