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[已经过期] 怎么让游戏别的地方黑,只有主角周围发亮?

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Lv1.梦旅人

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发表于 2014-10-1 16:41:03 | 只看该作者 |只看大图 回帖奖励 |正序浏览 |阅读模式

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本帖最后由 无敌耗子 于 2014-10-1 16:43 编辑

本人是新手,请讲的详细些! (最好不用PS,就算用也请给个下载地址)

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不妨转VXA党?(傻笑)  发表于 2014-10-1 19:31

Lv2.观梦者

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发表于 2014-10-4 22:03:31 | 只看该作者



最简单的用这个脚本
把需要的地图名字加上一个后缀就可以了
  1. #==============================================================================

  2. #==============================================================================
  3. # ** Fog of War
  4. #------------------------------------------------------------------------------
  5. # Version 2.0, 2005-11-21
  6. # by Wachunga
  7. #==============================================================================


  8. #------------------------------------------------------------------------------
  9. # filename of the fog of war autotile (used for both):
  10. FOW_AT_NAME = 'fow_default'
  11. # the opacity of static (non-returning) and dynamic (returning) fog of war
  12. # (value between 0 and 255)
  13. # note that static fow appears on top of its dynamic counterpart (if both on)
  14. FOW_STATIC_OPACITY = 255
  15. FOW_DYNAMIC_OPACITY = 100
  16. # whether or not dynamic fow hides map events
  17. FOW_DYNAMIC_HIDES_EVENTS = true
  18. # default range of fog of war (if not specified in map name)
  19. FOW_RANGE_DEFAULT = 3
  20. #------------------------------------------------------------------------------
  21. # internal constants - no need to edit
  22. FOW = 0b00
  23. REVEALED = 0b01
  24. # tiles with no surrounding fog are flagged "SKIP" for efficiency
  25. SKIP = 0b10

  26. def fog_of_war(static, dynamic, range = FOW_RANGE_DEFAULT, reset = false)
  27. if static == nil or dynamic == nil
  28. print 'Two true/false parameters are required in call to fog_of_war.'
  29. exit
  30. elsif range < 0 or range > 9
  31. print 'Invalid range in call to fog_of_war (only 0-9 is valid).'
  32. exit
  33. end
  34. $game_map.fow_static = static
  35. $game_map.fow_dynamic = dynamic
  36. $game_map.fow_range = range
  37. if reset
  38. $game_map.fow_grid = nil
  39. end
  40. if not $game_map.fow_static and not $game_map.fow_dynamic
  41. $game_map.fow = false
  42. $scene.spriteset.fow_tilemap.dispose
  43. # set all events back to visible
  44. for i in $game_map.events.keys
  45. $game_map.events[i].transparent = false
  46. end
  47. else
  48. # static or dynamic fow (or both) are on
  49. $game_map.fow = true
  50. if $game_map.fow_grid == nil # only if not already defined
  51. $game_map.fow_grid = Table.new($game_map.width, $game_map.height, 2)
  52. for i in 0...$game_map.fow_grid.xsize
  53. for j in 0...$game_map.fow_grid.ysize
  54. $game_map.fow_grid[i,j,1] = $game_map.fow_grid[i,j,0] = FOW
  55. end
  56. end
  57. end
  58. if $game_map.fow_dynamic
  59. $game_map.fow_revealed = $game_map.fow_last_revealed = []
  60. end
  61. $scene.spriteset.initialize_fow
  62. end
  63. end

  64. class Game_Map
  65. attr_accessor :fow
  66. attr_accessor :fow_static
  67. attr_accessor :fow_dynamic
  68. attr_accessor :fow_grid
  69. attr_accessor :fow_range
  70. attr_accessor :fow_revealed
  71. attr_accessor :fow_last_revealed

