Jump to content
Rpg²S Forum
  • 0

Richiesta Script Praticle Engine


Thejuster
 Share

Question

Salve ragà.

cerco lo script di Near Fantastica intendo il Praticile Engine.

ne ho provati alcuni ma non trovo quello cerco

 

mi serverirebbe quello contenuto in pokemon starterkit ma non riesco a farlo funzionare.

sapete come posso fare?

 

precisamente questo

 

# Particle Engine, Peter O., 2007-11-03# Based on version 2 by Near Fantastica, 04.01.06# In turn based on the Particle Engine designed by PinkManclass Particle_Engine  #--------------------------------------------------------------------------  def initialize(viewport=nil,map=nil)	@map=map ? map : $game_map	@viewport = viewport	@effect = []	@disposed=false	@firsttime=true	@effects={	  # PinkMan's Effects	 "fire"=>Particle_Engine::Fire,	 "smoke"=>Particle_Engine::Smoke,	 "teleport"=>Particle_Engine::Teleport,	 "spirit"=>Particle_Engine::Spirit,	 "explosion"=>Particle_Engine::Explosion,	 "aura"=>Particle_Engine::Aura,	  # BlueScope's Effects	 "soot"=>Particle_Engine::Soot,	 "sootsmoke"=>Particle_Engine::SootSmoke,	 "rocket"=>Particle_Engine::Rocket,	 "fixteleport"=>Particle_Engine::FixedTeleport,	 "smokescreen"=>Particle_Engine::Smokescreen,	 "flare"=>Particle_Engine::Flare,	 "splash"=>Particle_Engine::Splash,	 # By Peter O.	 "starteleport"=>Particle_Engine::StarTeleport	}  end  def add_effect(event)   @effect[event.id]=pbParticleEffect(event)  end  def realloc_effect(event,particle)	type = pbEventCommentInput(event, 1, "Particle Engine Type")	if type.nil?	  particle.dispose if particle	  return nil	end	type=type[0].downcase	cls=@effects[type]	if cls.nil?	  particle.dispose if particle	  return nil	  	end	if !particle || !particle.is_a?(cls)	  particle.dispose if particle	  particle=cls.new(event,@viewport)	end	return particle  end  def pbParticleEffect(event)	return realloc_effect(event,nil)  end  def remove_effect(event)	return if @effect[event.id].nil?	@effect[event.id].dispose	@effect.delete_at(event.id)  end  def update	if @firsttime	  @firsttime=false	  for event in @map.events.values	   remove_effect(event)	   add_effect(event)	  end	end	for i in 0...@effect.length	  particle=@effect[i]	  next if particle.nil?	  if particle.event.pe_refresh	   event=particle.event	   event.pe_refresh=false	   particle=realloc_effect(event,particle)	   @effect[i]=particle	  end	  particle.update if particle 	end  end  def disposed?	return @disposed  end  def dispose	return if disposed?	for particle in @effect	  next if particle.nil?	  particle.dispose 	end	@effect.clear	@map=nil	@disposed=true  end  end class ParticleEffect attr_accessor :x,:y,:z def initialize  @x=0  @y=0  @z=0 end def update end def dispose endend class ParticleEffect_Event < ParticleEffect attr_accessor :event def initialize(event,viewport=nil)  @event=event  @viewport=viewport  @particles=[]  @bitmaps={} end def setParameters(params)  @randomhue,@leftright,@fade,	@maxparticless,@hue,@slowdown,	@ytop,@ybottom,@xleft,@xright,	@xgravity,@ygravity,@xoffset,@yoffset,	@opacityvar,@originalopacity=params end def loadBitmap(filename,hue)  key=[filename,hue]  bitmap=@bitmaps[key]  if !bitmap || bitmap.disposed?	bitmap=BitmapCache.fog(filename,hue)	@bitmaps[key]=bitmap  end  return bitmap end def initParticles(filename,opacity,zOffset=0,blendtype=1)  @particles = []  @particlex = []  @particley = []  @opacity = []  @startingx = self.x + @xoffset  @startingy = self.y + @yoffset  @screen_x = self.x   @screen_y = self.y  @real_x = @event.real_x  @real_y = @event.real_y  @filename=filename  @zoffset=zOffset  for i in 0...@maxparticless   @particlex[i]=-@xoffset   @particley[i]=-@yoffset   @particles[i] = Sprite.new(@viewport)   @particles[i].bitmap = loadBitmap(filename, @hue) if filename   @particles[i].blend_type = blendtype   @particles[i].y = @startingy   @particles[i].x = @startingx   @particles[i].z = self.z+zOffset   @opacity[i] = opacity  end end def x  return ScreenPosHelper.pbScreenX(@event) end def y  return ScreenPosHelper.pbScreenY(@event) end def z  return ScreenPosHelper.pbScreenZ(@event) end def update  @startingx = self.x + @xoffset  @startingy = self.y + @yoffset  @__offsetx=(@real_x==@event.real_x) ? 