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#==============================================================================
# ** Sprite Sun
#
# Introduction:
#
# This system allows you and all 'prepared' events to generate shadows while
# on the field map. The player can move around while a programmed 'sun' will
# display a shadow. Likewise, events with a special comment within their
# event list can also generate shadows.
#
#------------------------------------------------------------------------------
#
# Instructions:
#
# -- The Sun
# To create a sun effect, you'll need to create a map event that's to be
# used 'as' the sun itself. Under most circumstances, this will be an
# event without a characterset graphic. You don't want to 'SEE' the sun,
# do you?
#
# To make one of these events a 'sun, you'll need to insert a couple of
# things into that event's "List of Event Commands". These things are
# nothing more than comments.
#
# The first comment to add is "begin Sun" (without quotes). It informs
# the system that this map has a sun effect in use. The remaining two
# values are optional and have default values in the configuration
# section (only just added into the script). They too are added as
# comments.
#
# self_angle 'number' --- How much of an angle each shadow will have.
# self_opacity 'number' --- How dark the shadow will be.
#
# After that, your characters can now move about and generate shadows.
#
# -- Other Events
# Events do not know that they can generate shadows. To let them gene-
# rate a shadow, all you need to do is add a special comment into their
# "List of Event Commands". This comment needed is merely the phrase
# 'begin Shadow' (again, without quotes).
#
#
#------------------------------------------------------------------------------
#
# Revisions to note:
#
# 1) Added formatted headers and comments throughout the script.
# 2) Encapsulated a comment/parameter code in an XPML module.
# 3) Set the sun shadow array into an instance value to lower resource costs.
# 4) Compatability with Near Fantastica's Squad Movement systems.
# 5) Compatability with Ccoa's Caterpillar system.
# 6) Compatability with Trickster's Caterpillar system.
# 7) Added default shadow settings into the configuration section.
#
#==============================================================================
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# Caterpillar Systems
CATERPILLAR_COMPATIBLE = true # Toggle for Fukuyama's original
SQUAD_MOVE_COMPATIBLE = false # Toggle for Near Fantastica's SBABS
CCOA_CATER_COMPATIBLE = false # Toggle for Ccoa's Caterpillar
TRICKSTER_CATER_COMPATIBLE = false # Toggle for Trickster's Caterpillar
# Sun Specific Systems
SUN_WARN = true # Checks for older sun systems
SUN_ANGLE = 45 # Angle for sun-generated shadow
SUN_OPACITY = 128 # Darkness setting for sun shadow
#========================================================================
# **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
#========================================================================
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sun_spriteset # holds spritesets for 'sun' shadows
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :characters
end
#==============================================================================
# ** Sprite_Sun
#------------------------------------------------------------------------------
# This sprite is used to position character shadows relative to map position.
# It observes the Game_Character class and automatically changes sprite
# conditions.
#==============================================================================
class Sprite_Sun < RPG::Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
# id : id
#--------------------------------------------------------------------------
def initialize(viewport, character = nil, id=0)
super(viewport)
@character = character
params=$game_temp.sun_spriteset.sun[id]
self_angle = SUN_ANGLE
self_opacity = SUN_OPACITY
self_angle = params[0] if params.size > 0
self_opacity = params[1] if params.size > 1
@self_angle = self_angle
@self_opacity = self_opacity
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If tile ID, file name, or hue are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
# Remember tile ID, file name, and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
@direct = @character.direction
if self.angle > 90 or angle < -90
sy = ( 4 - 2) / 2 * @ch if @direct == 6
sy = ( 6 - 2) / 2 * @ch if @direct == 4
sy = (@character.direction - 2) / 2 * @ch if @direct != 4 and @direct != 6
else
sy = (@character.direction - 2) / 2 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch) - 1
# Set opacity level, blend method, and bush depth
self.opacity = @self_opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
self.angle = @self_angle.to_i - 90
self.color = Color.new(0, 0, 0)
end
end
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
# This sprite is used to display the character.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias sun_initialize initialize
alias sun_update update
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
@character = character
super(viewport)
@sunlist=[]
if character.is_a?(Game_Event) and $game_temp.sun_spriteset.sun != []
params = XPML.XPML_read("Shadow", @character.id, 2)
if params != nil
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(viewport, @character, i))
end
end
end
if character.is_a?(Game_Player) and $game_temp.sun_spriteset.sun != []
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(viewport, $game_player, i))
end
#===================================================
# * Compatibility with Caterpillar Functions
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters != nil
for member in $game_party.characters
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(viewport, member, i))
end
end
end
if SQUAD_MOVE_COMPATIBLE and $game_allies.values != nil
for member in $game_allies.values
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(viewport, member, i))
end
end
end
if CCOA_CATER_COMPATIBLE and $game_train.actors != nil
for member in $game_train.actors
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(viewport, member, i))
end
end
end
if TRICKSTER_CATER_COMPATIBLE and $game_party.followers != nil
for member in $game_party.followers
for i in 0...$game_temp.sun_spriteset.sun.size
@sunlist.push(Sprite_Sun.new(viewport, member, i))
end
end
end
#===================================================
# ** End of the compatibility
#===================================================
end
# Perform the original call
sun_initialize(viewport, @character)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
sun_update
if @sunlist != []
for i in 0...@sunlist.size
@sunlist[i].update
end
end
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
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :id
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sun
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias sun_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@sun = []
$game_temp.sun_spriteset = self
warn = false
for k in $game_map.events.keys.sort
if ($game_map.events[k].list != nil and
$game_map.events[k].list[0].code == 108 and
($game_map.events[k].list[0].parameters == ["sun"] or
$game_map.events[k].list[0].parameters == ["o"]))
warn = true
end
params = XPML.XPML_read("Sun", k, 2)
$game_temp.sun_spriteset.sun.push(params) if params != nil
end
if warn == true and SUN_WARN
p "Warning : At least one event on this map uses an obsolete way to add a sun effect"
end
# Perform the original call
sun_initialize
end
end
#==============================================================================
# ** module XPML
#------------------------------------------------------------------------------
# This module handles the reading and passing of 'comment' parameters
#
# The main XPML method is used to check and read event comments.
# * It returns 'nil' if the markup 'check' text isn't even present.
# * It returns [] if no parameters are passed
# * It returns a parameter list with "int" converted as int.
# eg :
# begin first
# begin second
# param1 1
# param2 two
# begin third
# anything 3
#
# p XPML_read("first", event_id) -> []
# p XPML_read("second", event_id) -> [1,"two"]
# p XPML_read("third", event_id) -> [3]
# p XPML_read("forth", event_id) -> nil
#===================================================
module XPML
module_function
#--------------------------------------------------------------------------
# * XPML_read
# markup : text in event comment to check
# event_id : event ID
# max_param_number : maximum number of parameter/comments to load
#--------------------------------------------------------------------------
def XPML_read(markup, event_id, max_param_number = 0)
parameter_list = nil
event = $game_map.events[event_id]
return if event.list == nil
for i in 0...event.list.size
if event.list[i].code == 108 and
event.list[i].parameters[0].downcase == "begin " + markup.downcase
parameter_list = [] if parameter_list == nil
for j in i + 1...event.list.size
if event.list[j].code == 108
parts = event.list[j].parameters[0].split
if parts.size != 1 and parts[0].downcase != "begin"
if parts[1].to_i != 0 or parts[1] == "0"
parameter_list.push(parts[1].to_i)
else
parameter_list.push(parts[1])
end
else
return parameter_list
end
else
return parameter_list
end
if max_param_number != 0 and j == i + max_param_number
return parameter_list
end
end
end
end
return parameter_list
end
end
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