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Cactus -
posté le 18/04/2015 à 15:28:55 (681 messages postés)
| Pikactus | Domaine concerné: Script
Logiciel utilisé: VXAce
Salut,
Le script "Character Effects" de Galv permet de faire ça:
Spoiler (cliquez pour afficher)
Le script est plutôt bien, mais il ne prend pas en compte les ajouts du "Extra Movement Frames"
de modern algebra qui permet d'avoir plus de 3 frames pour les sprites.
En gros le bug c'est ça:
Le sprite du joueur est divisé en 8
et le sprite du reflet est divisé en 3 comme un sprite classique...
Character Effects:
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| #------------------------------------------------------------------------------#
# Galv's Character Effects
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 2.0
#------------------------------------------------------------------------------#
# 2013-12-07 - Version 2.0 - Added comments to more easily add event effects
# - Fixed shadow facing bug
# 2013-02-24 - Version 1.9 - added z level option for reflection and shadows
# 2013-02-23 - Version 1.8 - added multiple light sources for shadows
# 2013-02-22 - Version 1.7 - bug fixes
# 2013-02-22 - Version 1.6 - added icon effect
# 2013-02-22 - Version 1.5 - fixed mirror bug on large maps
# 2013-02-22 - Version 1.4 - added effects to vehicles
# 2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
# 2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
# 2013-02-21 - Version 1.1 - updated flicker effect
# 2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script was made to provide some additional effects for characters such
# as events, followers and the player on the map.
# Currently it includes:
#
# Shadows
# Shadows that appear under player and events in a directions depending on
# a light source that you choose.
#
# Parallax Reflect
# Reflections that appear on the parallax layer for events and actors to be
# used for things like reflections in the water or glass floor etc. To get
# effects like the demo, you need to edit the charset graphic to make the water
# partially transparent.
#
# Parallax Mirrors
# Much like reflect but are instead actors and event are reflected in a mirror
# on a wall designated by a region. Both mirror and reflect effects can be
# changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NEW - First event command as a COMMENT
#------------------------------------------------------------------------------#
# You can add a comment as the first event command on an event page to set if
# that event has an icon, shadow or reflection active. The tags to use are
# below, all must be on the same line in the comment.
#
# <icon:id,x,y> # set the event to display an icon (x,y position offset)
# <shadow> # set the event to display a shadow
# <reflect> # set the event to display reflections
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# <icon:1,0,0><shadow><reflect> # to show reflect, shadow and icon 1 on event
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
# char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
# # each effect can be true or false to enable/disable them during the game.
# # you can change multiples of effects at once, x being the effect number
# # 0 = reflect 1 = shadows 2 = mirror 3 = icons
#------------------------------------------------------------------------------#
# EXAMPLES:
# char_effects(0,true) # turn reflections on
# char_effects(0,2,true) # turn reflections and mirror on
# char_effects(1,3,false) # turn shadows and icons off
#------------------------------------------------------------------------------#
#
# reflect_sprite(actor_id,filename,pos) # Change actor's reflect charset
#
# reflect_esprite(event_id,filename,pos) # Change event's reflect charset
#
# reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect_sprite(1,"Actor2",2) # change actor 1's charset to use sprite
# # in position 2 of "Actor2" charset.
# reflect_esprite(3,"Actor4",5) # event 3 will use sprite in position 5 of
# # "Actor4" charset.
# reflect_vsprite(1,"Vehicle",5) # Ship will use sprite in position 5 of
# # "Vehicle" charset.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
# reflect(x,x,x,status) # status can be true or false to turn on or off
# # use this to specify for mirror and reflect.
# shadow(x,x,x,status) # where x is the event ids you want to change
# # to change all events use :all
# icon(x,x,x,icon_id) # set which icon id to appear above character. Make
# # it 0 for no icon.
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
# shadow(1,false) # Turn event 1 shadow OFF
# reflect(:all,true) # Turn all event reflections ON
# icon(1,2,3,4,38) # Events 1,2,3 and 4 will have icon 38 appear
#
# NOTE: All events will default to NO shadows and NO reflections when entering
# a map. This is a design decision to try to keep lag to a minimum. You
# should use these effects sparingly and only activate them on events
# that require them.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
# actor_reflect(actor_id,status) # reflections and shadows are ON by default
# actor_shadow(actor_id,status) # for actors and vehicles. Turning them off
# actor_icon(actor_id,icon_id) # or on will permanently change them.
#
# v_reflect(x,x,x,status) # use these v_ calls for changing vehicle effects
# v_shadow(x,x,x,status) # on and off for vehicles.
# v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
# shadow_source(x,y,id) # set the x,y location for the light. id is the
# # light source number you wish to change (for
# # more than one). These are reset on map change.
# shadow_source(event_id,id) # use an event's x,y location for the light.
# # This will need to be in parallel process if you
# # want it to be a moving light.
#
# shadow_options(intensity,fade,flicker) # descriptions below
#
# # intensity = opacity when standing next to the light source (255 is black)
# # fade = amount shadow becomes more transparent the further away you are.
# # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# shadow_options(80,10,false) # This is the default setting.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
# reflect_options(wave_pwr)
#
# # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
# <no_reflect> # Actor will not have a reflection (for vampires of course!)
#
# <reflect_sprite: FileName,pos> # Actor will use this charset for reflections
# # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# <reflect_sprite: Actor2,0> # The first character from Actor2 charset
# <reflect_sprite: Actor3,7> # The last character from Actor2 charset
#------------------------------------------------------------------------------#
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
#------------------------------------------------------------------------------#
# SETUP OPTIONS
#------------------------------------------------------------------------------#
MIRROR_REGION = 4 # Region ID used to determine mirror walls. Paint the
# region on the wall you want to make reflective (and
# then use tiles/mapping that make the parallax visible)
ICON_OFFSET = -60 # Y offset for icons that are displayed above characters
REFLECT_Z = -10 # Z level of reflections
SHADOW_Z = 0 # Z level of shadows
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class Game_Map
def do_icons(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
e.icon = $1.to_i
e.icon_offset = [$2.to_i,$3.to_i]
else
e.icon = 0
e.icon_offset = [0,0]
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_shadows(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
e.shadow = true
else
e.shadow = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_reflects(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
e.reflect = true
else
e.reflect = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_all_chareffects
do_icons(false)
do_shadows(false)
do_reflects(false)
end
end # Game_Map
class Game_Interpreter
def remove_icon
icon(@event_id,0)
end
#-----------------------------------#
# REFLECTIONS
#-----------------------------------#
# Add/Remove Reflections from selected events
def reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.reflect = status }
else
char_ids.each {|c| $game_map.events[c].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's reflect status
def actor_reflect(actor_id,status)
$game_actors[actor_id].reflect = status
$game_player.refresh
end
# Change forever vehicle's reflect status
def v_reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.reflect = status }
else
char_ids.each { |v| $game_map.vehicles[v].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def reflect_options(*args)
$game_map.reflect_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
# Actor reflect sprite change
def reflect_sprite(actor_id,filename,pos)
$game_actors[actor_id].reflect_sprite = [filename,pos]
$game_player.refresh
end
# Event reflect sprite change
def reflect_esprite(event_id,filename,pos)
$game_map.events[event_id].reflect_sprite = [filename,pos]
$game_map.events[event_id].reflect = true
SceneManager.scene.spriteset.refresh_characters
end
# Vehicle reflect sprite change
def reflect_vsprite(v_id,filename,pos)
$game_map.vehicles[v_id].reflect_sprite = [filename,pos]
SceneManager.scene.spriteset.refresh_characters
end
#-----------------------------------#
# SHADOWS
#-----------------------------------#
# Add/Remove Shadows from selected characters
def shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.shadow = status }
else
char_ids.each {|c| $game_map.events[c].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change player and follower shadows
def actor_shadows(status)
$game_player.shadow = status
$game_player.followers.each { |f| f.shadow = status }
SceneManager.scene.spriteset.refresh_effects
end
# Change vehicle's shadow status
def v_shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.shadow = status }
else
char_ids.each { |v| $game_map.vehicles[v].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def shadow_options(*args)
$game_map.shadow_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
def shadow_source(*args,shad_id)
shadsource = [*args]
if shadsource.count == 1
$game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
$game_map.events[shadsource[0]].real_y]
elsif shadsource.count > 1
$game_map.light_source[shad_id] = shadsource
else
$game_map.light_source = []
end
end
#-----------------------------------#
# ICONS
#-----------------------------------#
# Add/Remove Icons from selected events
def icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e|
if e.icon <= 0
e.icon = nil
else
e.icon = icon_id
end
}
else
char_ids.each {|c| $game_map.events[c].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's icon
def actor_icon(actor_id,icon_id)
$game_actors[actor_id].icon = icon_id
$game_player.refresh
end
# Change forever vehicle's icon
def v_icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.icon = icon_id }
else
char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
#-----------------------------------#
# GENERAL
#-----------------------------------#
# Turn on/off effects
# 0 = reflect
# 1 = shadow
# 2 = mirror
# 3 = icon
def char_effects(*args,status)
[*args].each { |e| $game_map.char_effects[e] = status }
SceneManager.scene.spriteset.refresh_effects
end
end # Game_Interpreter
#-------------------------------------------------------------------------------
# Spriteset_Map
#-------------------------------------------------------------------------------
class Spriteset_Map
alias galv_reflect_sm_initialize initialize
def initialize
create_effects
galv_reflect_sm_initialize
refresh_characters
end
alias galv_reflect_sm_refresh_characters refresh_characters
def refresh_characters
galv_reflect_sm_refresh_characters
create_effects
end
def refresh_effects
dispose_effects
create_effects
end
def create_effects
@shadow_sprites = []
@reflect_sprites = []
@mirror_sprites = []
@icon_sprites = []
# Do reflections
if $game_map.char_effects[0]
$game_map.events.values.each { |e|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
}
end
# Do mirrors
if $game_map.char_effects[2]
$game_map.events.values.each { |e|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
}
end
# Do Shadows
if $game_map.char_effects[1]
return if $game_map.light_source.empty?
