赞 45
VIP 0
好人卡 2
积分 136
经验 67210
最后登录 2024-11-11
在线时间 3850 小时
Lv4.逐梦者
梦石 0
星屑 13614
在线时间 3850 小时
注册时间 2013-7-18
帖子 2310
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 y967 于 2015-12-29 20:26 编辑
烛光系统
=begin
HN_Light version 1.0.1.0 for VX Ace
by 半生
要HN_RG_BITMAP(ver 0.1.2.1以降)
2012/01/08 ver 1.0.1.2
队列歩行の仲间に対応
2015/04/25 Xp移植
By RyanBern
=end
# ----- 在这里设定-----
module HN_Light
# 简略化0:(精细)~2:(粗暴,负荷轻)
SIMPLIFY = 1
# 表示黑暗处的不透明度,数值为0-255,越大则不可见度越高
DARK_OPACITY = 190
# 玩家的烛光类型使用的变量号码
PLAYER_LIGHT_TYPE = 13
# 黑暗判断上使用的开关
DARK_SWITCH = 73
# 烛光事件识别用的正规表达式
REGEX_LIGHT = /@LIGHT( \d+) /
# 烛光图像的目录
LIGHT_IMG_DIR = "Graphics/Pictures/"
# 烛光Bitmap设定
LIGHTS = [
# [文件名 ,格栅数, 放大率, Y偏移值, 色相]
[ "light6" , 1 , 5.0 , 0 , 0 ] ,
[ "light6" , 1 , 7.5 , 0 , 0 ] ,
[ "light6" , 1 , 10.0 , 0 , 0 ] ,
[ "light5" , 1 , 12.0 , -16 , 0 ] ,
[ "light5" , 1 , 5.0 , 0 , 0 ] ,
[ "light5" , 1 , 15.0 , 0 , 0 ] ,
[ "light7" , 1 , 3.0 , -16 , 0 ] ,
[ "light8" , 1 , 0.5 , 0 , 0 ] ,
[ "light9" , 1 , 2.0 , 0 , 0 ] ,
]
end
# ----- 在这里设定 -----
module HN_Light
# 事件mix-in用
module LightEvent
attr_reader :light_type
def initialize
super ( )
@light_type = 0
end
def check_light
@light_type = 0
return if @list .nil ?
@list .each do |command|
break if @light_type > 0
if command.code == 108 or command.code == 408
command.parameters .each do |line|
if line =~ REGEX_LIGHT
@light_type = $1 .to_i
break
end
end
end
end # END @list.each
end
end # END module LightEvent
class Light
attr_reader :bitmap
attr_reader :cells
attr_reader :width
attr_reader :height
attr_reader :ox
attr_reader :oy
def initialize( light_type, s_zoom = 1 )
light = LIGHTS[ light_type - 1 ]
if light.nil ?