0 : self.x-@screen_x  @__offsety=(@real_y==@event.real_y) ? 0 : self.y-@screen_y  @screen_x = self.x  @screen_y = self.y  @real_x = @event.real_x  @real_y = @event.real_y  for i in 0...@maxparticless   @particles[i].z = self.z+@zoffset   if @particles[i].y <= @ytop	@particles[i].y = @startingy + @yoffset	@particles[i].x = @startingx + @xoffset	@particlex[i]=0.0	@particley[i]=0.0   end   if @particles[i].x <= @xleft	@particles[i].y = @startingy + @yoffset	@particles[i].x = @startingx + @xoffset	@particlex[i]=0.0	@particley[i]=0.0   end   if @particles[i].y >= @ybottom	@particles[i].y = @startingy + @yoffset	@particles[i].x = @startingx + @xoffset	@particlex[i]=0.0	@particley[i]=0.0   end   if @particles[i].x >= @xright	@particles[i].y = @startingy + @yoffset	@particles[i].x = @startingx + @xoffset	@particlex[i]=0.0	@particley[i]=0.0   end		      if @fade == 0	if @opacity[i] <= 0	 @opacity[i] = @originalopacity	 @particles[i].y = @startingy + @yoffset	 @particles[i].x = @startingx + @xoffset	 @particlex[i]=0.0	 @particley[i]=0.0	end     else	if @opacity[i] <= 0	  @opacity[i] = 250	  @particles[i].y = @startingy + @yoffset	  @particles[i].x = @startingx + @xoffset	  @particlex[i]=0.0	  @particley[i]=0.0	end     end   if @randomhue == 1	if @hue >= 360	 @hue = 0	end	@hue = @hue + 0.5	@particles[i].bitmap = loadBitmap(@filename, @hue) if @filename   end   @opacity[i] = @opacity[i] - rand(@opacityvar)   calcParticlePos(i)   @particles[i].opacity = @opacity[i]  end end def calcParticlePos(i)  @leftright = rand(2)  if @leftright == 1	xo=(-@xgravity*1.0 / @slowdown)  else	xo=(@xgravity*1.0 / @slowdown)  end  yo=(-@ygravity*1.0 / @slowdown)  @particlex[i]+=xo  @particley[i]+=yo  @particlex[i]-=@__offsetx  @particley[i]-=@__offsety  @particlex[i]=@particlex[i].floor  @particley[i]=@particley[i].floor  @particles[i].x=@particlex[i]+@startingx+@xoffset  @particles[i].y=@particley[i]+@startingy+@yoffset end def dispose  for particle in @particles   particle.dispose   end  for bitmap in @bitmaps.values   bitmap.dispose  end  @particles.clear  @bitmaps.clear endend class Particle_Engine::Fire < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,1,20,40,0.5,	0,Graphics.height,0,Graphics.width,	0.5,0.10,-5,-13,30,0])  initParticles("particle",250) endend class Particle_Engine::Smoke < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,0,80,20,0.5,0,	Graphics.height,0,Graphics.width,0.5,0.10,-5,-15,5,80])  initParticles("smoke",100) endend class Particle_Engine::Teleport < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([1,1,1,10,rand(360),1,0,	 Graphics.height,0,Graphics.width,0,3,-8,-15,20,0])  initParticles("wideportal",250)  for i in 0...@maxparticless   @particles[i].ox=16   @particles[i].oy=16  end endend class Particle_Engine::Spirit < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([1,0,1,20,rand(360),0.5,		 0,Graphics.height,0,Graphics.width,		 0.5,0.10,-5,-13,30,0])  initParticles("particle",250) endend class Particle_Engine::Explosion < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,1,20,0,0.5,		 0,Graphics.height,0,Graphics.width,		 0.5,0.10,-5,-13,30,0])  initParticles("explosion",250) endend class Particle_Engine::Aura < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,1,20,0,1,		 0,Graphics.height,0,Graphics.width,		 2,2,-5,-13,30,0])  initParticles("particle",250) endend class Particle_Engine::Soot < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,0,20,0,0.5,		 0,Graphics.height,0,Graphics.width,		 0.5,0.10,-5,-15,5,		 80])  initParticles("smoke",100,0,2) endend class Particle_Engine::SootSmoke < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,0,30,0,0.5,		 0,Graphics.height,0,Graphics.width,		 0.5,0.10,-5,-15,5,		 80])  initParticles("smoke",100,0)  for i in 0...