$game_map.light_source.count.times { |s|
$game_map.events.values.each { |e|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
}
$game_player.followers.each { |f|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
}
if $game_player.shadow
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
end
$game_map.vehicles.each { |v|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
}
}
end
# Do icons
if $game_map.char_effects[3]
$game_map.events.values.each { |e|
@icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
}
$game_player.followers.each { |f|
@icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
}
if $game_player.icon
@icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
}
end
end
alias galv_reflect_sm_update update
def update
galv_reflect_sm_update
@reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
@mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
@shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
@icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
end
alias galv_reflect_sm_dispose_characters dispose_characters
def dispose_characters
galv_reflect_sm_dispose_characters
dispose_effects
end
def dispose_effects
@reflect_sprites.each {|s| s.dispose}
@shadow_sprites.each {|s| s.dispose}
@mirror_sprites.each {|s| s.dispose}
@icon_sprites.each {|s| s.dispose}
end
end # Spriteset_Map
#-------------------------------------------------------------------------------
# Sprite_Reflect
#-------------------------------------------------------------------------------
class Sprite_Reflect < Sprite_Character
def initialize(viewport, character = nil)
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.angle = 180
self.opacity = 220
self.z = Galv_CEffects::REFLECT_Z
self.wave_amp = $game_map.reflect_options[0]
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
jump = @character.jumping? ? @character.jump_height * 2 : 0
alt = @character.altitude ? @character.altitude * 2 : 0
self.y = @character.screen_y - 3 + jump + alt
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end # Sprite_Reflect < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Mirror
#-------------------------------------------------------------------------------
class Sprite_Mirror < Sprite_Character
def initialize(viewport, character = nil)
@distance = 0
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
def get_mirror_y
20.times {|i|
if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
@distance = (i - 1) * 0.05
@display = @character.y - i - $game_map.display_y + $game_map.height
self.opacity = 255
return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
end
}
self.opacity = 0
return @ch
end
def update_position
self.x = @character.screen_x
self.y = get_mirror_y - 6
self.zoom_x = 1 - @distance
self.zoom_y = 1 - @distance
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Mirror < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Shadow
#-------------------------------------------------------------------------------
class Sprite_Shadow < Sprite_Character
def initialize(viewport, character = nil, source)
@flicker = 0
@famount = 0
@aamount = 0
@source = source
super(viewport, character)
end
def update
super
update_bitmap
update_src_rect
update_position
update_other
update_facing
end
def set_character_bitmap
self.bitmap = Cache.character(@character_name)
self.color = Color.new(0, 0, 0, 255)
self.z = Galv_CEffects::SHADOW_Z
self.wave_amp = 1 if $game_map.shadow_options[2]
self.wave_speed = 1000
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
self.y = @character.screen_y - 10
get_angle
end
def get_angle
x = $game_map.light_source[@source][0] - @character.real_x
y = $game_map.light_source[@source][1] - @character.real_y
self.opacity = $game_map.shadow_options[0] -
Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
if x == 0 && y == 0 || self.opacity <= 0
self.opacity = 0
else
self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
end
end
def update_facing
if @character.y < $game_map.light_source[@source][1]
self.mirror = false
else
self.mirror = true
end
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Shadow < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Icon
#-------------------------------------------------------------------------------
class Sprite_Icon < Sprite_Character
def initialize(viewport, character = nil)
@icon_sprite ||= Sprite.new
@icon_sprite.bitmap ||= Cache.system("Iconset")
@icon = nil
super(viewport, character)
end
def dispose
super
if @icon_sprite
@icon_sprite.dispose
@icon_sprite = nil
end
end
def update
super
update_icon
end
def update_icon
return if !@character.icon
draw_icon(@character.icon)
end
def draw_icon(icon_index)
return if !@icon.nil?
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@icon_sprite.src_rect = rect
@icon = icon_index
end
def update_position
@icon_sprite.x = @character.screen_x - 12
@icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
end
def update_other
self.blend_type = @character.blend_type
@icon_sprite.visible = !@character.transparent
end
end # Sprite_Icon < Sprite_Character
#-------------------------------------------------------------------------------
# Other Stuff
#-------------------------------------------------------------------------------
class Game_Character < Game_CharacterBase
attr_reader :altitude
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :shadow
attr_accessor :icon
attr_accessor :icon_offset
end
class Game_Event < Game_Character
alias galv_reflect_ge_initialize initialize
def initialize(map_id, event)
@reflect = false
@shadow = false
@icon_offset = [0,0]
galv_reflect_ge_initialize(map_id, event)
end
end # Game_Event < Game_Character
class Game_Vehicle < Game_Character
attr_reader :map_id
alias galv_reflect_gv_initialize initialize
def initialize(type)
@reflect = true
@shadow = true
@icon_offset = [0,0]
galv_reflect_gv_initialize(type)
end
end # Game_Vehicle < Game_Character
class Game_Follower < Game_Character
alias galv_reflect_gf_initialize initialize
def initialize(member_index, preceding_character)
galv_reflect_gf_initialize(member_index, preceding_character)
@reflect = true
@shadow = true
end
alias galv_reflect_gf_refresh refresh
def refresh
galv_reflect_gf_refresh
return if actor.nil?
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Follower < Game_Character
class Game_Player < Game_Character
alias galv_reflect_gp_initialize initialize
def initialize
galv_reflect_gp_initialize
@reflect = true
@shadow = true
end
alias galv_reflect_gp_refresh refresh
def refresh
galv_reflect_gp_refresh
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Player < Game_Character
class Scene_Map < Scene_Base
attr_accessor :spriteset
end # Scene_Map
class Game_Map
attr_accessor :char_effects
attr_accessor :light_source
attr_accessor :shadow_options
attr_accessor :reflect_options
alias galv_reflect_game_map_initialize initialize
def initialize
@light_source = []
@shadow_options = [80,10,false]
@reflect_options = [0]
@char_effects = [false,false,false,false]
#[reflect,shadow,mirror,icon]
galv_reflect_game_map_initialize
end
alias galv_reflect_game_map_setup setup
def setup(map_id)
galv_reflect_game_map_setup(map_id)
reset_char_effects
do_all_chareffects
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
def reset_char_effects
@light_source = []
@events.values.each { |e|
e.reflect = false
e.icon = nil }
end
end # Game_Map
class Game_Actor < Game_Battler
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :icon
alias galv_reflect_game_actor_initialize initialize
def initialize(actor_id)
galv_reflect_game_actor_initialize(actor_id)
@reflect = $data_actors[actor_id].reflect
@reflect_sprite = $data_actors[actor_id].reflect_sprite
@icon_offset = [0,0]
end
end # Game_Actor < Game_Battler
class RPG::Actor
def reflect_sprite
if @reflect_sprite.nil?
if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
@reflect_sprite = [$1.to_s,$2.to_i]
else
@reflect_sprite = nil
end
end
@reflect_sprite
end
def reflect
if @reflect.nil?
