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Тема: Moving Platform v 1.01

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    По умолчанию Moving Platform v 1.01


    Скрипт позволяет прыгать ездить на платформах падать и многое другое
    Для его использования нужен так же базовый модуль Victor Engine – Basic Module
    Спойлер Скрипт:
    #================================================= =============================
    # ** Victor Engine - Moving Platform
    #------------------------------------------------------------------------------
    # Author : Victor Sant
    #
    # Aditional Credit :
    # - MGC (Original Concept)
    #
    # Version History:
    # v 1.00 - 2012.06.24 > First relase
    # v 1.01 - 2012.06.25 > Fixed <cliff region: x> tag
    #------------------------------------------------------------------------------
    # This script allows to setup a new mechanic for the map environment: moving
    # platforms that allows the player to go on them, these platform will carry
    # the player over. But different from and evented system, the player is free
    # to move while over these platforms. It's also possible to set certain
    # tiles to be "void" tiles and the player will fall if step on them.
    #------------------------------------------------------------------------------
    # Compatibility
    # Requires the script 'Victor Engine - Basic Module' v 1.25 or higher
    # Requires the script 'Victor Engine - Pixel Movement' v 1.04 or higher
    # If used with 'Victor Engine - Terrain States' place this bellow it.
    #
    # * Overwrite methods
    # class Game_Player < Game_Character
    # def start_map_event(x, y, triggers, normal)
    #
    # * Alias methods
    # class Game_Map
    # def setup(map_id)
    # def refresh_tile_events
    # def update(main = false)
    #
    # class Game_CharacterBase
    # def update
    # def bush?
    #
    # class Game_Player < Game_Character
    # def update
    # def map_passable?(x, y, d)
    # def clear_transfer_info
    # def check_event_contiontion(*args)
    # def on_damage_floor?
    # def on_state_floor?
    #
    # class Game_Event < Game_Character
    # def init_public_members
    # def setup_page_settings
    # def update
    # def over_tile?
    #
    # class Game_Interpreter
    # def comment_call
    #
    # class Sprite_Character < Sprite_Base
    # def update_position
    #
    #------------------------------------------------------------------------------
    # Instructions:
    # To instal the script, open you script editor and paste this script on
    # a new section bellow the Materials section. This script must also
    # be bellow the script 'Victor Engine - Basic'
    #
    #------------------------------------------------------------------------------
    # Comment calls note tags:
    # Tags to be used in events comment box, works like a script call.
    #
    # <return to safe position>
    # This call will make the player return to the last safe position
    # (I.E: outside of voids or platform)
    #
    # <clear all platform>
    # Reset position of all platforms
    #
    # <clear all fallen platform>
    # Reset position of all fallen platforms
    #
    # <clear platform: x>
    # Reset position of the platform id x
    # x : platform event id
    #
    # <clear fallen platform: x>
    # Reset position of the fallen platform id x
    # x : platform event id
    #
    # <reset all platform>
    # Reset position and turn off all self switches of all platforms
    #
    # <reset all fallen platform>
    # Reset position and turn off all self switches of all fallen platforms
    #
    # <reset platform: x>
    # Reset position and turn off all self switches of the platform id x
    # x : platform event id
    #
    # <reset fallen platform: x>
    # Reset position and turn off all self switches of the fallen platform id x
    # x : platform event id
    #
    #------------------------------------------------------------------------------
    # Maps note tags:
    # Tags to be used on the Maps note box in the database
    #
    # <void terrain: x>
    # Setup the terrain ID for void tiles on the map
    # x : terrain tag id
    #
    # <fall event id: x>
    # Setup the ID of the common event that will be triggered after a fall
    # x : common event ID
    #
    # <fall anim: x>
    # Animation displayed when the player falls
    # x : animation id
    #
    # <fall sound: 'file', volume, pitch>
    # Sound played when the player falls
    # 'file' : sound filename
    # volume : sound volume
    # pithc : sound pitch
    #
    # <region height x: y>
    # Setup the region height
    # x : region id
    # y : height (in pixels)
    #
    # <void region terrain x: y>
    # Setup the terrain ID for void tiles on inside the region, this don't make
    # the whole region a fall terrain, just change the fall terrain inside
    # of the region
    # x : region id
    # y : terrain tag id
    #
    # <fall region event id x: y>
    # Setup the ID of the common event that will be triggered after a fall inside
    # the region set.
    # x : region id
    # y : common event ID
    #
    # <fall region anim x: y>
    # Setup the terrain ID for void tiles on the map
    # x : region id
    # x : animation id
    #
    # <fall region sound x: 'file', volume, pitch>
    # Reset position and self switches of all fallen platforms
    # x : region id
    # 'file' : sound filename
    # volume : sound volume
    # pithc : sound pitch
    #
    # <cliff region: x>
    # <cliff region: x, y>
    # "Cliffs" are blocked tiles that, when the player step on them, they will
    # fall until they reach a passable tile or for a set number of tiles.
    # x : region id
    # y : number of tiles to fall, opitional
    #
    # <cliff sound x: 'file', volume, pitch>
    # Sound played when the player falls from cliffs
    # x : region id
    # 'file' : sound filename
    # volume : sound volume
    # pithc : sound pitch
    #
    # <cliff event id x: y>
    # Setup the ID of the common event that will be triggered after a fall inside
    # the region set.
    # x : region id
    # y : common event ID
    #
    #------------------------------------------------------------------------------
    # Comment boxes note tags:
    # Tags to be used on events Comment boxes. They're different from the
    # comment call, they're called always the even refresh.
    #
    # <platform>
    # Make the event a platform, have effect only on the page where this
    # tag was added
    #
    # <void>
    # use this tag to make "void platforms" they can't be stand above
    #
    # <follow platform i: +x, +y> <follow platform i: -x, +y>
    # <follow platform i: -x, -y> <follow platform i: +x, -y>
    # since sometimes events may go out of syncronism even if they have the
    # same movement, you can use this to make a plaform to copy the position
    # of another event, that way they will be syncronized always.
    # You can change the x/y offset so both events don't stay at the same tile.
    # i : event id
    # x : x offset
    # y : y offset
    #
    #------------------------------------------------------------------------------
    # Move Route Script Calls:
    # These are commands to be used on the script box located on the
    # event move route settings.
    #
    # fall
    # this command will make the platform fall, a fallen platorfm is intangible
    # so the player cant go over it
    #
    # clear
    # this command will "clear" the fall state of the platform and turn off
    # all self switches from that platform.
    #
    #------------------------------------------------------------------------------
    # Additional instructions:
    #
    # No matter what you setup on the event page settings, the following values
    # will be always set as follow:
    # - Platform priority is always bellow player
    # - Platform are always through
    # - Platform event trigger is always player touch
    # - Platform move frequency is always 5 (the max)
    #
    # The platform movement can be set with the Move Route options, all move
    # route commands works fine with the platforms. Most event commands
    # works fine with platform, althoug the only valid trigger for them is
    # player touch.
    #
    # Events with Priority "Bellow Player" will not be triggered while on
    # platforms.
    #
    # When using the cliff region, if the number of fall tiles isn't set, there
    # must be a passable tile bellow the cliff tile (no matter the discance),
    # or the game will freeze.
    #
    # IMPORTANT: This mechanic was developed for single player porpouse only.
    # It WILL NOT WORK WITH THE FOLLOWERS. Disable the followers visibility on
    # maps with platforms. I will not make this system works with followers,
    # simply don't ask anything about it.
    #
    # VERY IMPORTANT: when the player falls in a void, the script calls a common
    # event. You can do *anything* on this event (besides moving the player),
    # but there is one important thing you must add to it.
    # You should either use the comment call tag <return to safe position> OR
    # teleport the player to another map. If you don't do any of these two, the
    # player will be stuck in the void and freeze the game.
    # Feel free to add othe non-player movement comands, such as flashing screen
    # or dealing damage to the player, or whatever you want.
    #
    # Also DON'T ASK FOR DEMOS! This subject isn't open for discussion, I will not
    # make demos. PERIOD!
    #
    #================================================= =============================

