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本帖最后由 tseyik 于 2013-9-1 21:39 编辑
<connect map: map_id offset_x offset_y>- =begin
- #===============================================================================
- Title: Connected Maps
- Author: Tsukihime
- Date: Apr 2, 2013
- --------------------------------------------------------------------------------
- ** Change log
- Apr 2
- - added note-tag shortcut for width and height
- Mar 17, 2013
- - updated to support area map addon
- - combined encounter lists
- - fixed bug where transferring was not done correctly
- - Initial release
- --------------------------------------------------------------------------------
- ** Terms of Use
- * Free to use in commercial/non-commercial projects
- * No real support. The script is provided as-is
- * Will do bug fixes, but no compatibility patches
- * Features may be requested but no guarantees, especially if it is non-trivial
- * Credits to Tsukihime in your project
- * Preserve this header
- --------------------------------------------------------------------------------
- ** Description
-
- This script allows you to connect maps together, providing a seamless
- transition from one map to another. You can create a map in separate parts
- and then connect it all together to produce one large map. This allows you
- to exceed the 500x500 limit imposed by the editor.
- --------------------------------------------------------------------------------
- ** Usage
-
- Place this script below Materials and above Main.
-
- To connect a map to another, write a note-tag in the map object
-
- <connect map: map_id offset_x offset_y>
- <connect map: map_id offset_x offset_y recurse_limit>
-
- The map_id is the ID of the map that you want to the current map.
- Offset_x and Offset_y is the position that the new map will be placed.
-
- You can use the letter "w" for offset_x to mean the width of the map.
- You can use the letter "h" for offset_y to mean the height of the map.
-
- The recurse_limit is special and will be described later.
-
- -- Positioning modes --
-
- There are two types of map connecting modes in this script.
- 1. Absolute connection.
- All offsets are specified relative to the current map, where the
- origin is located at (0, 0), the upper-left corner of the current map.
-
- 2. Recursive connection.
- All offsets are specified relative to the parent map, where the
- origin is the position of the upper-left corner of the parent map.
-
- If you are using recursive mode, you can use the recurse limit in the note-tag.
-
- The recurse limit is meant to save you some effort when connecting maps.
- For example, suppose you have the following connection between two maps, A
- and B
-
- A --> B
- B --> A
-
- The recurse limit allows you to specify how many times these connections
- should repeat. For example, if recurse limit is 2, then the connection is
- allowed to repeat twice
-
- A --> B --> A --> B --> A -> B -> A
-
- There are some rules to follow when connecting maps
-
- 1. You start from the top-left, and connect maps to the right or below. You
- cannot connect maps to the left or above, so plan carefully.
-
- 2. Maps that do not have equal dimensions will leave empty black squares that
- are not passable.
-
- 3. Events can only reference events on the same map. They cannot reference
- events from other maps.
-
- #===============================================================================
- =end
- $imported = {} if $imported.nil?
- $imported["TH_ConnectedMaps"] = true
- #===============================================================================
- # ** Configuration
- #===============================================================================
- module TH
- module Connected_Maps
-
- # Recursive mode allows you to connect maps relative to each other.
- # Set this to false if youp refer absolute positioning. Though I think
- # it is easier to leave it as recursive.
- Recursive_Mode = true
-
- Regex = /<connect[-_ ]map: (\d+)\s+(w|-?\d+)\s+(h|-?\d+)\s*(\d+)?>/im
- end
- end
- #===============================================================================
- # ** Rest of script
- #===============================================================================
- module RPG
- class Map
-
- def connected_maps
- return @connected_maps unless @connected_maps.nil?
- load_notetag_connected_maps
- return @connected_maps
- end
-
- def load_notetag_connected_maps
- @connected_maps = []
- res = self.note.scan(TH::Connected_Maps::Regex)
- res.each {|result|
- map_id = result[0].to_i
- offset_x = result[1] ? (result[1].downcase == "w" ? self.width : result[1].to_i) : 0
- offset_y = result[2] ? (result[2].downcase == "h" ? self.height : result[2].to_i) : 0
- recurse_limit = result[3] ? result[3].to_i : 1
- @connected_maps.push([map_id, offset_x, offset_y, recurse_limit])
- }
- end
- end
-
- class Event
- def update_for_map_connection(offset)
- @pages.each {|page|
- update_page_events(page, offset)
- }
- end
-
- def update_page_events(page, offset)
- page.list.each {|cmd|
- case cmd.code
- when 111 # cond branch, character (0, 1, 2, ...)
