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by.杀人越货
翻译的一般吧,应该能看懂,不过我没看过脚本内容就是了,大概的意思是通过事件的中加入一个注释,然后这个事件被当作现实中的太阳来使用来产生影子效果
- #==============================================================================
- # ** Spriteset_Map
- #------------------------------------------------------------------------------
- # This class edits problems cause by Sprite_Shadow and Sprite_Sun
- #==============================================================================
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # * Alias Listings
- #--------------------------------------------------------------------------
- alias create_viewports_original create_viewports
- alias dispose_viewports_original dispose_viewports
- alias update_viewports_original update_viewports
- alias update_tilemap_original update_tilemap
- alias dispose_tilemap_original dispose_tilemap
- alias create_tilemap_original create_tilemap
- #--------------------------------------------------------------------------
- # * Create Viewport
- #--------------------------------------------------------------------------
- def create_viewports
- create_viewports_original
- @viewport0 = Viewport.new(0, 0, 544, 416)
- @viewport0.z = 1
- @viewport1.z = 20
- end
- #--------------------------------------------------------------------------
- # * Create Tilemap
- #--------------------------------------------------------------------------
- def create_tilemap
- create_tilemap_original
- @tilemap0 = Tilemap.new(@viewport0)
- @tilemap0.bitmaps[0] = Cache.system("TileA1")
- @tilemap0.bitmaps[1] = Cache.system("TileA2")
- @tilemap0.bitmaps[4] = Cache.system("TileA5")
- @tilemap = Tilemap.new(@viewport1)
- @tilemap.bitmaps[2] = Cache.system("TileA3")
- @tilemap.bitmaps[3] = Cache.system("TileA4")
- @tilemap.bitmaps[5] = Cache.system("TileB")
- @tilemap.bitmaps[6] = Cache.system("TileC")
- @tilemap.bitmaps[7] = Cache.system("TileD")
- @tilemap.bitmaps[8] = Cache.system("TileE")
- @tilemaps = [@tilemap, @tilemap0]
- @tilemaps.each {|x| x.map_data = $game_map.data}
- @tilemaps.each {|x| x.passages = $game_map.passages}
- end
- #--------------------------------------------------------------------------
- # * Dispose of Tilemap
- #--------------------------------------------------------------------------
- def dispose_tilemap
- dispose_tilemap_original
- @tilemap0.dispose
- end
- #--------------------------------------------------------------------------
- # * Dispose of Viewport
- #--------------------------------------------------------------------------
- def dispose_viewports
- @viewport0.dispose
- dispose_viewports_original
- end
- #--------------------------------------------------------------------------
- # * Update Tilemap
- #--------------------------------------------------------------------------
- def update_tilemap
- update_tilemap_original
- @tilemap0.ox = $game_map.display_x / 8
- @tilemap0.oy = $game_map.display_y / 8
- @tilemap0.update
- end
- #--------------------------------------------------------------------------
- # * Update Viewport
- #--------------------------------------------------------------------------
- def update_viewports
- update_viewports_original
- @viewport0.tone = $game_map.screen.tone
- @viewport0.ox = $game_map.screen.shake
- @viewport0.update
- end
- end
复制代码- #==============================================================================
- # ** Sprite Sun
- #------------------------------------------------------------------------------
- # Based on Sprite Shadow
- # modified by Rataime
- # New Edits by DerVVulfman
- # Modified for VX by Syvkal
- # Fixes by Painhurt
- # October 14, 2008
- #------------------------------------------------------------------------------
- #
- #简介:
- #
- #此系统可让您和所有的'准备'的活动而产生的阴影
- #外地地图。该播放器可以移动左右,而计划'阳光'会
- #显示了一层阴影。同样,事件,特别在其发表评论
- #活动名单也可以产生阴影。
- #
- #------------------------------------------------- -----------------------------
- #
- #说明:
- #
- # -太阳
- #要创建一个太阳的影响,您需要创建一个地图事件的是
- #使用'为'太阳本身。在大多数情况下,这将是一个
- #如果没有字符图形。
- #不想看太阳吗?(作者增加恶搞吧)
- #
- #为了使这些事件的一个太阳,您需要插入一个几
- #事情到这一事件的“事件列表命令中 。这些事情是没好注释的
- #
- #第一个评论补充的是, “制造一个太阳“(不含引号) 。它通知
- #系统,这个地图有一个太阳的影响。剩下的两个
- #值是可选的,并预设值中的配置 (只需加入脚本中) 。他们也增加注释
