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❤ 0 Auteur : Ramiro
Logiciel : RPG Maker VX
Nombre de scripts : 1
Fonctionnalités
Ce script vous permet d'afficher le nom de vos maps de manière animé. (Ceux ayant joué à La Fleur de Romance ou encore à Lunar Wish comprendrons.)
On peut modifier la vitesse du défilement des lettres, son emplacement, sa couleur...
Conditions d'utilisation
- Crédit recommandé mais non obligatoire
- Usage commercial prohibé
Installation
A placer au-dessus de Main.
Utilisation
Options de configuration esthétiques en début de script. Vous pouvez également inclure les id des maps dont le nom ne doit pas apparaître.
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| # SHOW THE MAP NAME - REVOLUTION MODE -
#------------------------------------------------------------------------------
# Author Ramiro (Holy_wyvern, ramiazul)
#------------------------------------------------------------------------------
# Version 1.0
#------------------------------------------------------------------------------
# Description:
# Allows you to show the name of some maps, whit a nice graphical style
#------------------------------------------------------------------------------
# Compatibility:
# RPG maker VX script.
# Shoud work with anyting (99.999 % sure)
#------------------------------------------------------------------------------
# Instructions:
# Insert on materials section
#
# To show the hero's name on a map or a variable
# \N[id of actor on database] (1 - 999)
# \P[id of variable] (1 - 999)
# \PN[id of actor on party position] (0 - 3)
# (Yes it's like the message window...)
#------------------------------------------------------------------------------
# BUGS:
# Not now... Report if you found one
#------------------------------------------------------------------------------
# Author's notes:
# FOR non-Comertial games only. Giving credit it's not necesarry but it's nice :P
#===============================================================================
#===============================================================================
# Configurations
#===============================================================================
module MAPWINDOW
VIEWING_TIME = 110 # viewing time of letter
LETTER_ANIM = 150 # starting animating time
LETTER_END = 20 # time for hiding the name
INIT_X = 10 # start X of first letter
INIT_Y = 10 # start Y of first letter
START_ANGLE = -180 # start angle of firs letter
RECT_COLOR = Color.new(255,255,255) # The line's color
RECT_X = 0 # the X correction of the rect
RECT_Y = -14 # the Y correction
FIRST_LETTER = Color.new(255,255,255) # the first letter�s color
LETTER_COLOR = Color.new(255,255,255,200) # other letter�s colors
OPACITY = 255 # the letter�s opacity
RECT_OPACITY = 255 # opacity of the rect
FONT_SIZE = 25 # the size of the font
EX_START_X = 0 # X start movement
RECT_HEIGHT = 1 # the height of the rect
NOT_SHOW_MAPS= [1,286,30,31,32,130,304,305,246] # put map id of maps than don't show
# it's name eg. [1,2,3]
end
#===============================================================================
# GAME MAP SETUP
#===============================================================================
class Game_Map
def name
map_infos = load_data("Data/MapInfos.rvdata")
name = map_infos[@map_id].name.clone
name.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
name.gsub!(/\\PN\[([0-9]+)\]/i) { $game_party.members[$1.to_i].name }
name.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
return name
end
end
#===============================================================================
