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本帖最后由 皮卡星 于 2011-11-10 23:19 编辑
其实我发本教程(?)只是因为太闲了……
因为没有包含什么技术,所以大家可以直接无视囧~~
完成品:
附上教程:
好长的教程=口=||
嘛,其实能给点糖就好了……
并不是因为教程哦~~~是因为我写了这教程很Orz
PS:那个阴影好囧,我以后再也不用默认阴影了
PS:附上FIX脚本:- #===========================================================================
- # Fix Pictures to Map
- # Version: 1.1
- # Author: modern algebra (rmrk.net)
- # Date: August 15, 2010
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Description:
- #
- # This allows you to set the position of a picture by the X and Y position
- # of the map, rather than the screen, so that the picture won't move with you
- # when the screen scrolls. It also has a couple other features, such as
- # allowing you to set the Z value to show below characters, or below the
- # tiles to add another parallax (kind of).
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Instructions:
- #
- # Paste this script into its own slot above Main and below Materials in the
- # Script Editor (F11).
- #
- # This switch is run by two switches and one variable that you specify.
- # They are:
- # FPM_SWITCH - This switch toggles the fix pictures feature. When this
- # switch is ON and a picture is shown, then that picture will be fixed
- # to the map coordinates you specify, not to the screen. This means
- # that if the screen scrolls, the picture will not scroll with it. It
- # is useful if you want to use a picture as an additional map layer,
- # or as a parallax. Note that this still sets it to pixels, so if you
- # want a picture to show up at the map coordinates 1, 2, you would set
- # it to 32, 64. To specify which switch should be used to control this
- # feature, go to line 56 and change the value to the ID of the switch
- # you want to use to control this feature.
- # FPM_Z_VARIABLE - This allows you to set the priority of the picture.
- # When showing a picture, the value of this ariable will determine the
- # z value of the picture. When the variable with this ID is set to 0,
- # the pictures are shown at their normal z value. Setting this
- # variable to 1 will place it below characters but above non-star
- # tiles. Setting this variable to 2 will draw the picture above all
- # tiles and characters except for "Above Characters" Events. Setting
- # it to 3 will put it below all tiles and characters but above the
- # parallax. Setting it to 4 will put it below everything, including
- # the parallax. Setting it to any other value directly sets the z of
- # that sprite to that value. To specify which variable controls this
- # feature, go to line 58 and set FPM_Z_VARIABLE to the ID of the
- # variable you want to use.
- #==============================================================================
- FPM_SWITCH = 17 # See line 22
- FPM_Z_VARIABLE = 17 # See line 32
- #==============================================================================
- # ** Game_Picture
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # attr_reader - map_locked
- # aliased method - initialize, show
- #==============================================================================
- class Game_Picture
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Public Instance Variables
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- attr_reader :map_locked
- attr_reader :fpm_viewport
- attr_reader :fpm_z
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Object Initialization
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias malg_fixpicmp_initz_6yh3 initialize
- def initialize (*args)
- @map_locked = false
- @fpm_viewport = false
- malg_fixpicmp_initz_6yh3 (*args) # Run Original Method
- @fpm_z = 100 + self.number
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Show Picture
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias ma_fxpm_showpic_2dx4 show
- def show (*args)
- ma_fxpm_showpic_2dx4 (*args) # Run Original Method
- @map_locked = $game_switches[FPM_SWITCH]
- @fpm_viewport = ($game_variables[FPM_Z_VARIABLE] != 0) && ($game_variables[FPM_Z_VARIABLE] <= 300)
- if @fpm_viewport
- @fpm_z = case $game_variables[FPM_Z_VARIABLE]
- when 1 then 0
- when 2 then 200
- when 3 then -50
- when 4 then -150
- else
- @fpm_z = $game_variables[FPM_Z_VARIABLE]
- end
- else
- @fpm_z = 100 + self.number
- end
- end
- end
- #==============================================================================
- # ** Sprite_Picture
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # new attr_accessor - fpm_vp1, fpm_vp2
- # aliased method - update
- #==============================================================================
- class Sprite_Picture
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Public Instance Variables
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- attr_accessor :fpm_vp1
- attr_accessor :fpm_vp2
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Frame Update
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias ma_fpm_updt_oxoy_5tb3 update
- def update (*args)
- pic_name = @picture_name
- ma_fpm_updt_oxoy_5tb3 (*args) # Run Original Method
- if pic_name != @picture_name
- self.viewport = @picture.fpm_viewport ? @fpm_vp1 : @fpm_vp2
- @picture_name = pic_name if self.viewport.nil?
- self.ox, self.oy = 0, 0 # Reset OX and OY for new picture
- end
- if @picture.map_locked
- self.ox, self.oy = $game_map.display_x / 8, $game_map.display_y / 8
- end
- self.z = @picture.fpm_z
- end
- end
- #==============================================================================
- # ** Spriteset_Map
- #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # Summary of Changes:
- # aliased method - create_pictures
- #==============================================================================
- class Spriteset_Map
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * Create Pictures
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- alias malg_fxpix_crtpi_5oq1 create_pictures
- def create_pictures (*args)
- malg_fxpix_crtpi_5oq1 (*args) # Run Original Method
- @picture_sprites.each { |sprite|
- sprite.fpm_vp1 = @viewport1
- sprite.fpm_vp2 = @viewport2
- }
- end
- end
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