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 [RMXP] Système Véhicule

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AuteurMessage
Sissi
Paysan (niveau 5)
Paysan (niveau 5)
Sissi

Féminin
Messages postés : 45
Date d'inscription : 05/06/2013
Jauge LPC :
[RMXP] Système Véhicule 89152714005 / 1005 / 100[RMXP] Système Véhicule 8915271400


[RMXP] Système Véhicule Empty
MessageSujet: [RMXP] Système Véhicule   [RMXP] Système Véhicule EmptyJeu 6 Juin 2013 - 16:29

Bonjour,

Il y a longtemps de cela j'avais trouvé un script véhicule, qui permet de contrôler un véhicule (ou autre) bounce

Caractéristiques :

• La vitesse des véhicules personnalisables
• Graphiques pour véhicules personnalisables
• Adaptez comment appeler les événements
• Facile à installer et à utiliser et extrêmement convivial
• Plug and play, aucun besoin de configuration ou d'installation longue

Je n'est pas de screens, désolé Neutral

Nommer le "af_Vehicle v1.2" (ou un autre titre c'est pas important tongue ) et placer le sous Main :

Code:
#==============================================================================
# ** Vehicle Script
#------------------------------------------------------------------------------
# * Created by: albertfish
# * Version: 1.2
# * Last edited: December 16, 2009
#------------------------------------------------------------------------------
#  Version History:
#    Version 1.2: December 16, 2009
#      - Added more configurable variables
#    Version 1.1: December 16, 2009
#      - Fixed compatibility issues with XAS
#    Version 1.0: December 14, 2009
#      - Initial release
#------------------------------------------------------------------------------
#  Description:
#    This script adds vehicles into RPG Maker XP.
#------------------------------------------------------------------------------
#  Features:
#    - Customizable vehicle speeds
#    - Customizable vehicle graphics
#    - Easy to setup and use and extremely user friendly
#    - Plug and play, no need for any lengthy setup or install
#------------------------------------------------------------------------------
#  Usage Instructions:
#    Create an event on the map where you want the vehicle to be. Set the
#    event's graphic to the graphic you want the vehicle to be. Name the event
#    as follows:
#        v_land = land vehicle, you can travel in the same places as you do
#                  on foot, but at a different speed
#        v_raft = water vehicle, you can travel in shallow waters
#        v_ship = water vehicle, you can travel in shallow and deep waters
#        v_airship = air vehicle, you can travel over anything
#       
#        You can also set up the terrain tag IDs that the raft and ship can
#        pass over.
#------------------------------------------------------------------------------
#  Install Instructions:
#    Place this script above the main script and below the default scripts.
#==============================================================================

#==============================================================================
# ** Vehicle Config
#------------------------------------------------------------------------------
#  This module contains the configuration data for the vehicles.
#------------------------------------------------------------------------------
#  Begin Editable Area.
#==============================================================================
module Vehicle_Config
  # This is where you set up the vehicle speeds. The vehicle speed are how much
  # faster they move then when you are on foot.
 
  # This value determines the land vehicle's speed
  # Default: 1
  LAND_VEHICLE_SPEED = 1
 
  # This value determines the raft vehicle's speed
  # Default: 0
  RAFT_SPEED = 0
 
  # This value determines the raft vehicle's passible terrain tag ID
  # Default: 1
  RAFT_PASSIBLE_TERRAIN_ID = 1
 
  # This value determines the ship vehicle's speed
  # Default: 1
  SHIP_SPEED = 1
 
  # This value determines the ship vehicle's passible terrain tag ID
  # Default: 2
  SHIP_PASSIBLE_TERRAIN_ID = 2
 
  # This value determines the airship vehicle's speed
  # Default: 2
  AIRSHIP_SPEED = 2
end
#==============================================================================
#  End Editable Area.
#------------------------------------------------------------------------------
#  Warning! Do not edit beyond this point unless you know what you are doing!
#==============================================================================
 
