Aldeia RPG

Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.

Suporte ao desenvolvimento de jogos


5 participantes

    ajudinha AKi ''

    DarkHorse
    DarkHorse
    Semi-Experiente
    Semi-Experiente


    Mensagens : 89
    Créditos : 5

    ajudinha AKi '' Empty ajudinha AKi ''

    Mensagem por DarkHorse Ter Fev 07, 2012 2:39 pm





    Tem sistema de pulo ????????/

    tipo mario , to precisado !!!!!!!!!!!


    +1 cred Wink Wink Wink
    gustavotx
    gustavotx
    Experiente
    Experiente


    Mensagens : 411
    Créditos : 64

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por gustavotx Ter Fev 07, 2012 3:09 pm

    Siim tá em Scripts, pulo + impulso ;D


    _________________
    Meu Game Lupus Online:

    ajudinha AKi '' Sing2zq

    ajudinha AKi '' AIymW
    Tem Meu Respeito:
    DarkHorse
    DarkHorse
    Semi-Experiente
    Semi-Experiente


    Mensagens : 89
    Créditos : 5

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por DarkHorse Ter Fev 07, 2012 3:37 pm

    @.@

    ??????????????????//


    Qual scriprts ????????????????????

    vc saber
    l0rran1
    l0rran1
    Iniciante
    Iniciante


    Mensagens : 60
    Créditos : 13

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por l0rran1 Ter Fev 07, 2012 3:50 pm

    Preguiça é fogo né? http://www.aldeiarpgbr.com/t3849-pular-impuso-funcionando-vx-e-vxa-tambem


    _________________
    ajudinha AKi '' 4282f0a15bc04369a53281037e2093fb.0

    01010100 01101111 00100000 01100100 01100101 00100000 01010110 01101111 01101100 01110100 01100001 00100000 01101110 01100001 00100000 01100001 01110010 01100101 01100001

    Quer saber oq significa? Só clicar aki *-*
    gustavotx
    gustavotx
    Experiente
    Experiente


    Mensagens : 411
    Créditos : 64

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por gustavotx Ter Fev 07, 2012 4:04 pm

    que cara preguisoso, ja vi que o game dele vai ser uma merda pq com essa preguisa cara vc nao vai a lugar augum !!!


    _________________
    Meu Game Lupus Online:

    ajudinha AKi '' Sing2zq

    ajudinha AKi '' AIymW
    Tem Meu Respeito:
    Satheios
    Satheios
    Aldeia Friend
    Aldeia Friend


    Medalhas : ajudinha AKi '' Trophy12ajudinha AKi '' IlSfE
    Mensagens : 1248
    Créditos : 306

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por Satheios Ter Fev 07, 2012 4:55 pm

    Caso tenha preguiça de abrir o tópico e pegar o script, aqui está ele:

    Código:


    #===============================================================================
    # ** Pulo com Impulso
    #-------------------------------------------------------------------------------
    #  @version 1.1
    #  @author  DeathDragon
    #-------------------------------------------------------------------------------
    #  @brief Script para pular de acordo com o impulso do personagem
    #===============================================================================

    class Game_Player
     
      #-----------------------------------------------------------------------------
      # * Alias
      #-----------------------------------------------------------------------------
     
      unless ($@)
        alias :puloComImpulso_1 :initialize
        alias :puloComImpulso_2 :update
      end
     