    #================================================= =============================
    # ** Victor Engine
    #------------------------------------------------------------------------------
    # Setting module for the Victor Engine
    #================================================= =============================

    module Victor_Engine
    #--------------------------------------------------------------------------
    # * Setup the Void terrain tag ID
    # Tiles with this tag will be marked as "void" and will make the
    # player fall.
    #--------------------------------------------------------------------------
    VE_VOID_TERRAIN = 7
    #--------------------------------------------------------------------------
    # * Fall Common event
    # This is the common event called when the player falls in a void tile
    # if the map void common event isn't set.
    #--------------------------------------------------------------------------
    VE_FALL_COMMON_EVENT_ID = 1
    #--------------------------------------------------------------------------
    # * required
    # This method checks for the existance of the basic module and other
    # VE scripts required for this script to work, don't edit this
    #--------------------------------------------------------------------------
    def self.required(name, req, version, type = nil)
    if !$imported[:ve_basic_module]
    msg = "The script '%s' requires the script\n"
    msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
    msg += "Go to http://victorscripts.wordpress.com/ to download this script."
    msgbox(sprintf(msg, self.script_name(name), version))
    exit
    else
    self.required_script(name, req, version, type)
    end
    end
    #--------------------------------------------------------------------------
    # * script_name
    # Get the script name base on the imported value
    #--------------------------------------------------------------------------
    def self.script_name(name, ext = "VE")
    name = name.to_s.gsub("_", " ").upcase.split
    name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
    name.join(" ")
    end
    end

    $imported ||= {}
    $imported[:ve_moving_platform] = 1.00
    Victor_Engine.required(:ve_moving_platform, :ve_basic_module, 1.25, :above)
    Victor_Engine.required(:ve_moving_platform, :ve_pixel_movement, 1.04, :above)
    Victor_Engine.required(:ve_moving_platform, :ve_free_jump, 1.00, :bellow)

    #================================================= =============================
    # ** Game_Map
    #------------------------------------------------------------------------------
    # This class handles maps. It includes scrolling and passage determination
    # functions. The instance of this class is referenced by $game_map.
    #================================================= =============================

