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Script System Pet Global

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Script System Pet Global Empty Script System Pet Global

Mensagem por vipvipkk1!! Sex Jun 22, 2012 10:56 pm

Cole isso em seu netplay,conforme o tutorial:

coloque uma area pra cada um na parte dos scripts,um deve ficar em cima do outro,depois eh soh esperar um pouco tempo e pronto!


Script:Nome: Catterpillar System ,codigo:


Código:
#################################################################
################## CATERPILLAR EX ###############################
####### Caterpillar - [URL=http://www4.big.or.jp/~fukuyama/]http://www4.big.or.jp/~fukuyama/[/URL] ##########
####### Seleção rápida - 3,3 - 3,3 #######
####### Ativar/Desativar Caterpillar - 3,3 #################
####### Quantidade de Heróis - 3,3 #########################
#################################################################

# Este é o mesmo Caterppilar, porém com algumas inclusões:
#1º - Mudança de líder em tempo de jogo
#2º - Ativar/Desativar Caterpillar em tempo de jogo
#3º - Mudar a quantidade de heróis que o Caterpillar vai exibir

# Para mudar a equipe, aperte L(A tecla Q)
# Para On/Off o Caterpillar, Aperte R(A tecla W)
#Para mudar as Teclas, apenas troque-as no código logo abaixo.

#Para mudar a quantidade de exibição de heróis, apenas mude o
#Valor de $HEROS para o valor que você quer mais um.
#EX: $HEROS = 3 vai mostrar o Líder mais 3 aliados
#---------------------------------------------------------------
class Scene_Map
  alias new_update update
  def update
    new_update
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.decision_se)
      change_party
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.decision_se)
      $TRAIN_ACTOR_TRANSPARENT == false ? $TRAIN_ACTOR_TRANSPARENT = true : $TRAIN_ACTOR_TRANSPARENT = false
    end
  end
 
  def change_party
    @heros = []
    for i in 0...$game_party.actors.size
      @heros[i] = $game_party.actors[i]
    end
    for i in 1...@heros.size
      $game_party.actors[i - 1] = @heros[i]
    end
    $game_party.actors[@heros.size - 1] = @heros[0]
    $game_player.refresh
  end
end

TRAIN_ACTOR_TRANSPARENT_SWITCH = true
$TRAIN_ACTOR_TRANSPARENT = false
$HEROS = 5

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

class Game_Party_Actor < Game_Character
  def initialize
    super()
    @through = true
  end
  def setup(actor)
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    @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
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
    end
  end
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
    end
  end
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
    end
  end
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
    end
  end
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    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))
      @x -= 1
      @y += 1
    end
  end
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    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))
      @x += 1
      @y += 1
    end
  end
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    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))
      @x -= 1
      @y -= 1
    end
  end
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    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))
      @x += 1
      @y -= 1
    end
  end

  def set_move_speed(move_speed)
    @move_speed = move_speed
  end
end

class Spriteset_Map
  def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
  end
  def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
      index_game_player = 0
      @character_sprites.each_index do |i|
        if @character_sprites[i].character.instance_of?(Game_Player)
          index_game_player = i
          break
        end
      end
      for character in characters.reverse
        @character_sprites.unshift(
          Sprite_Character.new(@viewport1, character)
        )
      end
      @setup_actor_character_sprites_flag = true
    end
  end
end
class Scene_Map
  def setup_actor_character_sprites(characters)
      @spriteset.setup_actor_character_sprites(characters)
  end
end

class Game_Party
  def set_transparent_actors(transparent)
    @transparent = transparent
  end
  def setup_actor_character_sprites
      if @characters == nil
        @characters = []
        for i in 1 .. $HEROS
          @characters.push(Game_Party_Actor.new)
        end
      end
      if @actors_chach == nil
        @actors_chach = []
      end
      if @actors_chach != @actors
        @actors_chach = @actors.clone
        for i in 1 .. $HEROS
          @characters[i - 1].setup(actors[i])
        end
      end
      if $scene.instance_of?(Scene_Map)
        $scene.setup_actor_character_sprites(@characters)
      end
  end
  def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
      if TRAIN_ACTOR_TRANSPARENT_SWITCH
        transparent = $TRAIN_ACTOR_TRANSPARENT
      else
        transparent = $game_player.transparent
      end
    end
    for character in @characters
      character.transparent = transparent
      character.set_move_speed($game_player.get_move_speed)
      character.update
    end
  end
  def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
      character.moveto( x, y )
    end
    if @move_list == nil
      @move_list = []
    end
    for i in 0 .. 10
      @move_list[i] = nil
    end
  end
  def move_party_actors
    if @move_list == nil
      @move_list = []
      for i in 0 .. 10
        @move_list[i] = nil
      end
    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 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
module Game_Player_Module
  def update
    $game_party.update_party_actors
    super
  end
  def moveto( x, y )
    super
    $game_party.moveto_party_actors( 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
    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
    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
    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
    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_x = @x + x_plus
    new_y = @y + y_plus
    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
  def get_move_speed
    return @move_speed
  end
end
class Game_Player
  include Game_Player_Module
end

