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Aurora

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Posts posted by Aurora

  1. Ciao! molto piacere mi chiamo Aurora e ho 18 anni, che dire di me? Mi piace cantare ballare danzare disegnare e creare cose in genere xD questa è la prima volta che mi iscrivo in un forum quindi non siate severi se qualche volta sbaglio sezione u.u ho conosciuto questo forum cercando casualmente risorse per VX ACE ed eccomi qua :happy: devo dire che mi piace molto l'ambiente e il forum in generale, mi trovo bene e spero di fare la conoscenza di tutti, parlando di making sono più portata per la programmazione di eventi per quanto riguarda la grafica e lo storyboarding me la cavo mentre invece con gli script faccio pena :nono: detto questo che posso aggiungere? Ci vediamo nel forum, ciao a tutti!!! :biggrin: :laugh: :happy: :wub:

  2. Come mai se cambio i tasti (ad esempio cambo il tasto spazio e metto R a posto di Z) poi non funzionano più?

     

    Altro quesito: come faccio a mettere una barra del tempo che scorre? (tipo una barra orizzontale con la linea verde che scende, non so se ho reso l'idea)

     

    Ps: certoooo vado subito a farlo :happy:

     

    Edit: Dov'è la sezione benvenuto? ahahah

  3. D: Domandina, come faccio a, diciamo, sposto una cassa (e fino a qui ci siamo, so come impostare gli eventi in modo tale che il mio personaggio sposti una cassa) ma come faccio a farla sparire quando si trova in un determinato punto (in modo tale che sembri che si sia spostata in un'altra mappa)?

  4. ho la demo di Khas e lì funziona bene... ti giuro non capisco perchè nel mio progetto tutto d'un tratto non funziona più!

     

    EDIT: Ho inserito gli script di MOG nella demo di Khas e funzionano entrambi gli script......... Perchè da me allora tutto d'un tratto non funziona più nonostante abbia copiato e ricopiato più volte gli script?... Ho un punto interrogativo quanto una casa :sad:

  5. Uffy, mi stai dando proprio uno schiaffo in faccia xD .. cioè, se non sono compatibili o c'è un bug che rende inutilizzabile lo script sono fregato :c. Perché anch'io uso gli anti-lag di mog, e dovrei mettere anche lo script di khas :/.

     

    Sei sicura di aver posizionato gli script nel posto giusto ? ^^

     

    Certo

     

    @Guardian of Irael il problema è che non mi funziona neanche se tolgo gli script di MOG

     

    EDIT: Scusate il doppio post ho sbagliato con l'edit...

  6. Uffy, mi stai dando proprio uno schiaffo in faccia xD .. cioè, se non sono compatibili o c'è un bug che rende inutilizzabile lo script sono fregato :c. Perché anch'io uso gli anti-lag di mog, e dovrei mettere anche lo script di khas :/.

     

    Sei sicura di aver posizionato gli script nel posto giusto ? ^^

     

    Certo

     

    http://i.imgur.com/eAlBqhf.png

  7. Ok allora qui ci sono gli script:

     

    Anti Lag by MOG:

     

     

    #==============================================================================
    # +++ MOG - Simple Anti Lag (V2.1) +++
    #==============================================================================
    # By Moghunter
    # https://atelierrgss.wordpress.com/
    #==============================================================================
    # Sistema de antilag. Basicamente faz com que o sistema não atualize os eventos
    # fora da tela.
    #==============================================================================
    # Para forçar um evento atualizar fora da tela coloque este comentário no
    # evento.
    #
    #
    #
    #==============================================================================
    # Para desativar ou ativar o sistema de antilag use o comando abaixo
    #
    # $game_system.anti_lag = true
    #
    #==============================================================================
    # NOTA - Este script não funciona em mapas com efeito LOOP.
    #
    #==============================================================================
    # ● Version History
    #==============================================================================
    # 2.1 - Compatibilidade com resoluções maiores que o padrão.
    #==============================================================================
    module MOG_ANTI_LAG
    #Area que será atualizada fora da tela.
    UPDATE_OUT_SCREEN_RANGE = 3
    end

    $imported = {} if $imported.nil?
    $imported[:mog_anti_lag] = true

    #==============================================================================
    # ■ Game_System
    #==============================================================================
    class Game_System

    attr_accessor :anti_lag

    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------
    alias mog_antilag_initialize initialize
    def initialize
    @anti_lag = true
    mog_antilag_initialize
    end

    end

    #==============================================================================
    # ■ Game CharacterBase
    #==============================================================================
    class Game_CharacterBase

    attr_accessor :force_update
    attr_accessor :can_update

    #--------------------------------------------------------------------------
    # ● Init Public Members
    #--------------------------------------------------------------------------
    alias mog_antilag_init_public_members init_public_members
    def init_public_members
    mog_antilag_init_public_members
    @force_update = false ; @can_update = true
    end

    end

    #==============================================================================
    # ■ Game_Character
    #==============================================================================
    class Game_Event < Game_Character

    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------
    alias mog_anti_lag_initialize initialize
    def initialize(map_id, event)
    mog_anti_lag_initialize(map_id, event)
    anti_lag_initial_setup
    end