#==============================================================================
# ** Vehicle
#------------------------------------------------------------------------------
#  This class performs vehicle processing.
#==============================================================================

class Vehicle
  #--------------------------------------------------------------------------
  # * Include Module
  #--------------------------------------------------------------------------
  include Vehicle_Config
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(event, type)
    # Speeds of the different vehicles
    @speeds = [LAND_VEHICLE_SPEED, RAFT_SPEED, SHIP_SPEED, AIRSHIP_SPEED]
    @player_speed = $game_player.get_speed
    # The game event
    @event = event
    @type = type
    @wait = 0
    @vehicle_entering = true
    @in_vehicle = false
    # Store the actors graphic name
    actor = $game_actors[1]
    @character_graphic = @graphic = actor.character_name
  end
  #--------------------------------------------------------------------------
  # * Change Actor Graphic
  #    graphic_name : graphic file name
  #--------------------------------------------------------------------------
  def change_actor_graphic(graphic_name)
    # Set the players graphic to graphic_name
    actor = $game_actors[1]
    actor.set_graphic(graphic_name, actor.character_hue, actor.battler_name,
                      actor.battler_hue)
    # Refresh the players graphic
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Move
  #--------------------------------------------------------------------------
  def move
    # Make player move through all tiles
    $game_player.through = true
    # Move player forward
    $game_player.move_forward
    # Don't allow input from player while getting in vehicle
    $game_system.map_interpreter.switch_vehicle(true)
    # Make player stop moving through all tiles
    $game_player.through = false if @type != 3
  end
  #--------------------------------------------------------------------------
  # * Get Vehicle Graphic
  #--------------------------------------------------------------------------
  def get_vehicle_graphic
    # Move the player
    move
    # Set the wait to delay to wait for the actor to move before
    # changing graphics
    @wait = 20
    # Player is now in the vehicle
    @in_vehicle = true
    # Return the name of the vehicle's graphic
    return @event.character_name
  end
  def exit
    # Change the actor's graphic back to what it was
    change_actor_graphic(@character_graphic)
    # Unanimate the vehicle
      $game_player.step_anime = false
    # Move the player away from the vehicle
    move
    # Make player stop moving through all tiles
    $game_player.through = false
    # No longer in a vehicle
    @in_vehicle = false
    # Redisplay the vehicle event
    @event.recreate
    # Adjust move speed
    $game_player.vehicle_speed(@player_speed)
    # Allow player to move again
    $game_system.map_interpreter.switch_vehicle(false)
    # Don't interact with other events
    $game_player.in_vehicle = false
    # Set vehicle type
    $game_player.vehicle_type = -1
  end
  #--------------------------------------------------------------------------
  # * Exit Airship
  #    x : x-coordinate
  #    y : y-coordinate
  #--------------------------------------------------------------------------
  def exit_airship(x, y)
    $game_player.through = false
    for i in 1..4
      if $game_player.passable?(x, y, i * 2)
        case i
        when 1
          $game_player.turn_down
        when 2
          $game_player.turn_left
        when 3
          $game_player.turn_right
        when 4
          $game_player.turn_up
        end
        exit
        return true
      end
    end
    $game_player.through = true
    return false
  end
  #--------------------------------------------------------------------------
  # * Exit Vehicle
  #    x : x-coordinate
  #    y : y-coordinate
  #    d : direction (0,2,4,6,8)
  #        * 0 = Determines if all directions are impassable (for jumping)
  #--------------------------------------------------------------------------
  def exit_vehicle(x, y, d)
    if @type == 3
      return exit_airship(x, y)
    end
    if $game_player.can_pass?(x, y, d)
      exit
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    if @wait == 0
      if @vehicle_entering
        # Get the graphic for the vehicle
        @graphic = get_vehicle_graphic if !@in_vehicle
        # If there is a delay, do not continue
        return if @wait != 0
        # Change the actors graphic to that of the vehicle
        change_actor_graphic(@graphic)
        # Animate the vehicle
        $game_player.step_anime = true if @type != 0
        # Erase the vehicle event
        @event.erase
        # Adjust move speed
        $game_player.vehicle_speed(@player_speed + @speeds[@type])
        # No longer change the vehicle
        @vehicle_entering = false
        # Allow player to move again
        $game_system.map_interpreter.switch_vehicle(false)
        # Don't interact with other events
        $game_player.in_vehicle = true
        # Set vehicle type
        $game_player.vehicle_type = @type
      end