      #-----------------------------------------------------------------------------
      # * Construtor
      #-----------------------------------------------------------------------------
     
      def initialize
        puloComImpulso_1
        @jx, @jy = 0, 0
      end
     
      #-----------------------------------------------------------------------------
      # * Atualização
      #-----------------------------------------------------------------------------
     
      def update
        puloComImpulso_2
        if (moving?)
          @jx += 1
          @jy -= 1
          if (@jx > 8)
            @jx = 8
          end
          if (@jy < -8)
            @jy = -8
          end
        else
          @jx, @jy = 0, 0
        end
        if ((not jumping?) and (Input.trigger?(Input::C)))
          case (@direction)
          when 2
            jump(0, @jx) if $game_map.valid?(@x, @y + @jx)
          when 4
            jump(@jy, 0) if $game_map.valid?(@x + @jy, @y)
          when 6
            jump(@jx, 0) if $game_map.valid?(@x + @jx, @y)
          when 8
            jump(0, @jy) if $game_map.valid?(@x, @y + @jy)
          end
        end
      end
     
    end

    E outra. Gustavotx, você não fala nada com nada. Porque ao comentar nao deu o link ou o script ? Fury'
    Esse é mais um que entra em fórum só pra ganhar "500+ de mensagens e ser popular" -- '
    Com essa fama de flooder nao vai a lugar nenhum Successful
    (Voce postou 91 mensagens em 1 semana .___ .) Eu posto no maximo 15 Fuckthashit


    _________________



    Ninguém pode ser perfeito, mas todos podem ser melhores.
    Visite o meu projeto, Tales of a Kingdom e prepare-se para um novo mundo!




    l0rran1
    l0rran1
    Iniciante
    Iniciante


    Mensagens : 60
    Créditos : 13

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por l0rran1 Ter Fev 07, 2012 5:25 pm

    Caso tenha preguiça de abrir o tópico e pegar o script, aqui está ele:
    Euri kkkkkkkk Megusta mas o vinks ta certo mesmo Gustavotx
    e megafresh tenta parar com essa preguiça assim vai ser dificil você ir a algum lugar


    _________________
    ajudinha AKi '' 4282f0a15bc04369a53281037e2093fb.0

    01010100 01101111 00100000 01100100 01100101 00100000 01010110 01101111 01101100 01110100 01100001 00100000 01101110 01100001 00100000 01100001 01110010 01100101 01100001

    Quer saber oq significa? Só clicar aki *-*
    DarkHorse
    DarkHorse
    Semi-Experiente
    Semi-Experiente


    Mensagens : 89
    Créditos : 5

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por DarkHorse Qua Fev 08, 2012 8:28 am

    Eu Nao vou flr nada ",


    Vlw por nada .

    Pq , eu ja tinha visto esse SCRIPT .

    eu to queredo um sistema de pulo , q pula alto , e reto .
    --- esse script e bom ,So q eu to to queredo um pulo estilo jogo simple(mario) .
    Satheios
    Satheios
    Aldeia Friend
    Aldeia Friend


    Medalhas : ajudinha AKi '' Trophy12ajudinha AKi '' IlSfE
    Mensagens : 1248
    Créditos : 306

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por Satheios Qua Fev 08, 2012 2:20 pm

    Vlw por nada?

    Poderia ter dito:

    Ja vi esse script tal em tal lugar..

    E se nao está contente estude rgss e faça o seu próprio.

    E NAO VENHA querer dar uma de bom, quem nao deu informações foi voce.


    _________________



    Ninguém pode ser perfeito, mas todos podem ser melhores.
    Visite o meu projeto, Tales of a Kingdom e prepare-se para um novo mundo!




    Link
    Link
    Membro Ativo
    Membro Ativo


    Mensagens : 307
    Créditos : 35

    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por Link Qua Fev 08, 2012 2:34 pm

    Eu tenho é estilo mario


    Script 1

    Código:
    begin
    ================================================================================
    Amethyst Platform System - Versão 1.2 RMVX - 25/03/2010
    ================================================================================

    --------------------------------------------------------------------------------
    Creditos\Condições de uso
    --------------------------------------------------------------------------------
    Criado por Khas.
    Todos os scripts Amethyst estão licenciados sobre Creative Commons
    Todos os scripts Amethyst só podem ser usados em projetos não-comerciais,
    caso use em projeto comercial envie uma PM com o pedido.