    #--------------------------------------------------------------------------
    # ● Setup Page Setting
    #--------------------------------------------------------------------------
    alias mog_antilag_setup_page_settings setup_page_settings
    def setup_page_settings
    mog_antilag_setup_page_settings
    set_force_update
    end

    #--------------------------------------------------------------------------
    # ● Set Force Update
    #--------------------------------------------------------------------------
    def set_force_update
    return if @list == nil
    for command in @list
    if command.code == 108
    @force_update = true if command.parameters[0] =~ //
    end
    end
    end

    #--------------------------------------------------------------------------
    # ● Anti Lag Initial Setup
    #--------------------------------------------------------------------------
    def anti_lag_initial_setup
    @can_update = true, rg = [(Graphics.width / 32) - 1, (Graphics.height / 32) - 1]
    @loop_map = ($game_map.loop_horizontal? or $game_map.loop_vertical?) ? true : false
    out_screen = MOG_ANTI_LAG::UPDATE_OUT_SCREEN_RANGE
    @antilag_range = [-out_screen, rg[0] + out_screen,rg[1] + out_screen]
    end

    #--------------------------------------------------------------------------
    # ● Anti Lag Force Update
    #--------------------------------------------------------------------------
    def antilag_force_update?
    return true if !$game_system.anti_lag
    return true if @loop_map
    return true if @force_update
    return true if @trigger != nil and @trigger >= 3
    return true if anti_lag_event_on_screen?
    return false
    end

    #--------------------------------------------------------------------------
    # ● Anti Lag Event On Screen?
    #--------------------------------------------------------------------------
    def anti_lag_event_on_screen?
    distance_x = @x - ($game_map.display_x).truncate
    distance_y = @y - ($game_map.display_y).truncate
    if distance_x.between?(@antilag_range[0], @antilag_range[1]) and
    distance_y.between?(@antilag_range[0], @antilag_range[2])
    return true
    end
    return false
    end

    #--------------------------------------------------------------------------
    # ● Update
    #--------------------------------------------------------------------------
    alias mog_anti_lag_update update
    def update
    @can_update = antilag_force_update?
    return if !@can_update
    mog_anti_lag_update
    end
    end

    #==============================================================================
    # ■ Sprite Character
    #==============================================================================
    class Sprite_Character < Sprite_Base

    #--------------------------------------------------------------------------
    # ● Check Can Update Sprite
    #--------------------------------------------------------------------------
    def check_can_update_sprite
    reset_sprite_effects if (self.visible and !@character.can_update)
    self.visible = @character.can_update
    @balloon_sprite.visible = self.visible if @balloon_sprite != nil
    end

    #--------------------------------------------------------------------------
    # ● Reset Sprite Effects
    #--------------------------------------------------------------------------
    def reset_sprite_effects
    dispose_animation ; dispose_balloon
    end

    #--------------------------------------------------------------------------
    # ● Update
    #--------------------------------------------------------------------------
    alias mog_anti_lag_update update
    def update
    if @character.is_a?(Game_Event)
    check_can_update_sprite
    return if !self.visible
    end
    mog_anti_lag_update
    end

    end

     

     

    Anti-Lag Animazioni by MOG:

     

     

    #==============================================================================
    # +++ MOG - Anti Animation Lag (v1.1) +++
    #==============================================================================
    # By Moghunter
    # https://atelierrgss.wordpress.com/
    #==============================================================================
    # Este script remove as travadas (Lag) relacionadas ao dispose de uma animação.
    #==============================================================================

    #==============================================================================
    # Durante a execução do jogo o Rpg Maker VX ACE leva um tempo considerável para
    # ler ou apagar (Dispose) um arquivo. (Imagem, som ou video)
    # O que acaba acarretando pequenas travadas durante o jogo, efeito perceptível
    # ao usar arquivos relativamente pesados. (Arquivos de animações.)
    #==============================================================================
    # NOTA - Este script não elimina as travadas relacionadas ao tempo de leitura
    # de uma animação, apenas ao tempo relacionado para apagar uma animação.
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported[:mog_anti_animation_lag] = true

    #===============================================================================
    # ■ Game_Temp
    #===============================================================================
    class Game_Temp
    attr_accessor :animation_garbage

    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------
    alias mog_anti_lag_animation_initialize initialize
    def initialize
    @animation_garbage = []
    mog_anti_lag_animation_initialize
    end

    end

    #===============================================================================
    # ■ Game System
    #===============================================================================
    class Game_System

    attr_accessor :anti_lag_animation

    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------
    alias mog_antilag_animation_initialize initialize
    def initialize
    @anti_lag_animation = true
    mog_antilag_animation_initialize
    end

    end

    #===============================================================================
    # ■ SceneManager
    #===============================================================================
    class << SceneManager

    #--------------------------------------------------------------------------
    # ● Call
    #--------------------------------------------------------------------------
    alias mog_anti_lag_animation_call call
    def call(scene_class)
    mog_anti_lag_animation_call(scene_class)
    dispose_animation_garbage
    end

