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2011-02-22, 12:01 | [Xp] Advanced Move Route |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| Advanced Move Route Versi: 1.00 Tipe: Misc Add-on PengenalanKarena ga puas ama set move routenya yg dikit banget commandnya makanya gw bikin skrip ini Fitur
- Zoom character
- Play animation
- Ganti autonomous movement
- Ganti Hue
- Control Variable
- Control Self Switch
- Erase event
ScreenshotsApa yg mesti di screenshot? DemoIf requested (probably) Scripts - Code:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Advanced Move Route # Version: 1.00 # Author : LiTTleDRAgo #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Explanation : # # This script adds some function to Set Move Route Command # # # # Instruction : # # At event page look at Set Move Route, type the Script command # # # # # Syntax Available: # # *Play animation at event: # --------------------------------- # anime(x) # --------------------------------- # x = Animation ID at database # # example : # anime(145) # > This will play the animation with ID 145 to the target event # # # # *Zoom: # --------------------------------- # zoom(x,y) # --------------------------------- # x = Zoom vertical # y = Zoom horizontal # # example : # zoom(1.5,1.5) # > This will zoom the target event 150% # # horizontal and vertical # # # # *Change Move Type: # --------------------------------- # change_move_type(x) # --------------------------------- # x = 0 = Fixed # 1 = Random # 2 = Approach # 3 = Custom > too complicated # # example : # change_move_type(1) # > This will set the target event autonomous movement # # to random # # # # *Change Hue: # --------------------------------- # change_hue(x) # --------------------------------- # x = 0 - 255 # # # # *Control Variable: (still beta) # --------------------------------- # variable(var_id, value, inc, multiply) # --------------------------------- # var_id = variable ID # value = set fixed falue (only work if inc and multiply is 0) # inc = to increase/decrease previous value # (only work if value and multiply is 0) # multiply = to multiply previous value # (only work if value and inc is 0) # # example : # variable(2, 200) # > this will set the variable 2 to 200 # variable(2, 0, 7890) # > previous value of variable 2 + 7890 # variable(2, 0, -90) # > previous value of variable 2 - 90 # variable(2, 0, 0, 10) # > previous value of variable 2 * 10 # variable(2, 0, 0, 0.5) # > previous value of variable 2 is halved # # # # *Control Self Switch : # --------------------------------- # self_switch(mapid, eventid, selfswitch = "A", value = true) # --------------------------------- # map_id = # 0 = current map # above 1 = map ID # # eventid = # 0 = target event # above 1 = event ID # # selfswitch = "A", "B", "C", "D" # (empty) = "A" # # value = true/false # (empty) = true # # example : # self_switch(0, 0, "A", true) # > will set the target event self switch A # # to true # self_switch(1, 14, "C", false) # > will set event with ID 14 in MAP 1 # # self switch C to false # # # # *Erase event : # --------------------------------- # erase(event_id) # --------------------------------- # event_id = # (empty) = target event # 0 = nothing happened # above 1 = event ID # # example : # erase # > will erase the target event # erase(64) # > will erase the event with ID 64 # # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
if Object.const_defined?('SDK') SDK.log('Advanced Move Route', 'LiTTleDRAgo', 1, '22.02.11') @drago_advmoveroute_disabled = true if !SDK.enabled?('Advanced Move Route') end
if !@drago_advmoveroute_disabled #=============================================================================== # Game_Character #=============================================================================== class Game_Character attr_accessor :zoom_x attr_accessor :zoom_y alias drago_ex_initialize initialize def initialize drago_ex_initialize @zoom_x, @zoom_y = 1.0, 1.0 end def anime(anime_id) self.animation_id = anime_id end def anime_d(u,d,l,r) case @direction when 2 then self.animation_id = d when 8 then self.animation_id = u when 4 then self.animation_id = l when 6 then self.animation_id = r end end def zoom(x,y) self.zoom_x, self.zoom_y = x / 100, y / 100 if x >= 100 && y >= 100 self.zoom_x, self.zoom_y = x, y end def change_move_type(type) @move_type = [[type, 0].max, 3].min end def change_hue(hue) @character_hue = [[hue, 0].max, 255].min end def variable(var_id, value = 0, inc = 0, multi = 0) $game_variables[var_id] = value if inc == 0 && multi == 0 $game_variables[var_id] += inc if inc != 0 && multi == 0 $game_variables[var_id] *= multi if inc == 0 && multi != 0 $game_map.need_refresh = true end def self_switch(mapid=$game_map.map_id,eventid=self.id,selfswitch="A",value=true) mapid = $game_map.map_id if mapid <= 0 eventid = self.id if eventid <= 0 $game_self_switches[[mapid,eventid,selfswitch]] = value $game_map.need_refresh = true end def erase(event = self.id) $game_map.events[event].erase if event > 0 $game_map.need_refresh = true end end #=============================================================================== # Sprite_Character #=============================================================================== class Sprite_Character < RPG::Sprite alias drago_charsprite_update update def update drago_charsprite_update @zoom_x, @zoom_y,self.zoom_x,self.zoom_y = @character.zoom_x, @character.zoom_y, @character.zoom_x, @character.zoom_y if @zoom_x != @character.zoom_x or @zoom_y != @character.zoom_y end end end Sory engrish lagi Credits |
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