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Suporte ao desenvolvimento de jogos


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    2 PLAYERS - 2 JOGADORES

    jefferson20100
    jefferson20100
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    Mensagens : 79
    Créditos : 26

    2 PLAYERS - 2 JOGADORES Empty 2 PLAYERS - 2 JOGADORES

    Mensagem por jefferson20100 Qua Fev 29, 2012 11:16 am

    Galera eu fuçando pelos forums makers como sempre faço encontrei um script bem legal, mas onde eu achei não falava que fez, dizia creditos desconhecidos. vamos lá vo ensinar a usar primero.
    - Este script permitirá que você crie um 2 Player que você pode controlar,
    interagir com outros eventos no mapa, igualmente como o Player Principal.

    - O jogador pode interagir com acontecimentos no mapa.

    - o 2º Jogador pode andar em 8 direções e correr (Shift).

    1ºChame o Script atraves de um evento
    Código:
    $game_player2 = Game_Player2.new
    $game_player2.create(x,y,id actor,false)
    Troque o X pela cordenada X do Mapa o Y pela cordenada Y, o id actor troque pelo ide do player 2 e false dexa false mesmo.
    ficara +o- assim.
    Código:
    $game_player2 = Game_Player2.new
    $game_player2.create(9,7,2,false)
    Para deletar o player 2 chame o script.
    Código:
    $game_player2.delete
    E agora o principal.
    Código:
    =begin

    +[FEATURES]+
    - Este script permitirá que você crie um 2 Player que você pode controlar,
    interagir com outros eventos no mapa, igualmente como o Player Principal.

    - O jogador pode interagir com acontecimentos no mapa.

    - o 2º Jogador pode andar em 8 direções e correr (Shift).

    +[Como Usar]+
    Para Chamar o 2º Player, chame o Script:
    $game_player2 = Game_Player2.new
    $game_player2.create(x, y, actor id, follow?)

    x e y = X e Y para saber onde o player vai aparecer (coordenadas)

    actor id = Id do Heroi que você vai chamar (exemplo: "4" chamara a Sara)
    (ID no Database)

    follow? = true (Segir o player principal), false (não seguir o player)
    *NÃO É RECOMENDADO COLOCAR TRUE*

    Para deletar Player 2, use Chamar script:
    $game_player2.delete

    =end
    #==============================================================================

    class Game_Player2 < Game_Character
      BAIXO = Input::Y # S in Keyboard
      ESQUERDA = Input::X # A in Keyboard
      DIREITA = Input::Z # D in Keyboard
      CIMA = Input::R # W in Keyboard
      ENTER = Input::L # Q in Keyboard
      CORRER = Input::A # Shift in Keyboard
     