    #--------------------------------------------------------------------------
    # ● Goto
    #--------------------------------------------------------------------------
    alias mog_anti_lag_animation_goto goto
    def goto(scene_class)
    mog_anti_lag_animation_goto(scene_class)
    dispose_animation_garbage
    end

    #--------------------------------------------------------------------------
    # ● Dispose Animation Garbage
    #--------------------------------------------------------------------------
    def dispose_animation_garbage
    return if $game_temp.animation_garbage == nil
    for animation in $game_temp.animation_garbage
    animation.dispose
    end
    $game_temp.animation_garbage = nil
    end

    end

    #==============================================================================
    # ■ Game Map
    #==============================================================================
    class Game_Map

    #--------------------------------------------------------------------------
    # ● Setup
    #--------------------------------------------------------------------------
    alias mog_anti_lag_animation_setup setup
    def setup(map_id)
    SceneManager.dispose_animation_garbage
    mog_anti_lag_animation_setup(map_id)
    end

    end

    #==============================================================================
    # ■ Scene Base
    #==============================================================================
    class Scene_Base

    #--------------------------------------------------------------------------
    # ● Terminate
    #--------------------------------------------------------------------------
    alias mog_anti_lag_animation_terminate terminate
    def terminate
    mog_anti_lag_animation_terminate
    SceneManager.dispose_animation_garbage
    end

    end

    #==============================================================================
    # ■ Sprite Base
    #==============================================================================
    class Sprite_Base < Sprite

    #--------------------------------------------------------------------------
    # ● Dispose Animation
    #--------------------------------------------------------------------------
    alias mog_anti_lag_animation_dispose_animation dispose_animation
    def dispose_animation
    if $game_system.anti_lag_animation
    execute_animation_garbage
    return
    end
    mog_anti_lag_animation_dispose_animation
    end

    #--------------------------------------------------------------------------
    # ● Execute Animation Garbage
    #--------------------------------------------------------------------------
    def execute_animation_garbage
    $game_temp.animation_garbage = [] if $game_temp.animation_garbage == nil
    if @ani_bitmap1
    @@_reference_count[@ani_bitmap1] -= 1
    if @@_reference_count[@ani_bitmap1] == 0
    $game_temp.animation_garbage.push(@ani_bitmap1)
    end
    end
    if @ani_bitmap2
    @@_reference_count[@ani_bitmap2] -= 1
    if @@_reference_count[@ani_bitmap2] == 0
    $game_temp.animation_garbage.push(@ani_bitmap2)
    end
    end
    if @ani_sprites
    @ani_sprites.each {|sprite| sprite.dispose }
    @ani_sprites = nil ; @animation = nil
    end
    @ani_bitmap1 = nil ; @ani_bitmap2 = nil
    end

    end

     

     

    Khas awersome light effect (versione 1.0):

     

     

    #-------------------------------------------------------------------------------
    # * [ACE] Khas Awesome Light Effects
    #-------------------------------------------------------------------------------
    # * By Khas Arcthunder - arcthunder.site40.net
    # * Version: 1.0 EN
    # * Released on: 17/01/2012
    #
    #-------------------------------------------------------------------------------
    # * Terms of Use
    #-------------------------------------------------------------------------------
    # When using any Khas script, you agree with the following terms:
    # 1. You must give credit to Khas;
    # 2. All Khas scripts are licensed under a Creative Commons license;
    # 3. All Khas scripts are for non-commercial projects. If you need some script
    # for your commercial project (I accept requests for this type of project),
    # send an email to <script data-cfhash='f9e31' type="text/javascript"> /* */</script> with your request;
    # 4. All Khas scripts are for personal use, you can use or edit for your own
    # project, but you are not allowed to post any modified version;
    # 5. You can’t give credit to yourself for posting any Khas script;
    # 6. If you want to share a Khas script, don’t post the direct download link,
    # please redirect the user to arcthunder.site40.net
    #
    #-------------------------------------------------------------------------------
    # * Features
    #-------------------------------------------------------------------------------
    # - Realistic Light
    # - Light does not pass over walls, blocks and roofs
    # - Static Light Sources
    # - Dynamic Light Sources (like a player's lantern)
    # - Multiple effects
    # - Easy to use (comments)
    #
    #-------------------------------------------------------------------------------
    # * WARNING - Performance
    #-------------------------------------------------------------------------------
    # This script may be too heavy to old processors! The Awesome Light Effects was
    # tested on a Core 2 Duo E4500 and on a Core i5, without any lag. However,
    # there's other factors that may influence the script performance:
    #
    # 1. Map size
    # This script searches surfaces on the map, in order to cut the light pictures.
    # In a huge map, the number of surfaces may increase a lot, affecting the
    # DYNAMIC LIGHT SOURCE only. Map size does not influence the static sources.
    #
    # 2. Number of effects
    # This script draws the effects on the screen, but before drawing, it checks
    # if the effect is out of screen (in this case, the script will skip the
    # light drawing). Too much effects may cause lag, but this is just a prevision.
    #
    # 3. Effect's picture size
    # The picture size of the DYNAMIC LIGHT SOURCE influences directly on your
    # game's performace. The bigger is the picture, the slower it will be to
    # draw it dynamically. The recommended maximum size is 200x200 pixels
    #
    #-------------------------------------------------------------------------------
    # * WARNING - Light pictures
    #-------------------------------------------------------------------------------
    # In order to run this script correctly, the light pictures MUST obey the
    # following conditions:
    # 1. The picture's size MUST be multiple of 2. Example: 150x150
    # 2. The picture's width MUST be equal to it's height. Example: 156x156
    # 3. The picture's colors MUST be inverted! This is necessary because
    # the script inverts the colors to draw the effect. The black color
    # will be transparent!
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 1. Setup your effects!
    #-------------------------------------------------------------------------------
    # In order to setup your static effects, go to the setup part and define your
    # effects inside the Effects hash. Do as the following mode:
    #
    # X => [picture,opacity,variation,cut], <= Remember to put a comma here!
    #
    # Where:
    # picture => Picture's name, inside the Graphics/Lights folder;
    # opacity => Effect's opacity;
    # variation => Effect's opacity variation;
    # cut => Put true to cut the effect or false to don't;
    # X => The effect's ID, it will be used on events.
    #
    # Check the default effects to understand how they work.
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 2. Use your effects!
    #-------------------------------------------------------------------------------
    # In order to use a effect, put the following comment on a event:
    #
    # [light x]
    #
    # Where x must be the Effect's ID.
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 3. Use an awesome lantern!
    #-------------------------------------------------------------------------------
    # The dynamic light source (lantern) is initialized invisible by default.
    # You may call the following commands:
    #
    # l = $game_map.lantern
    # Gets the lantern into a variable

