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标题: 求帮忙找下一个整合的帖子·里面有我需要的东西 [打印本页]

作者: yangjunyin2002    时间: 2013-1-22 14:14
标题: 求帮忙找下一个整合的帖子·里面有我需要的东西
本来以前在一个帖子里看到过,现在找不到了。貌似是VX的整合(也可能是VA的),里面有什么倒影系统,就是NPC、角色在谁胖,水中显示NPC、角色的倒影的东西。里面貌似还有个设置,我记得有个黄条条的东西,反正可以设置游戏的某某属性的。。。
求啦~(我不是伸手党!我找了一整天都没找到了!!!
作者: 吐槽砖家    时间: 2013-1-22 18:50
对,我们大家都这么认为你是一个伸手党。

作者: ctvip    时间: 2013-1-22 20:27

你是要水中倒影的工程,我没有,只有脚本,要不
作者: 咕噜    时间: 2013-1-22 21:58
http://rpg.blue/thread-127177-1-1.html
作者: 幽默    时间: 2013-1-22 22:33
http://rpg.blue/thread-254006-1-1.html
你说的是这个?VA的喔。
作者: ctvip    时间: 2013-1-23 23:24


#==============================================================================
# ■ 水中倒影  Reflect
#    Version: 1.0
#------------------------------------------------------------------------------
#    这个脚本特定地区反映字符精灵和活动。
#==============================================================================
# 说明:
#
# Create areas using the area creator of the map editor and call them "Reflect".
#
# For events you can use these two commands in part of their name.
#
# Reflect
#
# Any event with "Reflect" as part of it's name will have the reflect effect on
# the special areas of the map.
#
#
# /OFFSET[#]
#
#  [#] = Numerical value of the offset.
#
#  Example:
#   /OFFSET[10]
#
# Offset changes the Y offset of the sprite in the water.(How far is the
# Reflection from the characters original standing point)
#
#
# $game_player.reflect_offset = #
#
#  # = Value of the character offset.
#
# Just the same as the event offset except this one handles the characters
# offset reflection.
#==============================================================================

#--------------------------------------------------------------------------
# * 启动在水面上的倒影效果的开关
#--------------------------------------------------------------------------
  
  WATER_WAVE_EFFECT = true

  
#==============================================================================
# ** 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_Reflect < Sprite_Base
  