    --------------------------------------------------------------------------------
    Caracteristicas
    --------------------------------------------------------------------------------
    O Amethyst Platform System transforma os mapas selecionados na constante
    Amp_System_Maps (veja a parte de configuração) em mapas estilo plataforma.

    --------------------------------------------------------------------------------
    Instruções - Instalação
    --------------------------------------------------------------------------------
    1 - Cole este script acima de todos os seus scripts adicionais
    2 - Configure-o na parte de configuração

    --------------------------------------------------------------------------------
    Instruções - Criando mapas
    --------------------------------------------------------------------------------
    Os tiles não passaveis serão a plataforma e os tiles passaveis são aonde
    o personagem pode cair\pular. Os eventos de mapa também sofrem ação da
    gravidade do sistema, ou seja, podem cair em buracos também

    --------------------------------------------------------------------------------
    Importante
    --------------------------------------------------------------------------------
    Por algum motivo este script não reconhece os tiles não passaveis do TileA
    Então todo o mapeamento deve ser feito com os Tilesets restantes

    --------------------------------------------------------------------------------
    Configuração
    --------------------------------------------------------------------------------
    =end
    module Amp_Config
    # Mapas estilo plataforma, coloque o ID dentro do [], separados por virgulas
    Amp_System_Maps = [1,3,4]
    # Força da gravidade, varia de 0~2
    GForce = 1
    # Tecla para pular
    Jump_Key = Input::X
    # Força do pulo, valores de 0~5
    Jump_Force = 1
    # Som reproduzido ao pular
    Jump_Sound = "Jump1"
    end
    #-------------------------------------------------------------------------------
    # Não altere nada abaixo, a menos que saiba o que está fazendo!
    #-------------------------------------------------------------------------------

    $Amethyst_Scripts = {} if $Amethyst_Scripts.nil?
    $Amethyst_Scripts["Am Platform System"] = ["1.2","25/03/2010"]