if @note =~ /<no_reflect>/i
@reflect = false
else
@reflect = true
end
end
@reflect
end
end # RPG::Actor |
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| #==============================================================================
# Extra Movement Frames
# Version: 1.0.1
# Author: modern algebra (rmrk.net)
# Date: 26 September 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to import character sprites with more than 3 frames
# for movement animation. In other words, it allows you to animate sprites a
# little more smoothly. One use for it is it allows RMXP format characters to
# be imported directly into a VXA game without editing (although you will need
# to rename the file).
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials. If you are using my Composite Graphics script, then this
# script must be placed in a slot below Composite Graphics.
#
# To create a sprite with extra movement frames, all you need to do is
# rename the character graphic to something of the form:
#
# Regular_Name%(x)
# where:
# x is the number of frames in each character sprite
#
# EXAMPLES:
#
# $001-Fighter01%(4)
# This graphic is a single character with four frames of animation. [XP]
# 022-Actors12%(6)
# This graphic would be interpreted as a character sheet of 8 characters,
# each having six frames of animation.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Additionally, this script also allows you to specify the "idle" frame (the
# frame where the sprite is not moving), and also the pattern if wish to so
# specify. In essence, all you need to do is add those integers after the
# number of frames:
#
# Regular_Name%(x y1 y2 y3 ... yx)
# where:
# x is the number of frames in each character sprite
# y1 is the idle frame (the frame shown when sprite is not moving)
# y2 ... yx are the pattern.
#
# Keep in mind that the first frame in a sprite is index 0, the second frame
# is index 1, etc.
#
# Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,
# the pattern is assumed to simply cycle through the frames one by one until
# it repeats.
#
# EXAMPLES:
#
# $003-Fighter03%(4 2)
# This graphic is a single character with four frames of animation. The
# idle frame is 2 (the third one over). The pattern when moving would be
# 2 3 0 1, 2 3 0 1, etc.
# 032-People05%(4 0 1 0 3 2 1)
# This graphic would be interpreted as a character sheet of 8 characters,
# each having four frames of animation. The idle frame is 0 (the first
# in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.
#==============================================================================
$imported = {} unless $imported
$imported[:MA_ExtraMovementFrames] = true
#==============================================================================
# *** MA_ExtraMovementFrames
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This module holds a method for calculating width and height of an emf
# character frame
#==============================================================================
module MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check if Character has extra movement frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_char_is_emf_sprite?(character_name)
character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Derive Frames Array
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_get_frames(character_name)
character_name = "" unless character_name
frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
$1.scan(/\d+/).collect { |s| s.to_i }
frames[0] = 3 unless frames[0] # If empty, then set to default 3
frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
frames[1] = 0 unless frames[1] # Set idle frame
if frames.size < 3
# Create pattern
(frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
end
return frames
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Calculate Frame Size
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_calc_frame_size(character_name, bitmap, frames = [])
character_name = "" unless character_name
frames = maemf_get_frames(character_name) if frames.empty?
cw = bitmap.width / (frames[0] ? frames[0] : 3)
ch = bitmap.height / 4
sign = character_name[/^[\!\$]./]
if !sign || !sign.include?('$')
cw /= 4
ch /= 2
end
return cw, ch
end
end
# Compatibility with Composite Graphics
if $imported[:MA_CompositeGraphics]
#============================================================================
# *** Cache
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - macgve_make_unique_name
#============================================================================
class << Cache
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Make Unique Name
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias macgemf_uniqname_3tc8 macgve_make_unique_name
def macgve_make_unique_name(cg_array = [], *args)
result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method
# Add %(x) code to name if the first graphic in the array contains it.
result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]
result
end
end
end
#==============================================================================
# ** Game_CharacterBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - straighten; update_anime_pattern; initialize;
# set_graphic; character_name=
# new methods - maemf_init_char_frames
#==============================================================================
class Game_CharacterBase
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Straighten
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_straghtn_5sb3 straighten
def straighten(*args, &block)
maemf_straghtn_5sb3(*args, &block) # Run original method
@pattern = @original_pattern if @walk_anime || @step_anime
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Anime Pattern
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_updanim_ptrn_2yv5 update_anime_pattern
def update_anime_pattern(*args)
if @ma_char_is_emf_sprite # If an emf sprite
if !@step_anime && @stop_count > 0 # Reset to stationary
@maemf_frame_index = 0
@pattern = @original_pattern
else
# Next Pattern
@maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size
@pattern = @maemf_character_pattern[@maemf_frame_index]
end
else
maemf_updanim_ptrn_2yv5(*args) # Call original method
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Initialize Character Frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_init_char_frames
@maemf_frame_index = 0 # Initialize Index
# Save this value for faster reference
@ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)
if @ma_char_is_emf_sprite
# Get pattern
@maemf_character_pattern = maemf_get_frames(character_name)
@maemf_character_pattern.shift # Remove frame number
@original_pattern = @maemf_character_pattern[0]
else
@maemf_character_pattern = []
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Initialize Character Frames Proc
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.maemf_init_char_frames_proc
Proc.new { |method_name|
alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias
define_method(method_name) do |*args| # Define method
send(:"maemf_#{method_name}_2ev9", *args) # Call original method
maemf_init_char_frames
end
}
end
proc = maemf_init_char_frames_proc
[:initialize, :set_graphic].each { |name| proc.call(name) }
end
#==============================================================================
# ** Game_Player/Follower/Vehicle/Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This aliases methods in these classes that change @character_name in order
# to call maemf_init_char_frames
#==============================================================================
class Game_Player
# Refresh
maemf_init_char_frames_proc.call(:refresh)
end
class Game_Follower
# Refresh
maemf_init_char_frames_proc.call(:refresh)
end
class Game_Vehicle
# Load System Settings
maemf_init_char_frames_proc.call(:load_system_settings)
end
class Game_Event
proc = maemf_init_char_frames_proc
# Clear Page Settings & Setup Page Settings
[:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }
end
#==============================================================================
# ** Sprite_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - set_character_bitmap; update_src_rect
# new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect
#==============================================================================
class Sprite_Character
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Character Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_setcharbmp_4rm6 set_character_bitmap
def set_character_bitmap(*args)
@emf_char = ma_char_is_emf_sprite?(@character_name)
@emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Rectangle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_updtsrcrect_2kq5 update_src_rect
def update_src_rect(*args)
@emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Character Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_set_emf_character_bitmap
self.bitmap = Cache.character(@character_name)
@emf_char_frames = maemf_get_frames(@character_name)
@cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)
self.ox = @cw / 2
self.oy = @ch
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Rectangle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_update_emf_src_rect
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]
sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - draw_character
# new method - ma_draw_emf_character
#==============================================================================
class Window_Base
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Character Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_drawcharct_3kq6 draw_character
def draw_character(character_name, *args)
character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :
maemf_drawcharct_3kq6(character_name, *args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Extra Movement Frames Character Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_draw_emf_character(character_name, character_index, x, y)
return unless character_name
if !ma_char_is_emf_sprite?(character_name)
# Draw regular if there is no frame specification in the name
maemf_drawcharct_3kq6(character_name, *args)
else
bitmap = Cache.character(character_name)
frames = maemf_get_frames(character_name)
cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)
n = character_index
src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)
contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
end |
Un CactusPoints pour celui qui parvient a corriger le problème.
Merci d'avance !
|
cortez -
posté le 19/04/2015 à 21:56:19 (524 messages postés)
| | Si je ne dis pas de bêtise : (je ne peux pas tester car j'ai pas VXace)
A la ligne 642 du script de reflet tu as :
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| sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch |
Tu le remplace par :
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| #On récupère le nombres frames du personnage
character_name = "" unless character_name
frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
$1.scan(/\d+/).collect { |s| s.to_i }
frames[0] = 3 unless frames[0] # If empty, then set to default 3
frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
frames[1] = 0 unless frames[1] # Set idle frame
if frames.size < 3
# Create pattern
(frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
end
return frames
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
if frames == 3 # Uniquement si le charset est de 3 frames.
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else # Pour les charset de plus de 3 frames.
@cw = bitmap.width / (frames[0] ? frames[0] : 3)
@ch = bitmap.height / 4
end
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch |
Cette manipulation devrait fonctionner. Si s'est le cas tu peux aussi faire le même remplacement dans la Classe Reflect (ligne 577) et la Classe Shadow (ligne 723)
Le principe est simple, c'est aux endroits que j'ai indiqué que je script reflect & Co
calcule la taille des frames du reflet/ombre/mirroir donc si j’introduis le calcul d'
extra frames dans ces méthodes, on obtient logiquement un bon découpage.
|
Cactus -
posté le 19/04/2015 à 22:44:37 (681 messages postés)
| Pikactus | Merci cortez !
Cependant un petit problème persiste encore.
Apres il n'est pas impossible que j'ai merdé quelques part...
|
cortez -
posté le 19/04/2015 à 23:48:16 (524 messages postés)
| | Quel est le nom complet du chara de tes perso. Sont-ils regroupé sur 1 planche de 12 character ?
J'attends ta réponse avant de modifier le script.
|
Cactus -
posté le 20/04/2015 à 00:08:51 (681 messages postés)
| Pikactus | tst%(8)
Spoiler (cliquez pour afficher)
Ils sont sur une planche de 8.
|
cortez -
posté le 20/04/2015 à 10:23:29 (524 messages postés)
| | Ok je comprends essaye ça : (remplace le code précédent par celui-ci)
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|
#On récupère le nombres frames du personnage
character_name = "" unless character_name
frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
$1.scan(/\d+/).collect { |s| s.to_i }
frames[0] = 3 unless frames[0] # If empty, then set to default 3
frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
frames[1] = 0 unless frames[1] # Set idle frame
if frames.size < 3
# Create pattern
(frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
end
return frames
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
if frames == 3 # Uniquement si le charset est de 3 frames.
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else # Pour les charset de plus de 3 frames.
@cw = bitmap.width / (frames[0] ? frames[0] : 3)
@ch = bitmap.height / 4
end
else
@cw = bitmap.width / (frames[0] ? frames[0] : 3)
@ch = bitmap.height / 4
@cw /= 4
@ch /= 2
end
self.ox = @cw / 2
self.oy = @ch
|
Le problème venais du fait que tu as placé les chara en planche donc avec la
modification tout devrais marcher.
|
Cactus -
posté le 20/04/2015 à 21:31:59 (681 messages postés)
| Pikactus | Merci de prendre de ton temps pour m'aider.
