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    Script System Pet Global

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    vipvipkk1!!
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    Mensagens : 20
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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]
    MalucaoBeleza
    MalucaoBeleza
    Desenvolvedor
    Desenvolvedor


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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 '-'
    RD12
    RD12
    Lenda
    Lenda


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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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    Script System Pet Global Empty Re: Script System Pet Global

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      Data/hora atual: Dom Abr 28, 2024 2:34 pm