      # If in a vehicle
      if @in_vehicle
        # Move the vehicle event to the players coordinated
        @event.moveto($game_player.x, $game_player.y)
      end
    else
      @wait -= 1
    end
  end
  #--------------------------------------------------------------------------
  # * Inside
  #--------------------------------------------------------------------------
  def inside
    return @in_vehicle && @wait == 0
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias af_veh_sm_main main
  def main
    @vehicle = nil
    af_veh_sm_main
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias af_veh_sm_update update
  def update
    # Update the Vechile object
    @vehicle.update if @vehicle != nil
    af_veh_sm_update
    # Get new coordinates
    d = $game_player.direction
    new_x = $game_player.x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = $game_player.y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If inside a vehicle
      if @vehicle != nil && @vehicle.inside
        # If exited the vehicle
        if @vehicle.exit_vehicle($game_player.x, $game_player.y, d)
          # Remove the vehicle object
          @vehicle = nil
        end
      elsif is_vehicle?(new_x, new_y)
        # Enter the vehicle
        enter_vehicle(new_x, new_y)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Events
  #    x : event x-coordinate
  #    y : event y-coordinate
  #--------------------------------------------------------------------------
  def get_event_keys(x, y)
    events = []
    for key in $game_map.events.keys
      # If there is an event infront of the player
      if $game_map.events[key].x == x && $game_map.events[key].y == y
        # Add that event to events
        ###events.push($game_map.events[key])###
        events.push(key)
      end
    end
    return events
  end
  #--------------------------------------------------------------------------
  # * Is Vehicle Name?
  #    name : event name
  #--------------------------------------------------------------------------
  def is_vehicle_name?(name)
    # Vehicle names
    names = ["v_land", "v_raft", "v_ship", "v_airship"]
    for i in names
      # If name is equal to a vehicles name
      if i == name.downcase
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Is Vehicle?
  #    x : event x-coordinate
  #    y : event y-coordinate
  #--------------------------------------------------------------------------
  def is_vehicle?(x, y)
    for key in get_event_keys(x, y)
      # If the events name is the name of a vehicle
      if is_vehicle_name?($game_map.map.events[key].name)
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Vehicle ID
  #    x : event x-coordinate
  #    y : event y-coordinate
  #--------------------------------------------------------------------------
  def get_vehicle_id(x, y)
    for key in get_event_keys(x, y)
      # If the events name is the name of a vehicle
      if is_vehicle_name?($game_map.map.events[key].name)
        return $game_map.events[key].id
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Vehicle
  #    x : event x-coordinate
  #    y : event y-coordinate
  #--------------------------------------------------------------------------
  def get_vehicle(x, y)
    # Get the id of the vehicle infront of the player
    vehicle_id = get_vehicle_id(x, y)
    for key in $game_map.events.keys
      if $game_map.events[key].id == vehicle_id
        # Return the event object with the matching event id
        return $game_map.events[key]
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Vehicle Name
  #    x : event x-coordinate
  #    y : event y-coordinate
  #--------------------------------------------------------------------------
  def get_vehicle_name(x, y)
    # Get the id of the vehicle infront of the player
    vehicle_id = get_vehicle_id(x, y)
    for key in $game_map.map.events.keys
      if $game_map.map.events[key].id == vehicle_id
        # Return the event's name
        return $game_map.map.events[key].name
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Enter Vehicle
  #    x : event x-coordinate
  #    y : event y-coordinate
  #--------------------------------------------------------------------------
  def enter_vehicle(x, y)
    # Get the vehicle event object
    type = {"v_land" => 0, "v_raft" => 1, "v_ship" => 2, "v_airship" => 3}
    # Create the vehicle object
    @vehicle = Vehicle.new(get_vehicle(x, y), type[get_vehicle_name(x, y)])
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Set Through
  #    through : new boolean throught value
  #--------------------------------------------------------------------------
  def through=(through)
    @through = through
  end
  #--------------------------------------------------------------------------
  # * Set Vehicle Speed
  #    speed : speed increment
  #--------------------------------------------------------------------------
  def vehicle_speed(speed)
    @move_speed = [[1, speed].max, speed].min
  end
  #--------------------------------------------------------------------------
  # * Get Vehicle Speed
  #--------------------------------------------------------------------------
  def get_speed
    return @move_speed
  end
end