    class Game_Map
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader latform_events
    #--------------------------------------------------------------------------
    # * Alias method: setup
    #--------------------------------------------------------------------------
    alias :setup_ve_moving_platform :setup
    def setup(map_id)
    setup_ve_moving_platform(map_id)
    setup_fall_ids
    end
    #--------------------------------------------------------------------------
    # * Alias method: refresh_tile_events
    #--------------------------------------------------------------------------
    alias :refresh_tile_events_ve_moving_platform :refresh_tile_events
    def refresh_tile_events
    refresh_tile_events_ve_moving_platform
    refresh_platform_events
    end
    #--------------------------------------------------------------------------
    # * Alias method: update
    #--------------------------------------------------------------------------
    alias :update_ve_moving_platform :update
    def update(main = false)
    update_ve_moving_platform(main)
    update_scroll_to_position if scroll_to_position?
    end
    #--------------------------------------------------------------------------
    # * New method: events_xy
    #--------------------------------------------------------------------------
    def platforms_xy(x, y)
    platform_events.select {|event| event.near_platform?(x, y) }
    end
    #--------------------------------------------------------------------------
    # * New method: refresh_platform_events
    #--------------------------------------------------------------------------
    def refresh_platform_events
    @platform_events = @events.values.select {|event| event.platform? }
    end
    #--------------------------------------------------------------------------
    # * New method: all_terrain_tag
    #--------------------------------------------------------------------------
    def all_terrain_tag(x, y)
    return [] unless valid?(x, y)
    layered_tiles(x, y).collect do |tile_id|
    next if tileset.flags[tile_id] & 0x10 != 0
    tileset.flags[tile_id] >> 12
    end
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain?
    #--------------------------------------------------------------------------
    def void_terrain?(x, y)
    all_terrain_tag(x, y).include?(void_terrain_tag)
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain?
    #--------------------------------------------------------------------------
    def bridge_terrain?(x, y)
    id = layered_tiles(x, y)[0]
    pass = tileset.flags[id] & 0x10 != 0
    tag = tileset.flags[id] >> 12
    !pass && tag != void_terrain_tag
    end
    #--------------------------------------------------------------------------
    # * New method: cliff_terrain?
    #--------------------------------------------------------------------------
    def cliff_terrain?(x, y)
    @region_cliffs[region_id((x - 0.5).ceil, (y - 0.125).ceil)]
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain_tag
    #--------------------------------------------------------------------------
    def setup_fall_ids
    setup_fall_terrain_tag
    setup_fall_event_id
    setup_region_heights
    setup_region_cliffs
    setup_cliff_event_id
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain_tag
    #--------------------------------------------------------------------------
    def setup_fall_terrain_tag
    @void_terrains = {}
    regexp1 = /<FALL TERRAIN: (\d+)>/im
    regexp2 = /<FALL REGION TERRAIN (\d+): (\d+)>/im
    @fall_terrain = note =~ regexp1 ? $1.to_i : VE_VOID_TERRAIN
    note.scan(regexp2) { @void_terrains[$1.to_i] = $2.to_i }
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain_tag
    #--------------------------------------------------------------------------
    def setup_fall_event_id
    @fall_event_ids = {}
    regexp1 = /<FALL EVENT ID: (\d+)>/im
    regexp2 = /<FALL REGION EVENT ID (\d+): (\d+)>/im
    @fall_event_id = note =~ regexp1 ? $1.to_i : VE_FALL_COMMON_EVENT_ID
    note.scan(regexp2) { @fall_event_ids[$1.to_i] = $2.to_i }
    end
    #--------------------------------------------------------------------------
    # * New method: setup_region_heights
    #--------------------------------------------------------------------------
    def setup_region_heights
    @region_height = {}
    regexp = /<REGION HEIGHT (\d+): (\d+)>/im
    note.scan(regexp) { @region_height[$1.to_i] = $2.to_i }
    end
    #--------------------------------------------------------------------------
    # * New method: setup_region_heights
    #--------------------------------------------------------------------------
    def setup_region_cliffs
    @region_cliffs = {}
    regexp = /<CLIFF REGION: (\d+)(?:, *(\d+))?>/im
    note.scan(regexp) { @region_cliffs[$1.to_i] = $2 ? $2.to_i : 0 }
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain_tag
    #--------------------------------------------------------------------------
    def setup_cliff_event_id
    @cliff_event_ids = {}
    regexp1 = /<CLIFF EVENT ID (\d+): (\d+)>/im
    note.scan(regexp1) { @cliff_event_ids[$1.to_i] = $2.to_i }
    end
    #--------------------------------------------------------------------------
    # * New method: void_terrain_tag
    #--------------------------------------------------------------------------
    def void_terrain_tag
    result ||= @void_terrains[$game_player.region_id]
    result ||= @fall_terrain
    result
    end
    #--------------------------------------------------------------------------
    # * New method: fall_event_id
    #--------------------------------------------------------------------------
    def fall_event_id
    result ||= @fall_event_ids[$game_player.region_id]
    result ||= @fall_event_id
    result
    end
    #--------------------------------------------------------------------------
    # * New method: region_height
    #--------------------------------------------------------------------------
    def region_height
    result ||= @region_height[$game_player.region_id]
    result ||= 0
    result
    end
    #--------------------------------------------------------------------------
    # * New method: region_height
    #--------------------------------------------------------------------------
    def region_cliff
    x = $game_player.x
    y = $game_player.y
    cliff_terrain?(x, y)
    end
    #--------------------------------------------------------------------------
    # * New method: fall_event_id
    #--------------------------------------------------------------------------
    def cliff_event_id
    @cliff_event_ids[$game_player.region_id]
    end
    #--------------------------------------------------------------------------
    # * New method: clear_fallen_platforms
    #--------------------------------------------------------------------------
    def clear_fallen_platforms
    @platform_events.each {|platform| platform.clear if platform.fall? }
    end
    #--------------------------------------------------------------------------
    # * New method: reset_fallen_platforms
    #--------------------------------------------------------------------------
    def reset_fallen_platforms
    @platform_events.each {|platform| platform.reset if platform.fall? }
    end
    #--------------------------------------------------------------------------
    # * New method: clear_fallen_platforms
    #--------------------------------------------------------------------------
    def clear_all_platforms
    @platform_events.each {|platform| platform.clear }
    end
    #--------------------------------------------------------------------------
    # * New method: reset_fallen_platforms
    #--------------------------------------------------------------------------
    def reset_all_platforms
    @platform_events.each {|platform| platform.reset }
    end
    #--------------------------------------------------------------------------
    # * New method: fall_sound
    #--------------------------------------------------------------------------
    def fall_sound
    value = " *,? *(\d+)? *,? *(\d+)?"
    regexp = "FALL REGION SOUND #{$game_player.region_id}"
    if note =~ /<#{regexp}: #{get_filename}#{value}>/im
    RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
    elsif note =~ /<FALL SOUND: #{get_filename}#{value}>/im
    RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
    end
    end
    #--------------------------------------------------------------------------
    # * New method: cliff_sound
    #--------------------------------------------------------------------------
    def cliff_sound
    value = " *,? *(\d+)? *,? *(\d+)?"
    regexp = "CLIFF SOUND #{$game_player.region_id}"
    if note =~ /<#{regexp}: #{get_filename}#{value}>/im
    RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
    end
    end
    #--------------------------------------------------------------------------
    # * New method: fall_anim
    #--------------------------------------------------------------------------
    def fall_anim
    regexp = "FALL REGION ANIM #{$game_player.region_id}"
    return $1.to_i if note =~ /<#{regexp}: (\d+)>/im
    return $1.to_i if note =~ /<FALL ANIM: (\d+)>/im
    return 0
    end
    #--------------------------------------------------------------------------
    # * New method: fall_anim
    #--------------------------------------------------------------------------
    def scroll_to_position(x, y)
    x = [0, [x, width - screen_tile_x].min].max unless loop_horizontal?
    y = [0, [y, height - screen_tile_y].min].max unless loop_vertical?
    @id_x = @display_x
    @id_y = @display_y
    @fd_x = (x + width) % width
    @fd_y = (y + height) % height
    @scroll_to_position = true
    end
    #--------------------------------------------------------------------------
    # * New method: update_scroll_to_position
    #--------------------------------------------------------------------------
    def update_scroll_to_position
    return if scrolling?
    start_scroll(2, 1, 5) if @id_y < @fd_y && @display_y < @fd_y
    start_scroll(4, 1, 5) if @id_x > @fd_x && @display_x > @fd_x
    start_scroll(6, 1, 5) if @id_x < @fd_x && @display_x < @fd_x
    start_scroll(8, 1, 5) if @id_y > @fd_y && @display_y > @fd_y
    @scroll_to_position = scrolling?
    end
    #--------------------------------------------------------------------------
    # * New method: scroll_to_position?
    #--------------------------------------------------------------------------
    def scroll_to_position?
    @scroll_to_position
    end
    end

