Script de Pulo (Jump Script) v.1.4a (04.19.2015)
(My First Script
)
Compatible With: RMVXAce
Compatible :
Nice
Facility to use:
Easy
Lag:
Low
Conditions of Use
Can be modified, and released, but keep the credits to me thanks.
What is the script
Add jump function (4 distances), and use switch for active (or no)
History
Spoiler# Histórico
# 17/04/2015, v.1.0: Lançamento
# 17/04/2015, v.1.1: Add opção com switch
# 17/04/2015, v.1.2: add opções de herois com skill
# 17/04/2015, v.1.3: add opções de som
# 19/04/2015, v.1.4: add funções de delay entre os pulos.
# 19/04/2015, v.1.4a: Correções de Bugs
#
# History
# 04.17.2015, v1.0: Release
# 04.17.2015, v1.1: add option with switch
# 04.17.2015, v1.2: add actor with skills options
# 04.17.2015, v1.3: add sounds options
# 04.19.2015, v1.4: add functions of delay between the jumps
# 04.19.2015, v1.4a: Bug Fixes
Script.
Spoiler#===========================================================================# Script de Pulo v1.4a# (Jump Script v1.4a)## Autor : TiagoMS# Blog:# Email: tiago.merces@hotmail.com##===========================================================================# Descrição: # O script permite a função de pulo, definindo até 3 distancias# sendo: Parado, andando, correndo.## Description:# The script allows the jump function by setting up three distances:# Stopped, walking, running.# ==========================================================================# Histórico# 17/04/2015, v.1.0: Lançamento# 17/04/2015, v.1.1: Add opção com switch# 17/04/2015, v.1.2: add opções de herois com skill# 17/04/2015, v.1.3: add opções de som# 19/04/2015, v.1.4: add funções de delay entre os pulos.# 19/04/2015, v.1.4a: Correções de Bugs## History# 04.17.2015, v1.0: Release# 04.17.2015, v1.1: add option with switch# 04.17.2015, v1.2: add actor with skills options# 04.17.2015, v1.3: add sounds options# 04.19.2015, v1.4: add functions of delay between the jumps# 04.19.2015, v1.4a: Bug Fixes#===========================================================================# Agradecimentos / Thanks: # Khas:
http://arcthunder.blogspot.com.br/# Raizen:
http://www.mundorpgmaker.com.br/user/41177-raizen884/# Quasi: forums.rpgmakerweb.com/index.php?/user/25663-quasi/# Khrono:
http://www.mundorpgmaker.com.br/user/95669-khrono/# Sixth:
http://forums.rpgmakerweb.com/index.php?/user/42168-sixth/##=========================================================================== module Tiagoms_SP #================================================# # # # Área Configurável / Configurable area # # # #================================================# # Distancia. Pulo com ator parado. (Muito Curto)# Distance. Jump with actor stopped. (Very Short)PuloMC = 1 # Distancia. Pulo com ator parado com Dash. (Curto)# Distance. Jump with actor stopped Dash. (Short)PuloC = 2 # Distancia. Pulo com ator andando. (Médio)# Distance. Jump with walking actor without dash. (Average)PuloM = 3 # Distancia. Pulo com ator andando com Dash. (Longo)# Distance. Jump with walking actor with dash (Longer)PuloL = 4 # Botão para realizar o pulo. Exemplo: botão "A" do teclado. Botao = :X# Button to make the leap. Example: "A" button on the keyboard. Button = :X# :X = A :Y = S :Z = D :L = Q :R = WBotao = :C #Defina o som dos pulos e os volumes.#Define the sound of jumps and vol. Som_PuloMC = "jump2" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolMC = 100 # 0 á 100 / 0 to 100 Som_PuloC = "jump1" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolC = 100 # 0 á 100 / 0 to 100 Som_PuloM = "jump1" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolM = 100 # 0 á 100 / 0 to 100 Som_PuloL = "jump1" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolL = 100 # 0 á 100 / 0 to 100 # Switch para ligar/Desligar o Pulo. Se Sim, Defina um valor maior # que zero (número da Switch). Se Não, Deixe como 0 (Zero) # Switch for on/off jump. if yes, change the numenber "0" for switch.# if no, define with 0 (standard) SwitchMC = 0 # Pulo muito curto (Jump very shot)SwitchC = 0 # Pulo curto (Jump Shot)SwitchM = 0 # Pulo Médio (Med Jump)SwitchL = 0 # Pulo Longo (Long Jump) #Caso deseje que um ator possua uma habilidade para poder executar a ação,#defina o ID do ator e das skills. em caso negativo, defina como 0 (zero) #If you want an actor has a skill to be able to perform the action, #set the actor ID and skills. if not, set to 0 (zero) Actor_pulo = 0 # ID do ator / Actor ID Skill_puloMC = 0 # ID Skill / Skill IDSkill_puloC = 0 # ID Skill / Skill IDSkill_puloM = 0 # ID Skill / Skill IDSkill_puloL = 0 # ID Skill / Skill ID # Tempo de espera após realizar o pulo, para execultar outro pulo.# Valor mínimo = 0, valor máximo = 999 ---- !!!Valores em FPS!!!# Time of wait after execute a jump, to execute a next jump.# Min Value = 0, Max Value = 999 --- !!!FPS Value!!! Delay_JumpMC = 15 # 60 = 1 Segundo/SecondsDelay_JumpC = 45 # 60 = 1 Segundo/SecondsDelay_JumpM = 90 # 60 = 1 Segundo/SecondsDelay_JumpL = 120 # 60 = 1 Segundo/Seconds end #não remova isto ; Not remove this.#============================================================================## #============================================================# ## # # ## # === Fim da configuração / End of Configuration === # ## # # ## #============================================================# ##============================================================================# #---------------------------------------------------------# # # # Configuração inicial # # # #---------------------------------------------------------#class Game_Player < Game_Character alias initialize_pulo initialize alias update_pulo update def initialize initialize_pulo @delay_jump = 0 @pulo = false end def update update_pulo press_botton end #def #-------------------------------------------------------# # # # Pressionar botões e verificar CD do pulo # # # #-------------------------------------------------------# def press_botton if Input.trigger?