# 本来不应该来这里
@bitmap = Bitmap.new ( 32 , 32 )
@cels = 1
@zoom = 1.0
@oy = 16
@ox = 16
@width = 32
@height = 32
else
@bitmap = Bitmap.new ( LIGHT_IMG_DIR + light[ 0 ] )
@bitmap .invert ( )
@cells = light[ 1 ] .to_i
@cells = 1 if ( @cells < 1 or @cells > @bitmap .width )
@zoom = light[ 2 ] .to_f
@zoom = 1.0 if @zoom <= 0.0
@zoom /= s_zoom
@width = @bitmap .width / @cells
@height = @bitmap .height
# 缩放处理
if @zoom != 1.0
new_width = ( @width * @zoom ) .round
new_height = ( @height * @zoom ) .round
if new_width * new_height < 1
@zoom = 1.0
else
@width = new_width
@height = new_height
new_bitmap = Bitmap.new ( @width * @cells , @height )
new_bitmap.stretch_blt ( new_bitmap.rect ,@bitmap, @bitmap .rect )
@bitmap .dispose
@bitmap = new_bitmap
end
end
@ox = @width / 2
@oy = @height / 2 - light[ 3 ] .to_i / s_zoom
# 色相変换
if ( ( hue = light[ 4 ] .to_i ) != 0 )
@bitmap .hue_change ( hue)
end
end
end # End def initialize
# 色调转换
def dispose
@bitmap .dispose
@bitmap = nil
end
end
end
class Game_Event
include HN_Light::LightEvent
alias :_hn_light__setup :refresh unless method_defined?( :_hn_light__setup )
def refresh
_hn_light__setup
check_light( )
end
end
class Game_Player
def light_type
return $game_variables [ HN_Light::PLAYER_LIGHT_TYPE ]
end
end
class Game_Map
attr_reader :light_events
# 更新烛光事件列表
def refresh_lights
@light_events = [ ]
@events .values .each do |event|
if ( event.light_type > 0 )
@light_events .push ( event)
end
end
end
alias :_hn_light__setup_events :setup unless method_defined?( :_hn_light__setup_events )
def setup( map_id)
_hn_light__setup_events( map_id)
refresh_lights( )
end
alias :_hn_light__refresh :refresh unless method_defined?( :_hn_light__refresh )
def refresh
_hn_light__refresh( )
refresh_lights( )
end
end
class Sprite_Dark < Sprite
@@base_color = Color.new ( 255 ,255 ,255 ,HN_Light::DARK_OPACITY )
def initialize( viewport = nil )
super ( viewport)
@width = 640
@height = 480
case HN_Light::SIMPLIFY
when 1
@zoom = 2
when 2
@zoom = 4
else
@zoom = 1
end
@width /= @zoom
@height /= @zoom
self .zoom_x = @zoom .to_f
self .zoom_y = @zoom .to_f
self .bitmap = Bitmap.new ( @width, @height )
self .bitmap .fill_rect ( self .bitmap .rect , @@base_color)
self .blend_type = 2 # 混合型(减算)
self .z = 800
self .visible = false
@light_cache = { }
end
# 追加烛光
def add_light( charactor)
return if charactor.nil ?
light_type = charactor.light_type
return if ( light_type < 1 or light_type > HN_Light::LIGHTS .size )
unless @light_cache .key ?( light_type)
@light_cache [ light_type] = HN_Light::Light .new ( light_type, @zoom )
end
light = @light_cache [ light_type]
# 画面外什麽都不做
if @zoom == 1
return if ( charactor.screen_x < 0 - light.width + light.ox )
return if ( charactor.screen_x > @width + light.ox )
return if ( charactor.screen_y < 0 - light.height + light.oy )
return if ( charactor.screen_y > @height + light.oy )
else
return if ( charactor.screen_x < 0 - ( light.width + light.ox ) * @zoom )
return if ( charactor.screen_x > ( @width + light.ox ) * @zoom )
return if ( charactor.screen_y < 0 - ( light.height + light.oy ) * @zoom )
return if ( charactor.screen_y > ( @height + light.oy ) * @zoom )
end
# 动画判定
if light.cells > 1
index = ( Graphics.frame_count / 4 ) % light.cells
rect = Rect.new ( index * light.width , 0 , light.width , light.height )
else
rect = light.bitmap .rect
end
if @zoom != 1
p_x = charactor.screen_x / @zoom - light.ox
p_y = ( charactor.screen_y - 16 ) / @zoom - light.oy
else
p_x = charactor.screen_x - light.ox
p_y = charactor.screen_y - 16 - light.oy
end
# 乗算合成(3)
self .bitmap .blend_blt ( p_x, p_y, light.bitmap , rect, 3 )
end
def refresh
self .bitmap .fill_rect ( self .bitmap .rect , @@base_color)
$game_map .light_events .each do |event|
next if HN_Light::LIGHTS [ event.light_type - 1 ] .nil ?
