Ho deciso di usare questo script nel mio nuovo progetto per avere la possibilità di usare più fog contemporaneamente (cosa che in realtà mi servirebbe solo per una scena, ma sticazzi, ora mi sono fissato e lo voglio.)
Vi posto il codice dello script:
#============================================================================== # (RMXP) ~ Multi-panorama ~ # de Lufia # v 1.0 #============================================================================== # Ce script permet d'afficher plusieurs panoramas en même temps durant le jeu. # Nombre maximum de panoramas : MAX_PANORAMAS = 20 # # Les panoramas / fogs doivent être pacés dans le dossier Fogs du jeu. Les # commandes suivantes sont à utiliser dans une insertion de script. # # Afficher un panorama : # show_pano(id, name, z, opacity, blend_type, zoom_x, zoom_y, # autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) # id : numéro du panorama (de 0 à MAX_PANORAMAS - 1) # name : nom du fchier dans Graphics/Parallaxes # z : coordonnée en z, si ce nombre est grand, le panorama apparaît # au-dessus d'autres éléments de la carte # opacity : opacité (de 0 à 255, nombre décimaux autorisés) # blend_type : type de transparence (0 : normale, 1 : addition, 2 : soustraction) # zoom_x : zoom en x (taille normale : 100.0) # zoom_y : zoom en y (taille normale : 100.0) # autoscroll_x_speed : vitesse de défilement horizontal # autoscroll_y_speed : vitesse de défilement vertical # move_x_speed : scrolling parallaxe en x (même vitesse que la carte : 2) # move_y_speed : scrolling parallaxe en y (même vitesse que la carte : 2) # ex : show_pano(0, "MonFog", 30, 160, 1, 54.3, 100, -10, 0, 2, 1) # # Modifier un panorama : # change_pano_properties(id, z, opacity, blend_type, zoom_x, zoom_y, # autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, # duration, wait_for_end) # duration : temps de transition (en frames) # wait_for_end : attendre la fin de la transition ? (oui : true / non : false) # ex : change_pano_properties(0, 20, 255, 0, 100, 100, 0, 15, 2, 2, 20, true) # # Modifier le ton d'un panorama : # change_pano_tone(id, red, green, blue, gray, duration, wait_for_end) # red : ajustement du rouge (de -255 à 255) # green : ajustement du vert (de -255 à 255) # blue : ajustement du bleu (de -255 à 255) # gray : ajustement du gris (de -255 à 255) # ex : change_pano_tone(0, 100, -100, 0, 35, 15, false) # # Modifier la couleur d'un panorama : # change_pano_color(id, red, green, blue, alpha, duration, wait_for_end) # red : valeur du rouge (de 0 à 255) # green : valeur du vert (de 0 à 255) # blue : valeur du bleu (de 0 à 255) # alpha : alpha blending (de 0 à 255) # ex : change_pano_color(0, 255, 100, 0, 0, 0, false) # # Effacer un panorama : # hide_pano(args) # args : ids des panoramas # ex : hide_pano(1, 3, 12) # #============================================================================== # Merci à Zeus81 pour ses précieux conseils. # Enjoy ! #============================================================================== #============================================================================== # ** Game_Panorama #------------------------------------------------------------------------------ # This class handles panoramas. This class is used within the Game_Map class. #============================================================================== class Game_Panorama #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :id attr_accessor :name attr_accessor :z attr_accessor :opacity attr_accessor :blend_type attr_accessor :zoom_x attr_accessor :zoom_y attr_accessor :color attr_accessor :tone attr_accessor :autoscroll_x_speed attr_accessor :autoscroll_y_speed attr_accessor :move_x_speed attr_accessor :move_y_speed #-------------------------------------------------------------------------- # * Object initialization # id : panorama number #-------------------------------------------------------------------------- def initialize(id) @id = id @name = "" @z = 0 @opacity = 255.0 @target_opacity = 255.0 @blend_type = 0 @zoom_x = 100.0 @target_zoom_x = 100.0 @zoom_y = 100.0 @target_zoom_y = 100.0 @color = Color.new(0, 0, 0, 0) @target_color = Color.new(0, 0, 0, 0) @tone = Tone.new(0, 0, 0, 0) @target_tone = Tone.new(0, 0, 0, 0) @autoscroll_x_speed = 0 @autoscroll_y_speed = 0 @move_x_speed = 0.0 @move_y_speed = 0.0 @duration = 0 @tone_duration = 0 @color_duration = 0 end #-------------------------------------------------------------------------- # * Show panorama # name : filename # z : z coordinate # opacity : sprite opacity # blend_type : blend type # zoom_x : x axis zoom # zoom_y : y axis zoom # autoscroll_x_speed : x axis autoscroll speed # autoscroll_y_speed : y axis autoscroll speed # move_x_speed : x axis scroll speed # move_y_speed : y axis scroll speed #-------------------------------------------------------------------------- def show(name, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) @name = name @z = z @opacity = opacity.to_f @target_opacity = opacity @blend_type = blend_type @zoom_x = zoom_x.to_f @target_zoom_x = @zoom_x @zoom_y = zoom_y.to_f @target_zoom_y = @zoom_y @color = Color.new(0, 0, 0, 0) @target_color = @color.clone @tone = Tone.new(0, 0, 0, 0) @target_tone = @tone.clone @autoscroll_x_speed = autoscroll_x_speed @autoscroll_y_speed = autoscroll_y_speed @move_x_speed = move_x_speed.to_f @move_y_speed = move_y_speed.to_f end #-------------------------------------------------------------------------- # * Erase panorama #-------------------------------------------------------------------------- def hide @name = "" end #-------------------------------------------------------------------------- # * Change panorama properties # z : z coordinate # zoom_x : x axis zoom # zoom_y : y axis zoom # blend_type : blend type # opacity : sprite opacity # duration : transition time #-------------------------------------------------------------------------- def change_opacity(z, zoom_x, zoom_y, opacity, blend_type, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, duration) @z = z @blend_type = blend_type @autoscroll_x_speed = autoscroll_x_speed @autoscroll_y_speed = autoscroll_y_speed @move_x_speed = move_x_speed.to_f @move_y_speed = move_y_speed.to_f @target_zoom_x = zoom_x.to_f @target_zoom_y = zoom_y.to_f @target_opacity = opacity.to_f @duration = duration if duration == 0 @zoom_x = @target_zoom_x @zoom_y = @target_zoom_y @opacity = @target_opacity end end #-------------------------------------------------------------------------- # * Change panorama tone # tone : new tone (Tone object) # duration : transition time #-------------------------------------------------------------------------- def change_tone(tone, duration) @target_tone = tone.clone @tone_duration = duration if duration == 0 @tone = @target_tone.clone end end #-------------------------------------------------------------------------- # * Change panorama color # color : new color (Color object) # duration : transition time #-------------------------------------------------------------------------- def change_color(color, duration) @target_color = color.clone @color_duration = duration if duration == 0 @color = @target_color.clone end end #-------------------------------------------------------------------------- # * Frame update #-------------------------------------------------------------------------- def update if @duration > 0 d = @duration @zoom_x = (@zoom_x * (d-1) + @target_zoom_x) / d @zoom_y = (@zoom_y * (d-1) + @target_zoom_y) / d @opacity = (@opacity * (d-1) + @target_opacity) / d @duration -= 1 end if @tone_duration > 0 d = @tone_duration @tone.red = (@tone.red * (d-1) + @target_tone.red) / d @tone.green = (@tone.green * (d-1) + @target_tone.green) / d @tone.blue = (@tone.blue * (d-1) + @target_tone.blue) / d @tone.gray = (@tone.gray * (d-1) + @target_tone.gray) / d @tone_duration -= 1 end if @color_duration > 0 d = @color_duration @color.red = (@color.red * (d-1) + @target_color.red) / d @color.green = (@color.green * (d-1) + @target_color.green) / d @color.blue = (@color.blue * (d-1) + @target_color.blue) / d @color.alpha = (@color.alpha * (d-1) + @target_color.alpha) / d @color_duration -= 1 end end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :panoramas #-------------------------------------------------------------------------- # * Object initialization #-------------------------------------------------------------------------- alias lufia_multipano_initialize initialize def initialize @panoramas = [] for i in 0...MAX_PANORAMAS @panoramas.push(Game_Panorama.new(i)) end lufia_multipano_initialize end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias lufia_multipano_update update def update @panoramas.each { |i| i.update } lufia_multipano_update end end #============================================================================== # ** Sprite_Panorama #------------------------------------------------------------------------------ # This plane is used to display panoramas. It observes a instance of the # Game_Panorama class and automatically changes plane properties. #============================================================================== class Sprite_Panorama < Plane #-------------------------------------------------------------------------- # * Object initialization # pano : panorama (Game_Panorama) #-------------------------------------------------------------------------- def initialize(pano) super() @pano = pano @name = "" update end #-------------------------------------------------------------------------- # * Frame update #-------------------------------------------------------------------------- def update if @pano.name != @name @name = @pano.name if @name.empty? self.bitmap = nil self.visible = false else self.bitmap = RPG::Cache.fog(@name, 0) @width_x_8, @height_x_8 = self.bitmap.width * 8, self.bitmap.height * 8 @scroll_x = @scroll_y = 0 self.visible = true end end unless @name.empty? self.z = @pano.z self.opacity = @pano.opacity self.blend_type = @pano.blend_type self.zoom_x = @pano.zoom_x / 100.0 self.zoom_y = @pano.zoom_y / 100.0 self.color = @pano.color self.tone = @pano.tone @scroll_x = (@scroll_x + @pano.autoscroll_x_speed) % @width_x_8 @scroll_y = (@scroll_y + @pano.autoscroll_y_speed) % @height_x_8 self.ox = (@scroll_x + $game_map.display_x * @pano.move_x_speed) / 8 self.oy = (@scroll_y + $game_map.display_y * @pano.move_y_speed) / 8 end end end #============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. It's used # within the Scene_Map class. #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # * Create parallax #-------------------------------------------------------------------------- alias lufia_multipano_initialize initialize def initialize @sprites_panoramas = [] for i in 0...MAX_PANORAMAS @sprites_panoramas.push(Sprite_Panorama.new($game_map.panoramas)) end lufia_multipano_initialize end #-------------------------------------------------------------------------- # * Dispose parallax #-------------------------------------------------------------------------- alias lufia_multipano_dispose dispose def dispose lufia_multipano_dispose @sprites_panoramas.each { |i| i.dispose if i != nil } end #-------------------------------------------------------------------------- # * Update parallax #-------------------------------------------------------------------------- alias lufia_multipano_update update def update for pano in @sprites_panoramas pano.update end lufia_multipano_update end end #============================================================================== # ** Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Interpreter #-------------------------------------------------------------------------- # * Show panorama # id : panorama number # name : filemane # z : z coordinate # opacity : sprite opacity # blend_type : blend type # zoom_x : x axis zoom # zoom_y : y axis zoom # autoscroll_x_speed : x axis autoscroll speed # autoscroll_y_speed : y axis autoscroll speed # move_x_speed : x axis scroll speed # move_y_speed : y axis scroll speed #-------------------------------------------------------------------------- def show_pano(id, name, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) $game_map.panoramas[id].show(name, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) return true end #-------------------------------------------------------------------------- # * Erase panorama # args : panorama numbers #-------------------------------------------------------------------------- def hide_pano(*args) args.each { |id| $game_map.panoramas[id].hide } return true end #-------------------------------------------------------------------------- # * Change panorama properties # id : panorama number # z : z coordinate # zoom_x : x axis zoom # zoom_y : y axis zoom # opacity : sprite opacity # blend_type : blend type # autoscroll_x_speed : x axis autoscroll speed # autoscroll_y_speed : y axis autoscroll speed # move_x_speed : x axis scroll speed # move_y_speed : y axis