L'erreur apparaît des que j'appelle:
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| char_effects(2,3,true)
char_effects(0,1,false) |
|
cortez -
posté le 20/04/2015 à 23:20:18 (524 messages postés)
| | Reprends un script de reflet neuf et on vas le modifier.
Une fois la modification faite, teste juste l'affichage du
mirroir seul sans les autres effets, Et dis moi ce que tu
obtiens.
Je pense que mon erreur est corrigée, maintenant les
arguments de "frames" sont tous définis.
Cette fois remplace le code : (ligne 629)
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| def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end |
Par celui-ci :
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|
def update_balloon; end
def setup_new_effect; end
def maemf_get_frames(character_name)
character_name = "" unless character_name
frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
$1.scan(/\d+/).collect { |s| s.to_i }
frames[0] = 3 unless frames[0] # If empty, then set to default 3
frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
frames[1] = 0 unless frames[1] # Set idle frame
if frames.size < 3
# Create pattern
(frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
end
return frames
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Calculate Frame Size
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_calc_frame_size(character_name, bitmap, frames = [])
character_name = "" unless character_name
frames = maemf_get_frames(character_name) if frames.empty?
@cw = bitmap.width / (frames[0] ? frames[0] : 3)
@ch = bitmap.height / 4
sign = character_name[/^[\!\$]./]
if !sign || !sign.include?('$')
@cw /= 4
@ch /= 2
end
return @cw, @ch
end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
self.ox = @cw / 2
self.oy = @ch
end |
|
Cactus -
posté le 20/04/2015 à 23:31:29 (681 messages postés)
| Pikactus |
En appelant seulement
|
cortez -
posté le 21/04/2015 à 17:08:09 (524 messages postés)
| | J'ai résolu le problème !
Dans le script d'extra frames remplace ça : (ligne 102)
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| def maemf_calc_frame_size(character_name, bitmap, frames = [])
character_name = "" unless character_name
frames = maemf_get_frames(character_name) if frames.empty?
cw = bitmap.width / (frames[0] ? frames[0] : 3)
ch = bitmap.height / 4
sign = character_name[/^[\!\$]./]
if !sign || !sign.include?('$')
cw /= 4
ch /= 2
end
return cw, ch
end
end |
par ceci :
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| def maemf_calc_frame_size(character_name, bitmap, frames = [])
character_name = "" unless character_name
frames = maemf_get_frames(character_name) if frames.empty?
$cw = bitmap.width / (frames[0] ? frames[0] : 3)
$ch = bitmap.height / 4
sign = character_name[/^[\!\$]./]
if !sign || !sign.include?('$')
$cw /= 4
$ch /= 2
end
return $cw, $ch
end
end |
J'ai aussi modifié le script de reflet : (remplace-le en entier)
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| #------------------------------------------------------------------------------#
# Galv's Character Effects
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 2.0
#------------------------------------------------------------------------------#
# 2013-12-07 - Version 2.0 - Added comments to more easily add event effects
# - Fixed shadow facing bug
# 2013-02-24 - Version 1.9 - added z level option for reflection and shadows
# 2013-02-23 - Version 1.8 - added multiple light sources for shadows
# 2013-02-22 - Version 1.7 - bug fixes
# 2013-02-22 - Version 1.6 - added icon effect
# 2013-02-22 - Version 1.5 - fixed mirror bug on large maps
# 2013-02-22 - Version 1.4 - added effects to vehicles
# 2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
# 2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
# 2013-02-21 - Version 1.1 - updated flicker effect
# 2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script was made to provide some additional effects for characters such
# as events, followers and the player on the map.
# Currently it includes:
#
# Shadows
# Shadows that appear under player and events in a directions depending on
# a light source that you choose.
#
# Parallax Reflect
# Reflections that appear on the parallax layer for events and actors to be
# used for things like reflections in the water or glass floor etc. To get
# effects like the demo, you need to edit the charset graphic to make the water
# partially transparent.
#
# Parallax Mirrors
# Much like reflect but are instead actors and event are reflected in a mirror
# on a wall designated by a region. Both mirror and reflect effects can be
# changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NEW - First event command as a COMMENT
#------------------------------------------------------------------------------#
# You can add a comment as the first event command on an event page to set if
# that event has an icon, shadow or reflection active. The tags to use are
# below, all must be on the same line in the comment.
#
# <icon:id,x,y> # set the event to display an icon (x,y position offset)
# <shadow> # set the event to display a shadow
# <reflect> # set the event to display reflections
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# <icon:1,0,0><shadow><reflect> # to show reflect, shadow and icon 1 on event
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
# char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
# # each effect can be true or false to enable/disable them during the game.
# # you can change multiples of effects at once, x being the effect number
# # 0 = reflect 1 = shadows 2 = mirror 3 = icons
#------------------------------------------------------------------------------#
# EXAMPLES:
# char_effects(0,true) # turn reflections on
# char_effects(0,2,true) # turn reflections and mirror on
# char_effects(1,3,false) # turn shadows and icons off
#------------------------------------------------------------------------------#
#
# reflect_sprite(actor_id,filename,pos) # Change actor's reflect charset
#
# reflect_esprite(event_id,filename,pos) # Change event's reflect charset
#
# reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect_sprite(1,"Actor2",2) # change actor 1's charset to use sprite
# # in position 2 of "Actor2" charset.
# reflect_esprite(3,"Actor4",5) # event 3 will use sprite in position 5 of
# # "Actor4" charset.
# reflect_vsprite(1,"Vehicle",5) # Ship will use sprite in position 5 of
# # "Vehicle" charset.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
# reflect(x,x,x,status) # status can be true or false to turn on or off
# # use this to specify for mirror and reflect.
# shadow(x,x,x,status) # where x is the event ids you want to change
# # to change all events use :all
# icon(x,x,x,icon_id) # set which icon id to appear above character. Make
# # it 0 for no icon.
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
# shadow(1,false) # Turn event 1 shadow OFF
# reflect(:all,true) # Turn all event reflections ON
# icon(1,2,3,4,38) # Events 1,2,3 and 4 will have icon 38 appear
#
# NOTE: All events will default to NO shadows and NO reflections when entering
# a map. This is a design decision to try to keep lag to a minimum. You
# should use these effects sparingly and only activate them on events
# that require them.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
# actor_reflect(actor_id,status) # reflections and shadows are ON by default
# actor_shadow(actor_id,status) # for actors and vehicles. Turning them off
# actor_icon(actor_id,icon_id) # or on will permanently change them.
#
# v_reflect(x,x,x,status) # use these v_ calls for changing vehicle effects
# v_shadow(x,x,x,status) # on and off for vehicles.
# v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
# shadow_source(x,y,id) # set the x,y location for the light. id is the
# # light source number you wish to change (for
# # more than one). These are reset on map change.
# shadow_source(event_id,id) # use an event's x,y location for the light.
# # This will need to be in parallel process if you
# # want it to be a moving light.
#
# shadow_options(intensity,fade,flicker) # descriptions below
#
# # intensity = opacity when standing next to the light source (255 is black)
# # fade = amount shadow becomes more transparent the further away you are.
# # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# shadow_options(80,10,false) # This is the default setting.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