    #================================================= =============================
    # ** Game_CharacterBase
    #------------------------------------------------------------------------------
    # This class deals with characters. Common to all characters, stores basic
    # data, such as coordinates and graphics. It's used as a superclass of the
    # Game_Character class.
    #================================================= =============================

    class Game_CharacterBase
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :safe_x
    attr_reader :safe_y
    #--------------------------------------------------------------------------
    # * Alias method: update
    #--------------------------------------------------------------------------
    alias :update_ve_moving_platform :update
    def update
    update_platform if player?
    update_ve_moving_platform
    fix_character_position if player? && !on_platform?
    end
    #--------------------------------------------------------------------------
    # * Definição de gramado
    #--------------------------------------------------------------------------
    alias :bush_ve_moving_platform? :bush?
    def bush?
    bush_ve_moving_platform? && !on_platform?
    end
    #--------------------------------------------------------------------------
    # * New method: platform?
    #--------------------------------------------------------------------------
    def platform?
    return false
    end
    #--------------------------------------------------------------------------
    # * New method: void?
    #--------------------------------------------------------------------------
    def void?
    return false
    end
    #--------------------------------------------------------------------------
    # * New method: falling?
    #--------------------------------------------------------------------------
    def falling?
    return false
    end
    #--------------------------------------------------------------------------
    # * New method: fall?
    #--------------------------------------------------------------------------
    def fall?
    return false
    end
    #--------------------------------------------------------------------------
    # * New method: platform
    #--------------------------------------------------------------------------
    def on_platform?
    return false
    end
    #--------------------------------------------------------------------------
    # * New method: platform
    #--------------------------------------------------------------------------
    def platform
    (@platform && @platform.platform?) ? @platform : nil
    end
    #--------------------------------------------------------------------------
    # * New method: position_adjust
    #--------------------------------------------------------------------------
    def position_adjust
    return 0
    end
    end

    #================================================= =============================
    # ** Game_Player
    #------------------------------------------------------------------------------
    # This class handles maps. It includes event starting determinants and map
    # scrolling functions. The instance of this class is referenced by $game_map.
    #================================================= =============================