add_light( event)
end
add_light( $game_player)
end
# 更新
def update
super
refresh( )
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self .bitmap .dispose
@light_cache .values .each do |light|
light.dispose
end
super
end
end
class Spriteset_Map
# 动画判定
def create_dark
@dark_sprite = Sprite_Dark.new ( @viewport1)
end
# 更新黑暗Sprite
def update_dark
if ( @dark_sprite.visible = $game_switches [ HN_Light::DARK_SWITCH ] )
@dark_sprite .update
end
end
# 破弃黑暗Sprite
def dispose_dark
@dark_sprite .dispose
end
# 初期化
alias :_dark__initialize :initialize unless private_method_defined?( :_dark__initialize )
def initialize
_dark__initialize( )
create_dark( )
update_dark( )
end
# 更新
alias :_dark__update :update unless method_defined?( :_dark__update )
def update
_dark__update( )
update_dark( ) if !@dark_sprite.nil ? and !@dark_sprite.disposed ?
end
# 结束处理
alias :_dark__dispose :dispose unless method_defined?( :_dark__dispose )
def dispose
dispose_dark( )
_dark__dispose( )
end
end
=begin
HN_Light version 1.0.1.0 for VX Ace
by 半生
要HN_RG_BITMAP(ver 0.1.2.1以降)
2012/01/08 ver 1.0.1.2
队列歩行の仲间に対応
2015/04/25 Xp移植
By RyanBern
=end
# ----- 在这里设定-----
module HN_Light
# 简略化0:(精细)~2:(粗暴,负荷轻)
SIMPLIFY = 1
# 表示黑暗处的不透明度,数值为0-255,越大则不可见度越高
DARK_OPACITY = 190
# 玩家的烛光类型使用的变量号码
PLAYER_LIGHT_TYPE = 13
# 黑暗判断上使用的开关
DARK_SWITCH = 73
# 烛光事件识别用的正规表达式
REGEX_LIGHT = /@LIGHT( \d+) /
# 烛光图像的目录
LIGHT_IMG_DIR = "Graphics/Pictures/"
# 烛光Bitmap设定
LIGHTS = [
# [文件名 ,格栅数, 放大率, Y偏移值, 色相]
[ "light6" , 1 , 5.0 , 0 , 0 ] ,
[ "light6" , 1 , 7.5 , 0 , 0 ] ,
[ "light6" , 1 , 10.0 , 0 , 0 ] ,
[ "light5" , 1 , 12.0 , -16 , 0 ] ,
[ "light5" , 1 , 5.0 , 0 , 0 ] ,
[ "light5" , 1 , 15.0 , 0 , 0 ] ,
[ "light7" , 1 , 3.0 , -16 , 0 ] ,
[ "light8" , 1 , 0.5 , 0 , 0 ] ,
[ "light9" , 1 , 2.0 , 0 , 0 ] ,
]
end
# ----- 在这里设定 -----
module HN_Light
# 事件mix-in用
module LightEvent
attr_reader :light_type
def initialize
super ( )
@light_type = 0
end
def check_light
@light_type = 0
return if @list .nil ?
@list .each do |command|
break if @light_type > 0
if command.code == 108 or command.code == 408
command.parameters .each do |line|
if line =~ REGEX_LIGHT
@light_type = $1 .to_i
break
end
end
end
end # END @list.each
end
end # END module LightEvent
class Light
attr_reader :bitmap
attr_reader :cells
attr_reader :width
attr_reader :height
attr_reader :ox
attr_reader :oy
def initialize( light_type, s_zoom = 1 )
light = LIGHTS[ light_type - 1 ]
if light.nil ?
