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    Como usar o sistema de pet no netplay master v.3

    Guilherme maker 2
    Guilherme maker 2
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    Como usar o sistema de pet no netplay master v.3 Empty Como usar o sistema de pet no netplay master v.3

    Mensagem por Guilherme maker 2 Sex Abr 27, 2012 10:49 pm

    quero saber como add um pet no netplay master v.3 toda vez que tento da erro Sad
    Lief
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    Como usar o sistema de pet no netplay master v.3 Empty Re: Como usar o sistema de pet no netplay master v.3

    Mensagem por Lief Sex Abr 27, 2012 10:57 pm

    qual sistema de pet você quer Adicionar no netplay?
    Poste o script


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    Como usar o sistema de pet no netplay master v.3 Empty Re: Como usar o sistema de pet no netplay master v.3

    Mensagem por Guilherme maker 2 Sex Abr 27, 2012 11:01 pm

    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
    Lief
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    Como usar o sistema de pet no netplay master v.3 Empty Re: Como usar o sistema de pet no netplay master v.3

    Mensagem por Lief Sex Abr 27, 2012 11:05 pm

    óbvio que não conseguiria está só o trailling character
    Baixe o Hyper Netplay 1.0 ele tem um sistema de PET não estou com ele aqui agora.
    (Ache o Hyper Netplay 1.0 na área de NEtplays)


    _________________
    A cidade tem medo de mim. Eu vi sua verdadeira face. As ruas são sarjetas dilatadas cheias de sangue e, quando os bueiros transbordarem, todos os vermes vão se afogar. A imundice de todo sexo e matanças vai espumar até a cintura e as putas e os políticos vão olhar para cima gritando "salve-nos"... e eu vou olhar para baixo e dizer "não".
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    Como usar o sistema de pet no netplay master v.3 Empty Re: Como usar o sistema de pet no netplay master v.3

    Mensagem por Guilherme maker 2 Sex Abr 27, 2012 11:08 pm

    muuuuuuuuuiiiiiiiiitooooooo obrigado voçe e legal toda ves que eu te ver vo te dar mais um credito
    RD12
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    Como usar o sistema de pet no netplay master v.3 Empty Re: Como usar o sistema de pet no netplay master v.3

    Mensagem por RD12 Sáb Abr 28, 2012 10:51 am

    Dúvida respondida, trancado.

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