# The spritest of letters
#===============================================================================
class Spriteset_MapName
include MAPWINDOW
def initialize
@letters = []
@index = 0
@finish_count = @dispose_count = 0
end
def set_sprites
if !NOT_SHOW_MAPS.include?($game_map.map_id)
dispose_sprites
@letters = []
name = $game_map.name.scan(/./).clone
@l_count = (LETTER_ANIM / name.size) + 1
@index = 0
@finish = false
@finish_count = VIEWING_TIME
@dispose_count = LETTER_END
for i in 0...name.size
@letters[i] = Sprite.new
@letters[i].bitmap = Bitmap.new(FONT_SIZE,FONT_SIZE)
@letters[i].ox = 10
@letters[i].oy = 10
@letters[i].bitmap.font.size = FONT_SIZE
@letters[i].bitmap.font.color = i == 0 ? FIRST_LETTER : LETTER_COLOR
@letters[i].bitmap.draw_text(0,0,FONT_SIZE,FONT_SIZE,name[i],1)
@letters[i].x = i * (FONT_SIZE / 2) + EX_START_X + INIT_X
@letters[i].y = INIT_Y
@letters[i].z = 9999
@letters[i].opacity = 0
@letters[i].angle = START_ANGLE
end
@b_count = @letters.size * ((LETTER_ANIM / @letters.size) + 1)
@border = Sprite.new
@border.bitmap = Bitmap.new(@letters.size * (FONT_SIZE / 2) + (FONT_SIZE / 2), RECT_HEIGHT)
@border.bitmap.fill_rect(Rect.new(0,0,@letters.size * (FONT_SIZE / 2) + (FONT_SIZE / 2), RECT_HEIGHT),RECT_COLOR)
@border.x = - @border.width + INIT_X - (FONT_SIZE / 2) - RECT_X
@border.opacity = 0
@border.y = INIT_Y + (FONT_SIZE ) + RECT_Y
end
end
def update
if !@finish
if @letters[@index]
if @l_count > 0
@letters[@index].x = (@letters[@index].x * (@l_count - 1) + @index * (FONT_SIZE / 2) + INIT_X) /> / @l_count
@letters[@index].opacity = (@letters[@index].opacity * (@l_count - 1) + OPACITY) / @l_count
@letters[@index].angle = (@letters[@index].angle * (@l_count - 1)) / @l_count
@l_count -= 1
if @b_count > 0
@border.x = (@border.x * (@b_count - 1) + INIT_X - (FONT_SIZE / 2) + RECT_X) / @b_count
@border.opacity = (@border.opacity * (@b_count - 1) + RECT_OPACITY) / @b_count
@b_count -= 1
end
else
@index += 1
@l_count = ((LETTER_ANIM / @letters.size) + 1)
end
else
@finish = true
end
else
if @finish_count > 0
@finish_count -= 1
return
end
if @dispose_count > 0
for i in 0...@letters.size
@letters[i].x = (@letters[i].x * (@dispose_count - 1) + i * (FONT_SIZE / 2) + 24 + INIT_X) / @dispose_count
@letters[i].opacity = (@letters[i].opacity * (@dispose_count - 1)) / @dispose_count
end
@border.x = (@border.x * (@dispose_count - 1)+ INIT_X + RECT_X - (FONT_SIZE / 2) - @border.width ) / @dispose_count
@border.opacity = (@border.opacity * (@dispose_count - 1)) / @dispose_count
@dispose_count -= 1
end
end
end
def dispose
dispose_sprites
end
def dispose_sprites
for i in @letters
i.dispose
end
if @border
@border.bitmap.dispose if @border.bitmap
@border.dispose
end
end
end
#===============================================================================
# The map
#===============================================================================
class Scene_Map < Scene_Base
alias smsbstrt start
alias smsbupdbas update_transfer_player
alias smsbupdnorm update
alias smsbterm terminate
def start
@letters = Spriteset_MapName.new
smsbstrt
#~ @letters.set_sprites
end
def update
@letters.update
smsbupdnorm
end
def update_transfer_player
teleported = true if $game_player.transfer?
smsbupdbas
@letters.set_sprites if teleported
end
def terminate
@letters.dispose
smsbterm
end
end |
Mis à jour le 21 novembre 2020.
|
Rythmes -
posté le 29/06/2013 à 16:28:14 (3 messages postés)
| | Erreur ligne 124. Quelqu'un sait ce qui beug?
|
cari974 -
posté le 08/08/2013 à 09:10:42 (38 messages postés)
| | Désoler du retard, mon PC était en réparation...