Script 2:pet system



Código:

#==============================================================================
# ** Trailing Characters
#==============================================================================
# SephirothSpawn
# Version 1
# 2006-05-24
#------------------------------------------------------------------------------
# * Instructions:

#  ~ Adding Trailing Character:
#    <game_character>.add_trailing_character(<name>, <hue>)
#
#  ~ Deleting Trailing Character at a index
#    <game_character>.delete_trailing_character(<index>)
#
#  ~ Delete Last Trailing Character
#    <game_character>.pop_trailing_character
#
#  ~ Get Last Trailing Character
#    <game_character>.last_trailing_character
#
#  ~ Get Number of Trailing Characters
#    <game_character>.number_of_trailing_characters
#
#  * For Events, Replace <game_character> with
#    $game_map.events[<event_id>]
#
#  * For Player, Replace <game_character> with
#    $game_player
#
#  ~ Enable or Disable Caterpillar
#    $game_player.enable_caterpillar = True (On) or False (Off)
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Trailing Characters', 'SephirothSpawn', 1, '2006-05-24')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Trailing Characters') == true

#==============================================================================
# ** Game_TrailingCharacter
#==============================================================================

class Game_TrailingCharacter < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :trail_number
  attr_accessor :character_hue
  attr_accessor :character_name
  attr_accessor :x, :y, :direction 
  #--------------------------------------------------------------------------
  # * Screen Z
  #--------------------------------------------------------------------------
  def screen_z(height = 0)
    # Get Original Z Value
    n = super(height)
    # Decrease Z By 1 and return
    return n - @trail_number
  end
  #--------------------------------------------------------------------------
  # * Setup Initialization
  #--------------------------------------------------------------------------
  def setup(parent_character, character_name, character_hue)
    # Set X & Y Coordinates
    @x, @y = parent_character.x, parent_character.y
    @real_x, @real_y = @x * 128, @y * 128
    @direction = parent_character.direction
    # Sets Character Sprite Information
    @character_name = character_name
    @character_hue = character_hue
    # Turns Through On
    @through = true
    # If Parent Character is a Trailing Character
    if parent_character.is_a?(Game_TrailingCharacter)
      # Sets Trailing Number + 1
      @trail_number = parent_character.trail_number + 1
    else
      # Sets 1 to Trailing Number
      @trail_number = 1
    end
  end
  #--------------------------------------------------------------------------
  # * Delete
  #--------------------------------------------------------------------------
  def delete
    # Return No Trailing Sprite
    return if @trailing_character.nil?
    # Switch Properties with trailing sprite
    @character_name = @trailing_character.character_name
    @character_hue = @trailing_character.character_hue
    @trail_number = @trailing_character.trail_number
    # Delete Trail Sprite
    @trailing_character.delete
  end
end