@maxparticless   @particles[i].blend_type = rand(6) < 3 ? 1 : 2  end endend class Particle_Engine::Rocket < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,0,60,0,0.5,		 0,Graphics.height,0,Graphics.width,		 0.5,0,-5,-15,5,80])  initParticles("smoke",100,-1) endend class Particle_Engine::FixedTeleport < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([1,0,1,10,rand(360),1,	-Graphics.height,Graphics.height,0,Graphics.width,0,3,-8,-15,20,0])  initParticles("wideportal",250)  for i in 0...@maxparticless   @particles[i].ox=16   @particles[i].oy=16  end endend # By Peter O.class Particle_Engine::StarTeleport < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,1,10,0,1,	 -Graphics.height,Graphics.height,0,Graphics.width,0,3,-8,-15,10,0])  initParticles("star",250)  for i in 0...@maxparticless   @particles[i].ox=48   @particles[i].oy=48  end endend  class Particle_Engine::Smokescreen < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,0,450,0,0.2,	  0,Graphics.height,0,Graphics.width,	  0.8,0.8,-5,-15,5,80])  initParticles(nil,100)  for i in 0...@maxparticless   rnd=rand(3)   @opacity[i] = (rnd==0) ? 1 : 100   filename=(rnd==0) ? "explosionsmoke" : "smoke"   @particles[i].bitmap = loadBitmap(filename, @hue)  end end def calcParticlePos(i)   if @randomhue==1	filename=(rand(3)==0) ? "explosionsmoke" : "smoke"	@particles[i].bitmap = loadBitmap(filename, @hue)   end   multiple = 1.7   xgrav=(@xgravity*multiple/@slowdown)   xgrav=-xgrav if (rand(2)==1)   ygrav=(@ygravity*multiple/@slowdown)   ygrav=-ygrav if (rand(2)==1)   @particlex[i]+=xgrav   @particley[i]+=ygrav   @particlex[i]-=@__offsetx   @particley[i]-=@__offsety   @particlex[i]=@particlex[i].floor   @particley[i]=@particley[i].floor   @particles[i].x=@particlex[i]+@startingx+@xoffset   @particles[i].y=@particley[i]+@startingy+@yoffset endend class Particle_Engine::Flare < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,1,30,10,1,		 0,Graphics.height,0,Graphics.width,		 2,2,-5,-12,30,0])  initParticles("particle",255) endend class Particle_Engine::Splash < ParticleEffect_Event def initialize(event,viewport)  super  setParameters([0,0,1,30,255,1,		 0,Graphics.height,0,Graphics.width,		 4,2,-5,-12,30,0])  initParticles("smoke",50) end def update  super  for i in 0...@maxparticless   @particles[i].opacity=50  end endend class Game_Event < Game_Character	#--------------------------------------------------------------------------	attr_accessor :pe_refresh	#--------------------------------------------------------------------------	alias nf_particles_game_map_initialize initialize	alias nf_particles_game_map_refresh refresh	#--------------------------------------------------------------------------	def initialize(map_id,event,map=nil)	  @pe_refresh=false	  begin		nf_particles_game_map_initialize(map_id, event,map)	  rescue ArgumentError		nf_particles_game_map_initialize(map_id, event)			  end	end	#--------------------------------------------------------------------------	def refresh	  nf_particles_game_map_refresh	  @pe_refresh=true	endend

 

ma quando vado ad inserire l'evento in game non succede proprio nulla.

l'effetto non si vede.

Edited by Thejuster

Rpgmaker Asset Converter & UI Tool by Making Italia


______________________________________________________
Produzione Software, Componenti e Controlli
_______________________________________________________

*** Linguaggi di Programmazione Conosciuti e competenze Tecniche ***

C#, Javascript, Java, PHP, SQL, Autoit , JQuery, HTML, HTML5, C++, VB.NET,
Android, DirectX, HLSL, XML, Access, LUA, Delphi, Pascal, Assembly, Fortan, Angular JS

Python, Delphi, OpenGL, Git, Bash, ASP, CMake, WinService


Making Italia

 

Link to comment
Share on other sites

0 answers to this question

Recommended Posts

There have been no answers to this question yet

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...