      CENTER_X = (544 / 2 - 16) * 8 
      CENTER_Y = (416 / 2 - 16) * 8 
      attr_reader  :vehicle_type     
      attr_accessor :character_name
      def create(x,y,id,need_center = false)
        @actor_id = id
        moveto(x,y)
        @need_center = need_center
        refresh
      end
      def delete
      @actor_id = nil
      refresh
      $game_player2 = nil
      end
      def initialize
      super
      @vehicle_type = -1
      @vehicle_getting_on = false   
      @vehicle_getting_off = false 
      @transferring = false       
      @new_map_id = 0           
      @new_x = 0               
      @new_y = 0               
      @new_direction = 0       
      @walking_bgm = nil         
      end
      def stopping?
      return false if @vehicle_getting_on
      return false if @vehicle_getting_off
      return super
      end
      def reserve_transfer(map_id, x, y, direction)
      @transferring = true
      @new_map_id = map_id
      @new_x = x
      @new_y = y
      @new_direction = direction
      end
      def transfer?
      return @transferring
      end
      def perform_transfer
      return unless @transferring
      @transferring = false
      set_direction(@new_direction)
      if $game_map.map_id != @new_map_id
        $game_map.setup(@new_map_id)   
      end
      moveto(@new_x, @new_y)
      end
      def map_passable?(x, y)
      case @vehicle_type
      when 0 
        return $game_map.boat_passable?(x, y)
      when 1 
        return $game_map.ship_passable?(x, y)
      when 2
        return true
      else 
        return $game_map.passable?(x, y)
      end
      end
      def can_walk?(x, y)
      last_vehicle_type = @vehicle_type 
      @vehicle_type = -1           
      result = passable?(x, y)   
      @vehicle_type = last_vehicle_type 
      return result
      end
      def airship_land_ok?(x, y)
      unless $game_map.airship_land_ok?(x, y)
        return false 
      end
      unless $game_map.events_xy(x, y).empty?
        return false 
      end
      return true     
      end
      def in_vehicle?
      return @vehicle_type >= 0
      end
      def in_airship?
      return @vehicle_type == 2
      end
      def dash?
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if in_vehicle?
      return Input.press?(CORRER)
      end
      def debug_through?
      return false unless $TEST
      return Input.press?(Input::CTRL)
      end
      def center(x, y)
      display_x = x * 256 - CENTER_X             
      unless $game_map.loop_horizontal?           
        max_x = ($game_map.lammer - 17) * 256       
        display_x = [0, [display_x, max_x].min].max   
      end
      display_y = y * 256 - CENTER_Y           
      unless $game_map.loop_vertical?             
        max_y = ($game_map.height - 13) * 256       
        display_y = [0, [display_y, max_y].min].max   
      end
      $game_map.set_display_pos(display_x, display_y) 
      end
      def moveto(x, y)
      super
      make_encounter_count                     
      if in_vehicle?                         
        vehicle = $game_map.vehicles[@vehicle_type]   
        vehicle.refresh                       
      end
      end
      def increase_steps
      super
      return if @move_route_forcing
      return if in_vehicle?
      $game_party.increase_steps
      $game_party.on_player_walk
      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 in_area?(area)
      return false if area == nil
      return false if $game_map.map_id != area.map_id
      return false if @x < area.rect.x
      return false if @y < area.rect.y
      return false if @x >= area.rect.x + area.rect.lammer
      return false if @y >= area.rect.y + area.rect.height
      return true
      end
      def make_encounter_troop_id
      encounter_list = $game_map.encounter_list.clone
      for area in $data_areas.values
        encounter_list += area.encounter_list if in_area?(area)
      end
      if encounter_list.empty?
        make_encounter_count
        return 0
      end
      return encounter_list[rand(encounter_list.size)]
      end
      def refresh
      if @actor_id != nil and $game_actors[@actor_id] != nil
        actor = $game_actors[@actor_id]  # Get front actor
        @character_name = actor.character_name
        @character_index = actor.character_index
      else
        @character_name = ""
        end
      end
      def check_event_trigger_here(triggers)
      return false if $game_map.interpreter.running?
      result = false
      for event in $game_map.events_xy(@x, @y)
        if triggers.include?(event.trigger) and event.priority_type != 1
          event.start
          result = true if event.starting
        end
      end
      return result
      end
      def check_event_trigger_there(triggers)
      return false if $game_map.interpreter.running?
      result = false
      front_x = $game_map.x_with_direction(@x, @direction)
      front_y = $game_map.y_with_direction(@y, @direction)
      for event in $game_map.events_xy(front_x, front_y)
        if triggers.include?(event.trigger) and event.priority_type == 1
          event.start
          result = true
        end
      end
      if result == false and $game_map.counter?(front_x, front_y)
        front_x = $game_map.x_with_direction(front_x, @direction)
        front_y = $game_map.y_with_direction(front_y, @direction)
        for event in $game_map.events_xy(front_x, front_y)
          if triggers.include?(event.trigger) and event.priority_type == 1
            event.start
            result = true
          end
        end
      end
      return result
      end
      def check_event_trigger_touch(x, y)
      return false if $game_map.interpreter.running?
      result = false
      for event in $game_map.events_xy(x, y)
        if [1,2].include?(event.trigger) and event.priority_type == 1
          event.start
          result = true
        end
      end
      return result
      end

