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=begin Mode07 on the Map! Includes: Mode07 v0.6 Overworld Sprite Resize Written by mewsterus Special Thanks: Fanha Giang (for a reverse engineered Tilemap class) -------------------------------------------------------------------------------- Instructions: -------------------------------------------------------------------------------- To install, just insert this in a descriptive code slot right above Main. This is different than previous instructions; please read the next paragraph. If you had a previous install of this <b style="color:#054C3C">script</b> and need an original version of Spriteset_Map, one can be found at: http://www.rpg-palace.com/scripts/spriteset_map.txt To activate Mode07, add [#XX] to the map's name, replacing XX with the percentage of Mode07 to apply. Greater numbers will result in a more slanted world. To activate overworld sprite resize, add [OV] to the map's name. This will make sprites smaller on that map. For the purposes of location scripts, these identifiers will not appear. Examples: "Overworld[#40]" will result in a slant identical to the second screenshot. "Underworld[OV]" will resize only the player character to a small size, as if seen from high above. "Atthelevelworld[OV][#12]" will result in the player being resized, and a modest slant of 12% "JustPlainWorld" will result in the same old map you've always seen. To add a sky, simply use the panorama with the tileset. Also, events will not be drawn flat with the map. Any vertical objects such as trees should be put in events and displayed that way. You can also add a sky by adding a fog. If you add this, you can make it look like the first screenshot. A note on the $strip_size variable; the default value is 8, however there is extremely minimal, almost nonexistant lag with 16. The screen is extremely smooth with 4, or even 2. If you're having major problems with lag, you may need to use 32, but it won't look too pretty. -------------------------------------------------------------------------------- * Draw_Tilemap v1.72-0.6 Fanha Giang, 02/12/2006 (mm/dd/yyyy) Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy) =end #=============================================================================== $width = 640 # Screen width (will not change resolution, $height = 480 # Screen height here for compatibility) $ov_zoom = 0.6 # Overworld zoom multiplier $strip_size = 8 # Size of each strip of the map. Higher numbers will lag less. # Recommended that this number be a power of 2. # Do not make higher than 64. $curve = true # Whether the map is curled, for overworlds (old method) $data_map = load_data("Data/MapInfos.rxdata") #=============================================================================== class RPG::MapInfo def name # Definition prevents location scripts from reading anything within return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets end #----------------------------------------------------------------------------- def original_name return @name end #----------------------------------------------------------------------------- def overworld? return @name.scan(/[OV]/).size > 0 end #----------------------------------------------------------------------------- def pitch @name =~ /\[#[ ]*([00-99]+)\]/i return $1 end end #=============================================================================== class Draw_Tilemap # This class controls a set of sprites, with different Z # values, arranged into horizontal bars attr_accessor :tileset attr_accessor :map_data attr_accessor :priorities attr_accessor :autotiles attr_accessor :bitmaps attr_accessor :pitch attr_accessor :ox attr_accessor :oy attr_accessor :plus_y INDEX = # Autotile definitions [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing; up, up, down, down #----------------------------------------------------------------------------- def initialize # Get initial data from Game_Map @tileset = RPG::Cache.tileset($game_map.tileset_name) @map_data = $game_map.data @priorities = $game_map.priorities @autotiles = [] for i in 0..6 @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i]) end # Provide blank data in proper object form @ox = 0 @oy = 0 # Bitmaps used for each priority's drawing. Priorities 2-5 are combined. @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)] # Generate blank sprites @sprites = [[], [], []] for i in 0..2 # For each layer for j in 0..