scroll speed # duration : transition time # wait_for_end : wait for end of transition? #-------------------------------------------------------------------------- def change_pano_properties(id, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, duration, wait_for_end) $game_map.panoramas[id].change_opacity(z, zoom_x, zoom_y, opacity, blend_type, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, duration) @wait_count = duration if wait_for_end return true end #-------------------------------------------------------------------------- # * Change panorama tone # id : panorama number # red : red value (-255 - 255) # green : green value (-255 - 255) # blue : blue value (-255 - 255) # gray : grayscale value (-255 - 255) # duration : transition time # wait_for_end : wait for end of transition? #-------------------------------------------------------------------------- def change_pano_tone(id, red, green, blue, gray, duration, wait_for_end) $game_map.panoramas[id].change_tone(Tone.new(red, green, blue, gray), duration) @wait_count = duration if wait_for_end return true end #-------------------------------------------------------------------------- # * Change panorama color # id : panorama number # red : red value (0 - 255) # green : green value (0 - 255) # blue : blue value (0 - 255) # alpha : alpha blending (0 - 255) # duration : transition time # wait_for_end : wait for end of transition? #-------------------------------------------------------------------------- def change_pano_color(id, red, green, blue, alpha, duration, wait_for_end) $game_map.panoramas[id].change_color(Color.new(red, green, blue, alpha), duration) @wait_count = duration if wait_for_end return true end end
Il problema è che appena faccio New Game mi compare questo:
Faccio presente che non uso nessun altro tipo di script e non ho minimamente smanettato con le varie classi (sono seriamente una sega con l'rgss, son passato a XP solo per scelte "grafiche").
Question
Blackbird
Ho deciso di usare questo script nel mio nuovo progetto per avere la possibilità di usare più fog contemporaneamente (cosa che in realtà mi servirebbe solo per una scena, ma sticazzi, ora mi sono fissato e lo voglio.)
Vi posto il codice dello script:
#============================================================================== # (RMXP) ~ Multi-panorama ~ # de Lufia # v 1.0 #============================================================================== # Ce script permet d'afficher plusieurs panoramas en même temps durant le jeu. # Nombre maximum de panoramas : MAX_PANORAMAS = 20 # # Les panoramas / fogs doivent être pacés dans le dossier Fogs du jeu. Les # commandes suivantes sont à utiliser dans une insertion de script. # # Afficher un panorama : # show_pano(id, name, z, opacity, blend_type, zoom_x, zoom_y, # autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) # id : numéro du panorama (de 0 à MAX_PANORAMAS - 1) # name : nom du fchier dans Graphics/Parallaxes # z : coordonnée en z, si ce nombre est grand, le panorama apparaît # au-dessus d'autres éléments de la carte # opacity : opacité (de 0 à 255, nombre décimaux autorisés) # blend_type : type de transparence (0 : normale, 1 : addition, 2 : soustraction) # zoom_x : zoom en x (taille normale : 100.0) # zoom_y : zoom en y (taille normale : 100.0) # autoscroll_x_speed : vitesse de défilement horizontal # autoscroll_y_speed : vitesse de défilement vertical # move_x_speed : scrolling parallaxe en x (même vitesse que la carte : 2) # move_y_speed : scrolling parallaxe en y (même vitesse que la carte : 2) # ex : show_pano(0, "MonFog", 30, 160, 1, 54.3, 100, -10, 0, 2, 1) # # Modifier un panorama : # change_pano_properties(id, z, opacity, blend_type, zoom_x, zoom_y, # autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, # duration, wait_for_end) # duration : temps de transition (en frames) # wait_for_end : attendre la fin de la transition ? (oui : true / non : false) # ex : change_pano_properties(0, 20, 255, 0, 100, 100, 0, 15, 2, 2, 20, true) # # Modifier le ton d'un panorama : # change_pano_tone(id, red, green, blue, gray, duration, wait_for_end) # red : ajustement du rouge (de -255 à 255) # green : ajustement du vert (de -255 à 255) # blue : ajustement du bleu (de -255 à 255) # gray : ajustement du gris (de -255 à 255) # ex : change_pano_tone(0, 100, -100, 