      def move_by_input
      return unless movable?
      return if $game_map.interpreter.running?
      if Input.press?(BAIXO)
        move_down
      end
      if Input.press?(ESQUERDA)
        move_left
      end
      if Input.press?(DIREITA)
        move_right
      end
      if Input.press?(CIMA)
        move_up
      end
      end
      def movable?
      return false if moving?             
      return false if @move_route_forcing   
      return false if @vehicle_getting_on   
      return false if @vehicle_getting_off   
      return false if $game_message.visible   
      return false if in_airship? and not $game_map.airship.movable?
      return true
      end
      def update
      last_real_x = @real_x
      last_real_y = @real_y
      last_moving = moving?
      move_by_input
      super
      update_scroll(last_real_x, last_real_y) if @need_center
      update_vehicle
      update_nonmoving(last_moving)
      end
      def update_scroll(last_real_x, last_real_y)
      ax1 = $game_map.adjust_x(last_real_x)
      ay1 = $game_map.adjust_y(last_real_y)
      ax2 = $game_map.adjust_x(@real_x)
      ay2 = $game_map.adjust_y(@real_y)
      if ay2 > ay1 and ay2 > CENTER_Y
        $game_map.scroll_down(ay2 - ay1)
      end
      if ax2 < ax1 and ax2 < CENTER_X
        $game_map.scroll_left(ax1 - ax2)
      end
      if ax2 > ax1 and ax2 > CENTER_X
        $game_map.scroll_right(ax2 - ax1)
      end
      if ay2 < ay1 and ay2 < CENTER_Y
        $game_map.scroll_up(ay1 - ay2)
      end
      end
      def update_vehicle
      return unless in_vehicle?
      vehicle = $game_map.vehicles[@vehicle_type]
      if @vehicle_getting_on             
        if not moving?
          @direction = vehicle.direction 
          @move_speed = vehicle.speed     
          @vehicle_getting_on = false     
          @transparent = true             
        end
      elsif @vehicle_getting_off           
        if not moving? and vehicle.altitude == 0
          @vehicle_getting_off = false       
          @vehicle_type = -1             
          @transparent = false           
        end
      else                           
        vehicle.sync_with_player         
      end
      end
      def update_nonmoving(last_moving)
      return if $game_map.interpreter.running?
      return if moving?
      return if check_touch_event if last_moving
      if not $game_message.visible and Input.trigger?(ENTER)
        return if get_on_off_vehicle
        return if check_action_event
      end
      update_encounter if last_moving
      end
      #--------------------------------------------------------------------------
      # * Update Encounter
      #--------------------------------------------------------------------------
      def update_encounter
      return if $TEST and Input.press?(Input::CTRL)  # During test play?
      return if in_vehicle?                    # Riding in vehicle?
      if $game_map.bush?(@x, @y)                # If in bush
        @encounter_count -= 2                  # Reduce encounters by 2
      else                                # If not in bush
        @encounter_count -= 1                  # Reduce encounters by 1
      end
      end
      #--------------------------------------------------------------------------
      # * Determine Event Start Caused by Touch (overlap)
      #--------------------------------------------------------------------------
      def check_touch_event
      return false if in_airship?
      return check_event_trigger_here([1,2])
      end
      #--------------------------------------------------------------------------
      # * Determine Event Start Caused by [OK] Button
      #--------------------------------------------------------------------------
      def check_action_event
      return false if in_airship?
      return true if check_event_trigger_here([0])
      return check_event_trigger_there([0,1,2])
      end
      #--------------------------------------------------------------------------
      # * Getting On and Off Vehicles
      #--------------------------------------------------------------------------
      def get_on_off_vehicle
      return false unless movable?
      if in_vehicle?
        return get_off_vehicle
      else
        return get_on_vehicle
      end
      end
      #--------------------------------------------------------------------------
      # * Board Vehicle
      #  Assumes that the player is not currently in a vehicle.
      #--------------------------------------------------------------------------
      def get_on_vehicle
      front_x = $game_map.x_with_direction(@x, @direction)
      front_y = $game_map.y_with_direction(@y, @direction)
      if $game_map.airship.pos?(@x, @y)      # Is it overlapping with airship?
        get_on_airship
        return true
      elsif $game_map.ship.pos?(front_x, front_y)  # Is there a ship in front?
        get_on_ship
        return true
      elsif $game_map.boat.pos?(front_x, front_y)  # Is there a boat in front?
        get_on_boat
        return true
      end
      return false
      end
      #--------------------------------------------------------------------------
      # * Board Boat
      #--------------------------------------------------------------------------
      def get_on_boat
      @vehicle_getting_on = true      # Boarding flag
      @vehicle_type = 0            # Set vehicle type
      force_move_forward            # Move one step forward
      @walking_bgm = RPG::BGM::last    # Memorize walking BGM
      $game_map.boat.get_on          # Boarding processing
      end
      #--------------------------------------------------------------------------
      # * Board Ship
      #--------------------------------------------------------------------------
      def get_on_ship
      @vehicle_getting_on = true      # Board
      @vehicle_type = 1            # Set vehicle type
      force_move_forward            # Move one step forward
      @walking_bgm = RPG::BGM::last    # Memorize walking BGM
      $game_map.ship.get_on          # Boarding processing
      end
      #--------------------------------------------------------------------------
      # * Board Airship
      #--------------------------------------------------------------------------
      def get_on_airship
      @vehicle_getting_on = true      # Start boarding operation
      @vehicle_type = 2            # Set vehicle type
      @through = true              # Passage ON
      @walking_bgm = RPG::BGM::last    # Memorize walking BGM
      $game_map.airship.get_on        # Boarding processing
      end
      #--------------------------------------------------------------------------
      # * Get Off Vehicle
      #  Assumes that the player is currently riding in a vehicle.
      #--------------------------------------------------------------------------
      def get_off_vehicle
      if in_airship?                        # Airship
        return unless airship_land_ok?(@x, @y)    # Can't land?
      else                                # Boat/ship
        front_x = $game_map.x_with_direction(@x, @direction)
        front_y = $game_map.y_with_direction(@y, @direction)
        return unless can_walk?(front_x, front_y)  # Can't touch land?
      end
      $game_map.vehicles[@vehicle_type].get_off    # Get off processing
      if in_airship?                        # Airship
        @direction = 2                      # Face down
      else                                # Boat/ship
        force_move_forward                    # Move one step forward
        @transparent = false                  # Remove transparency
      end
      @vehicle_getting_off = true              # Start getting off operation
      @move_speed = 4                        # Return move speed
      @through = false                      # Passage OFF
      @walking_bgm.play                      # Restore walking BGM
      make_encounter_count                    # Initialize encounter
      end
      #--------------------------------------------------------------------------
      # * Force One Step Forward
      #--------------------------------------------------------------------------
      def force_move_forward
      @through = true      # Passage ON
      move_forward        # Move one step forward
      @through = false      # Passage OFF
      end
    end