$game_map.height * (32 / $strip_size) - 1 # For each horizontal strip of $strip_size height, make a blank sprite @sprites[i].push(Sprite.new) @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2) @sprites[i][j].x = $width / 2 @sprites[i][j].y = -64 @sprites[i][j].z = -5 + (i * 10) end end @disposed = false draw end #----------------------------------------------------------------------------- def update # Retrieve variable values for slant drawing; these values accesible by event @pitch = $game_map.pitch.to_f @plus_y = $game_map.plus_y for i in 0..2 # For each layer for j in [0, (($height / 2) - (($height * 60) / @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1, (@oy + $height) / $strip_size].min.to_i # For each strip within the visible screen, update OX/Y @sprites[i][j].x = $width / 2 @sprites[i][j].y = j * $strip_size - @oy unless @pitch == 0 # Apply X Zoom @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) * (@pitch / ($height * 25)) + 1 if $curve # Zoom Y values same as X, and compensate @sprites[i][j].zoom_y = @sprites[i][j].zoom_x @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) * ((1 - @sprites[i][j].zoom_y) / (2 * ((@pitch / 100) / ($height / ($strip_size * 2)))) + 0.5) end end @sprites[i][j].ox = @ox + $width / 2 # Add plus_y value; used in airship <b style="color:#054C3C">script</b> @sprites[i][j].y += @plus_y end end end #----------------------------------------------------------------------------- def dispose # Dispose all sprites for i in 0..2 for j in @sprites[i] j.bitmap.dispose j.dispose end end for i in @bitmaps i.dispose end @tileset.dispose for i in 0..6 @autotiles[i].dispose end @disposed = true end #----------------------------------------------------------------------------- def disposed? return @disposed end #----------------------------------------------------------------------------- def draw # Draw each individual position by XY value for x in [url=mailto:0...@map_data.xsize]0...@map_data.xsize[/url] for y in [url=mailto:0...@map_data.ysize]0...@map_data.ysize[/url] draw_position(x, y) end end for i in 0..2 # For each priority for j in [url=mailto:0..@sprites[i].size]0..@sprites[i].size[/url] - 1 # For each horizontal strip, transfer the bitmap appropriately @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i], Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2)) end end end #----------------------------------------------------------------------------- def draw_position(x, y) for layer in 0..2 pos = @map_data[x, y, layer] @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2 if pos >= 384 # If it is a tile # src_rect = 32x32 Rect on the tileset for source bitmap src_rect = Rect.new(((pos-384)% 8) *32, ((pos-384)/ 8) *32, 32, 32) # Transfer source bitmap on the tileset to the current map tile @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect) elsif pos >= 48 and pos < 384 # If it is an autotile id = pos / 48 - 1 # Which autotile is used (0-6) # plus_x is in development for animated autotiles plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96 for corner in 0..3 h = 4 * (pos % 48) + corner # Used to access INDEX # src_rect = 16x16 Rect on the autotile for source bitmap src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16) # Transfer source bitmap on the autotile to the current 16x16 tile @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16, @autotiles[id], src_rect) end end end end end #=============================================================================== class Game_Map attr_accessor :pitch attr_accessor :plus_y #----------------------------------------------------------------------------- alias setup_or :setup def setup(map_id) setup_or(map_id) @pitch = $data_map[$game_map.map_id].pitch @plus_y = 0 end #----------------------------------------------------------------------------- def name return $data_map[@map_id].name end end #=============================================================================== class Sprite_Character < RPG::Sprite attr_accessor :character #----------------------------------------------------------------------------- def initialize(character = nil) super() @character = character update end #----------------------------------------------------------------------------- alias update_or :update def update update_or # Update pitch value, and update zoom values to match @pitch = $data_map[$game_map.map_id].pitch.to_f self.zoom_x = self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) * (@pitch / ($height * 25)) + 1 # Set sprite coordinates. X value is multiplied by zoom value from the center self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x) self.y = @character.screen_y # Add Y value for zoom compensation while in curve mode if $curve and @pitch != 0 self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) / (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5)) end # Add plus_y value; used in airship <b style="color:#054C3C">script</b> self.y += $game_map.plus_y unless @character.is_a?