#===========================================================================# Script de Pulo v1.4a# (Jump Script v1.4a)## Autor : TiagoMS# Blog:# Email: tiago.merces@hotmail.com##===========================================================================# Descrição: # O script permite a função de pulo, definindo até 3 distancias# sendo: Parado, andando, correndo.## Description:# The script allows the jump function by setting up three distances:# Stopped, walking, running.# ==========================================================================# Histórico# 17/04/2015, v.1.0: Lançamento# 17/04/2015, v.1.1: Add opção com switch# 17/04/2015, v.1.2: add opções de herois com skill# 17/04/2015, v.1.3: add opções de som# 19/04/2015, v.1.4: add funções de delay entre os pulos.# 19/04/2015, v.1.4a: Correções de Bugs## History# 04.17.2015, v1.0: Release# 04.17.2015, v1.1: add option with switch# 04.17.2015, v1.2: add actor with skills options# 04.17.2015, v1.3: add sounds options# 04.19.2015, v1.4: add functions of delay between the jumps# 04.19.2015, v1.4a: Bug Fixes#===========================================================================# Agradecimentos / Thanks: # Khas:
http://arcthunder.blogspot.com.br/# Raizen:
http://www.mundorpgmaker.com.br/user/41177-raizen884/# Quasi: forums.rpgmakerweb.com/index.php?/user/25663-quasi/# Khrono:
http://www.mundorpgmaker.com.br/user/95669-khrono/# Sixth:
http://forums.rpgmakerweb.com/index.php?/user/42168-sixth/##=========================================================================== module Tiagoms_SP #================================================# # # # Área Configurável / Configurable area # # # #================================================# # Distancia. Pulo com ator parado. (Muito Curto)# Distance. Jump with actor stopped. (Very Short)PuloMC = 1 # Distancia. Pulo com ator parado com Dash. (Curto)# Distance. Jump with actor stopped Dash. (Short)PuloC = 2 # Distancia. Pulo com ator andando. (Médio)# Distance. Jump with walking actor without dash. (Average)PuloM = 3 # Distancia. Pulo com ator andando com Dash. (Longo)# Distance. Jump with walking actor with dash (Longer)PuloL = 4 # Botão para realizar o pulo. Exemplo: botão "A" do teclado. Botao = :X# Button to make the leap. Example: "A" button on the keyboard. Button = :X# :X = A :Y = S :Z = D :L = Q :R = WBotao = :C #Defina o som dos pulos e os volumes.#Define the sound of jumps and vol. Som_PuloMC = "jump2" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolMC = 100 # 0 á 100 / 0 to 100 Som_PuloC = "jump1" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolC = 100 # 0 á 100 / 0 to 100 Som_PuloM = "jump1" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolM = 100 # 0 á 100 / 0 to 100 Som_PuloL = "jump1" # Som do SE (Sem som = "")/ SE Sound (No sound = "")VolL = 100 # 0 á 100 / 0 to 100 # Switch para ligar/Desligar o Pulo. Se Sim, Defina um valor maior # que zero (número da Switch). Se Não, Deixe como 0 (Zero) # Switch for on/off jump. if yes, change the numenber "0" for switch.# if no, define with 0 (standard) SwitchMC = 0 # Pulo muito curto (Jump very shot)SwitchC = 0 # Pulo curto (Jump Shot)SwitchM = 0 # Pulo Médio (Med Jump)SwitchL = 0 # Pulo Longo (Long Jump) #Caso deseje que um ator possua uma habilidade para poder executar a ação,#defina o ID do ator e das skills. em caso negativo, defina como 0 (zero) #If you want an actor has a skill to be able to perform the action, #set the actor ID and skills. if not, set to 0 (zero) Actor_pulo = 0 # ID do ator / Actor ID Skill_puloMC = 0 # ID Skill / Skill IDSkill_puloC = 0 # ID Skill / Skill IDSkill_puloM = 0 # ID Skill / Skill IDSkill_puloL = 0 # ID Skill / Skill ID # Tempo de espera após realizar o pulo, para execultar outro pulo.# Valor mínimo = 0, valor máximo = 999 ---- !!!Valores em FPS!!!# Time of wait after execute a jump, to execute a next jump.# Min Value = 0, Max Value = 999 --- !!!FPS Value!!! Delay_JumpMC = 15 # 60 = 1 Segundo/SecondsDelay_JumpC = 45 # 60 = 1 Segundo/SecondsDelay_JumpM = 90 # 60 = 1 Segundo/SecondsDelay_JumpL = 120 # 60 = 1 Segundo/Seconds end #não remova isto ; Not remove this.#============================================================================## #============================================================# ## # # ## # === Fim da configuração / End of Configuration === # ## # # ## #============================================================# ##============================================================================# #---------------------------------------------------------# # # # Configuração inicial # # # #---------------------------------------------------------#class Game_Player < Game_Character alias initialize_pulo initialize alias update_pulo update def initialize initialize_pulo @delay_jump = 0 @pulo = false end def update update_pulo press_botton end #def #-------------------------------------------------------# # # # Pressionar botões e verificar CD do pulo # # # #-------------------------------------------------------# def press_botton if Input.trigger?(Tiagoms_SP::Botao) && @delay_jump == 0 && !jumping? vercond end # primeiro input @delay_jump-=1 if @pulo && @delay_jump >=1 puts @delay_jump if @delay_jump==0 && @pulo @pulo = false end end #press_botton #-------------------------------------------------------# # # # Condições de Swich # # # #-------------------------------------------------------# def vercond if stopping? if dash? if Tiagoms_SP::SwitchC == 0 or $game_switches[Tiagoms_SP::SwitchC] == true verskillC else verskillMC end #Switch verif else verskillMC if Tiagoms_SP::SwitchMC == 0 or $game_switches[Tiagoms_SP::SwitchMC] == true end #Dash Stopping else #not stopping if dash? if Tiagoms_SP::SwitchL == 0 or $game_switches[Tiagoms_SP::SwitchL] == true verskillL else verskillM end #vericação else if Tiagoms_SP::SwitchM == 0 or $game_switches[Tiagoms_SP::SwitchM] == true verskillM else verskillC end #vericação end #Dash else stopping end #Stopping end #-------------------------------------------------------# # # # Área anti-bugs e vericação de habilidade e ator. # # # #-------------------------------------------------------# def verskillMC if Tiagoms_SP::Skill_puloMC != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloMC]) puloMC end else puloMC end end def verskillC if Tiagoms_SP::Skill_puloC != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloC]) puloC else verskillMC end else puloC end end def verskillM if Tiagoms_SP::Skill_puloM != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloM]) puloM else verskillC end else puloM end end def verskillL if Tiagoms_SP::Skill_puloL != 0 && Tiagoms_SP::Actor_pulo !=0 if $game_actors[Tiagoms_SP::Actor_pulo].usable?($data_skills[Tiagoms_SP::Skill_puloL]) puloL else verskillM end else puloL end end #-------------------------------------------------------# # # # Esta área define o pulo Muito Curto (PARADO) # # # #-------------------------------------------------------# def puloMC case @direction when 2 # Down y = @y + Tiagoms_SP:

