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    ajudinha AKi ''

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    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
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    ajudinha AKi '' Empty Re: ajudinha AKi ''

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

    Siim tá em Scripts, pulo + impulso ;D


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    ajudinha AKi '' Empty Re: ajudinha AKi ''

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

    @.@

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


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

    vc saber
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    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


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    ajudinha AKi '' 4282f0a15bc04369a53281037e2093fb.0

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    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 !!!


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    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


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    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


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    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) .
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    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.


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    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



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