(Game_Player) self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0) if $data_map[$game_map.map_id].overworld? and @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if self.zoom_x *= $ov_zoom # the map is marked with [OV] and event self.zoom_y *= $ov_zoom # is a Game_Player end end end #=============================================================================== class Spriteset_Map def initialize # Make viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 2000 @viewport3.z = 5000 # Make tilemap @tilemap = Draw_Tilemap.new # Make panorama plane @panorama = Plane.new @panorama.z = -2000 # Make fog plane @fog = Plane.new @fog.z = 3000 # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new($game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new($game_player)) # Make weather @weather = RPG::Weather.new(@viewport1) # Make picture sprites @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # Make timer sprite @timer_sprite = Sprite_Timer.new # Frame update update end #----------------------------------------------------------------------------- def dispose # Dispose of tilemap @tilemap.dispose # Dispose of panorama plane @panorama.dispose # Dispose of fog plane @fog.dispose # Dispose of character sprites for sprite in @character_sprites sprite.dispose end # Dispose of weather @weather.dispose # Dispose of picture sprites for sprite in @picture_sprites sprite.dispose end # Dispose of timer sprite @timer_sprite.dispose # Dispose of viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end end [b] |
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=begin Mode07 on the Map! Includes: Mode07 v0.6 Overworld Sprite Resize Written by mewsterus Special Thanks: Fanha Giang (for a reverse engineered Tilemap class) -------------------------------------------------------------------------------- Instructions: -------------------------------------------------------------------------------- To install, just insert this in a descriptive code slot right above Main. This is different than previous instructions; please read the next paragraph. If you had a previous install of this script and need an original version of Spriteset_Map, one can be found at: http://www.rpg-palace.com/scripts/spriteset_map.txt To activate Mode07, add [#XX] to the map's name, replacing XX with the percentage of Mode07 to apply. Greater numbers will result in a more slanted world. To activate overworld sprite resize, add [OV] to the map's name. This will make sprites smaller on that map. For the purposes of location scripts, these identifiers will not appear. Examples: "Overworld[#40]" will result in a slant identical to the second screenshot. "Underworld[OV]" will resize only the player character to a small size, as if seen from high above. "Atthelevelworld[OV][#12]" will result in the player being resized, and a modest slant of 12% "JustPlainWorld" will result in the same old map you've always seen. To add a sky, simply use the panorama with the tileset. Also, events will not be drawn flat with the map. Any vertical objects such as trees should be put in events and displayed that way. You can also add a sky by adding a fog. If you add this, you can make it look like the first screenshot. A note on the $strip_size variable; the default value is 8, however there is extremely minimal, almost nonexistant lag with 16. The screen is extremely smooth with 4, or even 2. If you're having major problems with lag, you may need to use 32, but it won't look too pretty. -------------------------------------------------------------------------------- * Draw_Tilemap v1.72-0.6 Fanha Giang, 02/12/2006 (mm/dd/yyyy) Edited for Mode07 by mewsterus 08/08/2006 (mm/dd/yyyy) =end #=============================================================================== $width = 640 # Screen width (will not change resolution, $height = 480 # Screen height here for compatibility) $ov_zoom = 0.6 # Overworld zoom multiplier $strip_size = 8 # Size of each strip of the map. Higher numbers will lag less. # Recommended that this number be a power of 2. # Do not make higher than 64. $curve = true # Whether the map is curled, for overworlds (old method) $data_map = load_data("Data/MapInfos.rxdata") #=============================================================================== class RPG::MapInfo def name # Definition prevents location scripts from reading anything within return @name.gsub(/\[.