    class Game_Player < Game_Character
    #--------------------------------------------------------------------------
    # * Overwrite method: start_map_event
    #--------------------------------------------------------------------------
    def start_map_event(x, y, triggers, normal)
    return if $game_map.interpreter.running?
    $game_map.events_xy(x, y).each do |event|
    next if event.platform?
    event.start if check_event_contiontion(x, y, event, triggers, normal)
    end
    $game_map.platforms_xy(x, y).each do |event|
    event.start if check_platoform_contiondion(x, y, event, triggers, normal)
    end
    end
    #--------------------------------------------------------------------------
    # * Alias method: update
    #--------------------------------------------------------------------------
    alias :update_gp_ve_moving_platform :update
    def update
    safe_position
    return if update_fall
    return if update_cliff
    return if update_blink
    return if blinking?
    update_gp_ve_moving_platform
    start_cliff if cliff? && !falling?
    start_fall if fall? && !cliff_fall?
    end
    #--------------------------------------------------------------------------
    # *
    #--------------------------------------------------------------------------
    alias :map_passable_ve_moving_platform? :map_passable?
    def map_passable?(x, y, d)
    result = map_passable_ve_moving_platform?(x, y, d)
    result = true if void_tile?(x, y) || cliff_tile?(x, y)
    result
    end
    #--------------------------------------------------------------------------
    # * Alias method: clear_transfer_info
    #--------------------------------------------------------------------------
    alias :clear_transfer_info_ve_moving_platform :clear_transfer_info
    def clear_transfer_info
    clear_transfer_info_ve_moving_platform
    @fall_height = 0
    @cliff_height = 0
    @region_height = 0
    @fall_blink = 0
    @opacity = @fall_opacity if @fall_opacity
    @fall_opacity = nil
    @blinking = false
    @falling = false
    @start_blink = false
    end
    #--------------------------------------------------------------------------
    # * Alias method: check_event_contiontion
    #--------------------------------------------------------------------------
    alias :check_event_contiontion_ve_moving_platform :check_event_contiontion
    def check_event_contiontion(*args)
    return false if args[2].platform?
    return check_event_contiontion_ve_moving_platform(*args)
    end
    #--------------------------------------------------------------------------
    # * Alias method: on_damage_floor?
    #--------------------------------------------------------------------------
    alias n_damage_floor_ve_moving_platform? n_damage_floor?
    def on_damage_floor?
    on_damage_floor_ve_moving_platform? && !on_platform?
    end
    #--------------------------------------------------------------------------
    # * Alias method: on_state_floor?
    #--------------------------------------------------------------------------
    alias n_state_floor_ve_moving_platform? n_state_floor? if $imported[:ve_terrain_states]
    def on_state_floor?
    on_state_floor_ve_moving_platform? && !on_platform?
    end
    #--------------------------------------------------------------------------
    # * New method: update_platform
    #--------------------------------------------------------------------------
    def update_platform
    @platform = set_platform unless platform?
    update_platform_move if is_on_platform? && !falling?
    end
    #--------------------------------------------------------------------------
    # * New method: on_platform?
    #--------------------------------------------------------------------------
    def is_on_platform?
    @on_platform = platform && platform.over?(@real_x, @real_y)
    @on_platform
    end
    #--------------------------------------------------------------------------
    # * New method: passable?
    #--------------------------------------------------------------------------
    def passable?(x, y, d)
    x1 = $game_map.round_x_with_direction(x, d)
    y1 = $game_map.round_y_with_direction(y, d)
    passable = passable_platform?(x1, y1, d)
    passable = super unless passable
    passable
    end
    #--------------------------------------------------------------------------
    # * New method: update_platform_move
    #--------------------------------------------------------------------------
    def update_platform_move
    super
    check_touch_event
    end
    #--------------------------------------------------------------------------
    # * New method: passable_platform?
    #--------------------------------------------------------------------------
    def passable_platform?(x, y, d)
    ( on_platform? && on_platform_collision?(x, y, d)) ||
    (!on_platform? && off_platform_collision?(x, y, d))
    end
    #--------------------------------------------------------------------------
    # * New method: over_next_platform?
    #--------------------------------------------------------------------------
    def over_next_platform?
    on_platform_collision?(@x, @y, @direction)
    end
    #--------------------------------------------------------------------------
    # * New method: on_platform_collision?
    #--------------------------------------------------------------------------
    def on_platform_collision?(x, y, d)
    over_platform?(x, y, d) && !collide_with_non_platform?(x, y, d)
    end
    #--------------------------------------------------------------------------
    # * New method: off_platform_collision?
    #--------------------------------------------------------------------------
    def off_platform_collision?(x, y, d)
    platform_collision?(x, y, d) && !collide_with_non_platform?(x, y, d)
    end
    #--------------------------------------------------------------------------
    # * New method: void_tile?
    #--------------------------------------------------------------------------
    def void_tile?(x, y)
    4.times.all? do |i|
    d = 10 - (i + 1) * 2
    x1 = $game_map.round_x_with_direction(x, d)
    y1 = $game_map.round_y_with_direction(y, d)
    is_void_tile?(x1, y1)
    end
    end
    #--------------------------------------------------------------------------
    # * New method: bridge_tile?
    #--------------------------------------------------------------------------
    def bridge_tile?(x, y)
    4.times.any? do |i|
    d = 10 - (i + 1) * 2
    x1 = $game_map.round_x_with_direction(x, d)
    y1 = $game_map.round_y_with_direction(y, d)
    is_bridge_tile?(x1, y1)
    end
    end
    #--------------------------------------------------------------------------
    # * New method: cliff_tile?
    #--------------------------------------------------------------------------
    def cliff_tile?(x, y)
    return false if cliff_fall?
    4.times.all? do |i|
    d = 10 - (i + 1) * 2
    x1 = $game_map.round_x_with_direction(x, d)
    y1 = $game_map.round_y_with_direction(y, d)
    is_cliff_tile?(x1, y1)
    end
    end
    #--------------------------------------------------------------------------
    # * New method: is_void_tile?
    #--------------------------------------------------------------------------
    def is_void_tile?(x, y)
    return true unless $game_map.valid?(x, y)
    $game_map.void_terrain?(x, y) && $game_map.void_terrain?(x + 0.125, y)
    end
    #--------------------------------------------------------------------------
    # * New method: is_bridge_tile?
    #--------------------------------------------------------------------------
    def is_bridge_tile?(x, y)
    return true unless $game_map.valid?(x, y)
    $game_map.bridge_terrain?(x, y) && $game_map.bridge_terrain?(x + 0.125, y)
    end
    #--------------------------------------------------------------------------
    # * New method: is_cliff_tile?
    #--------------------------------------------------------------------------
    def is_cliff_tile?(x, y)
    return true unless $game_map.valid?(x, y)
    $game_map.cliff_terrain?(x, y) && $game_map.cliff_terrain?(x + 0.125, y)
    end
    #--------------------------------------------------------------------------
    # * New method: safe_position
    #--------------------------------------------------------------------------
    def safe_position
    return if !safe_tile? || on_platform? || falling? || blinking?
    @safe_d = @direction
    @safe_c = @final_direction
    @safe_x = @x
    @safe_y = @y
    @region_height = $game_map.region_height unless is_void_tile?(@x, @y)
    end
    #--------------------------------------------------------------------------
    # * New method: safe_tile?
    #--------------------------------------------------------------------------
    def safe_tile?
    !void_tile?(@x, @y) || bridge_tile?(@x, @y)
    end
    #--------------------------------------------------------------------------
    # * New method: on_platform?
    #--------------------------------------------------------------------------
    def on_platform?
    @on_platform
    end
    #--------------------------------------------------------------------------
    # * New method: falling?
    #--------------------------------------------------------------------------
    def falling?
    @falling
    end
    #--------------------------------------------------------------------------
    # * New method: blinking?
    #--------------------------------------------------------------------------
    def blinking?
    @blinking
    end
    #--------------------------------------------------------------------------
    # * New method: cliff_fall?
    #--------------------------------------------------------------------------
    def cliff_fall?
    @cliff_fall
    end
    #--------------------------------------------------------------------------
    # * New method: fall?
    #--------------------------------------------------------------------------
    def fall?
    fall_tile? && !no_custom_movement? && !over_next_platform?
    end
    #--------------------------------------------------------------------------
    # * New method: cliff?
    #--------------------------------------------------------------------------
    def cliff?
    cliff_fall_tile? && !no_custom_movement? && !over_next_platform?
    end
    #--------------------------------------------------------------------------
    # * New method: fall_tile?
    #--------------------------------------------------------------------------
    def fall_tile?
    void_tile?(@x, @y) && !bridge_tile?(@real_x, @real_y)
    end
    #--------------------------------------------------------------------------
    # * New method: cliff?
    #--------------------------------------------------------------------------
    def cliff_fall_tile?
    cliff_tile?(@x, @y)
    end
    #--------------------------------------------------------------------------
    # * New method: no_custom_movement?
    #--------------------------------------------------------------------------
    def no_custom_movement?
    jumping? || on_platform? || falling? || blinking?
    end
    #--------------------------------------------------------------------------
    # * New method: start_fall
    #--------------------------------------------------------------------------
    def start_fall
    @platform = nil
    @falling = true
    @fall_opacity = @opacity
    end
    #--------------------------------------------------------------------------
    # * New method: update_fall
    #--------------------------------------------------------------------------
    def update_fall
    return unless falling?
    result = falling?
    @fall_height += 4 + (@fall_height / 20.0)
    fall_effects if @fall_height - @region_height > 0 && !@fall_effect
    @opacity = 240 - (@fall_height - @region_height) * 5
    end_fall if @fall_height - @region_height >= 48
    result
    end
    #--------------------------------------------------------------------------
    # * New method: fall_effects
    #--------------------------------------------------------------------------
    def fall_effects
    $game_map.fall_sound
    @animation_id = $game_map.fall_anim
    @fall_effect = true
    end
    #--------------------------------------------------------------------------
    # * New method: end_fall
    #--------------------------------------------------------------------------
    def end_fall
    @fall_height = 0
    @fall_effect = false
    @falling = false
    @blinking = true
    $game_temp.reserve_common_event($game_map.fall_eve nt_id)
    end
    #--------------------------------------------------------------------------
    # * New method: start_blink
    #--------------------------------------------------------------------------
    def start_blink
    @opacity = @fall_opacity if @fall_opacity && !$game_party.all_dead?
    @fall_opacity = nil
    @falling = false
    @start_blink = true
    @fall_blink = 0
    @jump_peak = 0
    @jump_count = 0
    @direction = @safe_d
    @real_x = @x = @safe_x
    @real_y = @y = @safe_y
    $game_map.scroll_to_position(@x - center_x, @y - center_y)
    @current_direction = @final_direction = @safe_c
    straighten
    end
    #--------------------------------------------------------------------------
    # * New method: update_blink
    #--------------------------------------------------------------------------
    def update_blink
    return unless @start_blink
    result = @start_blink
    @fall_blink += 1