- #
- # self_angle '变量或数值' ---每个阴影有多少个角度(不确定)
- # self_opacity '变量数值' ---阴影黑色程度。
- #
- #在此之后,您的人物现在可以走动,并产生阴影。
- #
- # -其他活动
- #事件不知道他们会产生阴影。为了让这些知道影子,
- #所有您需要做的是添加一个特殊的注释加入
- # “事件的命令中” 。评论需要这仅仅是一句
- # '开始阴影' (同样不包括引号) 。
- #(作者也许是需要插入begin Shadow这个注释来启动影子系统)
- #
- #
- #------------------------------------------------- -----------------------------
- #
- #修订说明:
- #
- # 1 )加入格式化的标题和注释在整个中。
- # 2 )封装注释/参数代码在XPML模块。
- # 3 )设置太阳阴影数组的一个实例用较少的资源。
- # 4 )兼容近Fantastica的跟进运动系统。
- # 5 )兼容Ccoa的卡特彼勒系统。
- #6 )兼容性与骗子的卡特彼勒系统。
- #7 )由默认的阴影设置的配置节。
- #(上文说到的系统应该是作者所发布的网站的某些脚本)
- #
- #
- #========================================================================
- # ** C O N F I G U R A T I O N S Y S T E M ** #
- #========================================================================
- #卡特彼勒系统
- CATERPILLAR_COMPATIBLE = true # 切换为Fukuyama's original
- SQUAD_MOVE_COMPATIBLE = false # 切换为接近 Fantastica's SBABS
- CCOA_CATER_COMPATIBLE = false # 切换为 Ccoa's Caterpillar
- TRICKSTER_CATER_COMPATIBLE = false # 切换为Trickster's Caterpillar
-
- #太阳影子系统
- SUN_WARN = true # 检查老的太阳系统
- SUN_ANGLE = 45 # 太阳产生的阴影角度
- SUN_OPACITY = 128 # 阳光设置的阴影
-
- #========================================================================
- # **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
- #========================================================================
-
-
- #==============================================================================
- # ** Game_Temp
- #------------------------------------------------------------------------------
- # 本级处理的临时数据,不包括保存数据。
- # 参见“ $ game_temp ”的实例,这个类.
- #==============================================================================
- class Game_Temp
- #--------------------------------------------------------------------------
- # * 公共实例变量
- #--------------------------------------------------------------------------
- attr_accessor :sun_spriteset # spritesets持有的'阳光'的阴影
- end
- #==============================================================================
- # ** Game_Party
- #------------------------------------------------------------------------------
- # 本级处理数据。它包括gold and items的信息(本人未读脚本不知道意思)
- # 参见“ $ game_party ”的实例,这个类
- #==============================================================================
- class Game_Party
- #--------------------------------------------------------------------------
- # * 公共实例变量
- #--------------------------------------------------------------------------
- attr_reader :characters
- end
- #==============================================================================
- # ** Sprite_Sun
- #------------------------------------------------------------------------------
- # 这精灵是用来建议相对于地图的特色影子位置相对于地图的位置
- # 它遵守Game_Character类和自动更改图片的条件
- #==============================================================================
- class Sprite_Sun < Sprite_Base
- #--------------------------------------------------------------------------
- # * 公共实例变量
- #--------------------------------------------------------------------------
- attr_accessor :character
- #--------------------------------------------------------------------------
- # * 对象初始化
- # viewport : viewport
- # character : character (Game_Character)
- # id : id
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil, id=0)
- super(viewport)
- @character = character
- params=$game_temp.sun_spriteset.sun[id]
- self_angle = SUN_ANGLE
- self_opacity = SUN_OPACITY
- self_angle = params[0] if params.size > 0
- self_opacity = params[1] if params.size > 1
- @self_angle = self_angle
- @self_opacity = self_opacity
- update
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- super
- #如果tile_id(标题编号),file name(文件名字),或者色调与现在的不同
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_index != @character.character_index
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_index = @character.character_index
- if @tile_id > 0
- sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
- sy = @tile_id % 256 / 8 % 16 * 32;
- set_number = @tile_id / 256
- self.bitmap = Cache.system("TileB") if set_number == 0
- self.bitmap = Cache.system("TileC") if set_number == 1
- self.bitmap = Cache.system("TileD") if set_number == 2