0, 35, 15, false) # # Modifier la couleur d'un panorama : # change_pano_color(id, red, green, blue, alpha, duration, wait_for_end) # red : valeur du rouge (de 0 à 255) # green : valeur du vert (de 0 à 255) # blue : valeur du bleu (de 0 à 255) # alpha : alpha blending (de 0 à 255) # ex : change_pano_color(0, 255, 100, 0, 0, 0, false) # # Effacer un panorama : # hide_pano(args) # args : ids des panoramas # ex : hide_pano(1, 3, 12) # #============================================================================== # Merci à Zeus81 pour ses précieux conseils. # Enjoy ! #============================================================================== #============================================================================== # ** Game_Panorama #------------------------------------------------------------------------------ # This class handles panoramas. This class is used within the Game_Map class. #============================================================================== class Game_Panorama #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :id attr_accessor :name attr_accessor :z attr_accessor :opacity attr_accessor :blend_type attr_accessor :zoom_x attr_accessor :zoom_y attr_accessor :color attr_accessor :tone attr_accessor :autoscroll_x_speed attr_accessor :autoscroll_y_speed attr_accessor :move_x_speed attr_accessor :move_y_speed #-------------------------------------------------------------------------- # * Object initialization # id : panorama number #-------------------------------------------------------------------------- def initialize(id) @id = id @name = "" @z = 0 @opacity = 255.0 @target_opacity = 255.0 @blend_type = 0 @zoom_x = 100.0 @target_zoom_x = 100.0 @zoom_y = 100.0 @target_zoom_y = 100.0 @color = Color.new(0, 0, 0, 0) @target_color = Color.new(0, 0, 0, 0) @tone = Tone.new(0, 0, 0, 0) @target_tone = Tone.new(0, 0, 0, 0) @autoscroll_x_speed = 0 @autoscroll_y_speed = 0 @move_x_speed = 0.0 @move_y_speed = 0.0 @duration = 0 @tone_duration = 0 @color_duration = 0 end #-------------------------------------------------------------------------- # * Show panorama # name : filename # z : z coordinate # opacity : sprite opacity # blend_type : blend type # zoom_x : x axis zoom # zoom_y : y axis zoom # autoscroll_x_speed : x axis autoscroll speed # autoscroll_y_speed : y axis autoscroll speed # move_x_speed : x axis scroll speed # move_y_speed : y axis scroll speed #-------------------------------------------------------------------------- def show(name, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) @name = name @z = z @opacity = opacity.to_f @target_opacity = opacity @blend_type = blend_type @zoom_x = zoom_x.to_f @target_zoom_x = @zoom_x @zoom_y = zoom_y.to_f @target_zoom_y = @zoom_y @color = Color.new(0, 0, 0, 0) @target_color = @color.clone @tone = Tone.new(0, 0, 0, 0) @target_tone = @tone.clone @autoscroll_x_speed = autoscroll_x_speed @autoscroll_y_speed = autoscroll_y_speed @move_x_speed = move_x_speed.to_f @move_y_speed = move_y_speed.to_f end #-------------------------------------------------------------------------- # * Erase panorama #-------------------------------------------------------------------------- def hide @name = "" end #-------------------------------------------------------------------------- # * Change panorama properties # z : z coordinate # zoom_x : x axis zoom # zoom_y : y axis zoom # blend_type : blend type # opacity : sprite opacity # duration : transition time #-------------------------------------------------------------------------- def change_opacity(z, zoom_x, zoom_y, opacity, blend_type, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, duration) @z = z @blend_type = blend_type @autoscroll_x_speed = autoscroll_x_speed @autoscroll_y_speed = autoscroll_y_speed @move_x_speed = move_x_speed.to_f @move_y_speed = move_y_speed.to_f @target_zoom_x = zoom_x.to_f @target_zoom_y = zoom_y.to_f @target_opacity = opacity.to_f @duration = duration if duration == 0 @zoom_x = @target_zoom_x @zoom_y = @target_zoom_y @opacity = @target_opacity end end #-------------------------------------------------------------------------- # * Change panorama tone # tone : new tone (Tone object) # duration : transition time #-------------------------------------------------------------------------- def