    # l.set_graphic(i)
    # Sets the lantern's graphic to i, where i must be the picture's file name on
    # Graphics/Lights folder.
    #
    # l.set_multiple_graphics(h)
    # Sets the lantern's graphics to h, where h must be a hash with the following
    # structure:
    #
    # h = {2=>"ld",4=>"ll",6=>"lr",8=>"lu"}
    #
    # Where:
    # "ld" is the name of the picture when the lantern's owner is looking down;
    # "ll" is the name of the picture when the lantern's owner is looking left;
    # "lr" is the name of the picture when the lantern's owner is looking right;
    # "lu" is the name of the picture when the lantern's owner is looking up.
    #
    # l.change_owner(char)
    # Sets the lantern's owner to char. Char must be ONE of the following commands:
    # $game_player <= The player itself;
    # self_event <= The event where the command was called;
    # $game_map.events[x] <= The event ID x.
    #
    # l.set_opacity(o,p)
    # Sets the lantern's opacity, where:
    # o is the opacity itself;
    # p is the opacity variation.
    #
    # l.show
    # After setting the lantern with the commands above, you may set it to visible
    # using this command.
    #
    # l.hide
    # Use this command to set the lantern as invisible.
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 4. Use the effect's surface!
    #-------------------------------------------------------------------------------
    # The Awesome Light Effects draws the effects on a surface. In order to make
    # the effects visible, the effect's surface MUST be visible. The Effect's
    # Surface is initialized with it's opacity set to zero. You can call the
    # following commands:
    #
    # s = $game_map.effect_surface
    # Gets the Effect's Surface into a variable
    #
    # s.set_color(r,g,b)
    # Changes the Effect's Surface color instantly, where:
    # r => red level;
    # g => green level;
    # b => blue level;
    #
    # s.set_alpha(a)
    # Changes the Effect's Surface opacity instantly to a.
    #
    # s.change_color(time,r,g,b)
    # Changes the Effect's Surface color ONLY in a certain time, where:
    # time => The change's time (frames);
    # r => red level;
    # g => green level;
    # b => blue level;
    #
    # s.change_color(time,r,g,b,a)
    # Changes the Effect's Surface color and it's opacity in a certain time, where:
    # time => The change's time (frames);
    # r => red level;
    # g => green level;
    # b => blue level;
    # a => opacity
    #
    # s.change_alpha(time,a)
    # Changes the Effect's Surface opacity in a certain time, where:
    # time => The change's time (frames);
    # a => opacity
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 5. Use the effect's surface with Tone command!
    #-------------------------------------------------------------------------------
    # You can access the Effect's Surface with the "Screen Tone" command. In order
    # to turn this feature on, set the "Surface_UE" constant to true.
    #
    # If you decided to use this feature, please note some details:
    # 1. The colors values must be between 0 and 255;
    # 2. The time is in frames;
    # 3. The "gray" value will be sent as the opacity value
    #
    #-------------------------------------------------------------------------------
    # * Instructions - 6. Setup your Tileset Tags!
    #-------------------------------------------------------------------------------
    # In order to cut the effect's picture correctly, there's 3 types of behavior
    # for a tile: wall, block and roof. Walls will make shadows as real walls,
    # blocks as blocks and roofs as roofs. So, the tileset tags MUST be configured.
    # Check the demo to understand how this system works. If the tilesets aren't
    # configured correctly, the script won't cut the effects correctly.
    #
    #-------------------------------------------------------------------------------
    # * Setup Part
    #-------------------------------------------------------------------------------
    module Light_Core
    Effects = { # <= DON'T change this!
    #-------------------------------------------------------------------------------
    # PUT YOUR EFFECTS HERE!
    #-------------------------------------------------------------------------------
    0 => ["light",255,0,true],
    1 => ["torch",200,20,true],
    2 => ["torch_m",180,30,true],
    3 => ["light_s",255,0,true],

    #-------------------------------------------------------------------------------
    # End of effecs configuration
    #-------------------------------------------------------------------------------
    } # <= DON'T change this!