    @transparent = @fall_blink % 10 > 5
    end_blink if @fall_blink >= 60
    result
    end
    #--------------------------------------------------------------------------
    # * New method: end_blink
    #--------------------------------------------------------------------------
    def end_blink
    @transparent = false
    @fall_blink = 0
    @blinking = false
    @start_blink = false
    end
    #--------------------------------------------------------------------------
    # * New method: end_blink
    #--------------------------------------------------------------------------
    def start_cliff
    y = @y
    y += $game_map.region_cliff
    @cliff_fall = true
    if $game_map.region_cliff == 0
    begin
    y += 1.0
    end while !cliff_fall_position?(@x, y)
    end
    $game_map.cliff_sound
    @cliff_event = $game_map.cliff_event_id
    @cliff_height = (y.to_i - @y) * 32
    @cliff_top = @cliff_height
    @real_y = @y = y.to_i
    end
    #--------------------------------------------------------------------------
    # * New method: cliff_fall_position?
    #--------------------------------------------------------------------------
    def cliff_fall_position?(x, y)
    return false if locked_move?(x, y)
    return false if cliff_tile?(x, y)
    return false if !passable_down?(x, y - 1)
    return true
    end
    #--------------------------------------------------------------------------
    # * New method: update_cliff
    #--------------------------------------------------------------------------
    def update_cliff
    return unless cliff_fall?
    result = cliff_fall?
    @cliff_height -= 4 + ((@cliff_top - @cliff_height) / 20.0)
    end_cliff if @cliff_height <= 0
    result
    end
    #--------------------------------------------------------------------------
    # * New method: end_fall
    #--------------------------------------------------------------------------
    def end_cliff
    @real_y = @y = @y.to_i
    @cliff_height = 0
    @cliff_fall = false
    $game_temp.reserve_common_event(@cliff_event) if @cliff_event
    $game_map.scroll_to_position(@x - center_x, @y - center_y)
    end
    #--------------------------------------------------------------------------
    # * New method: position_adjust
    #--------------------------------------------------------------------------
    def position_adjust
    super - @fall_height + @cliff_height
    end
    #--------------------------------------------------------------------------
    # * New method: platform_list
    #--------------------------------------------------------------------------
    def platform_list
    ([platform] + $game_map.platforms_xy(@real_x, @real_y)).compact
    end
    #--------------------------------------------------------------------------
    # * New method: set_platform
    #--------------------------------------------------------------------------
    def set_platform
    platform_list.select {|platform| platform.over?(@real_x, @real_y) }.first
    end
    #--------------------------------------------------------------------------
    # * New method: over_platform?
    #--------------------------------------------------------------------------
    def over_platform?(x, y, d)
    x1 = $game_map.round_x_with_direction(x, d)
    y1 = $game_map.round_y_with_direction(y, d)
    return false unless $game_map.valid?(x1, y1)
    return true if @through || debug_through?
    platform_list.any? {|platform| platform.over?(x1, y1) }
    end
    #--------------------------------------------------------------------------
    # * New method: platform_collision?
    #--------------------------------------------------------------------------
    def platform_collision?(x, y, d)
    over_platform?(x - 0.375, y, d) || over_platform?(x, y + 0.125, d) ||
    over_platform?(x + 0.375, y, d) || over_platform?(x, y - 0.75, d)
    end
    #--------------------------------------------------------------------------
    # * New method: update_platform_move
    #--------------------------------------------------------------------------
    def update_platform_move
    return if collide_with_non_platform?(@real_x, @real_y, 0)
    d = platform.distance_per_frame
    dx = @real_x - platform.real_x
    dy = @real_y - platform.real_y
    px = platform.x
    py = platform.y
    rx = @real_x
    ry = @real_y
    @real_y = [@real_y + d, py + dy].min if py + dy > ry
    @y = [@y + d, py + dy].min if py + dy > ry
    @real_x = [@real_x - d, px + dx].max if px + dx < rx
    @x = [@x - d, px + dx].max if px + dx < rx
    @real_x = [@real_x + d, px + dx].min if px + dx > rx
    @x = [@x + d, px + dx].min if px + dx > rx
    @real_y = [@real_y - d, py + dy].max if py + dy < ry
    @y = [@y - d, py + dy].max if py + dy < ry
    fix_character_position unless moved_platform?(dx, dy, px, py, rx, ry)
    check_event_trigger_touch(@x, @y)
    end
    #--------------------------------------------------------------------------
    # * New method: moved_platform
    #--------------------------------------------------------------------------
    def moved_platform?(dx, dy, px, py, rx, ry)
    py + dy > ry || py + dy > ry || px + dx < rx || px + dx < rx ||
    px + dx > rx || px + dx > rx || py + dy < ry || py + dy < ry
    end
    #--------------------------------------------------------------------------
    # * New method: fix_character_position
    #--------------------------------------------------------------------------
    def fix_character_position
    @x = fix_position(@x)
    @y = fix_position(@y)
    end
    #--------------------------------------------------------------------------
    # * New method: collide_with_non_platform?
    #--------------------------------------------------------------------------
    def collide_with_non_platform?(x, y, d)
    x1 = $game_map.round_x_with_direction(x, d)
    y1 = $game_map.round_y_with_direction(y, d)
    list = $game_map.events_xy_nt(x1, y1) - $game_map.platform_events
    list.any? do |event|
    event.collision_condition?(x1, y1, bw, bh, self) unless event == self
    end
    end
    #--------------------------------------------------------------------------
    # * New method: check_platoform_contiondion
    #--------------------------------------------------------------------------
    def check_platoform_contiondion(x, y, event, triggers, normal)
    return false unless event.over?(x, y) && !fall?
    return false if jumping?
    return false unless event.trigger_in?(triggers)
    return false unless event.event_priority?(normal)
    return false unless event.over_tile? || counter_tile?
    return false unless !event.in_front? || front_collision?(x, y, @direction)
    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
    #--------------------------------------------------------------------------
    # * Alias method: init_public_members
    #--------------------------------------------------------------------------
    alias :init_public_members_ve_moving_platform :init_public_members
    def init_public_members
    init_public_members_ve_moving_platform
    @fall_height = 0
    end
    #--------------------------------------------------------------------------
    # * Alias method: setup_page_settings
    #--------------------------------------------------------------------------
    alias :setup_page_settings_ve_moving_platform :setup_page_settings
    def setup_page_settings
    setup_page_settings_ve_moving_platform
    setup_platform_settings if platform?
    setup_platform_follow if platform?
    @fall_height = 0
    end
    #--------------------------------------------------------------------------
    # * Alias method: update
    #--------------------------------------------------------------------------
    alias :update_ge_ve_moving_platform :update
    def update
    return if update_fall
    setup_platform_settings if platform?
    update_ge_ve_moving_platform
    update_platform_follow if @follow_event_id
    end
    #--------------------------------------------------------------------------
    # * Alias method: over_tile?
    #--------------------------------------------------------------------------
    alias ver_tile_ve_moving_platform? ver_tile?
    def over_tile?
    platform? || over_tile_ve_moving_platform?
    end
    #--------------------------------------------------------------------------
    # * New method: near?
    #--------------------------------------------------------------------------
    def near_platform?(x, y)
    @real_x > x - 2 && @real_x < x + 2 && @real_y > y - 2 && @real_y < y + 2
    end
    #--------------------------------------------------------------------------
    # * New method: setup_platform_settings
    #--------------------------------------------------------------------------
    def setup_platform_settings
    @through = true
    @move_frequency = 5
    @priority_type = 0
    @trigger = 1
    end
    #--------------------------------------------------------------------------
    # * New method: setup_platform_follow
    #--------------------------------------------------------------------------
    def setup_platform_follow
    regexp = /<FOLLOW PLATFORM (\d+): ([+-]?\d+), *([+-]?\d+)>/i
    @follow_event_id = note =~ regexp ? $1.to_i : nil
    @follow_offset_x = note =~ regexp ? $2.to_i : nil
    @follow_offset_y = note =~ regexp ? $3.to_i : nil
    end
    #--------------------------------------------------------------------------
    # * New method: update_platform_follow
    #--------------------------------------------------------------------------
    def update_platform_follow
    event = $game_map.events[@follow_event_id]
    return unless event
    @real_x = event.real_x + @follow_offset_x
    @real_y = event.real_y + @follow_offset_y
    @x = event.x + @follow_offset_x
    @y = event.y + @follow_offset_y
    end
    #--------------------------------------------------------------------------
    # * New method: over?
    #--------------------------------------------------------------------------
    def over?(x, y)
    super && !void?
    end
    #--------------------------------------------------------------------------
    # * New method: platform?
    #--------------------------------------------------------------------------
    def platform?
    note =~ /\<PLATFORM>/i
    end
    #--------------------------------------------------------------------------
    # * New method: void?
    #--------------------------------------------------------------------------
    def void?
    note =~ /\<VOID>/i || fall? || !find_proper_page
    end
    #--------------------------------------------------------------------------
    # * New method: fall?
    #--------------------------------------------------------------------------
    def fall?
    @fall || falling?
    end
    #--------------------------------------------------------------------------
    # * New method: falling?
    #--------------------------------------------------------------------------
    def falling?
    @falling
    end
    #--------------------------------------------------------------------------
    # * New method: clear_fall
    #--------------------------------------------------------------------------
    def clear_fall(reset)
    @opacity = @fall_opacity if @fall_opacity
    @move_route.repeat = true if @fall_repeat
    reset_platform_switches if reset
    moveto($game_map.map_events[@id].x, $game_map.map_events[@id].y)
    @fall = false
    refresh
    end
    #--------------------------------------------------------------------------
    # * New method: reset_platform_switches
    #--------------------------------------------------------------------------
    def reset_platform_switches
    ["A","B","C","D"].each {|i| $game_self_switches[[@map_id, @id, i]] = false }
    end
    #--------------------------------------------------------------------------
    # * New method: position_adjust
    #--------------------------------------------------------------------------
    def position_adjust
    super - @fall_height
    end
    #--------------------------------------------------------------------------
    # * New method: update_fall
    #--------------------------------------------------------------------------
    def update_fall
    return unless falling?
    result = falling?
    @fall_height += 4 + (@fall_height / 20.0)
    @opacity = 240 - @fall_height * 5
    end_fall if @fall_height >= 48
    result
    end
    #--------------------------------------------------------------------------
    # * New method: fall
    #--------------------------------------------------------------------------
    def fall
    @jump_count = 0
    @fall_repeat = @move_route.repeat
    @fall = true
    @falling = true
    @fall_opacity = @opacity
    @move_route.repeat = false
    end
    #--------------------------------------------------------------------------
    # * New method: end_fall
    #--------------------------------------------------------------------------
    def end_fall
    @fall_height = 0
    @falling = false
    end
    #--------------------------------------------------------------------------
    # * New method: clear
    #--------------------------------------------------------------------------
    def clear
    clear_fall(false)
    end
    #--------------------------------------------------------------------------
    # * New method: clear
    #--------------------------------------------------------------------------
    def reset
    clear_fall(true)
    end
    end