change_tone(tone, duration) @target_tone = tone.clone @tone_duration = duration if duration == 0 @tone = @target_tone.clone end end #-------------------------------------------------------------------------- # * Change panorama color # color : new color (Color object) # duration : transition time #-------------------------------------------------------------------------- def change_color(color, duration) @target_color = color.clone @color_duration = duration if duration == 0 @color = @target_color.clone end end #-------------------------------------------------------------------------- # * Frame update #-------------------------------------------------------------------------- def update if @duration > 0 d = @duration @zoom_x = (@zoom_x * (d-1) + @target_zoom_x) / d @zoom_y = (@zoom_y * (d-1) + @target_zoom_y) / d @opacity = (@opacity * (d-1) + @target_opacity) / d @duration -= 1 end if @tone_duration > 0 d = @tone_duration @tone.red = (@tone.red * (d-1) + @target_tone.red) / d @tone.green = (@tone.green * (d-1) + @target_tone.green) / d @tone.blue = (@tone.blue * (d-1) + @target_tone.blue) / d @tone.gray = (@tone.gray * (d-1) + @target_tone.gray) / d @tone_duration -= 1 end if @color_duration > 0 d = @color_duration @color.red = (@color.red * (d-1) + @target_color.red) / d @color.green = (@color.green * (d-1) + @target_color.green) / d @color.blue = (@color.blue * (d-1) + @target_color.blue) / d @color.alpha = (@color.alpha * (d-1) + @target_color.alpha) / d @color_duration -= 1 end end end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :panoramas #-------------------------------------------------------------------------- # * Object initialization #-------------------------------------------------------------------------- alias lufia_multipano_initialize initialize def initialize @panoramas = [] for i in 0...MAX_PANORAMAS @panoramas.push(Game_Panorama.new(i)) end lufia_multipano_initialize end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias lufia_multipano_update update def update @panoramas.each { |i| i.update } lufia_multipano_update end end #============================================================================== # ** Sprite_Panorama #------------------------------------------------------------------------------ # This plane is used to display panoramas. It observes a instance of the # Game_Panorama class and automatically changes plane properties. #============================================================================== class Sprite_Panorama < Plane #-------------------------------------------------------------------------- # * Object initialization # pano : panorama (Game_Panorama) #-------------------------------------------------------------------------- def initialize(pano) super() @pano = pano @name = "" update end #-------------------------------------------------------------------------- # * Frame update #-------------------------------------------------------------------------- def update if @pano.name != @name @name = @pano.name if @name.empty? self.bitmap = nil self.visible = false else self.bitmap = RPG::Cache.fog(@name, 0) @width_x_8, @height_x_8 = self.bitmap.width * 8, self.bitmap.height * 8 @scroll_x = @scroll_y = 0 self.visible = true end end unless @name.empty? self.z = @pano.z self.opacity = @pano.opacity self.blend_type = @pano.blend_type self.zoom_x = @pano.zoom_x / 100.0 self.zoom_y = @pano.zoom_y / 100.0 self.color = @pano.color self.tone = @pano.tone @scroll_x = (@scroll_x + @pano.autoscroll_x_speed) % @width_x_8 @scroll_y = (@scroll_y + @pano.autoscroll_y_speed) % @height_x_8 self.ox = (@scroll_x + $game_map.display_x * @pano.move_x_speed) / 8 self.oy = (@scroll_y + $game_map.display_y * @pano.move_y_speed) / 8 end end end #============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. It's used # within the Scene_Map class. #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # * Create parallax #-------------------------------------------------------------------------- alias lufia_multipano_initialize initialize def initialize @sprites_panoramas = [] for i in 0...MAX_PANORAMAS @sprites_panoramas.push(Sprite_Panorama.new($game_map.panoramas)) end lufia_multipano_initialize end #-------------------------------------------------------------------------- # * Dispose parallax #-------------------------------------------------------------------------- alias lufia_multipano_dispose dispose def dispose lufia_multipano_dispose @sprites_panoramas.each { |i| i.dispose if i != nil } end #-------------------------------------------------------------------------- # * Update parallax #-------------------------------------------------------------------------- alias lufia_multipano_update update def update for pano in @sprites_panoramas pano.update end lufia_multipano_update end end #============================================================================== # ** Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Interpreter #-------------------------------------------------------------------------- # * Show panorama # id : panorama number # name : filemane # z : z coordinate # opacity : sprite opacity # blend_type : blend type # zoom_x : x axis zoom # zoom_y : y axis zoom # autoscroll_x_speed : x axis autoscroll speed # autoscroll_y_speed : y axis autoscroll speed # move_x_speed : x axis scroll speed # move_y_speed : y axis scroll speed #-------------------------------------------------------------------------- def show_pano(id, name, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) $game_map.panoramas[id].show(name, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed) return true end #-------------------------------------------------------------------------- # * Erase panorama # args : panorama numbers #-------------------------------------------------------------------------- def hide_pano(*args) args.each { |id| $game_map.panoramas[id].hide } return true end #-------------------------------------------------------------------------- # * Change panorama properties # id : panorama number # z : z coordinate # zoom_x : x axis zoom # zoom_y : y axis zoom # opacity : sprite opacity # blend_type : blend type # autoscroll_x_speed : x axis autoscroll speed # autoscroll_y_speed : y axis autoscroll speed # move_x_speed : x axis scroll speed # move_y_speed : y axis scroll speed # duration : transition time # wait_for_end : wait for end of transition? #-------------------------------------------------------------------------- def change_pano_properties(id, z, opacity, blend_type, zoom_x, zoom_y, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, duration, wait_for_end) $game_map.panoramas[id].change_opacity(z, zoom_x, zoom_y, opacity, blend_type, autoscroll_x_speed, autoscroll_y_speed, move_x_speed, move_y_speed, duration) @wait_count = duration if wait_for_end return true end #-------------------------------------------------------------------------- # * Change panorama tone # id : panorama number # red : red value (-255 - 255) # green : green value (-255 - 255) # blue : blue value (-255 - 255) # gray : grayscale value (-255 - 255) # duration : transition time # wait_for_end : wait for end of transition? #-------------------------------------------------------------------------- def change_pano_tone(id, red, green, blue, gray, duration, wait_for_end) $game_map.panoramas[id].change_tone(Tone.new(red, green, blue, gray), duration) @wait_count = duration if wait_for_end return true end #-------------------------------------------------------------------------- # * Change panorama color # id : panorama number # red : red value (0 - 255) # green : green value (0 - 255) # blue : blue value (0 - 255) # alpha : alpha blending (0 - 255) # duration : transition time # wait_for_end : wait for end of transition? #-------------------------------------------------------------------------- def change_pano_color(id, red, green, blue, alpha, duration, wait_for_end) $game_map.panoramas[id].change_color(Color.new(red, green, blue, alpha), duration) @wait_count = duration if wait_for_end return true end endIl problema è che appena faccio New Game mi compare questo:
http://img651.imageshack.us/img651/4032/immagine12iv.png
Faccio presente che non uso nessun altro tipo di script e non ho minimamente smanettato con le varie classi (sono seriamente una sega con l'rgss, son passato a XP solo per scelte "grafiche").
Partecipante al Rpg2s.net Game Contest #3
http://www.rpg2s.net/images/gc3/gc3_firma.png
Gioco in Sviluppo: Frank'n'Stein: Il delitto è servito
http://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/gif/SloganContest1.gif
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