# 本来不应该来这里
@bitmap = Bitmap.new ( 32 , 32 )
@cels = 1
@zoom = 1.0
@oy = 16
@ox = 16
@width = 32
@height = 32
else
@bitmap = Bitmap.new ( LIGHT_IMG_DIR + light[ 0 ] )
@bitmap .invert ( )
@cells = light[ 1 ] .to_i
@cells = 1 if ( @cells < 1 or @cells > @bitmap .width )
@zoom = light[ 2 ] .to_f
@zoom = 1.0 if @zoom <= 0.0
@zoom /= s_zoom
@width = @bitmap .width / @cells
@height = @bitmap .height
# 缩放处理
if @zoom != 1.0
new_width = ( @width * @zoom ) .round
new_height = ( @height * @zoom ) .round
if new_width * new_height < 1
@zoom = 1.0
else
@width = new_width
@height = new_height
new_bitmap = Bitmap.new ( @width * @cells , @height )
new_bitmap.stretch_blt ( new_bitmap.rect ,@bitmap, @bitmap .rect )
@bitmap .dispose
@bitmap = new_bitmap
end
end
@ox = @width / 2
@oy = @height / 2 - light[ 3 ] .to_i / s_zoom
# 色相変换
if ( ( hue = light[ 4 ] .to_i ) != 0 )
@bitmap .hue_change ( hue)
end
end
end # End def initialize
# 色调转换
def dispose
@bitmap .dispose
@bitmap = nil
end
end
end
class Game_Event
include HN_Light::LightEvent
alias :_hn_light__setup :refresh unless method_defined?( :_hn_light__setup )
def refresh
_hn_light__setup
check_light( )
end
end
class Game_Player
def light_type
return $game_variables [ HN_Light::PLAYER_LIGHT_TYPE ]
end
end
class Game_Map
attr_reader :light_events
# 更新烛光事件列表
def refresh_lights
@light_events = [ ]
@events .values .each do |event|
if ( event.light_type > 0 )
@light_events .push ( event)
end
end
end
alias :_hn_light__setup_events :setup unless method_defined?( :_hn_light__setup_events )
def setup( map_id)
_hn_light__setup_events( map_id)
refresh_lights( )
end
alias :_hn_light__refresh :refresh unless method_defined?( :_hn_light__refresh )
def refresh
_hn_light__refresh( )
refresh_lights( )
end
end
class Sprite_Dark < Sprite
@@base_color = Color.new ( 255 ,255 ,255 ,HN_Light::DARK_OPACITY )
def initialize( viewport = nil )
super ( viewport)
@width = 640
@height = 480
case HN_Light::SIMPLIFY
when 1
@zoom = 2
when 2
@zoom = 4
else
@zoom = 1
end
@width /= @zoom
@height /= @zoom
self .zoom_x = @zoom .to_f
self .zoom_y = @zoom .to_f
self .bitmap = Bitmap.new ( @width, @height )
self .bitmap .fill_rect ( self .bitmap .rect , @@base_color)
self .blend_type = 2 # 混合型(减算)
self .z = 800
self .visible = false
@light_cache = { }
end
# 追加烛光
def add_light( charactor)
return if charactor.nil ?
light_type = charactor.light_type
return if ( light_type < 1 or light_type > HN_Light::LIGHTS .size )
unless @light_cache .key ?( light_type)
@light_cache [ light_type] = HN_Light::Light .new ( light_type, @zoom )
end
light = @light_cache [ light_type]
# 画面外什麽都不做
if @zoom == 1
return if ( charactor.screen_x < 0 - light.width + light.ox )
return if ( charactor.screen_x > @width + light.ox )
return if ( charactor.screen_y < 0 - light.height + light.oy )
return if ( charactor.screen_y > @height + light.oy )
else
return if ( charactor.screen_x < 0 - ( light.width + light.ox ) * @zoom )
return if ( charactor.screen_x > ( @width + light.ox ) * @zoom )
return if ( charactor.screen_y < 0 - ( light.height + light.oy ) * @zoom )
return if ( charactor.screen_y > ( @height + light.oy ) * @zoom )
end
# 动画判定
if light.cells > 1
index = ( Graphics.frame_count / 4 ) % light.cells
rect = Rect.new ( index * light.width , 0 , light.width , light.height )
else
rect = light.bitmap .rect
end
if @zoom != 1
p_x = charactor.screen_x / @zoom - light.ox
p_y = ( charactor.screen_y - 16 ) / @zoom - light.oy
else
p_x = charactor.screen_x - light.ox
p_y = charactor.screen_y - 16 - light.oy
end
# 乗算合成(3)
self .bitmap .blend_blt ( p_x, p_y, light.bitmap , rect, 3 )
end
def refresh
self .bitmap .fill_rect ( self .bitmap .rect , @@base_color)
$game_map .light_events .each do |event|
next if HN_Light::LIGHTS [ event.light_type - 1 ] .nil ?