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor    :in_vehicle # In vehicle
  attr_accessor    :vehicle_type # In vehicle
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias af_veh_gp_init initialize
  def initialize
    @in_vehicle = false
    @vehicle_type = -1
    af_veh_gp_init
  end
  #--------------------------------------------------------------------------
  # * Set Vehicle Animation
  #    step_anime : animation boolean
  #--------------------------------------------------------------------------
  def step_anime=(step_anime)
    @step_anime = step_anime
  end
  #--------------------------------------------------------------------------
  # * Passable Determinants
  #    x : x-coordinate
  #    y : y-coordinate
  #    d : direction (0,2,4,6,8)
  #        * 0 = Determines if all directions are impassable (for jumping)
  #--------------------------------------------------------------------------
  def passable?(x, y, d)
    # Get new coordinates
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # If coordinates are outside of map
    unless $game_map.valid?(new_x, new_y)
      # Impassable
      return false
    end
    # If debug mode is ON and ctrl key was pressed
    if $DEBUG and Input.press?(Input::CTRL)
      # Passable
      return true
    end
    # If in a water vehicle and on water
    if $game_map.terrain_tag(new_x, new_y) == 1 && @vehicle_type == 1 ||
      @vehicle_type == 2 && ($game_map.terrain_tag(new_x, new_y) == 1 ||
      $game_map.terrain_tag(new_x, new_y) == 2)
      return true
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Same Position Starting Determinant
  #--------------------------------------------------------------------------
  alias af_veh_gp_ceth check_event_trigger_here
  def check_event_trigger_here(triggers)
    unless @in_vehicle
      af_veh_gp_ceth(triggers)
    else
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Front Envent Starting Determinant
  #--------------------------------------------------------------------------
  alias af_veh_gp_cett check_event_trigger_there
  def check_event_trigger_there(triggers)
    unless @in_vehicle
      af_veh_gp_cett(triggers)
    else
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Touch Event Starting Determinant
  #--------------------------------------------------------------------------
  alias af_veh_gp_cettouch check_event_trigger_touch
  def check_event_trigger_touch(x, y)
    unless @in_vehicle
      af_veh_gp_cettouch(x, y)
    else
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #    x : x-coordinate
  #    y : y-coordinate
  #    d : direction (0,2,4,6,8)
  #        * 0 = Determines if all directions are impassable (for jumping)
  #--------------------------------------------------------------------------
  def can_pass?(x, y, d)
    # Terrain tags
    raft_tag = Vehicle_Config::RAFT_PASSIBLE_TERRAIN_ID
    ship_tag = Vehicle_Config::SHIP_PASSIBLE_TERRAIN_ID
    # Get new coordinates
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # If coordinates are outside of map
    unless $game_map.valid?(new_x, new_y)
      # Impassable
      return false
    end
    # If debug mode is ON and ctrl key was pressed
    if $DEBUG and Input.press?(Input::CTRL)
      # Passable
      return true
    end
    # If in a water vehicle and on water
    if $game_map.terrain_tag(new_x, new_y) == raft_tag && @vehicle_type == 1 ||
      @vehicle_type == 2 && ($game_map.terrain_tag(new_x, new_y) == raft_tag ||
      $game_map.terrain_tag(new_x, new_y) == ship_tag)
      return true
    end
    # If through is ON
    if @through
      # passable
      return true
    end
    # If unable to enter move tile in designated direction
    unless $game_map.passable?(new_x, new_y, 10 - d)
      # impassable
      return false
    end
    # Loop all events
    for event in $game_map.events.values
      # If event coordinates are consistent with move destination
      if event.x == new_x and event.y == new_y
        # If through is OFF
        unless event.through
          # If self is event
          if self != $game_player
            # impassable
            return false
          end
          # With self as the player and partner graphic as character
          if event.character_name != ""
            # impassable
            return false
          end
        end
      end
    end
    # If player coordinates are consistent with move destination
    if $game_player.x == new_x and $game_player.y == new_y
      # If through is OFF
      unless $game_player.through
        # If your own graphic is the character
        if @character_name != ""
          # impassable
          return false
        end
      end
    end
    # passable
    return true
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
#  switching via condition determinants, and running parallel process events.
#  It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Recreate
  #--------------------------------------------------------------------------
  def recreate
    @erased = false
    refresh
  end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :map
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias af_veh_int_init initialize
  def initialize(depth = 0, main = false)
    @switching_vehicle = false
    af_veh_int_init(depth, main)
  end
  #--------------------------------------------------------------------------
  # * Switch Vehicle
  #--------------------------------------------------------------------------
  def switch_vehicle(value)
    @switching_vehicle = value
  end
  #--------------------------------------------------------------------------
  # * Determine if Running
  #--------------------------------------------------------------------------
  def running?
    return @list != nil || @switching_vehicle
  end
end