#==============================================================================
# ** Game_Character
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Trailing Character Movements
  #--------------------------------------------------------------------------
  Trailing_Character_Movements = [[], [], [], [], []]
  Trailing_Character_Movements[0][2] = '@trailing_character.move_right'
  Trailing_Character_Movements[1][1] =
    '@direction == 2 ? @trailing_character.move_right : @trailing_character.move_down'
  Trailing_Character_Movements[1][2] =
    '@trailing_character.turn_right unless @trailing_character.direction == 6'
  Trailing_Character_Movements[1][3] =
    '@direction == 8 ? @trailing_character.move_right : @trailing_character.move_up'
  Trailing_Character_Movements[2][0] = '@trailing_character.move_down'
  Trailing_Character_Movements[2][1] =
    '@trailing_character.turn_down unless @trailing_character.direction == 2'
  Trailing_Character_Movements[2][3] =
    '@trailing_character.turn_up unless @trailing_character.direction == 8'
  Trailing_Character_Movements[2][4] = '@trailing_character.move_up'
  Trailing_Character_Movements[3][1] =
    '@direction == 2 ? @trailing_character.move_left : @trailing_character.move_down'
  Trailing_Character_Movements[3][2] =
    '@trailing_character.turn_left unless @trailing_character.direction == 4'
  Trailing_Character_Movements[3][3] =
    '@direction == 8 ? @trailing_character.move_left : @trailing_character.move_up'
  Trailing_Character_Movements[4][2] = '@trailing_character.move_left'
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :trailing_character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_trailingchara_gmchar_init initialize
  alias seph_trailingchara_gmchar_update update
  alias seph_trailingchara_gmchar_jump jump
  alias seph_trailingchara_gmchar_mt moveto
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_trailingchara_gmchar_init
    # Create Nil Trailing Character
    @trailing_character = nil
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original Frame Update
    seph_trailingchara_gmchar_update
    # If Trailing Sprite Exist
    unless @trailing_character.nil?
      # Update Trailing Character
      @trailing_character.update
      # Update Trailing Character Movements
      update_trailing_character_movements
    end
  end
  #--------------------------------------------------------------------------
  # * Jump
  #--------------------------------------------------------------------------
  def jump(x_plus, y_plus)
    # Original Jump Method
    seph_trailingchara_gmchar_jump(x_plus, y_plus)
    # Return if No Trailing Character
    return if @trailing_character.nil?
    # If Jumping
    if self.jumping?
      x_plus = @x - @trailing_character.x
      y_plus = @y - @trailing_character.y
      # Jump Trialing Character
      @trailing_character.jump(x_plus, y_plus)
    end
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #--------------------------------------------------------------------------
  def moveto(x, y)
    # Original Moveto Method
    seph_trailingchara_gmchar_mt(x, y)
    # Move Trailing Sprite
    unless @trailing_character.nil?
      # Move Trailing Character
      @trailing_character.moveto(x, y)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Trailing Sprite Movements
  #--------------------------------------------------------------------------
  def update_trailing_character_movements
    # Return if Trailing Character is Moving or Jumping
    return if @trailing_character.moving? || @trailing_character.jumping?
    # Calculate X & Y Difference
    x_diff = @trailing_character.x - @x + 2
    y_diff = @trailing_character.y - @y + 2
    # Trailing Character Movements
    unless Trailing_Character_Movements[x_diff][y_diff].nil?
      eval Trailing_Character_Movements[x_diff][y_diff]
    end
  end
  #--------------------------------------------------------------------------
  # * Add Trailing Character
  #--------------------------------------------------------------------------
  def add_trailing_character(name = '', hue = 0)
    # Add Trailing Character
    if @trailing_character.nil?
      @trailing_character = Game_TrailingCharacter.new
      @trailing_character.setup(self, name, hue)
      # Adds Sprite to Spriteset
      if $scene.is_a?(Scene_Map)
        $scene.spriteset.add_trailing_character(@trailing_character)
      end
    # Add Trailing Character to Trailing Sprite
    else
      @trailing_character.add_trailing_character(name, hue)
    end
  end
  #--------------------------------------------------------------------------
  # * Delete Trailing Character
  #--------------------------------------------------------------------------
  def delete_trailing_character(index = 0)
    # Return if No Trailing Character
    return if @trailing_character.nil?
    # Start Indexing
    n = 0
    tc = @trailing_character
    # Gets Trialing Character Index
    while n < index
      # Return if No Trailing Character
      return if tc.trailing_character.nil?
      # Add Index
      n += 1
      # Get Next Trailing Character
      tc = tc.trailing_character
    end
    # Delete all Trailing Characters
    tc.delete
    # Pop Last Character
    pop_trailing_character
  end
  #--------------------------------------------------------------------------
  # * Pop Trailing Character
  #--------------------------------------------------------------------------
  def pop_trailing_character
    # Return if No Trailing Character
    return nil if @trailing_character.nil?
    # If Trailing Sprite has a trailing Sprite
    if @trailing_character.trailing_character != nil
      @trailing_character.pop_trailing_character
    # Delete Trailing Character
    else
      # Remove from Spriteset
     
      # Delete Trailing Sprite
      @trailing_character = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Last Trailing Character
  #--------------------------------------------------------------------------
  def last_trailing_character
    # Return nil if no trailing character
    return nil if @trailing_character.nil?
    # Fetches Last Character
    tc = @trailing_character
    until tc.trailing_character.nil?
      tc = tc.trailing_character
    end
    return tc
  end
  #--------------------------------------------------------------------------
  # * Number of Trailing Character
  #--------------------------------------------------------------------------
  def number_of_trailing_characters
    # Returns 0 if no Trailing Character
    return 0 if @trailing_character.nil?
    # Starts Counter
    n = 1
    tc = @trailing_character
    # Adds to Counter when more Trailing Characters
    until tc.trailing_character.nil?
      n += 1
      tc = tc.trailing_character
    end
    # Return Counter
    return n   
  end
end