*\]/) {""} # brackets, including the brackets end #----------------------------------------------------------------------------- def original_name return @name end #----------------------------------------------------------------------------- def overworld? return @name.scan(/[OV]/).size > 0 end #----------------------------------------------------------------------------- def pitch @name =~ /\[#[ ]*([00-99]+)\]/i return $1 end end #=============================================================================== class Draw_Tilemap # This class controls a set of sprites, with different Z # values, arranged into horizontal bars attr_accessor :tileset attr_accessor :map_data attr_accessor :priorities attr_accessor :autotiles attr_accessor :bitmaps attr_accessor :pitch attr_accessor :ox attr_accessor :oy attr_accessor :plus_y INDEX = # Autotile definitions [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18 ,19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] # Used in 16x16 autotile drawing; left, right, left, right Y = [0, 0, 1, 1] # Used in 16x16 autotile drawing; up, up, down, down #----------------------------------------------------------------------------- def initialize # Get initial data from Game_Map @tileset = RPG::Cache.tileset($game_map.tileset_name) @map_data = $game_map.data @priorities = $game_map.priorities @autotiles = [] for i in 0..6 @autotiles[i] = RPG::Cache.autotile($game_map.autotile_names[i]) end # Provide blank data in proper object form @ox = 0 @oy = 0 # Bitmaps used for each priority's drawing. Priorities 2-5 are combined. @bitmaps = [Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size), Bitmap.new($game_map.width*32, $game_map.height*32+$strip_size)] # Generate blank sprites @sprites = [[], [], []] for i in 0..2 # For each layer for j in 0..$game_map.height * (32 / $strip_size) - 1 # For each horizontal strip of $strip_size height, make a blank sprite @sprites[i].push(Sprite.new) @sprites[i][j].bitmap = Bitmap.new($game_map.width*32, $strip_size*2) @sprites[i][j].x = $width / 2 @sprites[i][j].y = -64 @sprites[i][j].z = -5 + (i * 10) end end @disposed = false draw end #----------------------------------------------------------------------------- def update # Retrieve variable values for slant drawing; these values accesible by event @pitch = $game_map.pitch.to_f @plus_y = $game_map.plus_y for i in 0..2 # For each layer for j in [0, (($height / 2) - (($height * 60) / @pitch) + @oy) / $strip_size].max.to_i..[@sprites[i].size - 1, (@oy + $height) / $strip_size].min.to_i # For each strip within the visible screen, update OX/Y @sprites[i][j].x = $width / 2 @sprites[i][j].y = j * $strip_size - @oy unless @pitch == 0 # Apply X Zoom @sprites[i][j].zoom_x = (@sprites[i][j].y - $height / 2) * (@pitch / ($height * 25)) + 1 if $curve # Zoom Y values same as X, and compensate @sprites[i][j].zoom_y = @sprites[i][j].zoom_x @sprites[i][j].y += $strip_size * (1 - @sprites[i][j].zoom_y) * ((1 - @sprites[i][j].zoom_y) / (2 * ((@pitch / 100) / ($height / ($strip_size * 2)))) + 0.5) end end @sprites[i][j].ox = @ox + $width / 2 # Add plus_y value; used in airship script @sprites[i][j].y += @plus_y end end end #----------------------------------------------------------------------------- def dispose # Dispose all sprites for i in 0..2 for j in @sprites[i] j.bitmap.dispose j.dispose end end for i in @bitmaps i.dispose end @tileset.dispose for i in 0..6 @autotiles[i].dispose end @disposed = true end #----------------------------------------------------------------------------- def disposed? return @disposed end #----------------------------------------------------------------------------- def draw # Draw each individual position by XY value for x in 0... @map_data.xsize for y in 0...@map_data.ysize draw_position(x, y) end end for i in 0..2 # For each priority for j in 0..