    class Game_Character
    alias amp_original_initialize initialize
    alias amp_original_update update
    alias amp_original_move_up move_up
    alias amp_original_move_down move_down
    alias amp_original_move_left move_left
    alias amp_original_move_right move_right
    alias amp_original_move_random move_random
    alias amp_original_turn_random turn_random
    alias amp_original_move_toward_player move_toward_player
    alias amp_original_move_away_from_player move_away_from_player
    def amp_map?
    $game_map.nil? ? i = false : i = Amp_Config::Amp_System_Maps.include?($game_map.map_id)
    return i
    end
    def initialize
    if amp_map?
    @gforce = false; @nforce = false; @sforce = nil
    end
    amp_original_initialize
    end
    def update
    amp_original_update
    return unless amp_map?
    force_gravity if @gforce
    stop_gravity_force if @nforce
    end
    def force_gravity
    return if moving?
    @move_speed = Amp_Config::GForce+4
    @y = $game_map.round_y(@y+1)
    @real_y = (@y-1)*256
    if passable?(@x, @y+1); @gforce = true
    else; @nforce = true; @gforce = false
    end
    end
    def check_gravity_force
    if passable?(@x, @y+1)
    @sforce = @move_speed
    @gforce = true
    @walk_anime = false
    else
    check_event_trigger_touch(@x, @y+1)
    end
    end
    def stop_gravity_force
    return if moving?
    @nforce = false
    @gforce = false
    @walk_anime = true
    @move_speed = @sforce
    @sforce = nil
    end
    def move_up(turn_ok = true)
    amp_map? ? amp_move_up(turn_ok) : amp_original_move_up(turn_ok)
    end
    def move_down(turn_ok = true)
    amp_map? ? amp_move_down(turn_ok) : amp_original_move_down(turn_ok)
    end
    def move_left(turn_ok = true)
    amp_map? ? amp_move_left(turn_ok) : amp_original_move_left(turn_ok)
    end
    def move_right(turn_ok = true)
    amp_map? ? amp_move_right(turn_ok) : amp_original_move_right(turn_ok)
    end
    def move_random
    amp_map? ? amp_move_random : amp_original_move_random
    end
    def move_toward_player
    amp_map? ? amp_move_toward_player : amp_original_move_toward_player
    end
    def move_away_from_player
    amp_map? ? amp_move_away_from_player : amp_original_move_away_from_player
    end
    def turn_random
    amp_map? ? amp_turn_random : amp_original_turn_random
    end
    def amp_move_up(turn_ok)
    if passable?(@x, @y-1)
    @y = $game_map.round_y(@y-1)
    @real_y = (@y+1)*256
    increase_steps
    @move_failed = false
    else
    check_event_trigger_touch(@x, @y-1)
    @move_failed = true
    end
    end
    def amp_move_down(turn_ok)
    if passable?(@x, @y+1)
    @y = $game_map.round_y(@y+1)
    @real_y = (@y-1)*256
    increase_steps
    @move_failed = false
    else
    check_event_trigger_touch(@x, @y+1)
    @move_failed = true
    end
    end
    def amp_move_left(turn_ok)
    if passable?(@x-1, @y)
    turn_left if turn_ok
    @x = $game_map.round_x(@x-1)
    @real_x = (@x+1)*256
    increase_steps
    check_gravity_force
    @move_failed = false
    else
    turn_left if turn_ok
    check_event_trigger_touch(@x-1, @y)
    @move_failed = true
    end
    end
    def amp_move_right(turn_ok)
    if passable?(@x+1, @y)
    turn_right if turn_ok
    @x = $game_map.round_x(@x+1)
    @real_x = (@x-1)*256
    increase_steps
    check_gravity_force
    @move_failed = false
    else
    turn_right if turn_ok
    check_event_trigger_touch(@x+1, @y)
    @move_failed = true
    end
    end
    def amp_move_random
    case rand(2)
    when 0; move_left(false)
    when 1; move_right(false)
    end
    end
    def amp_move_toward_player
    sx = distance_x_from_player
    return if sx == 0
    sx > 0 ? move_right : move_left
    end
    def amp_move_away_from_player
    sx = distance_x_from_player
    return if sx == 0
    sx > 0 ? move_right : move_left
    end
    def amp_turn_random
    case rand(2)
    when 0; turn_right
    when 1; turn_left
    end
    end
    end