add_light( event)
end
add_light( $game_player)
end
# 更新
def update
super
refresh( )
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
self .bitmap .dispose
@light_cache .values .each do |light|
light.dispose
end
super
end
end
class Spriteset_Map
# 动画判定
def create_dark
@dark_sprite = Sprite_Dark.new ( @viewport1)
end
# 更新黑暗Sprite
def update_dark
if ( @dark_sprite.visible = $game_switches [ HN_Light::DARK_SWITCH ] )
@dark_sprite .update
end
end
# 破弃黑暗Sprite
def dispose_dark
@dark_sprite .dispose
end
# 初期化
alias :_dark__initialize :initialize unless private_method_defined?( :_dark__initialize )
def initialize
_dark__initialize( )
create_dark( )
update_dark( )
end
# 更新
alias :_dark__update :update unless method_defined?( :_dark__update )
def update
_dark__update( )
update_dark( ) if !@dark_sprite.nil ? and !@dark_sprite.disposed ?
end
# 结束处理
alias :_dark__dispose :dispose unless method_defined?( :_dark__dispose )
def dispose
dispose_dark( )
_dark__dispose( )
end
end
阴影精灵
#使用方法:不透明的物体在光源旁边会产生一个阴影。
#所以,在光源的事件里面(例如火),请在第一页加上一个注释“s”(请不要带引号)
#然后将此脚本命名为“人物阴影”插入到main上方即可。
#==============================================================================
# ■ 阴影精灵 (渐变精灵 )
# 以 Genzai Kawakami的阴影脚本为基础,
# Rataime为其重写和更新,
# Boushy 为其添加附属功能
# 精灵使者汉化
#==============================================================================
CATERPILLAR_COMPATIBLE = true
class Game_Party
attr_reader :characters
end
class Sprite_Shadow < RPG::Sprite
attr_accessor :character
def initialize( viewport, character = nil ,source = nil ,anglemin=0 ,anglemax=0 ,distancemax=0 )
super ( viewport)
@anglemin =anglemin.to_f
@anglemax =anglemax.to_f
@distancemax =distancemax.to_f
@character = character
@source = source
update
end
def update
super
if ( @tile_id != @character .tile_id or
@character_name != @character .character_name or
@character_hue != @character .character_hue ) # and ( @character.screen_x >= 0 and @character.screen_x <=640 and @character.screen_y>=0 and @character.screen_y <= 480)
@tile_id = @character .tile_id
@character_name = @character .character_name
@character_hue = @character .character_hue
if @character_name .include ?( "AC" ) and not @character_name .include ?( "=4" )
if @character .direction == 4
self .mirror = false
else
self .mirror = true
end
else
if @character .direction == 4
self .mirror = true
else
self .mirror = false
end
end
if @tile_id >= 384
self .bitmap = RPG::Cache .tile ( $game_map.tileset_name ,
@tile_id , @character .character_hue )
self .src_rect .set ( 0 , 0 , 32 , 32 )
self .ox = 16
self .oy = 32
else
self .bitmap = RPG::Cache .character ( @character.character_name ,
@character .character_hue )
@cw = bitmap.width / 4
@cw = bitmap.width / 4
if not @character_name .include ?( "=4" )
@ch = bitmap.height / 4
else
@ch = bitmap.height / 4
end
self .ox = @cw / 2
self .oy = @ch
end
end
self .visible = ( not @character .transparent )
if @tile_id == 0
# 设置传送目标的矩形
if not @character_name .include ?( "=4" )
if @character .pattern >= 4
sx = ( @character.pattern - 4 ) * @cw
else
sx = @character .pattern * @cw
end
if @character .pattern >= 4
sy = ( 4 - 2 ) / 2 * @ch
else
sy = ( 2 - 2 ) / 2 * @ch
end
self .src_rect .set ( sx, sy, @cw , @ch )
else
sx = @character .pattern * @cw
sy = ( @character.direction - 2 ) / 2 * @ch
self .src_rect .set ( sx, sy, @cw , @ch )
end
end
self .x = @character .screen_x