@sprites[i].size - 1 # For each horizontal strip, transfer the bitmap appropriately @sprites[i][j].bitmap.blt(0, 0, @bitmaps[i], Rect.new(0, j * $strip_size, $game_map.width * 32, $strip_size * 2)) end end end #----------------------------------------------------------------------------- def draw_position(x, y) for layer in 0..2 pos = @map_data[x, y, layer] @priorities[pos] = 2 if @priorities[pos] > 2 # Round priorities down to 2 if pos >= 384 # If it is a tile # src_rect = 32x32 Rect on the tileset for source bitmap src_rect = Rect.new(((pos-384)%8)*32, ((pos-384)/8)*32, 32, 32) # Transfer source bitmap on the tileset to the current map tile @bitmaps[@priorities[pos]].blt(x * 32, y * 32, @tileset, src_rect) elsif pos >= 48 and pos < 384 # If it is an autotile id = pos / 48 - 1 # Which autotile is used (0-6) # plus_x is in development for animated autotiles plus_x = 0 #((@anim / 4) % (@autotiles[id].width / 96)) * 96 for corner in 0..3 h = 4 * (pos % 48) + corner # Used to access INDEX # src_rect = 16x16 Rect on the autotile for source bitmap src_rect = Rect.new((INDEX[h]%6)*16+plus_x, (INDEX[h]/6)*16, 16, 16) # Transfer source bitmap on the autotile to the current 16x16 tile @bitmaps[@priorities[pos]].blt(x*32+X[corner]*16, y*32+Y[corner]*16, @autotiles[id], src_rect) end end end end end #=============================================================================== class Game_Map attr_accessor :pitch attr_accessor :plus_y #----------------------------------------------------------------------------- alias setup_or :setup def setup(map_id) setup_or(map_id) @pitch = $data_map[$game_map.map_id].pitch @plus_y = 0 end #----------------------------------------------------------------------------- def name return $data_map[@map_id].name end end #=============================================================================== class Sprite_Character < RPG::Sprite attr_accessor :character #----------------------------------------------------------------------------- def initialize(character = nil) super() @character = character update end #----------------------------------------------------------------------------- alias update_or :update def update update_or # Update pitch value, and update zoom values to match @pitch = $data_map[$game_map.map_id].pitch.to_f self.zoom_x = self.zoom_y = ((@character.screen_y - 16) - ($height / 2)) * (@pitch / ($height * 25)) + 1 # Set sprite coordinates. X value is multiplied by zoom value from the center self.x = ($width / 2) + ((@character.screen_x - ($width / 2)) * self.zoom_x) self.y = @character.screen_y # Add Y value for zoom compensation while in curve mode if $curve and @pitch != 0 self.y += (8 * (1 - self.zoom_y) * ((1 - self.zoom_y) / (2 * ((@pitch / 100) / ($height / 16.0))) + 0.5)) end # Add plus_y value; used in airship script self.y += $game_map.plus_y unless @character.is_a?(Game_Player) self.z = @character.screen_z(@ch) - (self.zoom_y < 0.5 ? 1000 : 0) if $data_map[$game_map.map_id].overworld? and @character.is_a?(Game_Player) # Multiply zoom by Overworld factor if self.zoom_x *= $ov_zoom # the map is marked with [OV] and event self.zoom_y *= $ov_zoom # is a Game_Player end end end #=============================================================================== class Spriteset_Map def initialize # Make viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 2000 @viewport3.z = 5000 # Make tilemap @tilemap = Draw_Tilemap.new # Make panorama plane @panorama = Plane.new @panorama.z = -2000 # Make fog plane @fog = Plane.new @fog.z = 3000 # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new($game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new($game_player)) # Make weather @weather = RPG::Weather.new(@viewport1) # Make picture sprites @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end # Make timer sprite @timer_sprite = Sprite_Timer.new # Frame update update end #----------------------------------------------------------------------------- def dispose # Dispose of tilemap @tilemap.dispose # Dispose of panorama plane @panorama.dispose # Dispose of fog plane @fog.dispose # Dispose of character sprites for sprite in @character_sprites sprite.dispose end # Dispose of weather @weather.dispose # Dispose of picture sprites for sprite in @picture_sprites sprite.dispose end # Dispose of timer sprite @timer_sprite.dispose # Dispose of viewports @viewport1.dispose @viewport2.dispose @viewport3.dispose end end |