    class Game_Player < Game_Character
    alias amp_2original_initialize initialize
    alias amp_2original_update update
    alias amp_2original_move_by_input move_by_input
    def initialize
    amp_2original_initialize
    @jforce = 0
    end
    def update
    amp_2original_update
    update_jump_force if amp_map? and [email=!@gforce]!@gforce[/email]
    end
    def update_jump_force
    if @jforce > 0
    return if moving?
    if @jforce > 1
    if Input.press?(Input::RIGHT)
    turn_right
    jump_upper_right
    elsif Input.press?(Input::LEFT)
    turn_left
    jump_upper_left
    else
    jump_up
    end
    else
    @move_speed = 4
    @walk_anime = true
    check_gravity_force
    end
    @jforce -= 1
    else
    if Input.trigger?(Amp_Config::Jump_Key)
    RPG::SE.new(Amp_Config::Jump_Sound,80).play
    dash? ? @jforce = 4+Amp_Config::Jump_Force : @jforce = 3+Amp_Config::Jump_Force
    @move_speed = 5
    @walk_anime = false
    @pattern = 0
    end
    end
    end
    def force_gravity
    return if moving?
    @move_speed = Amp_Config::GForce+4
    if Input.press?(Input::RIGHT)
    turn_right
    gforce_lower_right
    elsif Input.press?(Input::LEFT)
    turn_left
    gforce_lower_left
    else
    @y = $game_map.round_y(@y+1)
    @real_y = (@y-1)*256
    end
    check_touch_event
    if passable?(@x, @y+1); @gforce = true
    else; @nforce = true; @gforce = false
    end
    end
    def gforce_lower_left
    if (passable?(@x, @y+1) and passable?(@x-1, @y+1)) or
    (passable?(@x-1, @y) and passable?(@x-1, @y+1))
    @x -= 1
    @y += 1
    else
    @y = $game_map.round_y(@y+1)
    @real_y = (@y-1)*256
    end
    end
    def gforce_lower_right
    if (passable?(@x, @y+1) and passable?(@x+1, @y+1)) or
    (passable?(@x+1, @y) and passable?(@x+1, @y+1))
    @x += 1
    @y += 1
    else
    @y = $game_map.round_y(@y+1)
    @real_y = (@y-1)*256
    end
    end
    def jump_up
    if passable?(@x, @y-1)
    @y = $game_map.round_y(@y-1)
    @real_y = (@y+1)*256
    @move_failed = false
    else
    check_event_trigger_touch(@x, @y-1)
    @move_failed = true
    @jforce = 0
    check_gravity_force
    end
    end
    def jump_upper_left
    unless @direction_fix
    @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    if (passable?(@x, @y-1) and passable?(@x-1, @y-1)) or
    (passable?(@x-1, @y) and passable?(@x-1, @y-1))
    @x -= 1
    @y -= 1
    else
    jump_up
    end
    end
    def jump_upper_right
    unless @direction_fix
    @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    if (passable?(@x, @y-1) and passable?(@x+1, @y-1)) or
    (passable?(@x+1, @y) and passable?(@x+1, @y-1))
    @x += 1
    @y -= 1
    else
    jump_up
    end
    end
    def move_by_input
    amp_map? ? amp_move_by_input : amp_2original_move_by_input
    end
    def amp_move_by_input
    return if @gforce
    return unless movable?
    return if $game_map.interpreter.running?
    case Input.dir4
    when 4; move_left
    when 6; move_right
    end
    end
    end



    Scrpt 2



    Código:
    #===============================================================
    # ● [VX] ◦ Smooth Scrolling ◦ □
    # * Nice scrolling effect like an action game~! *
    # * Ported from XP Version (by Toby Zerner) *
    #--------------------------------------------------------------
    # ◦ by Woratana [woratana@hotmail.com]
    # ◦ Thaiware RPG Maker Community
    # ◦ Released on: 08/02/2009
    # ◦ Version: 1.0
    #--------------------------------------------------------------
    # ◦ Compatibility:
    #--------------------------------------------------------------
    # □ This script will rewrite 6 method(s):
    # Game_Map.start_scroll
    # Game_Map.scroll_up
    # Game_Map.scroll_down
    # Game_Map.scroll_left
    # Game_Map.scroll_right
    # Game_Map.update_scroll
    #
    # □ This script will alias 1 method(s):
    # Game_Map.setup_scroll
    #
    # □ This script would crash with other custom scripts that rewrite same method(s)
    #
    # □ This script may not work with maps that use loop.
    #--------------------------------------------------------------
    # ◦ Installation:
    #--------------------------------------------------------------
    # 1) This script should be placed JUST AFTER ▼ Materials.
    #
    # □ Like this:
    # ▼ Materials
    # * Smooth Scrolling
    # ...
    # ...
    # ▼ Main Process
    # Main
    #
    # 2) Setup this script in Setup Part below.
    #
    #--------------------------------------------------------------
    # ◦ How to use:
    #--------------------------------------------------------------
    # □ Just place this script and try moving player in your game.
    #
    #=================================================================

    class Game_System

    #=================================================================
    # ++ Setup Part
    #-----------------------------------------------------------------
    DEFAULT_DECELERATION_START = 10 # (default: 4)
    # How fast before it will start decelerating (Higher = Start Faster)
    # You can change this value in game by call script:
    # $game_system.decel_start = (value)