    # Z coordinate of the Effect's Surface
    Surface_Z = 180

    # Enable Effect's Surface control by "Screen Tone" command?
    Surface_UE = true

    # Roof behavior tag
    Roof_Tag = 5
    # Wall behavior tag
    Wall_Tag = 6
    # Block behavior tag
    Block_Tag = 7

    # Don't change this!
    ACC = Math.tan(Math::PI/26)
    end
    #-------------------------------------------------------------------------------
    # Script
    #-------------------------------------------------------------------------------
    module Cache
    def self.light(filename)
    load_bitmap("Graphics/Lights/", filename)
    end
    end
    module Light_Bitcore
    include Light_Core
    def self.initialize
    @@buffer = {}
    Effects.values.each { |effect| Light_Bitcore.push(effect[0])}
    end
    def self::[](key)
    return @@buffer[key]
    end
    def self.push(key)
    return if @@buffer.keys.include?(key)
    @@buffer[key] = Cache.light(key)
    end
    end
    Light_Bitcore.initialize
    class Light_SSource
    attr_reader :real_x
    attr_reader :real_y
    attr_reader :range
    attr_accessor :bitmap
    attr_reader :w
    attr_reader :h
    attr_reader :hs
    def initialize(char,bitmap,opacity,plus,hs)
    sync(char)
    @key = bitmap
    @bitmap = Light_Bitcore[@key].clone
    @range = @bitmap.width/2
    @w = @bitmap.width
    @h = @bitmap.height
    @mr = @range - 16
    @opacity = opacity
    @plus = plus
    @hs = hs
    render if @hs
    end
    def render
    tx = x
    ty = y
    tsx = x + @range
    tsy = y + @range
    dr = @range*2
    for s in $game_map.surfaces
    next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr)
    s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap)
    end
    end
    def restore
    return unless @bitmap.nil?
    @bitmap = Light_Bitcore[@key].clone
    render if @hs
    end
    def opacity
    @plus == 0 ? @opacity : (@opacity + rand(@plus))
    end
    def sx
    return $game_map.adjust_x(@real_x)*32-@mr
    end
    def sy
    return $game_map.adjust_y(@real_y)*32-@mr
    end
    def sync(char)
    @real_x = char.real_x
    @real_y = char.real_y
    end
    def x
    return (@real_x*32 - @mr).to_f
    end
    def y
    return (@real_y*32 - @mr).to_f
    end
    def dispose
    return if @bitmap.nil?
    @bitmap.dispose
    @bitmap = nil
    end
    end
    class Light_DSource < Light_SSource
    attr_reader :bitmap
    attr_reader :visible
    def initialize
    @key = nil
    @bitmap = nil
    @opacity = 255
    @plus = 0
    @char = $game_player
    @visible = false
    end
    def set_opacity(o,p)
    @opacity = o
    @plus = p
    end
    def set_graphic(sb)
    dispose
    @key = {2=>sb,4=>sb,6=>sb,8=>sb}
    Light_Bitcore.push(sb)
    @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
    @range = @bitmap[2].width/2
    @w = @bitmap[2].width
    @h = @bitmap[2].height
    @mr = @range - 16
    end
    def set_multiple_graphics(ba)
    dispose
    @key = ba
    @key.values.each {|key| Light_Bitcore.push(key)}
    @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
    @range = @bitmap[2].width/2
    @w = @bitmap[2].width
    @h = @bitmap[2].height
    @mr = @range - 16
    end
    def get_graphic
    return @bitmap[@char.direction].clone
    end
    def show
    return if @bitmap.nil?
    @visible = true
    end
    def hide
    @visible = false
    end
    def restore
    return if @key.nil?
    @key.values.each {|key| Light_Bitcore.push(key)}
    @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}
    end
    def dispose
    return if @bitmap.nil?
    @bitmap.values.each { |b| b.dispose }
    @bitmap = nil
    end
    def change_owner(char)
    @char = char
    end
    def render
    end
    def sx
    return $game_map.adjust_x(@char.real_x)*32-@mr
    end
    def sy
    return $game_map.adjust_y(@char.real_y)*32-@mr
    end
    def x
    return (@char.real_x*32 - @mr).to_f
    end
    def y
    return (@char.real_y*32 - @mr).to_f
    end
    end
    class Light_Surface
    def initialize
    @ta = @a = 0
    @tr = @r = 255
    @tg = @g = 255
    @tb = @b = 255
    @va = @vr = @vg = @vb = 0.0
    @timer = 0
    end
    def refresh
    return if @timer == 0
    @a += @va
    @r += @vr
    @g += @vg
    @b += @vb
    $game_map.light_surface.opacity = @a
    @timer -= 1
    end
    def change_color(time,r,g,b,a=nil)
    r = 0 if r < 0; r = 255 if r > 255
    g = 0 if g < 0; g = 255 if g > 255
    b = 0 if b < 0; b = 255 if b > 255
    unless a.nil?
    a = 0 if a < 0; a = 255 if a > 255
    end
    @timer = time
    @tr = 255-r
    @tg = 255-g
    @tb = 255-b
    @va = (a.nil? ? 0 : (a-@a).to_f/@timer)
