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script RPGMK VX ACE - activar eventos usando tiles
RPG maker VX :: Scripts ::
Página 1 de 1.
script RPGMK VX ACE - activar eventos usando tiles
HEY!! quiero ser el primero en postear un demo para el rpg maker vx ace asi que ... como dice el titulo por fin podemos olvidarnos de llenar el mapa con cientos y cientos de eventos por que gracias a este script podemos hacer que determinado tile active un evento comun con solo tocarlo !! genial, no? en fin aqui les dejo el demo y el script...
screenshots: no las necesita
DEMO
creditos a yanfly
script
screenshots: no las necesita
DEMO
creditos a yanfly
script
- Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Common Event Tiles v1.01
# -- Last Updated: 2011.12.06
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-CommonEventTiles"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.06 - Bugfix that prevented on touch events from triggering.
# 2011.12.04 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Rather than flooding the entire map with events just to run a single common
# event, bind common events to terrain tags that trigger upon stepping on them.
# This will cause all of the tiles marked by those terrain tags to spring up
# the common event when the player steps over them.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Tileset Notetags - These notetags go in the tileset notebox in the database.
# -----------------------------------------------------------------------------
# <event x: y>
# <event x: y, y>
# Sets the tiles marked with terrain tag y to trigger common event x. The
# common event will run each time the player steps over a tile with the
# respective terrain tags.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module TILESET
COMMON_EVENT = /<(?:EVENT|event)[ ]*(\d+):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
end # TILESET
end # REGEXP
end # YEA
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_cet load_database; end
def self.load_database
load_database_cet
load_notetags_cet
end
#--------------------------------------------------------------------------
# new method: load_notetags_cet
#--------------------------------------------------------------------------
def self.load_notetags_cet
groups = [$data_tilesets]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_cet
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Tileset
#==============================================================================
class RPG::Tileset
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :cevents
attr_accessor :cevent_tiles
#--------------------------------------------------------------------------
# common cache: load_notetags_st
#--------------------------------------------------------------------------
def load_notetags_cet
@cevents = {}
@cevent_tiles = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::TILESET::COMMON_EVENT
@cevents[$1.to_i] = []
array = @cevents[$1.to_i]
$2.scan(/\d+/).each { |num|
array.push(num.to_i) if num.to_i > 0
@cevent_tiles.push(num.to_i) if num.to_i > 0 }
#---
end
} # self.note.split
#---
end
end # RPG::Tileset
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# new method: common_event_floor?
#--------------------------------------------------------------------------
def common_event_floor?(dx, dy)
return (valid?(dx, dy) and common_event_tag?(dx, dy))
end
#--------------------------------------------------------------------------
# new method: common_event_tag?
#--------------------------------------------------------------------------
def common_event_tag?(dx, dy)
return tileset.cevent_tiles.include?(terrain_tag(dx, dy))
end
#--------------------------------------------------------------------------
# new method: tile_common_event
#--------------------------------------------------------------------------
def tile_common_event(dx, dy)
for key in tileset.cevents
return key[0] if key[1].include?(terrain_tag(dx, dy))
end
end
end # Game_Map
#==============================================================================
# ■ Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# alias method: check_touch_event
#--------------------------------------------------------------------------
alias check_touch_event_cet check_touch_event
def check_touch_event
return false if in_airship?
check_tile_common_event
check_touch_event_cet
end
#--------------------------------------------------------------------------
# new method: check_tile_common_event
#--------------------------------------------------------------------------
def check_tile_common_event
return unless $game_map.common_event_floor?(@x, @y)
$game_temp.reserve_common_event($game_map.tile_common_event(@x, @y))
end
end # Game_Player
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
ayaiken- 130
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Extras
Sobre mí:: hace tiempo que deje el maker ... pero por obra del destino regrese a el ... ahora como spriter en varios estilos JUS,LSW y RPGMVX
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RPG maker VX :: Scripts ::
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