  72. alias wachunga_fow_gm_setup setup
  73. def setup(map_id)
  74. wachunga_fow_gm_setup(map_id)
  75. @fow = false
  76. @fow_dynamic = false
  77. @fow_static = false
  78. @fow_grid = nil
  79. @fow_range = nil
  80. # get any tags from the map name
  81. tags = $game_map.map_name.delete(' ').scan(/<[A-Za-z0-9_.,]+>/)
  82. if not tags.empty? and tags[0].upcase == ('<FOW>')
  83. tags.shift # remove FOW tag
  84. @fow = true
  85. if @fow_grid == nil # only if not already defined
  86. @fow_grid = Table.new(@map.width, @map.height, 2)
  87. for i in 0...@fow_grid.xsize
  88. for j in 0...@fow_grid.ysize
  89. @fow_grid[i,j,1] = @fow_grid[i,j,0] = FOW
  90. end
  91. end
  92. end
  93. # check if types of fog of war specified
  94. while not tags.empty?
  95. case tags[0].upcase
  96. when '<S>'
  97. @fow_static = true
  98. when '<D>'
  99. @fow_dynamic = true
  100. else
  101. x = tags[0].delete('<>').to_i
  102. @fow_range = x if x >= 0 and x <= 9
  103. end
  104. tags.shift
  105. end
  106. # if <FOW> tag found but neither static nor dynamic specified, assume both
  107. if @fow and not @fow_static and not @fow_dynamic
  108. @fow_static = true
  109. @fow_dynamic = true
  110. end
  111. # if no range specified, set to default
  112. if @fow_range == nil
  113. @fow_range = FOW_RANGE_DEFAULT
  114. end
  115. @fow_revealed = @fow_last_revealed = [] if @fow_dynamic
  116. end
  117. end

  118. def map_name
  119. return load_data('Data/MapInfos.rxdata')[@map_id].name
  120. end

  121. =begin
  122. Updates the map's grid which keeps track of one or both of the following
  123. (depending on what is enabled for the current map):
  124. 1) which tiles have been "discovered" (i.e. no static fog of war) based on
  125. where the player has already explored
  126. 2) which tiles are currently not covered by dynamic fog of war (i.e. not in
  127. visual range)
  128. =end
  129. def update_fow_grid
  130. px = $game_player.x
  131. py = $game_player.y
  132. x = px - @fow_range
  133. start_y = py
  134. y = start_y
  135. count = 1
  136. mod = 1
  137. # loop through all tiles in visible range
  138. until x == (px + @fow_range+1)
  139. i = count
  140. while i > 0
  141. if valid?(x,y)
  142. if @fow_static
  143. @fow_grid[x,y,1] |= REVEALED
  144. end
  145. if @fow_dynamic
  146. @fow_grid[x,y,0] = REVEALED if @fow_grid[x,y,0] == FOW
  147. @fow_revealed.push([x,y])
  148. end
  149. end
  150. y -= 1
  151. i -= 1
  152. end
  153. if x == px
  154. mod = -1
  155. end
  156. x += 1
  157. start_y += 1*mod
  158. y = start_y
  159. count += 2*mod
  160. end
  161. if @fow_dynamic
  162. if @fow_last_revealed != []
  163. # make dynamic fog return once out of visual range
  164. for t in @fow_last_revealed - @fow_revealed
  165. @fow_grid[t[0],t[1],0] = FOW
  166. end
  167. end
  168. @fow_last_revealed = @fow_revealed
  169. @fow_revealed = []
  170. end
  171. end

  172. end

  173. #------------------------------------------------------------------------------

  174. class Spriteset_Map

  175. attr_reader :fow_tilemap

  176. alias wachunga_fow_ssm_initialize initialize
  177. def initialize
  178. initialize_fow if $game_map.fow
  179. wachunga_fow_ssm_initialize
  180. end