    @vr = (@tr - @r).to_f/@timer
    @vg = (@tg - @g).to_f/@timer
    @vb = (@tb - @b).to_f/@timer
    end
    def change_alpha(time,a)
    a = 0 if a < 0; a = 255 if a > 255
    @timer = time
    @ta = a
    @vr = @vg = @vb = 0.0
    @va = (a-@a).to_f/@timer
    end
    def set_color(r,g,b)
    r = 0 if r < 0; r = 255 if r > 255
    g = 0 if g < 0; g = 255 if g > 255
    b = 0 if b < 0; b = 255 if b > 255
    @tr = @r = 255-r
    @tg = @g = 255-g
    @tb = @b = 255-b
    @va = @vr = @vg = @vb = 0.0
    @timer = 0
    end
    def set_alpha(a)
    a = 0 if a < 0; a = 255 if a > 255
    @ta = @a = a
    $game_map.light_surface.opacity = @a
    @va = @vr = @vg = @vb = 0.0
    @timer = 0
    end
    def alpha
    return @a
    end
    def color
    return Color.new(@r,@g,@b)
    end
    end
    class Game_Map
    include Light_Core
    attr_accessor :light_surface
    attr_accessor :light_sources
    attr_accessor :surfaces
    attr_accessor :effect_surface
    attr_accessor :lantern
    alias kbl_setup_events setup_events
    alias kbl_initialize initialize
    alias kbl_update update
    def initialize
    kbl_initialize
    @effect_surface = Light_Surface.new
    @lantern = Light_DSource.new
    end
    def update(arg)
    @effect_surface.refresh if arg
    kbl_update(arg)
    end
    def first_tag(x,y)
    tag = tileset.flags[tile_id(x,y,0)] >> 12
    return tag > 0 ? tag : 0
    end
    def setup_events
    @light_sources.nil? ? @light_sources = [] : @light_sources.clear
    setup_surfaces
    merge_surfaces
    kbl_setup_events
    end
    def setup_surfaces
    @surfaces = []
    for x in 0..(width-1)
    for y in 0..(height-1)
    tag = first_tag(x,y)
    if tag == Wall_Tag
    i = tile_id(x,y,0)
    if i & 0x02 == 0x02
    @surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32)
    end
    if i & 0x04 == 0x04
    @surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32)
    @surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32)
    end
    if i & 0x01 == 0x01
    @surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32)
    @surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32)
    end
    elsif tag == Roof_Tag
    i = tile_id(x,y,0)
    @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02
    @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04
    @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01
    elsif tag == Block_Tag
    f = tileset.flags[tile_id(x,y,0)]
    @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02
    @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04
    @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08
    end
    end
    end
    end
    def merge_surfaces
    new_surfaces = []
    hs = []; vs = []
    ws = []; is = []
    for surface in @surfaces
    if surface.type & 0x05 == 0
    hs << surface
    else
    if surface.type & 0x010 == 0
    vs << surface
    else
    if surface.type & 0x08 == 0
    ws << surface
    else
    is << surface
    end
    end
    end
    end
    for surface in hs
    surface.ready ? next : surface.ready = true
    for s in hs
    next if s.ready || s.y1 != surface.y1 || surface.type != s.type
    if s.x2 == surface.x1
    surface.x1 = s.x1
    s.trash = true
    s.ready = true
    surface.ready = false
    elsif s.x1 == surface.x2
    surface.x2 = s.x2
    s.trash = true
    s.ready = true
    surface.ready = false
    end
    end
    end
    hs.each { |s| @surfaces.delete(s) if s.trash}
    for surface in vs
    surface.ready ? next : surface.ready
    for s in vs
    next if s.ready || s.x1 != surface.x1
    if s.y2 == surface.y1
    surface.y1 = s.y1
    s.trash = true
    s.ready = true
    surface.ready = false
    elsif s.y1 == surface.y2
    surface.y2 = s.y2
    s.trash = true
    s.ready = true
    surface.ready = false
    end
    end
    end
    vs.each { |s| @surfaces.delete(s) if s.trash}
    for surface in ws
    surface.ready ? next : surface.ready
    for s in ws
    next if s.ready || s.x1 != surface.x1
    if s.y2 == surface.y1
    surface.y1 = s.y1
    s.trash = true
    s.ready = true
    surface.ready = false
    elsif s.y1 == surface.y2
    surface.y2 = s.y2
    s.trash = true
    s.ready = true
    surface.ready = false
    end
    end
    end
    ws.each { |s| @surfaces.delete(s) if s.trash}
    for surface in is
    surface.ready ? next : surface.ready
    for s in is
    next if s.ready || s.x1 != surface.x1
    if s.y2 == surface.y1
    surface.y1 = s.y1
    s.trash = true
    s.ready = true
    surface.ready = false
    elsif s.y1 == surface.y2
    surface.y2 = s.y2
    s.trash = true
    s.ready = true