self .y = @character .screen_y -5
self .z = @character .screen_z ( @ch) -1
self .opacity = @character .opacity
self .blend_type = @character .blend_type
self .bush_depth = @character .bush_depth
#if @character.animation_id != 0
#animation = $data_animations[@character.animation_id]
# animation(animation, true)
# @character.animation_id = 0
#end
@deltax =@source.x -self .x
@deltay = @source .y -self .y
self .angle = 57.3 *Math .atan2 ( @deltax, @deltay )
@angle_trigo =self .angle +90
if @angle_trigo <0
@angle_trigo =360 +@angle_trigo
end
self .color = Color.new ( 0 , 0 , 0 )
@distance = ( ( @deltax ** 2 ) + ( @deltay ** 2 ) )
if $game_map.shadows ==-1
self .opacity = 0
else
self .opacity = 1200000 /( @distance+6000 )
end
if @character .screen_x >= 640 or @character .screen_x <= 0 or @character .screen_y >= 480 or @character .screen_y <= 0
self .opacity = 0
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance >=@distancemax
self .opacity =0
end
if @anglemin !=0 or @anglemax !=0
if ( @angle_trigo<@anglemin or @angle_trigo >@anglemax) and @anglemin <@anglemax
self .opacity =0
end
if ( @angle_trigo<@anglemin and @angle_trigo >@anglemax) and @anglemin >@anglemax
self .opacity =0
end
end
end
end
#===================================================
# ■ 重定义 Sprite_Character
#===================================================
class Sprite_Character < RPG::Sprite
alias shadow_initialize initialize
def initialize( viewport, character = nil )
@character = character
# @character = nil
super ( viewport)
@ombrelist =[ ]
if ( character.is_a ?( Game_Event) and character.list !=nil and character.list [ 0 ] .code == 108 and character.list [ 0 ] .parameters == [ "s" ] )
if ( character.list [ 1 ] !=nil and character.list [ 1 ] .code == 108 )
@anglemin =character.list [ 1 ] .parameters [ 0 ]
end
if ( character.list [ 2 ] !=nil and character.list [ 2 ] .code == 108 )
@anglemax =character.list [ 2 ] .parameters [ 0 ]
end
if ( character.list [ 3 ] !=nil and character.list [ 3 ] .code == 108 )
@distancemax =character.list [ 3 ] .parameters [ 0 ]
end
for i in $game_map .events .keys .sort
if ( $game_map.events [ i] .is_a ?( Game_Event) and not ( $game_map.events [ i] .list [ 0 ] .code == 108 && ( $game_map.events [ i] .list [ 0 ] .parameters == [ "NotShadow" ] ) or $game_map .events [ i] .list [ 0 ] .parameters == [ "s" ] ) ) #$game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist [ i+1 ] = Sprite_Shadow.new ( viewport, $game_map .events [ i] ,self ,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist [ 1 ] = Sprite_Shadow.new ( viewport, $game_player ,self ,@anglemin,@anglemax,@distancemax)
#===================================================
# ● 原装人物跟随兼容脚本
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party .characters !=nil
for member in $game_party .characters
@ombrelist .push ( Sprite_Shadow.new ( viewport, member,self ,@anglemin,@anglemax,@distancemax) )
end
end
#===================================================
# ● 兼容脚本结束
#===================================================
end
shadow_initialize( viewport, @character )
end
alias shadow_update update
def update
shadow_update
if @ombrelist !=[ ]
for i in [ email] 1 ..@ombrelist.size [ /email]
# if @character.x >= 7 # character.x = @x -1
if @ombrelist [ i] !=nil
@ombrelist [ i] .update
end
# end
end
end
end
end