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#============================================================================== # ■ Game_Player #------------------------------------------------------------------------------ # プレイヤーを扱うクラスです。イベントの起動判定や、マップのスクロールなどの # 機能を持っています。このクラスのインスタンスは $game_player で参照されます。 #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # ● 定数 #-------------------------------------------------------------------------- CENTER_X = (320 - 16) * 4 # Center X Position CENTER_Y = (240 - 16) * 4 # Center Y Position #-------------------------------------------------------------------------- # - passable?(x,y,d) #-------------------------------------------------------------------------- def passable?(x, y, d) # 新しい座標を求める new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) # 座標がマップ外の場合 unless $game_map.valid?(new_x, new_y) # 通行不可 return false end # デバッグモードが ON かつ CTRL キーが押されている場合 if $DEBUG and Input.press?(Input::CTRL) # 通行可 return true end super end #-------------------------------------------------------------------------- # ● 画面中央に来るようにマップの表示位置を設定 #-------------------------------------------------------------------------- def center(x, y) max_x = ($game_map.width - 20) * 128 max_y = ($game_map.height - 15) * 128 $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max end #-------------------------------------------------------------------------- # ● 指定位置に移動 # x : X 座標 # y : Y 座標 #-------------------------------------------------------------------------- def moveto(x, y) super # センタリング center(x, y) # エンカウント カウントを作成 make_encounter_count end #-------------------------------------------------------------------------- # ● 歩数増加 #-------------------------------------------------------------------------- def increase_steps super # 移動ルート強制中ではない場合 unless @move_route_forcing # 歩数増加 $game_party.increase_steps # 歩数が偶数の場合 if $game_party.steps % 2 == 0 # スリップダメージチェック $game_party.check_map_slip_damage end end end #-------------------------------------------------------------------------- # ● エンカウント カウント取得 #-------------------------------------------------------------------------- def encounter_count return @encounter_count end #-------------------------------------------------------------------------- # ● エンカウント カウント作成 #-------------------------------------------------------------------------- def make_encounter_count # サイコロを 2 個振るイメージ if $game_map.map_id != 0 n = $game_map.encounter_step @encounter_count = rand(n) + rand(n) + 1 end end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh # パーティ人数が 0 人の場合 if $game_party.actors.size == 0 # キャラクターのファイル名と色相をクリア @character_name = "" @character_hue = 0 # メソッド終了 return end # 先頭のアクターを取得 actor = $game_party.actors[0] # キャラクターのファイル名と色相を設定 @character_name = actor.character_name @character_hue = actor.character_hue # 不透明度と合成方法を初期化 @opacity = 255 @blend_type = 0 end #-------------------------------------------------------------------------- # ● 同位置のイベント起動判定 #-------------------------------------------------------------------------- def check_event_trigger_here(triggers) result = false # イベント実行中の場合 if $game_system.map_interpreter.running? return result end # 全イベントのループ for event in $game_map.events.values # イベントの座標とトリガーが一致した場合 if event.x == @x and event.y == @y and triggers.include?(event.trigger) # ジャンプ中以外で、起動判定が同位置のイベントなら if not event.jumping? and event.over_trigger? event.start result = true end end end return result end #-------------------------------------------------------------------------- # ● 正面のイベント起動判定 #-------------------------------------------------------------------------- def check_event_trigger_there(triggers) result = false # イベント実行中の場合 if $game_system.map_interpreter.running? return result end # 正面の座標を計算 new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0) new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0) # 全イベントのループ for event in $game_map.events.values # イベントの座標とトリガーが一致した場合 if event.x == new_x and event.y == new_y and triggers.include?(event.trigger) # ジャンプ中以外で、起動判定が正面のイベントなら if not event.jumping? and not event.over_trigger? event.start result = true end end end # 該当するイベントが見つからなかった場合 if result == false # 正面のタイルがカウンターなら if $game_map.counter?(new_x, new_y) # 1 タイル奥の座標を計算 new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0) new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0) # 全イベントのループ for event in $game_map.events.values # イベントの座標とトリガーが一致した場合 if event.x == new_x and event.y == new_y and triggers.include?(event.trigger) # ジャンプ中以外で、起動判定が正面のイベントなら if not event.jumping? and not event.over_trigger? event.start result = true end end end end end return result end #-------------------------------------------------------------------------- # ● 接触イベントの起動判定 #-------------------------------------------------------------------------- def check_event_trigger_touch(x, y) result = false # イベント実行中の場合 if $game_system.map_interpreter.running? return result end # 全イベントのループ for event in $game_map.events.values # イベントの座標とトリガーが一致した場合 if event.x == x and event.y == y and [1,2].include?