- self.bitmap = Cache.system("TileE") if set_number == 3
- self.src_rect.set(sx, sy, 32, 32)
- self.ox = 16
- self.oy = 32
- else
- self.bitmap = Cache.character(@character_name)
- sign = @character_name[/^[\!\$]./]
- if sign != nil and sign.include?('$')
- @cw = bitmap.width / 3
- @ch = bitmap.height / 4
- else
- @cw = bitmap.width / 12
- @ch = bitmap.height / 8
- end
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- # 设置可见的情况
- self.visible = (not @character.transparent)
- # If graphic is character(如果图片是人 不确定翻译)
- if @tile_id == 0
- index = @character.character_index
- pattern = @character.pattern < 3 ? @character.pattern : 1
- # 设置矩形变化
- sx = (index % 4 * 3 + pattern) * @cw
- @direct = @character.direction
- if self.angle > 90 or angle < -90
- sy = ( 4 - 2) / 2 * @ch if @direct == 6
- sy = ( 6 - 2) / 2 * @ch if @direct == 4
- sy = (@character.direction - 2) / 2 * @ch if @direct != 4 and @direct != 6
- else
- sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
- end
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- # 设置图片坐标
- self.x = @character.screen_x
- self.y = @character.screen_y-5
- self.z = @character.screen_z- 1
- # 设置透明,合成方法,and bush depth(这个水平有限不知道是什么)
- self.opacity = @self_opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- # 动画
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- self.angle = @self_angle.to_i - 90
- self.color = Color.new(0, 0, 0)
- end
- end
- #==============================================================================
- # ** Sprite_Character
- #------------------------------------------------------------------------------
- # 这脚本是用来显示character.它遵守Game_Character 类和自动更改脚本条件
- #==============================================================================
- class Sprite_Character < Sprite_Base
- #--------------------------------------------------------------------------
- # * 别名列表
- #--------------------------------------------------------------------------
- alias sun_initialize initialize
- alias sun_update update
- #--------------------------------------------------------------------------
- # * 对象初始化
- # viewport : viewport
- # character : character (Game_Character)
- #--------------------------------------------------------------------------
- def initialize(viewport, character = nil)
- @viewport0 = Viewport.new(0, 0, 544, 416)
- @viewport0.z = 1
- @character = character
- super(viewport)
- @sunlist=[]
- if character.is_a?(Game_Event) and $game_temp.sun_spriteset.sun != []
- params = XPML.XPML_read("Shadow", @character.id, 2)
- if params != nil
- for i in 0...$game_temp.sun_spriteset.sun.size
- @sunlist.push(Sprite_Sun.new(@viewport0, @character, i))
- end
- end
- end
- if character.is_a?(Game_Player) and $game_temp.sun_spriteset.sun != []
- for i in 0...$game_temp.sun_spriteset.sun.size
- @sunlist.push(Sprite_Sun.new(@viewport0, $game_player, i))
- end
- #===================================================
- # * 兼容性与 Caterpillar(毛虫?)功能
- #===================================================
- if CATERPILLAR_COMPATIBLE and $game_party.characters != nil
- for member in $game_party.characters
- for i in 0...$game_temp.sun_spriteset.sun.size
- @sunlist.push(Sprite_Sun.new(@viewport0, member, i))
- end
- end
- end
- if SQUAD_MOVE_COMPATIBLE and $game_allies.values != nil
- for member in $game_allies.values
- for i in 0...$game_temp.sun_spriteset.sun.size
- @sunlist.push(Sprite_Sun.new(@viewport0, member, i))
- end
- end
- end
- if CCOA_CATER_COMPATIBLE and $game_train.actors != nil
- for member in $game_train.actors
- for i in 0...$game_temp.sun_spriteset.sun.size
- @sunlist.push(Sprite_Sun.new(@viewport0, member, i))
- end
- end
- end
- if TRICKSTER_CATER_COMPATIBLE and $game_party.followers != nil
- for member in $game_party.followers
- for i in 0...$game_temp.sun_spriteset.sun.size
- @sunlist.push(Sprite_Sun.new(@viewport0, member, i))
- end
- end
- end
- #===================================================
- # ** 兼容性脚本底部
- #===================================================
- end
- # 执行原来的语句
- sun_initialize(viewport, @character)
- end
- #--------------------------------------------------------------------------
- # * 更新图片