uloMC until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(0, y - @y) delay_puloMC end when 4 # Left x = @x - Tiagoms_SP:

uloMC until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(x - @x, 0) delay_puloMC end when 6 #Right x = @x + Tiagoms_SP:

uloMC until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(x - @x, 0) delay_puloMC end when 8 # UP y = @y - Tiagoms_SP:

uloMC until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloMC,Tiagoms_SP::VolMC,80).play jump(0, y - @y) delay_puloMC end end end #-------------------------------------------------------# # # # Esta área define o pulo Curto (Parado com Dash) # # # #-------------------------------------------------------# def puloC case @direction when 2 # Down y = @y + Tiagoms_SP:

uloC until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(0, y - @y) delay_puloC end when 4 # Left x = @x - Tiagoms_SP:

uloC until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(x - @x, 0) delay_puloC end when 6 #Right x = @x + Tiagoms_SP:

uloC until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(x - @x, 0) delay_puloC end when 8 # UP y = @y - Tiagoms_SP:

uloC until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloC,Tiagoms_SP::VolC,80).play jump(0, y - @y) delay_puloC end end end #-------------------------------------------------------# # # # Esta área define o pulo Médio (andando SEM DASH) # # # #-------------------------------------------------------# def puloM case @direction when 2 # Down y = @y + Tiagoms_SP:

uloM until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(0, y - @y) delay_puloM end when 4 # Left x = @x - Tiagoms_SP:

uloM until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(x - @x, 0) delay_puloM end when 6 #Right x = @x + Tiagoms_SP:

uloM until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(x - @x, 0) delay_puloM end when 8 # UP y = @y - Tiagoms_SP:

uloM until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloM,Tiagoms_SP::VolM,80).play jump(0, y - @y) delay_puloM end end end #------------------------------------------------------# # # # Esta área define o pulo longo (andando, com DASH # # # #------------------------------------------------------# def puloL case @direction when 2 # Down y = @y + Tiagoms_SP:

uloL until passable?(@x, y, 5) y -= 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(0, y - @y) delay_puloL #Aguardando o Wait end when 4 # Left x = @x - Tiagoms_SP:

uloL until passable?(x, @y, 5) x += 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(x - @x, 0) delay_puloL #Aguardando o Wait end when 6 #Right x = @x + Tiagoms_SP:

uloL until passable?(x, @y, 5) x -= 1 break if x == @x end if x != @x p "jump to (#{x}, #{@y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(x - @x, 0) delay_puloL #Aguardando o Wait end when 8 # UP y = @y - Tiagoms_SP:

uloL until passable?(@x, y, 5) y += 1 break if y == @y end if y != @y p "jump to (#{@x}, #{y})" RPG::SE.new(Tiagoms_SP::Som_PuloL,Tiagoms_SP::VolL,80).play jump(0, y - @y) delay_puloL #Aguardando o Wait end end end #-------------------------------------------------------# # # # Esta área define os Delays pós pulos # # # #-------------------------------------------------------# def delay_puloMC @delay_jump = Tiagoms_SP:

elay_JumpMC @pulo = true end def delay_puloC @delay_jump = Tiagoms_SP:

elay_JumpC @pulo = true end def delay_puloM @delay_jump = Tiagoms_SP:

elay_JumpM @pulo = true end def delay_puloL @delay_jump = Tiagoms_SP:

elay_JumpL @pulo = true endend