(event.trigger) # ジャンプ中以外で、起動判定が正面のイベントなら if not event.jumping? and not event.over_trigger? event.start result = true end end end return result end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # ローカル変数に移動中かどうかを記憶 last_moving = moving? # 移動中、イベント実行中、移動ルート強制中、 # メッセージウィンドウ表示中のいずれでもない場合 unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing # 方向ボタンが押されていれば、その方向へプレイヤーを移動 case Input.dir4 when 2 move_down when 4 move_left when 6 move_right when 8 move_up end end # ローカル変数に座標を記憶 last_real_x = @real_x last_real_y = @real_y super # キャラクターが下に移動し、かつ画面上の位置が中央より下の場合 if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y # マップを下にスクロール $game_map.scroll_down(@real_y - last_real_y) end # キャラクターが左に移動し、かつ画面上の位置が中央より左の場合 if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X # マップを左にスクロール $game_map.scroll_left(last_real_x - @real_x) end # キャラクターが右に移動し、かつ画面上の位置が中央より右の場合 if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X # マップを右にスクロール $game_map.scroll_right(@real_x - last_real_x) end # キャラクターが上に移動し、かつ画面上の位置が中央より上の場合 if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y # マップを上にスクロール $game_map.scroll_up(last_real_y - @real_y) end # 移動中ではない場合 unless moving? # 前回プレイヤーが移動中だった場合 if last_moving # 同位置のイベントとの接触によるイベント起動判定 result = check_event_trigger_here([1,2]) # 起動したイベントがない場合 if result == false # デバッグモードが ON かつ CTRL キーが押されている場合を除き unless $DEBUG and Input.press?(Input::CTRL) # エンカウント カウントダウン if @encounter_count > 0 @encounter_count -= 1 end end end end # C ボタンが押された場合 if Input.trigger?(Input::C) # 同位置および正面のイベント起動判定 check_event_trigger_here([0]) check_event_trigger_there([0,1,2]) end #=================================== # Jump! #=================================== unless $game_system.map_interpreter.running? #jump down if Input.press?(Input::DOWN) and direction == 2 if passable?(@x, @y, 8) and $game_map.terrain_tag($game_player.x, $game_player.y+1) == 2 jump(0,2) end end #jump left if Input.press?(Input::LEFT) and direction == 4 if passable?(@x, @y, 6) and $game_map.terrain_tag($game_player.x-1, $game_player.y) == 4 jump(-2,0) end end #jump up if Input.press?(Input::RIGHT) and direction == 6 if passable?(@x, @y, 4) and $game_map.terrain_tag($game_player.x+1, $game_player.y) == 3 jump(2,0) end end end # End jump end end end |
Code: |
$game_switches[1500] = true |
warpras a écrit: |
Ca me dit qu'il y a une erreur de syntaxe à la ligne 200 voici le log ---------- Erreur de script : évènement ---------- ----- Type NameError ----- Message (eval):1:in `command_355'undefined local variable or method `game_switches' for #<Interpreter:0x736b4b0> ----- Position de l'évènement MAP 19 EVENT 4 SCRIPT game_switches[1500] = true ----- Backtrace Script : Interpreter Bis | Ligne : 444 | Méthode : in `command_355' Script : Interpreter 2 | Ligne : 215 | Méthode : in `eval' Script : Interpreter Bis | Ligne : 444 | Méthode : in `command_355' Script : Interpreter 2 | Ligne : 215 | Méthode : in `execute_command' Script : Interpreter 1 | Ligne : 199 | Méthode : in `update' Script : Interpreter 1 | Ligne : 113 | Méthode : in `loop' Script : Interpreter 1 | Ligne : 204 | Méthode : in `update' Script : Game_Event | Ligne : 221 | Méthode : in `update' Script : Game_Map | Ligne : 393 | Méthode : in `update' Script : Game_Map | Ligne : 392 | Méthode : in `each' Script : Game_Map | Ligne : 392 | Méthode : in `update' Script : Scene_Map | Ligne : 193 | Méthode : in `transfer_player' Script : Scene_Map | Ligne : 55 | Méthode : in `alias_update' Script : Scene_Map | Ligne : 46 | Méthode : in `loop' Script : Scene_Map | Ligne : 59 | Méthode : in `alias_update' Script : MAPPANEL | Ligne : 90 | Méthode : in `update' Script : Scene_Map | Ligne : 25 | Méthode : in `main' Script : Scene_Map | Ligne : 19 | Méthode : in `loop' Script : Scene_Map | Ligne : 30 | Méthode : in `main' Script : Main | Ligne : 57 |
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----- Position de l'évènement MAP 19 EVENT 4 SCRIPT game_switches[1500] = true |
Citation: |
for y in 0...@map_data.ysize |
Rabzuz a écrit: |
J'ais encore mieux Palb 8) .(mode se la pète,activer) {{{Screen}}} Bref bonne chance a toi,antoinedu92. :D (mode se la pète,désactiver) |
antoinedu92 a écrit: |
Daccord mais là le script ne marche pas du tout chez moi malgré les tutos ( regardez les screens shots que j'ai faits). Dites moi au moins comment le faire fonctionner correctement. Merci |