  #--------------------------------------------------------------------------
  # * 公共实例变量
  #--------------------------------------------------------------------------
  attr_accessor :character
  #----------------------------------------------------------------------
  # @ 对象初始化
  #----------------------------------------------------------------------
  #   viewport  : viewport
  #   character : character (Game_Character)
  #----------------------------------------------------------------------
  def initialize(viewport = nil, character = nil, offset = nil)
  super(viewport)
  @character = character
  @player_offset = $game_player.reflect_offset   
  @offset = (@character.is_a?(Game_Player) ? @player_offset : offset)
  sprite_setup   
  update
  end
  #--------------------------------------------------------------------------
  # * Sprite Setup
  #--------------------------------------------------------------------------
  def sprite_setup
  self.bitmap = Cache.character(@character.character_name)            
  self.angle = 180
  self.mirror = true   
  self.opacity = 120      
  sign = @character.character_name[/^[\!\$]./]
  if sign != nil and sign.include?('$')
  @cw = bitmap.width / 3
  @ch = bitmap.height / 4
  else
  @cw = bitmap.width / 12
  @ch = bitmap.height / 8
  end              
  @cw = bitmap.width / 12
  @ch = bitmap.height / 8               
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
  super   
  index = @character.character_index
  pattern = @character.pattern < 3 ? @character.pattern : 1
  sx = (index % 4 * 3 + pattern) * @cw
  sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
  self.src_rect.set(sx, sy, @cw, @ch)     
  self.ox = 16     
  if @character.is_a?(Game_Player)
  self.oy = 38 + $game_player.reflect_offset   
  else
  self.oy = 38 + @offset
  end
  self.x = @character.screen_x
  self.y = @character.screen_y
  self.z = @character.screen_z
  if WATER_WAVE_EFFECT == true   
  self.wave_amp = 1
  self.wave_length = 1
  self.wave_speed = 3
  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 Character Sprite
  #--------------------------------------------------------------------------
  alias tds_sprite_reflection_create_characters create_characters
  def create_characters
  tds_sprite_reflection_create_characters   
  @character_sprites = []
  @event_reflection_sprite = []
  @reflecting_events = []
  for i in $game_map.events.keys.sort
  sprite = Sprite_Character.new(@viewport1, $game_map.events)
  @character_sprites.push(sprite)
  end
  for vehicle in $game_map.vehicles
  sprite = Sprite_Character.new(@viewport1, vehicle)
  @character_sprites.push(sprite)
  end
  @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  for i in $game_map.events.keys.sort   
  @event_name_offset = $game_map.events.name   
  @event_name_offset[ /\/OFFSET\[(.*?)\]/ ]
  sprite = Sprite_Reflect.new(@viewport1, $game_map.events, $1 != nil ? $1.to_i : 0)      
  if $game_map.events.name.include?("Reflect")   
  @event_reflection_sprite.push(sprite)      
  @reflecting_events.push($game_map.events)
  end
  end
  @reflection_sprite = Sprite_Reflect.new(@viewport1, $game_player, 0)            
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias tds_sprite_reflection_update update  
  def update
  tds_sprite_reflection_update   
  if $game_player.current_area_name == "Reflect"
  if $game_player.moving? == false
  @reflection_sprite.visible = true         
  end
  else         
  @reflection_sprite.visible = false                 
  end
  for i in 0...@reflecting_events.size
  if @reflecting_events.current_area_name == "Reflect"
  if @reflecting_events.moving? == false
  @event_reflection_sprite.visible = true         
  end
  else
  @event_reflection_sprite.visible = false      
  end     
  end
  if @reflection_sprite.visible == true         
  @reflection_sprite.update
  end
  for i in 0...@event_reflection_sprite.size
  if @event_reflection_sprite.visible == true
  @event_reflection_sprite.update           
  end
  end
  update_tilemap
  update_parallax
  update_characters
  update_shadow
  update_weather
  update_pictures
  update_timer
  update_viewports
  end
  
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character

  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor   :reflect_offset              # Character Reflection Offset  
  #----------------------------------------------------------------------
  # @ 对象初始化
  #----------------------------------------------------------------------
  alias tds_sprite_reflection_initialize initialize
  def initialize
  tds_sprite_reflection_initialize   
  @reflect_offset = 0
  end
  #--------------------------------------------------------------------------
  # * Current Area Name
  #--------------------------------------------------------------------------
  def current_area_name
  # Checks the areas in the maps
  for area in $data_areas.values
  # If the character is currently on an area
  if in_area?(area) == true
  # Give the value of the name of the area to the return variable
  return_area_name = area.name
  # Break loop
  break
  end   
  end   
  return return_area_name
  end
  
end

#==============================================================================
# ** 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
  
  #--------------------------------------------------------------------------
  # * Clear Starting Flag
  #--------------------------------------------------------------------------
  def name
  return @event.name
  end
  #--------------------------------------------------------------------------
  # * Determine if in Area
  #     area : Area data (RPG::Area)
  #--------------------------------------------------------------------------
  def in_area?(area)
  return false if area == nil
  return false if $game_map.map_id != area.map_id
  return false if @x < area.rect.x
  return false if @y < area.rect.y
  return false if @x >= area.rect.x + area.rect.width
  return false if @y >= area.rect.y + area.rect.height
  return true
  end
  
end

作者: ctvip    时间: 2013-1-23 23:25


怎么设置不用说了吧
作者: 喷人砖家    时间: 2013-1-24 07:40
我认为你是目前为止我见到的最强伸手党。。。


1:盗取其他人游戏里面的脚本
2:伸手要外站脚本
3:伸手要周边。。。。




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