# reflect_options(wave_pwr)
#
# # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
# <no_reflect> # Actor will not have a reflection (for vampires of course!)
#
# <reflect_sprite: FileName,pos> # Actor will use this charset for reflections
# # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# <reflect_sprite: Actor2,0> # The first character from Actor2 charset
# <reflect_sprite: Actor3,7> # The last character from Actor2 charset
#------------------------------------------------------------------------------#
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
#------------------------------------------------------------------------------#
# SETUP OPTIONS
#------------------------------------------------------------------------------#
MIRROR_REGION = 4 # Region ID used to determine mirror walls. Paint the
# region on the wall you want to make reflective (and
# then use tiles/mapping that make the parallax visible)
ICON_OFFSET = -60 # Y offset for icons that are displayed above characters
REFLECT_Z = -10 # Z level of reflections
SHADOW_Z = 0 # Z level of shadows
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class Game_Map
def do_icons(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
e.icon = $1.to_i
e.icon_offset = [$2.to_i,$3.to_i]
else
e.icon = 0
e.icon_offset = [0,0]
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_shadows(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
e.shadow = true
else
e.shadow = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_reflects(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
e.reflect = true
else
e.reflect = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_all_chareffects
do_icons(false)
do_shadows(false)
do_reflects(false)
end
end # Game_Map
class Game_Interpreter
def remove_icon
icon(@event_id,0)
end
#-----------------------------------#
# REFLECTIONS
#-----------------------------------#
# Add/Remove Reflections from selected events
def reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.reflect = status }
else
char_ids.each {|c| $game_map.events[c].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's reflect status
def actor_reflect(actor_id,status)
$game_actors[actor_id].reflect = status
$game_player.refresh
end
# Change forever vehicle's reflect status
def v_reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.reflect = status }
else
char_ids.each { |v| $game_map.vehicles[v].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def reflect_options(*args)
$game_map.reflect_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
# Actor reflect sprite change
def reflect_sprite(actor_id,filename,pos)
$game_actors[actor_id].reflect_sprite = [filename,pos]
$game_player.refresh
end
# Event reflect sprite change
def reflect_esprite(event_id,filename,pos)
$game_map.events[event_id].reflect_sprite = [filename,pos]
$game_map.events[event_id].reflect = true
SceneManager.scene.spriteset.refresh_characters
end
# Vehicle reflect sprite change
def reflect_vsprite(v_id,filename,pos)
$game_map.vehicles[v_id].reflect_sprite = [filename,pos]
SceneManager.scene.spriteset.refresh_characters
end
#-----------------------------------#
# SHADOWS
#-----------------------------------#
# Add/Remove Shadows from selected characters
def shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.shadow = status }
else
char_ids.each {|c| $game_map.events[c].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change player and follower shadows
def actor_shadows(status)
$game_player.shadow = status
$game_player.followers.each { |f| f.shadow = status }
SceneManager.scene.spriteset.refresh_effects
end
# Change vehicle's shadow status
def v_shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.shadow = status }
else
char_ids.each { |v| $game_map.vehicles[v].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def shadow_options(*args)
$game_map.shadow_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
def shadow_source(*args,shad_id)
shadsource = [*args]
if shadsource.count == 1
$game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
$game_map.events[shadsource[0]].real_y]
elsif shadsource.count > 1
$game_map.light_source[shad_id] = shadsource
else
$game_map.light_source = []
end
end
#-----------------------------------#
# ICONS
#-----------------------------------#
# Add/Remove Icons from selected events
def icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e|
if e.icon <= 0
e.icon = nil
else
e.icon = icon_id
end
}
else
char_ids.each {|c| $game_map.events[c].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's icon
def actor_icon(actor_id,icon_id)
$game_actors[actor_id].icon = icon_id
$game_player.refresh
end
# Change forever vehicle's icon
def v_icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.icon = icon_id }
else
char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
#-----------------------------------#
# GENERAL
#-----------------------------------#
# Turn on/off effects
# 0 = reflect
# 1 = shadow
# 2 = mirror
# 3 = icon
def char_effects(*args,status)
[*args].each { |e| $game_map.char_effects[e] = status }
SceneManager.scene.spriteset.refresh_effects
end
end # Game_Interpreter
#-------------------------------------------------------------------------------
# Spriteset_Map
#-------------------------------------------------------------------------------
class Spriteset_Map
alias galv_reflect_sm_initialize initialize
def initialize
create_effects
galv_reflect_sm_initialize
refresh_characters
end
alias galv_reflect_sm_refresh_characters refresh_characters
def refresh_characters
galv_reflect_sm_refresh_characters
create_effects
end
def refresh_effects
dispose_effects
create_effects
end
def create_effects
@shadow_sprites = []
@reflect_sprites = []
@mirror_sprites = []
@icon_sprites = []
# Do reflections
if $game_map.char_effects[0]
$game_map.events.values.each { |e|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
}
end
# Do mirrors
if $game_map.char_effects[2]
$game_map.events.values.each { |e|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
}
end
# Do Shadows
if $game_map.char_effects[1]
return if $game_map.light_source.empty?
$game_map.light_source.count.times { |s|
$game_map.events.values.each { |e|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
}
$game_player.followers.each { |f|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
}
if $game_player.shadow
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
end
$game_map.vehicles.each { |v|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
}
}
end
# Do icons
if $game_map.char_effects[3]
$game_map.events.values.each { |e|
@icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
}
$game_player.followers.each { |f|
@icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
}
if $game_player.icon
@icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
}
end
end
alias galv_reflect_sm_update update
def update
galv_reflect_sm_update
@reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
@mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
@shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
@icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
end
alias galv_reflect_sm_dispose_characters dispose_characters
def dispose_characters
galv_reflect_sm_dispose_characters
dispose_effects
end
def dispose_effects
@reflect_sprites.each {|s| s.dispose}
@shadow_sprites.each {|s| s.dispose}
@mirror_sprites.each {|s| s.dispose}
@icon_sprites.each {|s| s.dispose}
end
end # Spriteset_Map
#-------------------------------------------------------------------------------
# Sprite_Reflect
#-------------------------------------------------------------------------------
class Sprite_Reflect < Sprite_Character
def initialize(viewport, character = nil)
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.angle = 180
self.opacity = 220
self.z = Galv_CEffects::REFLECT_Z
self.wave_amp = $game_map.reflect_options[0]
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw
@ch = bitmap.height / 4
else
@cw = $cw
@ch = bitmap.height / 8
end
else
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
jump = @character.jumping? ? @character.jump_height * 2 : 0
alt = @character.altitude ? @character.altitude * 2 : 0
self.y = @character.screen_y - 3 + jump + alt
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
pattern = @character.pattern < @cw ? @character.pattern : 1
else
pattern = @character.pattern < 3 ? @character.pattern : 1
end
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end # Sprite_Reflect < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Mirror
#-------------------------------------------------------------------------------
class Sprite_Mirror < Sprite_Character
def initialize(viewport, character = nil)
@distance = 0
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw
@ch = bitmap.height / 4
else
@cw = $cw
@ch = bitmap.height / 8
end
else
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
end
self.ox = @cw / 2
self.oy = @ch
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
pattern = @character.pattern < @cw ? @character.pattern : 1
else
pattern = @character.pattern < 3 ? @character.pattern : 1
end
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
def get_mirror_y
20.times {|i|
if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
@distance = (i - 1) * 0.05
@display = @character.y - i - $game_map.display_y + $game_map.height
self.opacity = 255
return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
end
}
self.opacity = 0
return @ch
end
def update_position
self.x = @character.screen_x
self.y = get_mirror_y - 6
self.zoom_x = 1 - @distance
self.zoom_y = 1 - @distance
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Mirror < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Shadow
#-------------------------------------------------------------------------------
class Sprite_Shadow < Sprite_Character
def initialize(viewport, character = nil, source)
@flicker = 0
@famount = 0
@aamount = 0
@source = source
super(viewport, character)
end
def update
super
update_bitmap
update_src_rect
update_position
update_other
update_facing
end
def set_character_bitmap
self.bitmap = Cache.character(@character_name)
self.color = Color.new(0, 0, 0, 255)
self.z = Galv_CEffects::SHADOW_Z
self.wave_amp = 1 if $game_map.shadow_options[2]
self.wave_speed = 1000
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw
@ch = bitmap.height / 4
else
@cw = $cw
@ch = bitmap.height / 8
end
else
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
self.y = @character.screen_y - 10
get_angle
end
def get_angle
x = $game_map.light_source[@source][0] - @character.real_x
y = $game_map.light_source[@source][1] - @character.real_y
self.opacity = $game_map.shadow_options[0] -
Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
if x == 0 && y == 0 || self.opacity <= 0
self.opacity = 0
else
self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
end
end
def update_facing
if @character.y < $game_map.light_source[@source][1]
self.mirror = false
else
self.mirror = true
end
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Shadow < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Icon
#-------------------------------------------------------------------------------
class Sprite_Icon < Sprite_Character
def initialize(viewport, character = nil)
@icon_sprite ||= Sprite.new
@icon_sprite.bitmap ||= Cache.system("Iconset")
@icon = nil
super(viewport, character)
end
def dispose
super
if @icon_sprite
@icon_sprite.dispose
@icon_sprite = nil
end
end
def update
super
update_icon
end
def update_icon
return if !@character.icon
draw_icon(@character.icon)
end
def draw_icon(icon_index)
return if !@icon.nil?
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@icon_sprite.src_rect = rect
@icon = icon_index
end
def update_position
@icon_sprite.x = @character.screen_x - 12
@icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
end
def update_other
self.blend_type = @character.blend_type
@icon_sprite.visible = !@character.transparent
end
end # Sprite_Icon < Sprite_Character
#-------------------------------------------------------------------------------
# Other Stuff
#-------------------------------------------------------------------------------
class Game_Character < Game_CharacterBase
attr_reader :altitude
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :shadow
attr_accessor :icon
attr_accessor :icon_offset
end
class Game_Event < Game_Character
alias galv_reflect_ge_initialize initialize
def initialize(map_id, event)
@reflect = false
@shadow = false
@icon_offset = [0,0]
galv_reflect_ge_initialize(map_id, event)
end
end # Game_Event < Game_Character
class Game_Vehicle < Game_Character
attr_reader :map_id
alias galv_reflect_gv_initialize initialize
def initialize(type)
@reflect = true
@shadow = true
@icon_offset = [0,0]
galv_reflect_gv_initialize(type)
end
end # Game_Vehicle < Game_Character
class Game_Follower < Game_Character
alias galv_reflect_gf_initialize initialize
def initialize(member_index, preceding_character)
galv_reflect_gf_initialize(member_index, preceding_character)
@reflect = true
@shadow = true
end
alias galv_reflect_gf_refresh refresh
def refresh
galv_reflect_gf_refresh
return if actor.nil?
