Melosx Posted May 12, 2011 Share Posted May 12, 2011 Rei Actor ResizeDescrizioneCambia la grandezza della grafica di chara ed eventi. Autorereijubv Istruzioni per l'usoAll'interno dello script. Script #===============================================================================# �€� [VX] �€� Rei Actor Resize �€� �€�# �€� Change player's or event's graphic size �€�#-------------------------------------------------------------------------------# �€� by reijubv [aruyasoft@comic.com]# �€� Released on: 27/04/2009# �€� Version: 2.2c (June 12th 2009)#-------------------------------------------------------------------------------# > Changelog:# V.1.0 (25-04-09) = Initial release# V.2.0 (01-05-09) = Now resizing event's graphic is possible!# V.2.1 (04-05-09) = Compatible with Woratana's caterpillar script!# V.2.1b(13-05-09) = Compatible with Trickster's caterpillar script!# V.2.1c(14-05-09) = Compatible with Originalwij's pet script!# V.2.2 (17-05-09) = Now resizing individual event's size is possible!# V.2.2b(17-05-09) = Now using array to store event's size, making it easier# for people to resize each events individually!# V.2.2c(12-06-09) = Added a global variable used for compatibility#-------------------------------------------------------------------------------# �€� Information:# A small script that allows you to change the size of player/event's graphic#----------------# V.2.0 Feature :#----------------# You can also change an event's graphic size now!# To change an event's graphic size, you MUST do these things :# (these examples are from the script's default settings)# 1. adds this line to event's comment :# rzoom# 2. turn on the switch from the setting below (the one that called EFLAG)# 3. see the effect yourself on your game!# See the demo if you don't understand!#----------------# V.2.1 Feature :#----------------# Compatible with Woratana caterpillar script!# For setting compatibility with it, uncomment line 226-228#-----------------# V.2.1b Feature :#-----------------# Compatible with Trickster's caterpillar script!# For setting compatibility with it, uncomment line 232-234#-----------------# V.2.1c Feature :#-----------------# Compatible with Originalwij's pet script!# For setting compatibility with it, uncomment line 238-240#----------------# V.2.2 Feature :#----------------# (NOT FUNCTIONAL ANYMORE, SKIP TO V.2.1b INSTEAD!) :# You can now specify each event's size by using these comments :# [rsx#] and [rsy#]# Put those comments in one line or in other comment command,# [rsx#] Will change the event's X size to ## [rsy#] Will change the event's Y size to ## Those feature will only works for non-decymal value.# Decymal value will use an integer that is the closest to it, example :# 1.2 will return 1, and 1.8 will return 2# Example for usage :# [rsx2][rsy3]# Will change event's X size to 2, and Y size to 3# ----------------# V.2.2b Feature :#-----------------# Now you can use an array to store value you can use to resizing events,# Setup it in Rei module below.# [rsvx#] and [rsvy#];# To use them, type those comments in 1 line, like V.2.1 feature, but never use# both V.2.2 and V.2.1 features in 1 event, to avoid bugs.# [rsvx#] Will change the event's X size to index # in the ARR variable below# [rsvy#] Will change the event's Y size to index # in the ARR variable below# Example for usage :# [rsvx0][rsvy3]# Change event's X size to a number in ARR variable from Rei module in index 0# and Y size to a number in ARR variable from Rei module in index 3#-------------------------------------------------------------------------------# You can put all those comments in one line, like rzoom[rsvx#][rsvy#]#-------------------------------------------------------------------------------# reijubv for making this script.# Miget man12 for making this script compatible with Woratana's caterpillar script.#-------------------------------------------------------------------------------# ? Installation:# Put this script above main, setup script below#=============================================================================== $imported = {} if $imported == nil$imported["Rei_"+"ZoomActor"] = true #---------------------------------------------------------------------------# ** Rei Module#---------------------------------------------------------------------------module Rei module ZoomActor #--------------------------------------------------------------------------- # * Customize script here! #--------------------------------------------------------------------------- #For player ZOOMX = 0.6 # Change actor's horizontal size here ZOOMY = 0.6 # Change actor's vertical size here FLAG = 599 # Switch Id to (de)activate this script effect to player # (V.2.0) # For event ECOMM = "rzoom" # Write this to an event's comment to change it's size # automatically. # Event that doesn't have this comment won't be affected # even if the switch is turned on! EFLAG = 4 # Switch Id to (de)activate this script effect to events EZUMX = 0.6 # Change event's horizontal size here, 0.1 minimum EZUMY = 0.6 # Change event's vertical size here, 0.1 minimum # To change those variables in game, call script : # Rei::ZoomActor::FLAG =switchId # Rei::ZoomActor::EFLAG=switchId # Rei::ZoomActor::ECOMM="writesomethinghere" # Rei::ZoomActor::ZOOMX=# # Rei::ZoomActor::ZOOMY=# # Rei::ZoomActor::EZUMX=# # Rei::ZoomActor::EZUMY=# # Change siwtchId with, ehm, a switch's Id.. # Change # with a number! # Change writesomethinghere with umm, something you want # V.2.2b #0 1 2 3 4 5 6 7 8 9 ARR = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2.0, 2.1, 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 3.7, 3.8, 3.9, 4.0, #You can add more here ] # This array is for storing predefined size value # to be used when using V.2.2b feature. # Each line after the first have it's index added by 10 # Example : 3.1 index is 30, 1.6 index is 15 #--------------------------------------------------------------------------- # * Stop customize script here! #--------------------------------------------------------------------------- endend #==============================================================================# ** Game_Event#------------------------------------------------------------------------------# This class deals with events. It handles functions including event page# switching via condition determinants, and running parallel process events.# It's used within the Game_Map class.#============================================================================== class Game_Event < Game_Character attr_accessor :reixid attr_accessor :reiyid attr_reader :reiarr alias reiinit initialize unless method_defined?('reiinit') def initialize(map_id, event) @reixid = 9 @reiyid = 9 @reiarr = [@reixid,@reiyid] reiinit(map_id, event) end def getsizeindex if !@list.nil? for i in 0...@list.size - 1 next if @list[i].code != 108 if @list[i].parameters[0].include?("[rsvx") list = @list[i].parameters[0].scan(/[rsvx([0-9]+)]/) @reixid = $1.to_i end if @list[i].parameters[0].include?("[rsvy") list = @list[i].parameters[0].scan(/[rsvy([0-9]+)]/) @reiyid = $1.to_i end end @reiarr = [@reixid,@reiyid] return @reiarr end end #--------------------------------------------------------------------------- # * check if event has a specified comment #--------------------------------------------------------------------------- def has_comment?(comment, return_comment = false ) if !@list.nil? for i in 0...@list.size - 1 next if @list[i].code != 108 if @list[i].parameters[0].include?(comment) return @list[i].parameters[0] if return_comment return true end end return '' if return_comment return false end endend #==============================================================================# ** Sprite_Character#------------------------------------------------------------------------------# This sprite is used to display characters. It observes a instance of the# Game_Character class and automatically changes sprite conditions.#============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Aliases #-------------------------------------------------------------------------- alias rei_update update unless method_defined?('rei_update') #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update if @character.is_a?(Game_Player) and $game_switches[Rei::ZoomActor::FLAG] self.zoom_x = Rei::ZoomActor::ZOOMX self.zoom_y = Rei::ZoomActor::ZOOMY elsif @character.is_a?(Game_Event) and $game_switches[Rei::ZoomActor::EFLAG] and @character.has_comment?(Rei::ZoomActor::ECOMM) if @character.has_comment?("[rsvx") self.zoom_x = Rei::ZoomActor::ARR[@character.getsizeindex[0]] else self.zoom_x = Rei::ZoomActor::EZUMX end if @character.has_comment?("[rsvy") self.zoom_y = Rei::ZoomActor::ARR[@character.getsizeindex[1]] else self.zoom_y = Rei::ZoomActor::EZUMY end #UNCOMMENT BELOW LINES IF YOU USE WORATANA'S CATERPILLAR SCRIPT #elsif @character.is_a?(Game_WCateracter) and $game_switches[Rei::ZoomActor::FLAG]==true # self.zoom_x = Rei::ZoomActor::ZOOMX # self.zoom_y = Rei::ZoomActor::ZOOMY #UNCOMMENT ABOVE LINES IF YOU USE WORATANA'S CATERPILLAR SCRIPT #UNCOMMENT BELOW LINES IF YOU USE TRICKSTER'S CATERPILLAR SCRIPT #elsif @character.is_a?(Game_Follower) and $game_switches[Rei::ZoomActor::FLAG] # self.zoom_x = Rei::ZoomActor::ZOOMX # self.zoom_y = Rei::ZoomActor::ZOOMY #UNCOMMENT ABOVE LINES IF YOU USE TRICKSTER'S CATERPILLAR SCRIPT #UNCOMMENT BELOW LINES IF YOU USE ORIGINALWIJ'S PET SCRIPT #elsif @character.is_a?(Game_Pet) and $game_switches[Rei::ZoomActor::FLAG] # self.zoom_x = Rei::ZoomActor::ZOOMX # self.zoom_y = Rei::ZoomActor::ZOOMY #UNCOMMENT ABOVE LINES IF YOU USE TRICKSTER'S CATERPILLAR SCRIPT else self.zoom_x = 1.0 self.zoom_y = 1.0 end rei_update endend Bugs e Conflitti Noti N/A http://i.imgur.com/ROhv4te.png Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now