Essai ce code :
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| # SHOW THE MAP NAME - REVOLUTION MODE -
#------------------------------------------------------------------------------
# Author Ramiro (Holy_wyvern, ramiazul)
#------------------------------------------------------------------------------
# Version 1.0
#------------------------------------------------------------------------------
# Description:
# Allows you to show the name of some maps, whit a nice graphical style
#------------------------------------------------------------------------------
# Compatibility:
# RPG maker VX script.
# Shoud work with anyting (99.999 % sure)
#------------------------------------------------------------------------------
# Instructions:
# Insert on materials section
#
# To show the hero's name on a map or a variable
# \N[id of actor on database] (1 - 999)
# \P[id of variable] (1 - 999)
# \PN[id of actor on party position] (0 - 3)
# (Yes it's like the massage window...)
#------------------------------------------------------------------------------
# BUGS:
# Not now... Report if you found one
#------------------------------------------------------------------------------
# Author's notes:
# FOR non-Comertial games only. Giving credit it's not necesarry but it's nice :P
#===============================================================================
#===============================================================================
# Configurations
#===============================================================================
module MAPWINDOW
VIEWING_TIME = 110 # viewing time of letter
LETTER_ANIM = 150 # starting animating time
LETTER_END = 20 # time for hiding the name
INIT_X = 10 # start X of first letter
INIT_Y = 10 # start Y of first letter
START_ANGLE = -180 # start angle of firs letter
RECT_COLOR = Color.new(255,255,255) # The line's color
RECT_X = 0 # the X correction of the rect
RECT_Y = -14 # the Y correction
FIRST_LETTER = Color.new(255,255,255) # the first letter�s color
LETTER_COLOR = Color.new(255,255,255,200) # other letter�s colors
OPACITY = 255 # the letter�s opacity
RECT_OPACITY = 255 # opacity of the rect
FONT_SIZE = 25 # the size of the font
EX_START_X = 0 # X start movement
RECT_HEIGHT = 1 # the height of the rect
NOT_SHOW_MAPS= [1,286,30,31,32,130,304,305,246] # put map id of maps than don't show
# it's name eg. [1,2,3]
end
#===============================================================================
# GAME MAP SETUP
#===============================================================================
class Game_Map
def name
map_infos = load_data("Data/MapInfos.rvdata")
name = map_infos[@map_id].name.clone
name.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
name.gsub!(/\\PN\[([0-9]+)\]/i) { $game_party.members[$1.to_i].name }
name.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
return name
end
end
#===============================================================================
# The spritest of letters
#===============================================================================
class Spriteset_MapName
include MAPWINDOW
def initialize
@letters = []
@index = 0
@finish_count = @dispose_count = 0
end
def set_sprites
if !NOT_SHOW_MAPS.include?($game_map.map_id)
dispose_sprites
@letters = []
name = $game_map.name.scan(/./).clone
@l_count = (LETTER_ANIM / name.size) + 1
@index = 0
@finish = false
@finish_count = VIEWING_TIME
@dispose_count = LETTER_END
for i in 0...name.size
@letters[i] = Sprite.new
@letters[i].bitmap = Bitmap.new(FONT_SIZE,FONT_SIZE)
@letters[i].ox = 10
@letters[i].oy = 10
@letters[i].bitmap.font.size = FONT_SIZE
@letters[i].bitmap.font.color = i == 0 ? FIRST_LETTER : LETTER_COLOR