- #--------------------------------------------------------------------------
- def update
- sun_update
- if @sunlist != []
- for i in [email protected]
- @sunlist[i].update
- end
- end
- end
- end
- #==============================================================================
- # ** Game_Event
- #------------------------------------------------------------------------------
- # 这里处理包括事件页,开关,通行设置,并行处理等
- # 这里使用了Game_Map类
- #==============================================================================
- class Game_Event < Game_Character
- #--------------------------------------------------------------------------
- # * 公共实例变量
- #--------------------------------------------------------------------------
- attr_accessor :id
- end
- #==============================================================================
- # ** Spriteset_Map
- #------------------------------------------------------------------------------
- # 这个类汇集了地图的上的图片, tilemaps等
- # 这是理使用了Scene_Map类
- #==============================================================================
- class Spriteset_Map
- #--------------------------------------------------------------------------
- # * 公共实例变量
- #--------------------------------------------------------------------------
- attr_accessor :sun
- #--------------------------------------------------------------------------
- # * 别名列表
- #--------------------------------------------------------------------------
- alias sun_initialize initialize
- #--------------------------------------------------------------------------
- # * 对象初始化
- #--------------------------------------------------------------------------
- def initialize
- @sun = []
- $game_temp.sun_spriteset = self
- warn = false
- for k in $game_map.events.keys.sort
- if ($game_map.events[k].list != nil and
- $game_map.events[k].list[0].code == 108 and
- ($game_map.events[k].list[0].parameters == ["sun"] or
- $game_map.events[k].list[0].parameters == ["o"]))
- warn = true
- end
- params = XPML.XPML_read("Sun", k, 2)
- $game_temp.sun_spriteset.sun.push(params) if params != nil
- end
- if warn == true and SUN_WARN
- p "Warning : At least one event on this map uses an obsolete way to add a sun effect"
- end
- # Perform the original call
- sun_initialize
- end
- end
- #==============================================================================
- # ** module XPML
- #------------------------------------------------------------------------------
- # 这一模块处理读取和传递的注释参数
- #
- # XPML的主要方法是用来检查和读取注释
- # 如果标记的'check'不存在则返回nil
- # 如果没有传递参数则返回[]
- # 它返回的参数列表回转换未int型
- # eg :
- # begin first
- # begin second
- # param1 1
- # param2 two
- # begin third
- # anything 3
- #
- # p XPML_read("first", event_id) -> []
- # p XPML_read("second", event_id) -> [1,"two"]
- # p XPML_read("third", event_id) -> [3]
- # p XPML_read("forth", event_id) -> nil
- #===================================================
- module XPML
- module_function
- #--------------------------------------------------------------------------
- # * XPML_read
- # markup : 事件中的注释
- # event_id : 事件ID
- # max_param_number : 最大数量的(参数/注释)去读取
- #--------------------------------------------------------------------------
- def XPML_read(markup, event_id, max_param_number = 0)
- parameter_list = nil
- event = $game_map.events[event_id]
- return if event.list == nil
- for i in 0...event.list.size
- if event.list[i].code == 108 and
- event.list[i].parameters[0].downcase == "begin " + markup.downcase
- parameter_list = [] if parameter_list == nil
- for j in i + 1...event.list.size
- if event.list[j].code == 108
- parts = event.list[j].parameters[0].split
- if parts.size != 1 and parts[0].downcase != "begin"
- if parts[1].to_i != 0 or parts[1] == "0"
- parameter_list.push(parts[1].to_i)
- else
- parameter_list.push(parts[1])
- end
- else
- return parameter_list
- end
- else
- return parameter_list
- end
- if max_param_number != 0 and j == i + max_param_number
- return parameter_list
- end
- end
- end
- end
- return parameter_list
- end
- end
复制代码
汉化部分还是有点问,具体使用等我读过才知道
脚本3的内容和脚本2差不多可以参照使用,脚本1注释较少我就不汉化了
关于需要转换到XP系统上的问题我想就在这1周内或下周左右我会该成XP上的系统的,对于XP系统上有需要的朋友可以等等看 |
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