    DEFAULT_DECELERATION_SPEED = 10 # (default: 4)
    # How fast it will decelerate each frame (Higher = Decelerate Faster)
    # You can change this value in game by call script:
    # $game_system.decel_speed = (value)
    #-----------------------------------------------------------------

    def decel_start
    @decel_start ||= DEFAULT_DECELERATION_START
    return @decel_start
    end

    def decel_speed
    @decel_speed ||= DEFAULT_DECELERATION_SPEED
    return @decel_speed
    end

    def decel_start=(value)
    @decel_start = value
    end

    def decel_speed=(value)
    @decel_speed = value
    end
    end

    class Game_Map
    #--------------------------------------------------------------------------
    # * Scroll Setup
    #--------------------------------------------------------------------------
    alias wora_smoscr_gammap_setscr setup_scroll
    def setup_scroll(*args)
    wora_smoscr_gammap_setscr(*args)
    # Initialize smooth scrolling variables
    # scroll_remain: the number of pixels * 4 the still need to be scrolled
    @scroll_remain_x = 0
    @scroll_remain_y = 0
    # scroll_take: the number of pixels * 4 that are being scrolled every frame
    # i.e. scrolling speed
    @scroll_take_x = 0
    @scroll_take_y = 0
    # scroll_decel: variables for calculating decelaration
    @scroll_decel_x = 0
    @scroll_decel_y = 0
    end
    #--------------------------------------------------------------------------
    # * Start Scroll
    #--------------------------------------------------------------------------
    def start_scroll(direction, distance, speed)
    # Set scrolling variables
    distance = distance.ceil * 256
    @scroll_direction = direction
    @scroll_speed = speed
    @scroll_rest = distance
    # Execute scrolling
    case @scroll_direction
    when 2 # Down
    scroll_down(@scroll_rest)
    when 4 # Left
    scroll_left(@scroll_rest)
    when 6 # Right
    scroll_right(@scroll_rest)
    when 8 # Up
    scroll_up(@scroll_rest)
    end
    end
    #--------------------------------------------------------------------------
    # * Scroll Down
    #--------------------------------------------------------------------------
    def scroll_down(distance)
    # Ceil the distance
    distance = distance.ceil
    # If the map is scrolling from an event command, then use that scroll speed
    if scrolling? then @scroll_take_y = 2 ** @scroll_speed
    # If the map is not scrolling
    else
    # Make sure the distance is always divisible by 4
    if distance.ceil % 4 == 0 then @scroll_take_y = distance.ceil
    elsif distance.ceil % 4 <= 2 then @scroll_take_y = distance.ceil - distance.ceil % 4
    else @scroll_take_y = distance.ceil + (4 - (distance.ceil % 4)) end
    end
    # If scrolling coordinates are inside the map's boundaries
    unless @display_y + @scroll_remain_y + distance > (self.height - 13) * 256
    # Add onto the amount left to be scrolled
    @scroll_remain_y += distance
    end
    end
    #--------------------------------------------------------------------------
    # * Scroll Left
    #--------------------------------------------------------------------------
    def scroll_left(distance)
    # Ceil the distance
    distance = distance.ceil
    # If the map is scrolling from an event command, then use that scroll speed
    if scrolling? then @scroll_take_x = 2 ** @scroll_speed
    # If the map is not scrolling
    else
    # Make sure the distance is always divisible by 4
    if distance.ceil % 4 == 0 then @scroll_take_x = distance.ceil
    elsif distance.ceil % 4 <= 2 then @scroll_take_x = distance.ceil - distance.ceil % 4
    else @scroll_take_x = distance.ceil + (4 - (distance.ceil % 4)) end
    end
    # If scrolling coordinates are inside the map's boundaries
    unless @display_x - @scroll_remain_x - distance < 0
    # Add onto the amount left to be scrolled
    @scroll_remain_x -= distance
    end
    end
    #--------------------------------------------------------------------------
    # * Scroll Right
    #--------------------------------------------------------------------------
    def scroll_right(distance)
    # Ceil the distance
    distance = distance.ceil
    # If the map is scrolling from an event command, then use that scroll speed
    if scrolling? then @scroll_take_x = 2 ** @scroll_speed
    # If the map is not scrolling
    else
    # Make sure the distance is always divisible by 4
    if distance.ceil % 4 == 0 then @scroll_take_x = distance.ceil
    elsif distance.ceil % 4 <= 2 then @scroll_take_x = distance.ceil - distance.ceil % 4
    else @scroll_take_x = distance.ceil + (4 - (distance.ceil % 4)) end
    end
    # If scrolling coordinates are inside the map's boundaries
    unless @display_x + @scroll_remain_x + distance > (self.width - 17) * 256
    # Add onto the amount left to be scrolled
    @scroll_remain_x += distance
    end
    end
    #--------------------------------------------------------------------------
    # * Scroll Up
    #--------------------------------------------------------------------------
    def scroll_up(distance)
    # Ceil the distance
    distance = distance.ceil
    # If the map is scrolling from an event command, then use that scroll speed
    if scrolling? then @scroll_take_y = 2 ** @scroll_speed
    # If the map is not scrolling
    else
    # Make sure the distance is always divisible by 4
    if distance.ceil % 4 == 0 then @scroll_take_y = distance.ceil
    elsif distance.ceil % 4 <= 2 then @scroll_take_y = distance.ceil - distance.ceil % 4
    else @scroll_take_y = distance.ceil + (4 - (distance.ceil % 4)) end
    end
    # If scrolling coordinates are inside the map's boundaries
    unless @display_y - @scroll_remain_y - distance < 0
    # Add onto the amount left to be scrolled
    @scroll_remain_y -= distance
    end
    end
    #--------------------------------------------------------------------------
    # * Update Scroll
    #--------------------------------------------------------------------------
    def update_scroll
    # If the map is still scrolling
    if @scroll_rest > 0 then @scroll_rest -= 2 ** @scroll_speed end