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Follower < Game_Character
class Game_Player < Game_Character
alias galv_reflect_gp_initialize initialize
def initialize
galv_reflect_gp_initialize
@reflect = true
@shadow = true
end
alias galv_reflect_gp_refresh refresh
def refresh
galv_reflect_gp_refresh
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Player < Game_Character
class Scene_Map < Scene_Base
attr_accessor :spriteset
end # Scene_Map
class Game_Map
attr_accessor :char_effects
attr_accessor :light_source
attr_accessor :shadow_options
attr_accessor :reflect_options
alias galv_reflect_game_map_initialize initialize
def initialize
@light_source = []
@shadow_options = [80,10,false]
@reflect_options = [0]
@char_effects = [false,false,false,false]
#[reflect,shadow,mirror,icon]
galv_reflect_game_map_initialize
end
alias galv_reflect_game_map_setup setup
def setup(map_id)
galv_reflect_game_map_setup(map_id)
reset_char_effects
do_all_chareffects
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
def reset_char_effects
@light_source = []
@events.values.each { |e|
e.reflect = false
e.icon = nil }
end
end # Game_Map
class Game_Actor < Game_Battler
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :icon
alias galv_reflect_game_actor_initialize initialize
def initialize(actor_id)
galv_reflect_game_actor_initialize(actor_id)
@reflect = $data_actors[actor_id].reflect
@reflect_sprite = $data_actors[actor_id].reflect_sprite
@icon_offset = [0,0]
end
end # Game_Actor < Game_Battler
class RPG::Actor
def reflect_sprite
if @reflect_sprite.nil?
if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
@reflect_sprite = [$1.to_s,$2.to_i]
else
@reflect_sprite = nil
end
end
@reflect_sprite
end
def reflect
if @reflect.nil?
if @note =~ /<no_reflect>/i
@reflect = false
else
@reflect = true
end
end
@reflect
end
end # RPG::Actor |
|
zeus81 -
posté le 21/04/2015 à 17:28:04 (11071 messages postés)
| |
|
Cactus -
posté le 21/04/2015 à 21:20:30 (681 messages postés)
| Pikactus | Désolé de répondre si tard (je finis a 20h )
J'ai essayé... et ça marche !
Merci beaucoup cortez, c'est vraiment sympas de ta part.
Edit: Ah bah non, c'est pas encore bon
Tu me dis si je te fais chier.
|
cortez -
posté le 22/04/2015 à 10:47:27 (524 messages postés)
| | J'ai encore un bug d'affichage pour des évent avec un $ (1 seul par planche) mais
pour les event en planche de 8 aucun souci ! Donc je te propose cette version,
elle fonctionne pour tes perso et les character uniquement en planche.
Nouveau script Extra frames :
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| #==============================================================================
# Extra Movement Frames
# Version: 1.0.1
# Author: modern algebra (rmrk.net)
# Date: 26 September 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to import character sprites with more than 3 frames
# for movement animation. In other words, it allows you to animate sprites a
# little more smoothly. One use for it is it allows RMXP format characters to
# be imported directly into a VXA game without editing (although you will need
# to rename the file).
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials. If you are using my Composite Graphics script, then this
# script must be placed in a slot below Composite Graphics.
#
# To create a sprite with extra movement frames, all you need to do is
# rename the character graphic to something of the form:
#
# Regular_Name%(x)
# where:
# x is the number of frames in each character sprite
#
# EXAMPLES:
#
# $001-Fighter01%(4)
# This graphic is a single character with four frames of animation. [XP]
# 022-Actors12%(6)
# This graphic would be interpreted as a character sheet of 8 characters,
# each having six frames of animation.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Additionally, this script also allows you to specify the "idle" frame (the
# frame where the sprite is not moving), and also the pattern if wish to so
# specify. In essence, all you need to do is add those integers after the
# number of frames:
#
# Regular_Name%(x y1 y2 y3 ... yx)
# where:
# x is the number of frames in each character sprite
# y1 is the idle frame (the frame shown when sprite is not moving)
# y2 ... yx are the pattern.
#
# Keep in mind that the first frame in a sprite is index 0, the second frame
# is index 1, etc.
#
# Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,
# the pattern is assumed to simply cycle through the frames one by one until
# it repeats.
#
# EXAMPLES:
#
# $003-Fighter03%(4 2)
# This graphic is a single character with four frames of animation. The
# idle frame is 2 (the third one over). The pattern when moving would be
# 2 3 0 1, 2 3 0 1, etc.
# 032-People05%(4 0 1 0 3 2 1)
# This graphic would be interpreted as a character sheet of 8 characters,
# each having four frames of animation. The idle frame is 0 (the first
# in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.
#==============================================================================
$imported = {} unless $imported
$imported[:MA_ExtraMovementFrames] = true
#==============================================================================
# *** MA_ExtraMovementFrames
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This module holds a method for calculating width and height of an emf
# character frame
#==============================================================================
module MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check if Character has extra movement frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_char_is_emf_sprite?(character_name)
character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Derive Frames Array
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_get_frames(character_name)
character_name = "" unless character_name
frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
$1.scan(/\d+/).collect { |s| s.to_i }
frames[0] = 3 unless frames[0] # If empty, then set to default 3
frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
frames[1] = 0 unless frames[1] # Set idle frame
if frames.size < 3
# Create pattern
(frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
end
return frames
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Calculate Frame Size
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_calc_frame_size(character_name, bitmap, frames = [])
character_name = "" unless character_name
frames = maemf_get_frames(character_name) if frames.empty?
$cw = bitmap.width / (frames[0] ? frames[0] : 3)
$ch = bitmap.height / 4
sign = character_name[/^[\!\$]./]
if !sign || !sign.include?('$')
$cw /= 4
$ch /= 2
end
return $cw, $ch
end
end
# Compatibility with Composite Graphics
if $imported[:MA_CompositeGraphics]
#============================================================================
# *** Cache
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - macgve_make_unique_name
#============================================================================
class << Cache
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Make Unique Name
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias macgemf_uniqname_3tc8 macgve_make_unique_name
def macgve_make_unique_name(cg_array = [], *args)
result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method
# Add %(x) code to name if the first graphic in the array contains it.
result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]
result
end
end
end
#==============================================================================
# ** Game_CharacterBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - straighten; update_anime_pattern; initialize;
# set_graphic; character_name=
# new methods - maemf_init_char_frames
#==============================================================================
class Game_CharacterBase
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Straighten
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_straghtn_5sb3 straighten
def straighten(*args, &block)
maemf_straghtn_5sb3(*args, &block) # Run original method
@pattern = @original_pattern if @walk_anime || @step_anime
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Anime Pattern
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_updanim_ptrn_2yv5 update_anime_pattern
def update_anime_pattern(*args)
if @ma_char_is_emf_sprite # If an emf sprite
if !@step_anime && @stop_count > 0 # Reset to stationary
@maemf_frame_index = 0
@pattern = @original_pattern
else
# Next Pattern
@maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size
@pattern = @maemf_character_pattern[@maemf_frame_index]
end
else
maemf_updanim_ptrn_2yv5(*args) # Call original method
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Initialize Character Frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_init_char_frames
@maemf_frame_index = 0 # Initialize Index
# Save this value for faster reference
@ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)
if @ma_char_is_emf_sprite
# Get pattern
@maemf_character_pattern = maemf_get_frames(character_name)
@maemf_character_pattern.shift # Remove frame number
@original_pattern = @maemf_character_pattern[0]
else
@maemf_character_pattern = []
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Initialize Character Frames Proc
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.maemf_init_char_frames_proc
Proc.new { |method_name|
alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias
define_method(method_name) do |*args| # Define method
send(:"maemf_#{method_name}_2ev9", *args) # Call original method
maemf_init_char_frames
end
}
end
proc = maemf_init_char_frames_proc
[:initialize, :set_graphic].each { |name| proc.call(name) }
end
#==============================================================================
# ** Game_Player/Follower/Vehicle/Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This aliases methods in these classes that change @character_name in order
# to call maemf_init_char_frames
#==============================================================================
class Game_Player
# Refresh
maemf_init_char_frames_proc.call(:refresh)
end
class Game_Follower
# Refresh
maemf_init_char_frames_proc.call(:refresh)
end
class Game_Vehicle
# Load System Settings
maemf_init_char_frames_proc.call(:load_system_settings)
end
class Game_Event
proc = maemf_init_char_frames_proc
# Clear Page Settings & Setup Page Settings
[:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }
end
#==============================================================================
# ** Sprite_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - set_character_bitmap; update_src_rect
# new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect
#==============================================================================
class Sprite_Character
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Character Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_setcharbmp_4rm6 set_character_bitmap
def set_character_bitmap(*args)
@emf_char = ma_char_is_emf_sprite?(@character_name)
@emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Rectangle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_updtsrcrect_2kq5 update_src_rect
def update_src_rect(*args)
@emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Character Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_set_emf_character_bitmap
self.bitmap = Cache.character(@character_name)
@emf_char_frames = maemf_get_frames(@character_name)
$emf_char_frames = @emf_char_frames
@cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)
self.ox = @cw / 2
self.oy = @ch
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Rectangle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_update_emf_src_rect
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]
sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - draw_character
# new method - ma_draw_emf_character
#==============================================================================
class Window_Base
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Character Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_drawcharct_3kq6 draw_character
def draw_character(character_name, *args)
character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :
maemf_drawcharct_3kq6(character_name, *args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Extra Movement Frames Character Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_draw_emf_character(character_name, character_index, x, y)
return unless character_name
if !ma_char_is_emf_sprite?(character_name)
# Draw regular if there is no frame specification in the name
maemf_drawcharct_3kq6(character_name, *args)
else
bitmap = Cache.character(character_name)
frames = maemf_get_frames(character_name)
cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)
n = character_index
src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)
contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
end |
Nouveau script Reflet :
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| #------------------------------------------------------------------------------#