@letters[i].bitmap.draw_text(0,0,FONT_SIZE,FONT_SIZE,name[i],1)
@letters[i].x = i * (FONT_SIZE / 2) + EX_START_X + INIT_X
@letters[i].y = INIT_Y
@letters[i].z = 9999
@letters[i].opacity = 0
@letters[i].angle = START_ANGLE
end
@b_count = @letters.size * ((LETTER_ANIM / @letters.size) + 1)
@border = Sprite.new
@border.bitmap = Bitmap.new(@letters.size * (FONT_SIZE / 2) + (FONT_SIZE / 2), RECT_HEIGHT)
@border.bitmap.fill_rect(Rect.new(0,0,@letters.size * (FONT_SIZE / 2) + (FONT_SIZE / 2), RECT_HEIGHT),RECT_COLOR)
@border.x = - @border.width + INIT_X - (FONT_SIZE / 2) - RECT_X
@border.opacity = 0
@border.y = INIT_Y + (FONT_SIZE ) + RECT_Y
end
end
def update
if !@finish
if @letters[@index]
if @l_count > 0
@letters[@index].x = (@letters[@index].x * (@l_count - 1) + @index * (FONT_SIZE / 2) + INIT_X) / @l_count
@letters[@index].opacity = (@letters[@index].opacity * (@l_count - 1) + OPACITY) / @l_count
@letters[@index].angle = (@letters[@index].angle * (@l_count - 1)) / @l_count
@l_count -= 1
if @b_count > 0
@border.x = (@border.x * (@b_count - 1) + INIT_X - (FONT_SIZE / 2) + RECT_X) / @b_count
@border.opacity = (@border.opacity * (@b_count - 1) + RECT_OPACITY) / @b_count
@b_count -= 1
end
else
@index += 1
@l_count = ((LETTER_ANIM / @letters.size) + 1)
end
else
@finish = true
end
else
if @finish_count > 0
@finish_count -= 1
return
end
if @dispose_count > 0
for i in 0...@letters.size
@letters[i].x = (@letters[i].x * (@dispose_count - 1) + i * (FONT_SIZE / 2) + 24 + INIT_X) / @dispose_count
@letters[i].opacity = (@letters[i].opacity * (@dispose_count - 1)) / @dispose_count
end
@border.x = (@border.x * (@dispose_count - 1)+ INIT_X + RECT_X - (FONT_SIZE / 2) - @border.width ) / @dispose_count
@border.opacity = (@border.opacity * (@dispose_count - 1)) / @dispose_count
@dispose_count -= 1
end
end
end
def dispose
dispose_sprites
end
def dispose_sprites
for i in @letters
i.dispose
end
if @border
@border.bitmap.dispose if @border.bitmap
@border.dispose
end
end
end
#===============================================================================
# The map
#===============================================================================
class Scene_Map < Scene_Base
alias smsbstrt start
alias smsbupdbas update_transfer_player
alias smsbupdnorm update
alias smsbterm terminate
def start
@letters = Spriteset_MapName.new
smsbstrt
#~ @letters.set_sprites
end
def update
@letters.update
smsbupdnorm
end
def update_transfer_player
teleported = true if $game_player.transfer?
smsbupdbas
@letters.set_sprites if teleported
end
def terminate
@letters.dispose
smsbterm
end
end |
|
MMORPG : VX => http://www.rpg-maker.fr/scripts-342-net-gaming.html //\\ XP => http://www.rpg-maker.fr/scripts-425-netplay-master-script-mmorpg.html |
Galiley974 -
posté le 15/08/2013 à 18:02:39 (4 messages postés)
| | On le place où s'il vous plait je débute dans rpg maker vx.
Mercid de votre comprehension.
|
Mapper, créer et imagination avant tout ! |
timo99 -
posté le 08/01/2014 à 08:02:08 (15 messages postés)
| | Ca m'étonnerait que tu lises ce message mais bon.
Tu vas dans scripts,tu descend et il y a écrit "insert here"
tu copie-colle ton script,tu le renomme comme tu veut (sauf si il faut mettre un nom) tu fais "appliquer" et tadam !
tu testes ton jeu et tu regarde si ça marche.
Ca fonctionne pour tous les scripts (normalement)sur ce site.
En espérant t'avoir aidé !
|
Noa99 -
posté le 14/03/2017 à 21:05:02 (24 messages postés)
| c pa tré janti dètr méchan | Quand j'arrive sur une map, le jeu plante. Ca m'affiche :
Unable to find file:
Data/MapInfo.rvdata
EDIT : Autant pour moi, je suis sur VX Ace et cette rubrique c'est que sur VX. Donc evidemment que ça marchera pas !
|
J'aime les trains | |
|
|