- cmd.parameters[1] += offset if cmd.parameters[0] == 6 && cmd.parameters[1] > 0
- when 122 # variables, character (0, 1 2, ... )
- cmd.parameters[5] += offset if cmd.parameters[4] == 5 && cmd.parameters[5] > 0
- when 203 # set event location
- cmd.parameters[0] += offset if cmd.parameters[0] > 0
- cmd.parameters[2] += offset if cmd.parameters[1] == 2 && cmd.parameters[2] > 0
- when 205, 212, 213 # move route, animation, and balloon
- cmd.parameters[0] += offset if cmd.parameters[0] > 0
- end
- }
- end
- end
- end
- class Game_Map
-
- alias :th_connected_maps_setup :setup
- def setup(map_id)
- @new_width = nil
- @new_height = nil
- th_connected_maps_setup(map_id)
- add_connected_maps(@map, {})
- @map.width ||= @new_width
- @map.height ||= @new_height
- end
-
- alias :th_connected_maps_width :width
- def width
- @new_width || th_connected_maps_width
- end
-
- alias :th_connected_maps_height :height
- def height
- @new_height || th_connected_maps_height
- end
-
- #-----------------------------------------------------------------------------
- # Connect maps together with the current map. The recursive limit is a global
- # limit, not a local limit, and is based on the number of times a map has
- # been visited. TO-DO: implement as BFS...
- #-----------------------------------------------------------------------------
- def add_connected_maps(map, visited, ox=0, oy=0)
- map.connected_maps.each {|map_id, offset_x, offset_y, recurse_limit|
- visited[map_id] ||= 1
- return if visited[map_id] > recurse_limit
- visited[map_id] += 1
- conmap = load_data(sprintf("Data/Map%03d.rvdata2", map_id))
- setup_connected_map(map_id, ox, oy, offset_x, offset_y)
- combine_maps(conmap.data, ox + offset_x, oy + offset_y)
- combine_encounters(conmap.encounter_list)
- combine_events(conmap.events, ox + offset_x, oy + offset_y, @events.keys.max || 0)
- add_connected_maps(conmap, visited, ox + offset_x, oy + offset_y)
- }
- end
-
- #-----------------------------------------------------------------------------
- # Setup map metadata
- #-----------------------------------------------------------------------------
- def setup_connected_map(map_id, ox, oy, offset_x, offset_y)
- end
-
- #-----------------------------------------------------------------------------
- # Extend the current map's tilemap with the new map's tile map. Resize
- # only if needed. Remember that we are always connecting to the right or
- # bottom.
- #-----------------------------------------------------------------------------
- def combine_maps(new_data, ox, oy)
- new_x = ox + new_data.xsize >= width ? ox + new_data.xsize : width
- new_y = oy + new_data.ysize >= height ? oy + new_data.ysize : height
- @new_width = new_x
- @new_height = new_y
- @map.data.resize(new_x, new_y, @map.data.zsize)
- for z in 0 ... 4
- for x in 0 ... new_data.xsize
- for y in 0 ... new_data.ysize
- next if ox + x < 0 || oy + y < 0
- @map.data[ox + x, oy + y, z] = new_data[x, y, z]
- end
- end
- end
- end
-
- #-----------------------------------------------------------------------------
- # Extend the current map's encounters with the new map's events, updating all
- # events and event references as necessary
- #-----------------------------------------------------------------------------
- def combine_encounters(new_enc_list)
- @map.encounter_list.concat(new_enc_list)
- end
-
- #-----------------------------------------------------------------------------
- # Extend the current map's events with the new map's events, updating all
- # events and event references as necessary
- #-----------------------------------------------------------------------------
- def combine_events(events, ofs_x, ofs_y, ofs_evt)
- new_events = {}
- events.each {|id, event|
- new_id = id + ofs_evt
- event.id = new_id
- event.x += ofs_x
- event.y += ofs_y
- event.update_for_map_connection(ofs_evt)
- @map.events[new_id] = event
- new_events[new_id] = event
- }
- setup_new_events(new_events)
- end
-
- #-----------------------------------------------------------------------------
- # Set up our new events
- #-----------------------------------------------------------------------------
- def setup_new_events(events)
- events.each do |i, event|
- @events[i] = Game_Event.new(@map_id, event)
- end
- end
- end
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