    # If the x axis needs to be scrolled to the right
    if @scroll_remain_x > 0
    # If the amount to be scrolled is close enough to 0 to decelerate
    if @scroll_remain_x <= @scroll_take_x * $game_system.decel_start
    old_display_x = @display_x
    # Add onto the deceleration variable
    @scroll_decel_x += $game_system.decel_speed
    # Work out how much to scroll
    distance = [@scroll_take_x - @scroll_decel_x, 4].max
    # If the scrolling coordinates are within the map's boundaries
    unless @display_x + distance > (self.width - 17) * 256
    @display_x += distance
    @parallax_x += distance
    end
    # Subtract the amount that was scrolled
    @scroll_remain_x += old_display_x - @display_x
    if @scroll_remain_x < 0 then @scroll_remain_x = 0 end
    # Otherwise, scroll at a normal speed
    else
    # Reset the deceleration variable
    @scroll_decel_x = 0
    # If the scrolling coordinates are out of range
    if @display_x + @scroll_take_x > (self.width - 17) * 256
    @display_x = (self.width - 20) * 256
    @scroll_remain_x = 0
    # Otherwise, scroll normally
    else
    @display_x += @scroll_take_x
    @parallax_x += @scroll_take_x
    @scroll_remain_x -= @scroll_take_x
    end
    end

