Project1
标题:
求代码
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作者:
风华尽绽
时间:
2020-12-10 22:00
标题:
求代码
虚化行走图,残影化行走图,行走图倾斜0-360°。压缩行走图,拉伸行走图。这些代码,求了!
作者:
老子降临
时间:
2020-12-11 13:21
https://rpg.blue/thread-405900-1-1.html
这里就有残影的。
# =============================================================================
# TheoAllen - 行走图残影
# Version : 1.0
# Contact : www.rpgmakerid.com (or) http://theolized.blogspot.com
# (This script documentation is written in informal indonesian language)
# -----------------------------------------------------------------------------
# Requires :
# >> Theo - Clone Image (Basic Modules)
# =============================================================================
($imported ||= {})[:Theo_AfterImage] = true
# =============================================================================
# Change Logs:
# -----------------------------------------------------------------------------
# 2013.10.22 - Finished script
# =============================================================================
=begin
-----------------------------------------------------------------------------
介绍 :
本脚本可以在行走图移动时,显示残影.
-----------------------------------------------------------------------------
使用方法 :
将本脚本放在插件脚本之下,Main之上
事件注释:
<afterimage>
<aft opact: n>
<aft rate: n>
说明 :
<afterimage>
此标志代表,该事件显示残影
<aft opact: n>
残影每帧减少的不透明度,将n替换为数字,数值越大,残影消失的越快。
<aft rate: n>
残影间隔,将n替换为数字,数值越大,残影间隔距离越大。
-----------------------------------------------------------------------------
可用脚本 :
可以在 事件页 > 移动路线中使用的脚本 :
self.afterimage = true / false
self.afterimage_opac = 数值
self.afterimage_rate = 数值
^
以上脚本的作用和事件注释的作用相对应
-----------------------------------------------------------------------------
使用条款 :
署名脚本作者, TheoAllen. 你可以自由编辑此脚本,只要你不声明你是脚本的原作者
如果你想用此脚本于商业游戏,请和我共享收益.别忘了给我一份免费的游戏拷贝.
=end
# =============================================================================
# Sedikit Konfig
# =============================================================================
module Theo
module AfterIMG
Default_Opacity = 10 # Nilai default untuk pergantian opacity
Default_Rate = 5 # Nilai default untuk jarak antar gambar
Dash_AfterImage = true # Jika true, maka saat kamu dashing akan keluar
# effect afterimage
end
end
# =============================================================================
# Akhir dari konfig
# =============================================================================
class Game_CharacterBase
attr_accessor :afterimage
attr_accessor :afterimage_opac
attr_accessor :afterimage_rate
alias theo_afterimg_public_members init_public_members
def init_public_members
theo_afterimg_public_members
init_afterimage
end
def init_afterimage
@afterimage = false
@afterimage_opac = Theo::AfterIMG::Default_Opacity
@afterimage_rate = Theo::AfterIMG::Default_Rate
end
end
class Game_Player < Game_Character
def afterimage
super || (moving? && (Theo::AfterIMG::Dash_AfterImage ? dash? : false))
end
end
class Game_Event
def afterimage
super && near_the_screen?
end
alias theo_afterimage_setup_page setup_page
def setup_page(new_page)
theo_afterimage_setup_page(new_page)
init_afterimage
setup_afterimage if @page
end
def setup_afterimage
@list.each do |list|
code = list.code
next if code != 108 && code != 408
case list.parameters[0]
when /<afterimage>/i
@afterimage = true
when /<(?:aft opact|AFT_OPACT):\s*(\d+)\s*>/
@afterimage_opac = $1.to_i
when /<(?:aft rate|AFT_rate):\s*(\d+)\s*>/
@afterimage_rate = $1.to_i
end
end
end
end
class Sprite_Character < Sprite_Base
def afterimage
return @character.afterimage
end
def on_after_cloning(cloned)
cloned.char = character
end
def clone_class
Sprite_AfterImage
end
def updating_afterimages?
return true
end
alias theo_afterimage_char_update update
def update
theo_afterimage_char_update
update_afterimage_info
end
def update_afterimage_info
@afterimage_opac = @character.afterimage_opac
@afterimage_rate = @character.afterimage_rate
end
end
class Sprite_AfterImage < Sprite
def char=(char)
@char = char
@rx = char.real_x
@ry = char.real_y
@shift_y = char.shift_y
@jump_height = char.jump_height
set_map_display_value
end
def set_map_display_value
@display_x = $game_map.display_x
@display_y = $game_map.display_y
end
def screen_x
$game_map.adjust_x(@rx) * 32 + 16
end
def screen_y
$game_map.adjust_y(@ry) * 32 + 32 - @shift_y - @jump_height
end
def diff_display_x
@display_x - $game_map.display_x
end
def diff_display_y
@display_y - $game_map.display_y
end
def x_case
screen_x + diff_display_x
end
def y_case
screen_y + diff_display_y
end
def update
super
self.x = x_case
self.y = y_case
end
end
复制代码
至于压缩行走图,拉伸行走图,你弄个大的和小的,通过事件切换就行啊。
作者:
风华尽绽
时间:
2020-12-12 16:15
并没有被解决问题
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