    class Scene_Title < Scene_Base
      alias wor_twopla_scetit_cregam create_game_objects
      def create_game_objects
      wor_twopla_scetit_cregam
      $game_player2 = nil
      end
    end

    class Scene_Map < Scene_Base
      alias wor_twopla_scemap_upd update
      def update
      wor_twopla_scemap_upd
      $game_player2.update if $game_player2 != nil
      end
    end

    class Spriteset_Map
      alias wor_twopla_sprmap_crecha create_characters
      alias wor_twopla_sprmap_updcha update_characters
      def create_characters
      wor_twopla_sprmap_crecha
      @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
      @chara_two_pushed = false
      end
     
      def update_characters
      if !(@chara_two_pushed) and $game_player2 != nil
        @character_sprites.push(Sprite_Character.new(@viewport1, $game_player2))
        @chara_two_pushed = true
      elsif @chara_two_pushed and $game_player2 == nil
        for i in 0..@character_sprites.size
          if @character_sprites[i].character.is_a?(Game_Player2)
            @character_sprites[i].character.character_name = ""
            @character_sprites[i].update
            @character_sprites.delete_at(i)
            break
          end
        end
        @chara_two_pushed = false
      end
      wor_twopla_sprmap_updcha
      end
    end

    class Game_Map
      alias wor_twopla_gammap_passable passable?
      def passable?(x, y, flag = 0x01)
      if $game_player2 != nil and flag
        return false if $game_player2.x == x and $game_player2.y == y
      end
      wor_twopla_gammap_passable(x, y, flag)
      end
    end
    uma screen 2 PLAYERS - 2 JOGADORES 2PLAYERSSSSSSS


    _________________
    Pc quebro.
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    Duel
    Duel
    Aldeia Friend
    Aldeia Friend


    Mensagens : 1375
    Créditos : 107

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    2 PLAYERS - 2 JOGADORES Empty Re: 2 PLAYERS - 2 JOGADORES

    Mensagem por Duel Ter Mar 06, 2012 7:23 pm

    Que massa vai ser muito util !


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    Jack:

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