# Galv's Character Effects
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 2.0
#------------------------------------------------------------------------------#
# 2013-12-07 - Version 2.0 - Added comments to more easily add event effects
# - Fixed shadow facing bug
# 2013-02-24 - Version 1.9 - added z level option for reflection and shadows
# 2013-02-23 - Version 1.8 - added multiple light sources for shadows
# 2013-02-22 - Version 1.7 - bug fixes
# 2013-02-22 - Version 1.6 - added icon effect
# 2013-02-22 - Version 1.5 - fixed mirror bug on large maps
# 2013-02-22 - Version 1.4 - added effects to vehicles
# 2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
# 2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
# 2013-02-21 - Version 1.1 - updated flicker effect
# 2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
# This script was made to provide some additional effects for characters such
# as events, followers and the player on the map.
# Currently it includes:
#
# Shadows
# Shadows that appear under player and events in a directions depending on
# a light source that you choose.
#
# Parallax Reflect
# Reflections that appear on the parallax layer for events and actors to be
# used for things like reflections in the water or glass floor etc. To get
# effects like the demo, you need to edit the charset graphic to make the water
# partially transparent.
#
# Parallax Mirrors
# Much like reflect but are instead actors and event are reflected in a mirror
# on a wall designated by a region. Both mirror and reflect effects can be
# changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NEW - First event command as a COMMENT
#------------------------------------------------------------------------------#
# You can add a comment as the first event command on an event page to set if
# that event has an icon, shadow or reflection active. The tags to use are
# below, all must be on the same line in the comment.
#
# <icon:id,x,y> # set the event to display an icon (x,y position offset)
# <shadow> # set the event to display a shadow
# <reflect> # set the event to display reflections
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# <icon:1,0,0><shadow><reflect> # to show reflect, shadow and icon 1 on event
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
# char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
# # each effect can be true or false to enable/disable them during the game.
# # you can change multiples of effects at once, x being the effect number
# # 0 = reflect 1 = shadows 2 = mirror 3 = icons
#------------------------------------------------------------------------------#
# EXAMPLES:
# char_effects(0,true) # turn reflections on
# char_effects(0,2,true) # turn reflections and mirror on
# char_effects(1,3,false) # turn shadows and icons off
#------------------------------------------------------------------------------#
#
# reflect_sprite(actor_id,filename,pos) # Change actor's reflect charset
#
# reflect_esprite(event_id,filename,pos) # Change event's reflect charset
#
# reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect_sprite(1,"Actor2",2) # change actor 1's charset to use sprite
# # in position 2 of "Actor2" charset.
# reflect_esprite(3,"Actor4",5) # event 3 will use sprite in position 5 of
# # "Actor4" charset.
# reflect_vsprite(1,"Vehicle",5) # Ship will use sprite in position 5 of
# # "Vehicle" charset.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
# reflect(x,x,x,status) # status can be true or false to turn on or off
# # use this to specify for mirror and reflect.
# shadow(x,x,x,status) # where x is the event ids you want to change
# # to change all events use :all
# icon(x,x,x,icon_id) # set which icon id to appear above character. Make
# # it 0 for no icon.
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
# shadow(1,false) # Turn event 1 shadow OFF
# reflect(:all,true) # Turn all event reflections ON
# icon(1,2,3,4,38) # Events 1,2,3 and 4 will have icon 38 appear
#
# NOTE: All events will default to NO shadows and NO reflections when entering
# a map. This is a design decision to try to keep lag to a minimum. You
# should use these effects sparingly and only activate them on events
# that require them.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
# actor_reflect(actor_id,status) # reflections and shadows are ON by default
# actor_shadow(actor_id,status) # for actors and vehicles. Turning them off
# actor_icon(actor_id,icon_id) # or on will permanently change them.
#
# v_reflect(x,x,x,status) # use these v_ calls for changing vehicle effects
# v_shadow(x,x,x,status) # on and off for vehicles.
# v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
# shadow_source(x,y,id) # set the x,y location for the light. id is the
# # light source number you wish to change (for
# # more than one). These are reset on map change.
# shadow_source(event_id,id) # use an event's x,y location for the light.
# # This will need to be in parallel process if you
# # want it to be a moving light.
#
# shadow_options(intensity,fade,flicker) # descriptions below
#
# # intensity = opacity when standing next to the light source (255 is black)
# # fade = amount shadow becomes more transparent the further away you are.
# # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# shadow_options(80,10,false) # This is the default setting.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
# reflect_options(wave_pwr)
#
# # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
# EXAMPLE:
# reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
# <no_reflect> # Actor will not have a reflection (for vampires of course!)
#
# <reflect_sprite: FileName,pos> # Actor will use this charset for reflections
# # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
# EXAMPLES:
# <reflect_sprite: Actor2,0> # The first character from Actor2 charset
# <reflect_sprite: Actor3,7> # The last character from Actor2 charset
#------------------------------------------------------------------------------#
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
#------------------------------------------------------------------------------#
# SETUP OPTIONS
#------------------------------------------------------------------------------#
MIRROR_REGION = 4 # Region ID used to determine mirror walls. Paint the
# region on the wall you want to make reflective (and
# then use tiles/mapping that make the parallax visible)
ICON_OFFSET = -60 # Y offset for icons that are displayed above characters
REFLECT_Z = -10 # Z level of reflections
SHADOW_Z = 0 # Z level of shadows
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class Game_Map
def do_icons(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
e.icon = $1.to_i
e.icon_offset = [$2.to_i,$3.to_i]
else
e.icon = 0
e.icon_offset = [0,0]
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_shadows(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
e.shadow = true
else
e.shadow = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_reflects(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
e.reflect = true
else
e.reflect = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_all_chareffects
do_icons(false)
do_shadows(false)
do_reflects(false)
end
end # Game_Map
class Game_Interpreter
def remove_icon
icon(@event_id,0)
end
#-----------------------------------#
# REFLECTIONS
#-----------------------------------#
# Add/Remove Reflections from selected events
def reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.reflect = status }
else
char_ids.each {|c| $game_map.events[c].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's reflect status
def actor_reflect(actor_id,status)
$game_actors[actor_id].reflect = status
$game_player.refresh
end
# Change forever vehicle's reflect status
def v_reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.reflect = status }
else
char_ids.each { |v| $game_map.vehicles[v].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def reflect_options(*args)
$game_map.reflect_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
# Actor reflect sprite change
def reflect_sprite(actor_id,filename,pos)
$game_actors[actor_id].reflect_sprite = [filename,pos]
$game_player.refresh
end
# Event reflect sprite change
def reflect_esprite(event_id,filename,pos)
$game_map.events[event_id].reflect_sprite = [filename,pos]
$game_map.events[event_id].reflect = true
SceneManager.scene.spriteset.refresh_characters
end
# Vehicle reflect sprite change
def reflect_vsprite(v_id,filename,pos)
$game_map.vehicles[v_id].reflect_sprite = [filename,pos]
SceneManager.scene.spriteset.refresh_characters
end
#-----------------------------------#
# SHADOWS
#-----------------------------------#
# Add/Remove Shadows from selected characters
def shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.shadow = status }
else
char_ids.each {|c| $game_map.events[c].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change player and follower shadows
def actor_shadows(status)
$game_player.shadow = status
$game_player.followers.each { |f| f.shadow = status }
SceneManager.scene.spriteset.refresh_effects
end
# Change vehicle's shadow status
def v_shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.shadow = status }
else
char_ids.each { |v| $game_map.vehicles[v].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def shadow_options(*args)
$game_map.shadow_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
def shadow_source(*args,shad_id)
shadsource = [*args]
if shadsource.count == 1
$game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
$game_map.events[shadsource[0]].real_y]
elsif shadsource.count > 1
$game_map.light_source[shad_id] = shadsource
else
$game_map.light_source = []
end
end
#-----------------------------------#
# ICONS
#-----------------------------------#
# Add/Remove Icons from selected events
def icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e|
if e.icon <= 0
e.icon = nil
else
e.icon = icon_id
end
}
else
char_ids.each {|c| $game_map.events[c].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's icon
def actor_icon(actor_id,icon_id)
$game_actors[actor_id].icon = icon_id
$game_player.refresh
end
# Change forever vehicle's icon
def v_icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.icon = icon_id }
else
char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
#-----------------------------------#
# GENERAL
#-----------------------------------#
# Turn on/off effects
# 0 = reflect
# 1 = shadow
# 2 = mirror
# 3 = icon
def char_effects(*args,status)
[*args].each { |e| $game_map.char_effects[e] = status }
SceneManager.scene.spriteset.refresh_effects
end
end # Game_Interpreter
#-------------------------------------------------------------------------------
# Spriteset_Map
#-------------------------------------------------------------------------------
class Spriteset_Map
alias galv_reflect_sm_initialize initialize
def initialize
create_effects
galv_reflect_sm_initialize
refresh_characters
end
alias galv_reflect_sm_refresh_characters refresh_characters
def refresh_characters
galv_reflect_sm_refresh_characters
create_effects
end
def refresh_effects
dispose_effects
create_effects
end
def create_effects
@shadow_sprites = []
@reflect_sprites = []
@mirror_sprites = []
@icon_sprites = []
# Do reflections
if $game_map.char_effects[0]
$game_map.events.values.each { |e|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
}
end
# Do mirrors
if $game_map.char_effects[2]
$game_map.events.values.each { |e|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
}
end
# Do Shadows
if $game_map.char_effects[1]
return if $game_map.light_source.empty?