#==============================================================================
# ** Game_Player
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :enable_caterpillar 
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_catapillar_gmplyr_init initialize
  alias seph_catapillar_gmplyr_refresh refresh
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_catapillar_gmplyr_init
    # Enables Catapillar
    @enable_caterpillar = true
  end
  #--------------------------------------------------------------------------
  # * Enable Caterpiller
  #--------------------------------------------------------------------------
  def enable_caterpillar=(boolean)
    # If Enabling
    if boolean
      @enable_caterpillar = true
    else
      # Deletes Party Members
      ($game_party.actors.size - 1).times do
        delete_trailing_character
      end
      @enable_caterpillar = false
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Original Refresh
    seph_catapillar_gmplyr_refresh
    # Delete all Trailing Characters
    until number_of_trailing_characters <
          (@enable_caterpillar ? $game_party.actors.size : 1)
      pop_trailing_character
    end
    # Return unless Caterpillar Disabled
    return unless @enable_caterpillar
    # Refreshes Actors
    unless @trailing_character.nil?
      tc, i = @trailing_character, 0
      loop do
        i += 1
        actor = $game_party.actors[i]
        tc.character_name = actor.character_name
        tc.character_hue = actor.character_hue
        tc.trailing_character.nil? ? break : tc = tc.trailing_character
      end
    end
    # Add Party Characters
    for i in (number_of_trailing_characters + 1)...$game_party.actors.size
      # Gets Actor
      actor = $game_party.actors[i]
      # Adds Actor
      add_trailing_character(actor.character_name, actor.character_hue)
    end
  end
  #--------------------------------------------------------------------------
  # * Pop Trailing Character
  #--------------------------------------------------------------------------
  def pop_trailing_character
    # If Caterpillar Enabled
    if @enable_caterpillar
      # If No Extra Trailing Characters
      return if number_of_trailing_characters < $game_party.actors.size
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Delete Trailing Character
  #--------------------------------------------------------------------------
  def delete_trailing_character(index = 0)
    # If Caterpillar Enabled
    if @enable_caterpillar
      # Return if trying to delete a party member
      return if (index + 1) < $game_party.actors.size
    end
    super(index)
  end
end

#==============================================================================
# ** Spriteset_Map
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_trailingchara_ssetm_init initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original Initialization
    seph_trailingchara_ssetm_init
    # Adds Trailing Characters (Player)
    unless $game_player.trailing_character.nil?
      trailing_character = $game_player.trailing_character
      add_trailing_character(trailing_character)
      until trailing_character.trailing_character.nil?
        trailing_character = trailing_character.trailing_character
        add_trailing_character(trailing_character)
      end
    end
    # Adds Trailing Characters (Events)
    for event in $game_map.events.values
      unless event.trailing_character.nil?
        trailing_character = event.trailing_character
        add_trailing_character(trailing_character)
        until trailing_character.trailing_character.nil?
          trailing_character = trailing_character.trailing_character
          add_trailing_character(trailing_character)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Add Trailing Character
  #--------------------------------------------------------------------------
  def add_trailing_character(character = nil)
    # Return if nil Character
    return if character.nil?
    # Adds Character Sprite
    @character_sprites.push(Sprite_Character.new(@viewport1, character))
  end
  #--------------------------------------------------------------------------
  # * Pop Trailing Character
  #--------------------------------------------------------------------------
  def pop_trailing_character(character)
    # Return if nil character
    return if character.nil?
    # Passes through all Character Sprites
    for sprite in @character_sprites
      # Pops Sprites Character
      if sprite.character == character
        # Disposes Sprite
        sprite.dispose
        # Deletes from Character Sprites
        @character_sprites.delete(sprite)
        return
      end
    end
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map
  attr_accessor :spriteset
end


#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end



Obs:coloque uma area pra cada um na parte dos scripts,um deve ficar em cima do outro,depois eh soh esperar um pouco tempo e pronto![code]

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Script System Pet Global Empty Re: Script System Pet Global

Mensagem por MalucaoBeleza Sex Jun 22, 2012 11:03 pm

ponha spoiler ponha em codigo
isso aew nem é pet
é um script de cartpilar q é possivel trasformar em pet global se tiver um bom conhecimento em RGSS '-'
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Script System Pet Global Empty Re: Script System Pet Global

Mensagem por RD12 Sex Jun 22, 2012 11:10 pm

Não é de Pet e nem é global! Área errada, Tópico trancado.
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