    #================================================= =============================
    # ** Game_Interpreter
    #------------------------------------------------------------------------------
    # An interpreter for executing event commands. This class is used within the
    # Game_Map, Game_Troop, and Game_Event classes.
    #================================================= =============================

    class Game_Interpreter
    #--------------------------------------------------------------------------
    # * Alias method: comment_call
    #--------------------------------------------------------------------------
    alias :comment_call_ve_moving_platform :comment_call
    def comment_call
    call_clear_platform
    call_reset_platform
    call_clear_all_platform
    call_reset_all_platform
    call_return_to_safe_position
    comment_call_ve_moving_platform
    end
    #--------------------------------------------------------------------------
    # * New method: call_return_to_safe_position
    #--------------------------------------------------------------------------
    def call_return_to_safe_position
    $game_player.start_blink if note =~ /<RETURN TO SAFE POSITION>/i
    end
    #--------------------------------------------------------------------------
    # * New method: call_clear_platform
    #--------------------------------------------------------------------------
    def call_clear_platform
    note.scan(/<CLEAR (FALLEN )?PLATFORM: (\d+)>/i) do
    platform = $game_map.platform_events[$2.to_i]
    return unless platform
    platform.clear if !$1 || platform.fall?
    end
    end
    #--------------------------------------------------------------------------
    # * New method: call_reset_platform
    #--------------------------------------------------------------------------
    def call_reset_platform
    note.scan(/<RESET (FALLEN )?PLATFORM: (\d+)>/i) do
    platform = $game_map.platform_events[$2.to_i]
    return unless platform
    platform.reset if !$1 || platform.fall?
    end
    end
    #--------------------------------------------------------------------------
    # * New method: call_clear_all_fallen_platform
    #--------------------------------------------------------------------------
    def call_clear_all_platform
    $game_map.clear_all_platforms if note =~ /<CLEAR ALL PLATFORM>/i
    $game_map.clear_fallen_platforms if note =~ /<CLEAR ALL FALLEN PLATFORM>/i
    end
    #--------------------------------------------------------------------------
    # * New method: call_reset_all_fallen_platform
    #--------------------------------------------------------------------------
    def call_reset_all_platform
    $game_map.reset_all_platforms if note =~ /<RESET ALL PLATFORM>/i
    $game_map.reset_fallen_platforms if note =~ /<RESET ALL FALLEN PLATFORM>/i
    end
    end