$game_map.light_source.count.times { |s|
$game_map.events.values.each { |e|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
}
$game_player.followers.each { |f|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
}
if $game_player.shadow
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
end
$game_map.vehicles.each { |v|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
}
}
end
# Do icons
if $game_map.char_effects[3]
$game_map.events.values.each { |e|
@icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
}
$game_player.followers.each { |f|
@icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
}
if $game_player.icon
@icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
}
end
end
alias galv_reflect_sm_update update
def update
galv_reflect_sm_update
@reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
@mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
@shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
@icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
end
alias galv_reflect_sm_dispose_characters dispose_characters
def dispose_characters
galv_reflect_sm_dispose_characters
dispose_effects
end
def dispose_effects
@reflect_sprites.each {|s| s.dispose}
@shadow_sprites.each {|s| s.dispose}
@mirror_sprites.each {|s| s.dispose}
@icon_sprites.each {|s| s.dispose}
end
end # Spriteset_Map
#-------------------------------------------------------------------------------
# Sprite_Reflect
#-------------------------------------------------------------------------------
class Sprite_Reflect < Sprite_Character
def initialize(viewport, character = nil)
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.angle = 180
self.opacity = 220
self.z = Galv_CEffects::REFLECT_Z
self.wave_amp = $game_map.reflect_options[0]
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw
@ch = bitmap.height / 4
else
@cw = $cw
@ch = bitmap.height / 8
end
else
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
jump = @character.jumping? ? @character.jump_height * 2 : 0
alt = @character.altitude ? @character.altitude * 2 : 0
self.y = @character.screen_y - 3 + jump + alt
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
pattern = @character.pattern < @cw ? @character.pattern : 1
else
pattern = @character.pattern < 3 ? @character.pattern : 1
end
sx = (index % 4 * $emf_char_frames[0] + pattern) * @cw
#sx = (index % 4 * @cw + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end # Sprite_Reflect < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Mirror
#-------------------------------------------------------------------------------
class Sprite_Mirror < Sprite_Character
def initialize(viewport, character = nil)
@distance = 0
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw
@ch = bitmap.height / 4
else
@cw = $cw
@ch = bitmap.height / 8
end
else
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw#bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = $cw#bitmap.width / 12
@ch = bitmap.height / 8
end
end
self.ox = @cw / 2
self.oy = @ch
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
pattern = @character.pattern < @cw ? @character.pattern : 1
else
pattern = @character.pattern < 3 ? @character.pattern : 1
end
sx = (index % 4 * $emf_char_frames[0] + pattern) * @cw
#sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
def get_mirror_y
20.times {|i|
if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
@distance = (i - 1) * 0.05
@display = @character.y - i - $game_map.display_y + $game_map.height
self.opacity = 255
return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
end
}
self.opacity = 0
return @ch
end
def update_position
self.x = @character.screen_x
self.y = get_mirror_y - 6
self.zoom_x = 1 - @distance
self.zoom_y = 1 - @distance
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Mirror < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Shadow
#-------------------------------------------------------------------------------
class Sprite_Shadow < Sprite_Character
def initialize(viewport, character = nil, source)
@flicker = 0
@famount = 0
@aamount = 0
@source = source
super(viewport, character)
end
def update
super
update_bitmap
update_src_rect
update_position
update_other
update_facing
end
def set_character_bitmap
self.bitmap = Cache.character(@character_name)
self.color = Color.new(0, 0, 0, 255)
self.z = Galv_CEffects::SHADOW_Z
self.wave_amp = 1 if $game_map.shadow_options[2]
self.wave_speed = 1000
sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
if sign && sign.include?('%')
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = $cw
@ch = bitmap.height / 4
else
@cw = $cw
@ch = bitmap.height / 8
end
else
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
self.y = @character.screen_y - 10
get_angle
end
def get_angle
x = $game_map.light_source[@source][0] - @character.real_x
y = $game_map.light_source[@source][1] - @character.real_y
self.opacity = $game_map.shadow_options[0] -
Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
if x == 0 && y == 0 || self.opacity <= 0
self.opacity = 0
else
self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
end
end
def update_facing
if @character.y < $game_map.light_source[@source][1]
self.mirror = false
else
self.mirror = true
end
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Shadow < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Icon
#-------------------------------------------------------------------------------
class Sprite_Icon < Sprite_Character
def initialize(viewport, character = nil)
@icon_sprite ||= Sprite.new
@icon_sprite.bitmap ||= Cache.system("Iconset")
@icon = nil
super(viewport, character)
end
def dispose
super
if @icon_sprite
@icon_sprite.dispose
@icon_sprite = nil
end
end
def update
super
update_icon
end
def update_icon
return if !@character.icon
draw_icon(@character.icon)
end
def draw_icon(icon_index)
return if !@icon.nil?
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@icon_sprite.src_rect = rect
@icon = icon_index
end
def update_position
@icon_sprite.x = @character.screen_x - 12
@icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
end
def update_other
self.blend_type = @character.blend_type
@icon_sprite.visible = !@character.transparent
end
end # Sprite_Icon < Sprite_Character
#-------------------------------------------------------------------------------
# Other Stuff
#-------------------------------------------------------------------------------
class Game_Character < Game_CharacterBase
attr_reader :altitude
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :shadow
attr_accessor :icon
attr_accessor :icon_offset
end
class Game_Event < Game_Character
alias galv_reflect_ge_initialize initialize
def initialize(map_id, event)
@reflect = false
@shadow = false
@icon_offset = [0,0]
galv_reflect_ge_initialize(map_id, event)
end
end # Game_Event < Game_Character
class Game_Vehicle < Game_Character
attr_reader :map_id
alias galv_reflect_gv_initialize initialize
def initialize(type)
@reflect = true
@shadow = true
@icon_offset = [0,0]
galv_reflect_gv_initialize(type)
end
end # Game_Vehicle < Game_Character
class Game_Follower < Game_Character
alias galv_reflect_gf_initialize initialize
def initialize(member_index, preceding_character)
galv_reflect_gf_initialize(member_index, preceding_character)
@reflect = true
@shadow = true
end
alias galv_reflect_gf_refresh refresh
def refresh
galv_reflect_gf_refresh
return if actor.nil?
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Follower < Game_Character
class Game_Player < Game_Character
alias galv_reflect_gp_initialize initialize
def initialize
galv_reflect_gp_initialize
@reflect = true
@shadow = true
end
alias galv_reflect_gp_refresh refresh
def refresh
galv_reflect_gp_refresh
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Player < Game_Character
class Scene_Map < Scene_Base
attr_accessor :spriteset
end # Scene_Map
class Game_Map
attr_accessor :char_effects
attr_accessor :light_source
attr_accessor :shadow_options
attr_accessor :reflect_options
alias galv_reflect_game_map_initialize initialize
def initialize
@light_source = []
@shadow_options = [80,10,false]
@reflect_options = [0]
@char_effects = [false,false,false,false]
#[reflect,shadow,mirror,icon]
galv_reflect_game_map_initialize
end
alias galv_reflect_game_map_setup setup
def setup(map_id)
galv_reflect_game_map_setup(map_id)
reset_char_effects
do_all_chareffects
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
def reset_char_effects
@light_source = []
@events.values.each { |e|
e.reflect = false
e.icon = nil }
end
end # Game_Map
class Game_Actor < Game_Battler
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :icon
alias galv_reflect_game_actor_initialize initialize
def initialize(actor_id)
galv_reflect_game_actor_initialize(actor_id)
@reflect = $data_actors[actor_id].reflect
@reflect_sprite = $data_actors[actor_id].reflect_sprite
@icon_offset = [0,0]
end
end # Game_Actor < Game_Battler
class RPG::Actor
def reflect_sprite
if @reflect_sprite.nil?
if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
@reflect_sprite = [$1.to_s,$2.to_i]
else
@reflect_sprite = nil
end
end
@reflect_sprite
end
def reflect
if @reflect.nil?
if @note =~ /<no_reflect>/i
@reflect = false
else
@reflect = true
end
end
@reflect
end
end # RPG::Actor |
|
Cactus -
posté le 22/04/2015 à 20:59:47 (681 messages postés)
| Pikactus | Ah! cette fois c'est parfait
Citation: J'ai encore un bug d'affichage pour des évent avec un $ (1 seul par planche) |
Pas grave t'as déjà fait beaucoup et puis au pire je réadapte les charas en planche.
Encore merci !
| Index du forum > Entraide > [VXAce] compatibilité entre 2 scripts. [Résolu]
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