#===================================================
# ■ 新定义类Scene_Save
#===================================================
class Scene_Save < Scene_File
alias shadows_write_save_data write_save_data
def write_save_data( file)
$game_map .shadows = nil
shadows_write_save_data( file)
end
end
#===================================================
# ■ 新定义类 Game_Map
#===================================================
class Game_Map
attr_accessor :shadows
end
#使用方法:不透明的物体在光源旁边会产生一个阴影。
#所以,在光源的事件里面(例如火),请在第一页加上一个注释“s”(请不要带引号)
#然后将此脚本命名为“人物阴影”插入到main上方即可。
#==============================================================================
# ■ 阴影精灵 (渐变精灵 )
# 以 Genzai Kawakami的阴影脚本为基础,
# Rataime为其重写和更新,
# Boushy 为其添加附属功能
# 精灵使者汉化
#==============================================================================
CATERPILLAR_COMPATIBLE = true
class Game_Party
attr_reader :characters
end
class Sprite_Shadow < RPG::Sprite
attr_accessor :character
def initialize( viewport, character = nil ,source = nil ,anglemin=0 ,anglemax=0 ,distancemax=0 )
super ( viewport)
@anglemin =anglemin.to_f
@anglemax =anglemax.to_f
@distancemax =distancemax.to_f
@character = character
@source = source
update
end
def update
super
if ( @tile_id != @character .tile_id or
@character_name != @character .character_name or
@character_hue != @character .character_hue ) # and ( @character.screen_x >= 0 and @character.screen_x <=640 and @character.screen_y>=0 and @character.screen_y <= 480)
@tile_id = @character .tile_id
@character_name = @character .character_name
@character_hue = @character .character_hue
if @character_name .include ?( "AC" ) and not @character_name .include ?( "=4" )
if @character .direction == 4
self .mirror = false
else
self .mirror = true
end
else
if @character .direction == 4
self .mirror = true
else
self .mirror = false
end
end
if @tile_id >= 384
self .bitmap = RPG::Cache .tile ( $game_map.tileset_name ,
@tile_id , @character .character_hue )
self .src_rect .set ( 0 , 0 , 32 , 32 )
self .ox = 16
self .oy = 32
else
self .bitmap = RPG::Cache .character ( @character.character_name ,
@character .character_hue )
@cw = bitmap.width / 4
@cw = bitmap.width / 4
if not @character_name .include ?( "=4" )
@ch = bitmap.height / 4
else
@ch = bitmap.height / 4
end
self .ox = @cw / 2
self .oy = @ch
end
end
self .visible = ( not @character .transparent )
if @tile_id == 0
# 设置传送目标的矩形
if not @character_name .include ?( "=4" )
if @character .pattern >= 4
sx = ( @character.pattern - 4 ) * @cw
else
sx = @character .pattern * @cw
end
if @character .pattern >= 4
sy = ( 4 - 2 ) / 2 * @ch
else
sy = ( 2 - 2 ) / 2 * @ch
end
self .src_rect .set ( sx, sy, @cw , @ch )
else
sx = @character .pattern * @cw
sy = ( @character.direction - 2 ) / 2 * @ch
self .src_rect .set ( sx, sy, @cw , @ch )
end
end
self .x = @character .screen_x
self .y = @character .screen_y -5
self .z = @character .screen_z ( @ch) -1
self .opacity = @character .opacity
self .blend_type = @character .blend_type
self .bush_depth = @character .bush_depth
#if @character.animation_id != 0
#animation = $data_animations[@character.animation_id]
# animation(animation, true)
# @character.animation_id = 0
#end
@deltax =@source.x -self .x
@deltay = @source .y -self .y
self .angle = 57.3 *Math .atan2 ( @deltax, @deltay )
@angle_trigo =self .angle +90
if @angle_trigo <0