    surface.ready = false
    end
    end
    end
    is.each { |s| @surfaces.delete(s) if s.trash}
    end
    end
    class Game_Event < Game_Character
    alias kbl_initialize initialize
    alias kbl_setup_page setup_page
    def initialize(m,e)
    @light = nil
    kbl_initialize(m,e)
    end
    def setup_page(np)
    kbl_setup_page(np)
    setup_light(np.nil?)
    end
    def setup_light(dispose)
    unless @light.nil?
    $game_map.light_sources.delete(self)
    @light.dispose
    @light = nil
    end
    unless dispose && @list.nil?
    for command in @list
    if command.code == 108 && command.parameters[0].include?("[light")
    command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/)
    effect = Light_Core::Effects[$1.to_i]
    @light = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3])
    $game_map.light_sources << self
    return
    end
    end
    end
    end
    def draw_light
    sx = @light.sx
    sy = @light.sy
    w = @light.w
    h = @light.h
    return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0
    $game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity)
    end
    def dispose_light
    @light.dispose
    end
    def restore_light
    @light.restore
    end
    end
    if Light_Core::Surface_UE
    class Game_Interpreter
    def command_223
    $game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray)
    wait(@params[1]) if @params[2]
    end
    end
    end
    class Game_Interpreter
    def self_event
    return $game_map.events[@event_id]
    end
    end
    class Block_Surface
    include Light_Core
    attr_accessor :x1
    attr_accessor :y1
    attr_accessor :x2
    attr_accessor :y2
    attr_accessor :ready
    attr_accessor :trash
    def initialize(x1,y1,x2,y2)
    @x1 = x1
    @y1 = y1
    @x2 = x2
    @y2 = y2
    @ready = false
    @trash = false
    end
    def within?(min_x,max_x,min_y,max_y)
    return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y
    end
    end
    class Block_SL < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x01
    end
    def visible?(sx,sy)
    return sx < @x1
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    @m1 = (@y1-sy)/(@x1-sx)
    @n1 = sy - @m1*sx
    @m2 = (@y2-sy)/(@x2-sx)
    @n2 = sy - @m2*sx
    for x in @x1..(sx+range)
    init = shadow_iy(x)
    bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
    end
    end
    def shadow_iy(x)
    return @m1*x+@n1
    end
    def shadow_fy(x)
    return @m2*x+@n2
    end
    end
    class Block_SR < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x04
    end
    def visible?(sx,sy)
    return sx > @x1
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    @m1 = (@y1-sy)/(@x1-sx)
    @n1 = sy - @m1*sx
    @m2 = (@y2-sy)/(@x2-sx)
    @n2 = sy - @m2*sx
    for x in (sx-range).to_i..@x1
    init = shadow_iy(x)
    bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)
    end
    end
    def shadow_iy(x)
    return @m1*x+@n1
    end
    def shadow_fy(x)
    return @m2*x+@n2
    end
    end
    class Block_IL < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x019
    end
    def visible?(sx,sy)
    return sx < @x1 && sy > @y1
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    @m1 = (@y1-sy)/(@x1-sx)
    @n1 = @y1 - @m1*@x1
    @m2 = (@y2-sy)/(@x2-sx)
    @m2 = 0 if @m2 > 0
    @n2 = @y2 - @m2*@x2
    for x in @x1..(sx+range)
    init = shadow_iy(x).floor
    bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
    end
    end
    def shadow_iy(x)
    return @m1*x+@n1
    end
    def shadow_fy(x)
    return @m2*x+@n2
    end
    end
    class Block_IR < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x01c
    end
    def visible?(sx,sy)
    return sx > @x1 && sy > @y1
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    @m1 = (@y1-sy)/(@x1-sx)
    @n1 = @y1 - @m1*@x1
    @m2 = (@y2-sy)/(@x2-sx)
    @m2 = 0 if @m2 < 0
    @n2 = @y2 - @m2*@x2
    for x in (sx-range).to_i..@x1
    init = shadow_iy(x).floor
    bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)
    end
    end
    def shadow_iy(x)
    return @m1*x+@n1
    end
    def shadow_fy(x)
    return @m2*x+@n2
    end
    end
    class Block_WL < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x011
    end
    def visible?(sx,sy)
    return sx < @x1 && sy < @y2
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    @m1 = (@y1-sy)/(@x1-sx)
    @n1 = sy - @m1*sx
    @m2 = (@y2-sy)/(@x2-sx)
    @n2 = sy - @m2*sx
    for x in @x1..(sx+range)
    init = shadow_iy(x)
    bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
    end
    end
    def shadow_iy(x)
    return @m1*x+@n1
    end