(Tiagoms_SP::Botao) && @delay_jump == 0 && !jumping? vercond end # primeiro input @delay_jump-=1 if @pulo && @delay_jump >=1 puts @delay_jump if @delay_jump==0 && @pulo @pulo = false end end #press_botton #-------------------------------------------------------# # # # Condições de Swich # # # #-------------------------------------------------------# def vercond if stopping? if dash? if Tiagoms_SP::SwitchC == 0 or $game_switches[Tiagoms_SP::SwitchC] == true verskillC else verskillMC end #Switch verif else verskillMC if Tiagoms_SP::SwitchMC == 0 or $game_switches[Tiagoms_SP::SwitchMC] == true end #Dash Stopping else #not stopping if dash? if Tiagoms_SP::SwitchL == 0 or $game_switches[Tiagoms_SP::SwitchL] == true verskillL else verskillM end #vericação else if Tiagoms_SP::SwitchM == 0 or $game_switches[Tiagoms_SP::SwitchM] == true verskillM else verskillC end #vericação end #Dash else stopping end #Stopping end #-------------------------------------------------------# # # # Área anti-bugs e vericação de habilidade e ator. # # # #-------------------------------------------------------# def verskillMC if Tiagoms_SP::Skill_puloMC != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloMC]) puloMC end else puloMC end end def verskillC if Tiagoms_SP::Skill_puloC != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloC]) puloC else verskillMC end else puloC end end def verskillM if Tiagoms_SP::Skill_puloM != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloM]) puloM else verskillC end else puloM end end def verskillL if Tiagoms_SP::Skill_puloL != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloL]) puloL else verskillM end else puloL end end #-------------------------------------------------------# # # # Esta área define o pulo Muito Curto (PARADO) # # # #-------------------------------------------------------# def puloMC case @direction when 2 # Down y = @y + Tiagoms_SP:
uloMC until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(0, y - @y) delay_puloMC end when 4 # Left x = @x - Tiagoms_SP:
uloMC until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(x - @x, 0) delay_puloMC end when 6 #Right x = @x + Tiagoms_SP:
uloMC until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(x - @x, 0) delay_puloMC end when 8 # UP y = @y - Tiagoms_SP:
uloMC until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(0, y - @y) delay_puloMC end end end #-------------------------------------------------------# # # # Esta área define o pulo Curto (Parado com Dash) # # # #-------------------------------------------------------# def puloC case @direction when 2 # Down y = @y + Tiagoms_SP:
uloC until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(0, y - @y) delay_puloC end when 4 # Left x = @x - Tiagoms_SP:
uloC until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(x - @x, 0) delay_puloC end when 6 #Right x = @x + Tiagoms_SP:
uloC until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(x - @x, 0) delay_puloC end when 8 # UP y = @y - Tiagoms_SP:
uloC until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(0, y - @y) delay_puloC end end end #-------------------------------------------------------# # # # Esta área define o pulo Médio (andando SEM DASH) # # # #-------------------------------------------------------# def puloM case @direction when 2 # Down y = @y + Tiagoms_SP:
uloM until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(0, y - @y) delay_puloM end when 4 # Left x = @x - Tiagoms_SP:
uloM until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(x - @x, 0) delay_puloM end when 6 #Right x = @x + Tiagoms_SP:
uloM until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(x - @x, 0) delay_puloM end when 8 # UP y = @y - Tiagoms_SP:
uloM until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(0, y - @y) delay_puloM end end end #------------------------------------------------------# # # # Esta área define o pulo longo (andando, com DASH # # # #------------------------------------------------------# def puloL case @direction when 2 # Down y = @y + Tiagoms_SP:
uloL until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(0, y - @y) delay_puloL #Aguardando o Wait end when 4 # Left x = @x - Tiagoms_SP:
uloL until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(x - @x, 0) delay_puloL #Aguardando o Wait end when 6 #Right x = @x + Tiagoms_SP:
uloL until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(x - @x, 0) delay_puloL #Aguardando o Wait end when 8 # UP y = @y - Tiagoms_SP:
uloL until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(0, y - @y) delay_puloL #Aguardando o Wait end end end #-------------------------------------------------------# # # # Esta área define os Delays pós pulos # # # #-------------------------------------------------------# def delay_puloMC @delay_jump = Tiagoms_SP:
elay_JumpMC @pulo = true end def delay_puloC @delay_jump = Tiagoms_SP:
elay_JumpC @pulo = true end def delay_puloM @delay_jump = Tiagoms_SP:
elay_JumpM @pulo = true end def delay_puloL @delay_jump = Tiagoms_SP:
elay_JumpL @pulo = true endend
Videos
not is need
Download
not is need
Thanks
In script
Credits
TiagoMS
本贴来自国际rpgmaker官方论坛作者:tiagoms处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/tiagoms-jump-script-first-script-v1-4a-04-19-2015.38965/