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maximilian

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Posts posted by maximilian

  1. Grazie mille Giver! adesso lo script funziona benissimo!

    Gia´che ci sono,scusa se rompo ma pure lo script di FenriX del nome della mappa non mi va bene.

    Lo inserisco nello spoiler se qualcuno volesse dargli un'occhiata.

     

    P.S. : Losco individuo lo script della luce lo puoi trovare nella lista degli script del sito

     

     

    #======================================================================

    ========

    # - Window_MapName2

    #------------------------------------------------------------------------------

    # E' la finestra che mostra il nome della mappa in cui ci si trova

    #==============================================================================

    class Game_Map

    def name

    $map_infos[$game_temp.player_new_map_id]

    end

    end

     

    class Window_MapName2 < Window_Base

    #--------------------------------------------------------------------------

    # - Inizializzazione dell'oggetto

    #--------------------------------------------------------------------------

    def initialize

    super(0, 0, 640, 200)

    self.contents = Bitmap.new(width - 32, height - 32)

    refresh

    end

    #--------------------------------------------------------------------------

    # - Aggiornamento

    #--------------------------------------------------------------------------

    def refresh

    self.contents.clear

    self.contents.font.name = "Kingdom Hearts"

    self.contents.font.size = 60

    self.contents.font.color = normal_color

    self.contents.draw_text(64, 6, 480, 136, $game_map.name, 1)

    end

    end

     

     

    posto anke il codice per richiamarlo

     

     

    @>Script:@mapname = Window_MapName2.new

    @>: :@mapname.x = 0

    @>: :@mapname.y = 40

    @>: :@mapname.opacity = 0

    @>: :@mapname.contents_opacity = 200

    @>Wait:20 frame(s)

    @>Script:@mapname.contents_opacity = 180

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 160

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 140

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 120

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 100

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 80

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 60

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 40

    @>Wait:1 frame(s)

    @>Script:@mapname.contents_opacity = 20

    @>Wait:1 frame(s)

    @>Script:@mapname.dispose

    @>Erase Event

    @>

     

  2. eccolo qui :

     

    #================================

    # ■ Light Effects

    #================================

    #  By: Near Fantastica

    # Date: 28.06.05

    # Version: 3

    #================================

     

    class Spriteset_Map

    #--------------------------------------------------------------

    alias les_spriteset_map_initalize initialize

    alias les_spriteset_map_dispose dispose

    alias les_spriteset_map_update update

    #--------------------------------------------------------------

    def initialize

    @light_effects = []

    setup_lights

    les_spriteset_map_initalize

    update

    end

    #--------------------------------------------------------------

    def dispose

    les_spriteset_map_dispose

    for effect in @light_effects

    effect.light.dispose

    end

    @light_effects = []

    end

    #--------------------------------------------------------------

    def update

    les_spriteset_map_update

    update_light_effects

    end

    #--------------------------------------------------------------

    def setup_lights

    for event in $game_map.events.values

    next if event.list == nil

    for i in 0...event.list.size

    if event.list.code == 108 and event.list.parameters == ["Light Effects"]

    type = event.list[i+1].parameters.to_s

    case type.upcase!

    when "GROUND"

    light_effects = Light_Effect.new(event,type)

    light_effects.light.zoom_x = 200 / 100.0

    light_effects.light.zoom_y = 200 / 100.0

    light_effects.light.opacity = 50

    @light_effects.push(light_effects)

    when "FIRE"

    light_effects = Light_Effect.new(event,type)

    light_effects.light.zoom_x = 300 / 100.0

    light_effects.light.zoom_y = 300 / 100.0

    light_effects.light.opacity = 100

    @light_effects.push(light_effects)

    when "LAMPPOST"

    light_effects = Light_Effect.new(event,"LEFT LAMP POST")

    light_effects.light.opacity = 100

    @light_effects.push(light_effects)

    light_effects = Light_Effect.new(event,"RIGHT LAMP POST")

    light_effects.light.opacity = 100

    @light_effects.push(light_effects)

    when "LEFTLANTERN"

    light_effects = Light_Effect.new(event,type)

    light_effects.light.opacity = 150

    @light_effects.push(light_effects)

    when "RIGHTLANTERN"

    light_effects = Light_Effect.new(event,type)

    light_effects.light.opacity = 150

    @light_effects.push(light_effects)

    end

    end

    end

    end

    for effect in @light_effects

    case effect.type

    when "GROUND"

    effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4

    effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4

    when "FIRE"

    effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4

    effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4

    when "LEFT LAMP POST"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15

    when "RIGHT LAMP POST"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15

    when "LEFTLANTERN"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5

    when "RIGHTLANTERN"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5

    end

    end

    end

    #--------------------------------------------------------------

    def update_light_effects

    for effect in @light_effects

    next if not in_range?(effect.event)

    case effect.type

    when "GROUND"

    effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4

    effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4

    when "FIRE"

    effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4

    effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4

    when "LEFT LAMP POST"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15

    when "RIGHT LAMP POST"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15

    when "LEFTLANTERN"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5

    when "RIGHTLANTERN"

    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10

    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5

    end

    end

    end

    #--------------------------------------------------------------

    def in_range?(object)

    screne_x = $game_map.display_x

    screne_x -= 256

    screne_y = $game_map.display_y

    screne_y -= 256

    screne_width = $game_map.display_x

    screne_width += 2816

    screne_height = $game_map.display_y

    screne_height += 2176

    return false if object.real_x <= screne_x

    return false if object.real_x >= screne_width

    return false if object.real_y <= screne_y

    return false if object.real_y >= screne_height

    return true

    end

    end

     

    #================================

    # ■ Light Effects Class

    #================================

     

    class Light_Effect

    #--------------------------------------------------------------

    attr_accessor :light

    attr_accessor :event

    attr_accessor :type

    #--------------------------------------------------------------

    def initialize(event, type)

    @light = Sprite.new

    @light.bitmap = RPG::Cache.picture("LE.PNG")

    @light.visible = true

    @light.z = 1000

    @event = event

    @type = type

    end

    end

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