    def shadow_fy(x)
    return @m2*x+@n2
    end
    end
    class Block_WR < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x014
    end
    def visible?(sx,sy)
    return sx > @x1 && sy < @y2
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    @m1 = (@y1-sy)/(@x1-sx)
    @n1 = sy - @m1*sx
    @m2 = (@y2-sy)/(@x2-sx)
    @n2 = sy - @m2*sx
    for x in (sx-range).to_i..@x1
    init = shadow_iy(x)
    bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)
    end
    end
    def shadow_iy(x)
    return @m1*x+@n1
    end
    def shadow_fy(x)
    return @m2*x+@n2
    end
    end
    class Block_SU < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x02
    end
    def visible?(sx,sy)
    return sy < @y1
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    if @x1 == sx
    @m1 = nil
    else
    @m1 = (@y1-sy)/(@x1-sx)
    @m1 += ACC if @m1 < -ACC
    @n1 = @y1 - @m1*@x1
    end
    if @x2 == sx
    @m2 = nil
    else
    @m2 = (@y2-sy)/(@x2-sx)
    @n2 = sy - @m2*sx
    end
    for y in @y1..(sy+range)
    init = shadow_ix(y)
    bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
    end
    end
    def shadow_ix(y)
    return @m1.nil? ? @x1 : (y-@n1)/@m1
    end
    def shadow_fx(y)
    return @m2.nil? ? @x2 : (y-@n2)/@m2
    end
    end
    class Block_SD < Block_Surface
    attr_reader :type
    def initialize(x1,y1,x2,y2)
    super(x1,y1,x2,y2)
    @type = 0x08
    end
    def visible?(sx,sy)
    return sy > @y1
    end
    def render_shadow(phx,phy,sx,sy,range,bitmap)
    if @x1 == sx
    @m1 = nil
    else
    @m1 = (@y1-sy)/(@x1-sx)
    @m1 -= ACC if @m1 > ACC
    @n1 = sy - @m1*sx
    end
    if x2 == sx
    @m2 = nil
    else
    @m2 = (@y2-sy)/(@x2-sx)
    @n2 = sy - @m2*sx
    end
    for y in (sy-range).to_i..@y1
    init = shadow_ix(y)
    bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)
    end
    end
    def shadow_ix(y)
    return @m1.nil? ? @x1 : (y-@n1)/@m1
    end
    def shadow_fx(y)
    return @m2.nil? ? @x2 : (y-@n2)/@m2
    end
    end
    class Spriteset_Map
    include Light_Core
    alias kbl_initialize initialize
    alias kbl_update update
    alias kbl_dispose dispose
    def initialize
    setup_lights
    kbl_initialize
    end
    def update
    kbl_update
    update_lights
    end
    def dispose
    kbl_dispose
    dispose_lights
    end
    def dispose_lights
    $game_map.lantern.dispose
    $game_map.light_sources.each { |source| source.dispose_light }
    $game_map.light_surface.bitmap.dispose
    $game_map.light_surface.dispose
    $game_map.light_surface = nil
    end
    def update_lights
    $game_map.light_surface.bitmap.clear
    $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
    $game_map.light_sources.each { |source| source.draw_light }
    return unless $game_map.lantern.visible
    @btr = $game_map.lantern.get_graphic
    x = $game_map.lantern.x
    y = $game_map.lantern.y
    r = $game_map.lantern.range
    sx = x + r
    sy = y + r
    dr = r*2
    $game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) }
    $game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity)
    end
    def setup_lights
    @btr = nil
    $game_map.lantern.restore
    $game_map.light_sources.each { |source| source.restore_light }
    $game_map.light_surface = Sprite.new
    $game_map.light_surface.bitmap = Bitmap.new(544,416)
    $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)
    $game_map.light_surface.blend_type = 2
    $game_map.light_surface.opacity = $game_map.effect_surface.alpha
    $game_map.light_surface.z = Surface_Z
    end
    end

     

     

    Ripeto però che nonostante abbia eliminato i salvataggi e gli script di MOG quello di Khas continua a non funzionare :sad:

  8. ho cancellato tutti gli script di MOG.. dici che dovrei provare a riaggiungerli eliminando i salvataggi?

     

    Edit: Ho provato ad eliminare i salvataggi ma niente... lo script di Khas non mi funziona neanche se tolgo i due script anti-lag e non capisco proprio il perchè... Help!

  9. Salveeee scusate avrei un problema, avevo messo lo script di Khas (awersome light effect) e fino a qui tutto ok poi però mettendo altri due script di MOG (uno anti lag e l'altro anti lag per le animazioni) non mi è funzionato più quello di Khas ed è strano perchè se carico le partite dove c'era già l'effetto di luce lo script funziona ma se inizio una nuova partita e metto lo script per avviare sto effetto è come se non ci fosse e l'effetto di luce nella mappa non cambia anche togliendo i due script anti lag che avevo messo prima... aiutatemi sono disperata :sad:

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