@angle_trigo =360 +@angle_trigo
end
self .color = Color.new ( 0 , 0 , 0 )
@distance = ( ( @deltax ** 2 ) + ( @deltay ** 2 ) )
if $game_map.shadows ==-1
self .opacity = 0
else
self .opacity = 1200000 /( @distance+6000 )
end
if @character .screen_x >= 640 or @character .screen_x <= 0 or @character .screen_y >= 480 or @character .screen_y <= 0
self .opacity = 0
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance >=@distancemax
self .opacity =0
end
if @anglemin !=0 or @anglemax !=0
if ( @angle_trigo<@anglemin or @angle_trigo >@anglemax) and @anglemin <@anglemax
self .opacity =0
end
if ( @angle_trigo<@anglemin and @angle_trigo >@anglemax) and @anglemin >@anglemax
self .opacity =0
end
end
end
end
#===================================================
# ■ 重定义 Sprite_Character
#===================================================
class Sprite_Character < RPG::Sprite
alias shadow_initialize initialize
def initialize( viewport, character = nil )
@character = character
# @character = nil
super ( viewport)
@ombrelist =[ ]
if ( character.is_a ?( Game_Event) and character.list !=nil and character.list [ 0 ] .code == 108 and character.list [ 0 ] .parameters == [ "s" ] )
if ( character.list [ 1 ] !=nil and character.list [ 1 ] .code == 108 )
@anglemin =character.list [ 1 ] .parameters [ 0 ]
end
if ( character.list [ 2 ] !=nil and character.list [ 2 ] .code == 108 )
@anglemax =character.list [ 2 ] .parameters [ 0 ]
end
if ( character.list [ 3 ] !=nil and character.list [ 3 ] .code == 108 )
@distancemax =character.list [ 3 ] .parameters [ 0 ]
end
for i in $game_map .events .keys .sort
if ( $game_map.events [ i] .is_a ?( Game_Event) and not ( $game_map.events [ i] .list [ 0 ] .code == 108 && ( $game_map.events [ i] .list [ 0 ] .parameters == [ "NotShadow" ] ) or $game_map .events [ i] .list [ 0 ] .parameters == [ "s" ] ) ) #$game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist [ i+1 ] = Sprite_Shadow.new ( viewport, $game_map .events [ i] ,self ,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist [ 1 ] = Sprite_Shadow.new ( viewport, $game_player ,self ,@anglemin,@anglemax,@distancemax)
#===================================================
# ● 原装人物跟随兼容脚本
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party .characters !=nil
for member in $game_party .characters
@ombrelist .push ( Sprite_Shadow.new ( viewport, member,self ,@anglemin,@anglemax,@distancemax) )
end
end
#===================================================
# ● 兼容脚本结束
#===================================================
end
shadow_initialize( viewport, @character )
end
alias shadow_update update
def update
shadow_update
if @ombrelist !=[ ]
for i in [ email] 1 ..@ombrelist.size [ /email]
# if @character.x >= 7 # character.x = @x -1
if @ombrelist [ i] !=nil
@ombrelist [ i] .update
end
# end
end
end
end
end
#===================================================
# ■ 新定义类Scene_Save
#===================================================
class Scene_Save < Scene_File
alias shadows_write_save_data write_save_data
def write_save_data( file)
$game_map .shadows = nil
shadows_write_save_data( file)
end
end
#===================================================
# ■ 新定义类 Game_Map
#===================================================
class Game_Map
attr_accessor :shadows
end
问题:两个脚本都是用注释作为识别的,无法同时起作用,如何解决,要是可以,那就完美了
单独显示烛光和影子是可以的,但不能在烛光周围显示影子....