    # If the x axis needs to be scrolled to the left
    elsif @scroll_remain_x < 0
    # If the amount to be scrolled is close enough to 0 to decelerate
    if @scroll_remain_x >= [email=-@scroll_take_x]-@scroll_take_x[/email] * $game_system.decel_start
    old_display_x = @display_x
    # Add onto the deceleration variable
    @scroll_decel_x += $game_system.decel_speed
    # Work out how much to scroll
    distance = [@scroll_take_x - @scroll_decel_x, 4].max
    # If the scrolling coordinates are within the map's boundaries
    unless @display_x - distance < 0
    @display_x -= distance
    @parallax_x -= distance
    end
    # Subtract the amount that was scrolled
    @scroll_remain_x += old_display_x - @display_x
    if @scroll_remain_x > 0 then @scroll_remain_x = 0 end
    # Otherwise, scroll at a normal speed
    else
    # Reset the deceleration variable
    @scroll_decel_x = 0
    # If the scrolling coordinates are out of range
    if @display_x - @scroll_take_x < 0
    @display_x = 0
    @scroll_remain_x = 0
    # Otherwise, scroll normally
    else
    @display_x -= @scroll_take_x
    @parallax_x -= @scroll_take_x
    @scroll_remain_x += @scroll_take_x
    end
    end

    # If no x scrolling needs to be done, reset the deceleration variable
    else @scroll_decel_x = 0 end

    # If the y axis needs to be scrolled downwards
    if @scroll_remain_y > 0
    # If the amount to be scrolled is close enough to 0 to decelerate
    if @scroll_remain_y <= @scroll_take_y * $game_system.decel_start
    old_display_y = @display_y
    # Add onto the deceleration variable
    @scroll_decel_y += $game_system.decel_speed
    # Work out how much to scroll
    distance = [@scroll_take_y - @scroll_decel_y, 4].max
    # If the scrolling coordinates are within the map's boundaries
    unless @display_y + distance > (self.height - 13) * 256
    @display_y += distance
    @parallax_y += distance
    end
    # Subtract the amount that was scrolled
    @scroll_remain_y += old_display_y - @display_y
    if @scroll_remain_y < 0 then @scroll_remain_y = 0 end
    # Otherwise, scroll at a normal speed
    else
    # Reset the deceleration variable
    @scroll_speed_accel_y = 0
    # If the scrolling coordinates are out of range
    if @display_y + @scroll_take_y > (self.height - 13) * 256
    @display_y = (self.height - 15) * 256
    @scroll_remain_y = 0
    # Otherwise, scroll normally
    else
    @display_y += @scroll_take_y
    @parallax_y += @scroll_take_y
    @scroll_remain_y -= @scroll_take_y
    end
    end

    # If the y axis needs to be scrolled upwards
    elsif @scroll_remain_y < 0
    # If the amount to be scrolled is close enough to 0 to decelerate
    if @scroll_remain_y >= [email=-@scroll_take_y]-@scroll_take_y[/email] * $game_system.decel_start
    old_display_y = @display_y
    # Add onto the deceleration variable
    @scroll_decel_y += $game_system.decel_speed
    # Work out how much to scroll
    distance = [@scroll_take_y - @scroll_decel_y, 4].max
    # If the scrolling coordinates are within the map's boundaries
    unless @display_y - distance < 0
    @display_y -= distance
    @parallax_y -= distance
    end
    # Subtract the amount that was scrolled
    @scroll_remain_y += old_display_y - @display_y
    if @scroll_remain_y > 0 then @scroll_remain_y = 0 end
    # Otherwise, scroll at a normal speed
    else
    # Reset the deceleration variable
    @scroll_speed_accel_y = 0
    # If the scrolling coordinates are out of range
    if @display_y - @scroll_take_y < 0
    @display_y = 0
    @scroll_remain_y = 0
    # Otherwise, scroll normally
    else
    @display_y -= @scroll_take_y
    @parallax_y -= @scroll_take_y
    @scroll_remain_y += @scroll_take_y
    end
    end

    # If no y scrolling needs to be done, reset the deceleration variable
    else
    @scroll_decel_y = 0
    end
    end
    end



    Site demo pro vx e pega no xp

    Spoiler:

    Conteúdo patrocinado


    ajudinha AKi '' Empty Re: ajudinha AKi ''

    Mensagem por Conteúdo patrocinado


      Data/hora atual: Sex Nov 22, 2024 10:57 am