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Lv1.梦旅人
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发表于 2009-8-28 19:21:00
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话说谁能翻一下脚本?(话说咱英文不好)
本帖最后由 神龙出世 于 2009-8-28 19:23 编辑
那个xp仿3d的脚本55,英文版的,注视不懂啊:- #============================================================================
- # This script adds a kind of depth for the maps.
- # Written by MGCaladtogel
- # English version (21/05/07)
- #----------------------------------------------------------------------------
- # Instructions :
- # You must add to the map's name :
- #- [M7] : to activate Mode7
- #- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
- #- [Y] : Y-map looping
- #- [X] : X-map looping. This option needs resources (lower fps).
- #- [A] : animated autotiles (with 4 patterns). This option increases
- # significantly the loading time, so it may crash for large maps
- # (SystemStackError)
- #- [C] : to center the map on the hero (even for small maps)
- #- [P] : to have a fixed panorama
- #- [H] : to have a white horizon
- #- [OV] : Overworld Sprite Resize (a Mewsterus's script feature)
- #
- # OR :
- # see the "$mode7_maps_settings" below (l.48) to prapare your settings
- #----------------------------------------------------------------------------
- # Other commands (for events) :
- #- $scene.spriteset.tilemap.mode7_set(new_angle)
- # To redraw the map with the new_angle
- #- $scene.spriteset.tilemap.mode7_set_p(new_angle)
- # To redraw progressively the map from the current angle to the new
- #- $scene.spriteset.tilemap.mode7_redraw
- # To redraw the map (useful with the following commands)
- #- $game_system.map_opacity = value
- # To define the opacity for Mode7 maps (it needs to redraw)
- #- $game_system.map_gradual_opacity = value
- # To define a gradual opacity for Mode7 maps (it needs to redraw)
- # (it bugs with horizontal looping)
- #- $game_system.map_tone = Color.new(Red, Green, Blue)
- # To define the tone for Mode7 maps (it needs to redraw)
- #- $game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
- # To define a gradual tone for Mode7 maps (it needs to redraw)
- #- $game_system.horizon = value
- # To define the view's distance (default : 960) (it needs to redraw)
- #- $game_system.reset
- # To initialize the previous options
- #
- #- To obtain flat events :
- # just add a comment in the event's commands list with : "Flat"
- #
- #- To handle the height of a vertical event :
- # add a comment in the event's commands list with : "Heigth X", where X is the
- # height value ("Heigth 2" will draw the event 64 pixels above its original
- # position - you can use floats)
- #============================================================================
- # The map is drawn from all the tiles of the three layers that do not have a
- # terrain_tag's value of 1 or 2.
- # The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically,
- # like the 3rd-layer elements in the old version.
- # The 2 terrains ID used to form vertical elements
- $terrain_tags_vertical_tiles = [1,2] # You can modify these values
- # To access maps names
- $data_maps = load_data("Data/MapInfos.rxdata")
- $mode7_maps_settings = {}
- # Prepare your own settings for mode7 maps
- # Just put the first parameter in a map's name
- # For example :
- $mode7_maps_settings["Worldmap"] = ["#60", "X", "Y", "A", "H", "OV"]
- # -> will be called when "Worldmap" is included in the name
- $mode7_maps_settings["Smallslant"] = ["#20", "A", "S"]
- # Add any number of settings you want
复制代码 大致的意思,比如说什么 设置地图的时候,后缀加上【y】等等之类的是什么意思……
咱才初中,文化水平有限……不太懂啊~~!! |
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