P.S : Si il vous affiche un message d'erreur regarder la ligne qui en est la cause et supprimer-là (ou chercher la solution XD) c'est ce que j'avais fais, si le problème persiste je ne peux rien faire silent
Revenir en haut Aller en bas
lidenvice
Ancien staffeux
Ancien staffeux
lidenvice

Masculin
Messages postés : 1955
Date d'inscription : 18/10/2011
Jauge LPC :
[RMXP] Système Véhicule 891527140068 / 10068 / 100[RMXP] Système Véhicule 8915271400

[RMXP] Système Véhicule Membre10
[RMXP] Système Véhicule Doyen10
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[RMXP] Système Véhicule Empty
MessageSujet: Re: [RMXP] Système Véhicule   [RMXP] Système Véhicule EmptyJeu 6 Juin 2013 - 16:58

Merci pour ce partage. Utile pour XP.
Je te donne les points.
Revenir en haut Aller en bas
City Hunter
Administrateur
Administrateur
City Hunter

Masculin
Messages postés : 6524
Date d'inscription : 25/05/2011
Jauge LPC :
[RMXP] Système Véhicule 891527140040 / 10040 / 100[RMXP] Système Véhicule 8915271400

[RMXP] Système Véhicule Staffe10
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[RMXP] Système Véhicule 10000011


[RMXP] Système Véhicule Empty
MessageSujet: Re: [RMXP] Système Véhicule   [RMXP] Système Véhicule EmptyJeu 6 Juin 2013 - 17:55

Merci pour ton partage Smile
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Messages postés : 45
Date d'inscription : 05/06/2013
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[RMXP] Système Véhicule 89152714005 / 1005 / 100[RMXP] Système Véhicule 8915271400


[RMXP] Système Véhicule Empty
MessageSujet: Re: [RMXP] Système Véhicule   [RMXP] Système Véhicule EmptyVen 7 Juin 2013 - 16:56

Merci pour les points Razz
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[RMXP] Système Véhicule Empty
MessageSujet: Re: [RMXP] Système Véhicule   [RMXP] Système Véhicule Empty

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