    #================================================= =============================
    # ** Sprite_Character
    #------------------------------------------------------------------------------
    # This sprite is used to display characters. It observes a instance of the
    # Game_Character class and automatically changes sprite conditions.
    #================================================= =============================

    class Sprite_Character < Sprite_Base
    #--------------------------------------------------------------------------
    # * Alias method: update_position
    #--------------------------------------------------------------------------
    alias :update_position_ve_moving_platform :update_position
    def update_position
    update_position_ve_moving_platform
    self.oy = @ch + @character.position_adjust if @ch
    self.z = 0 if @character.falling? && @character.player?
    self.z = 1 if bellow_character?
    end
    #--------------------------------------------------------------------------
    # * Alias method: update_position
    #--------------------------------------------------------------------------
    def bellow_character?
    return false unless @character.player?
    return false unless $game_player.falling? && $game_player.direction == 2
    @character.y <= $game_player.y + 1
    end
    end
    Последний раз редактировалось Inca; 05.06.2013 в 14:08. Причина: префикс исправил



  2. #2
    Маститый Аватар для Рыб
    Информация о пользователе
    Регистрация
    12.11.2008
    Адрес
    [ДАННЫЕ УДАЛЕНЫ]
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    1,421
    Записей в дневнике
    50
    Репутация: 55 Добавить или отнять репутацию

    По умолчанию

    Скрипт для платформеров (ВХ Асе)
    ^
    This! ... Т_Т

    Ну оформление темы (почти)соответствует(шабло у), но название темы тоже желательно оформлять более в традиционном стиле, к примеру "[VX ACE] Victor Engine - Moving Platform".
    Традиции - наше всё!
    Twitch <- Тут иногда делаю вид, что умею играть или работать, в прямом эфире
    GitLab <- Тут иногда делаю вид, что умею программировать
    Github <- Еще какая-то дичь, тут иногда появляется, но с мукером не связана
    Notion<- Тут иногда делаю вид что умею планировать

  3. #3
    Хранитель Аватар для Темный
    Информация о пользователе
    Регистрация
    13.05.2011
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    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    ню щас исправлю)



  4. #4
    Хранитель Форума Аватар для Валера
    Информация о пользователе
    Регистрация
    15.04.2008
    Адрес
    Москва
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    Записей в дневнике
    3
    Репутация: 166 Добавить или отнять репутацию

    По умолчанию

    Это не скрипт, а целый скриптище! Поездить на лифтах - это ж замечательно! Жаль, не для ХР...

    Спойлер И как тебе не стыдно-то, а, Валера?:


    Оборона форта: http://rghost.ru/8kLGxFtD2
    Сделать, чтоб все происходило, как я хочу, - вот, собственно, и весь мейкер!
    Адский Рейд: http://rpgmaker.su/vbdownloads.php?d...downloadid=106

  5. #5
    Маститый Аватар для Alisa
    Информация о пользователе
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    По умолчанию

    Мне как раз нужен этот скрипт. Но я хочу увидеть его работу в демке. Так и не разобралась в нём.

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