  181. =begin
  182. Initializes fog of war.
  183. =end
  184. def initialize_fow
  185. @fow_tilemap = Tilemap.new
  186. @fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
  187. @fow_tilemap.priorities = Table.new(144)
  188. @fow_autotiles = Hash.new(0)
  189. j = 48 # starting autotile index
  190. for i in Autotile_Keys
  191. @fow_autotiles[i] = j
  192. j += 1
  193. end
  194. # add duplicates
  195. for i in Duplicate_Keys.keys
  196. @fow_autotiles[i] = @fow_autotiles[Duplicate_Keys[i]]
  197. end
  198. if $game_map.fow_static
  199. for m in 0...$game_map.fow_grid.xsize
  200. for n in 0...$game_map.fow_grid.ysize
  201. # reset SKIP flag
  202. $game_map.fow_grid[m,n,1] &= ~SKIP
  203. end
  204. end
  205. at = Bitmap.new(96,128)
  206. at.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
  207. Rect.new(0,0,96,128),FOW_STATIC_OPACITY)
  208. @fow_tilemap.autotiles[0] = at
  209. # set everything to fog
  210. for x in 0...$game_map.width
  211. for y in 0...$game_map.height
  212. @fow_tilemap.map_data[x,y,2] = 48 # fog
  213. end
  214. end
  215. # set to highest priority
  216. for i in 48...96
  217. @fow_tilemap.priorities[i] = 5
  218. end
  219. end
  220. if $game_map.fow_dynamic
  221. bm = Bitmap.new(96,128)
  222. bm.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
  223. Rect.new(0,0,96,128),FOW_DYNAMIC_OPACITY)
  224. @fow_tilemap.autotiles[1] = bm
  225. # unlike tilemap for static, set everything to clear
  226. for x in 0...$game_map.width
  227. for y in 0...$game_map.height
  228. @fow_tilemap.map_data[x,y,1] = 0
  229. end
  230. end
  231. # set to highest priority
  232. for i in 96...144
  233. @fow_tilemap.priorities[i] = 5
  234. end
  235. end
  236. $game_map.update_fow_grid
  237. update_fow_tilemap
  238. update_event_transparency if $game_map.fow_dynamic
  239. end


  240. =begin
  241. Updates the (static and/or dynamic) fog of war tilemap based on the map's
  242. underlying grid.
  243. =end
  244. def update_fow_tilemap
  245. if $game_map.fow_static
  246. checked = Table.new($game_map.width,$game_map.height)
  247. for j in 0...$game_map.width
  248. for k in 0...$game_map.height
  249. checked[j,k] = 0
  250. end
  251. end
  252. end
  253. dx = ($game_map.display_x/128).round
  254. dy = ($game_map.display_y/128).round
  255. # to increase performance, only process fow currently on the screen
  256. for x in dx-1 .. dx+21
  257. for y in dy-1 .. dy+16
  258. # check boundaries
  259. if not $game_map.valid?(x,y) then next end
  260. if $game_map.fow_dynamic
  261. if $game_map.fow_grid[x,y,0] == REVEALED
  262. @fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
  263. else
  264. @fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
  265. end
  266. end
  267. if $game_map.fow_static
  268. if $game_map.fow_grid[x,y,1] == REVEALED # (but not SKIP)
  269. others = false;
  270. @fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
  271. for i in x-1 .. x+1
  272. for j in y-1 .. y+1
  273. # check new boundaries
  274. if not $game_map.valid?(i,j) then next end
  275. if $game_map.fow_grid[i,j,1] == FOW
  276. others = true # can't flag as SKIP because there's nearby fog
  277. if checked[i,j] == 0
  278. checked[i,j] = 1
  279. # only fill if not already revealed
  280. if @fow_tilemap.map_data[i,j,2] != 0
  281. adj = check_adjacent(i,j,1,$game_map.fow_grid,REVEALED)
  282. if adj != nil
  283. @fow_tilemap.map_data[i,j,2] =
  284. eval '@fow_autotiles[adj.to_i]'
  285. end
  286. end
  287. end
  288. end
  289. end
  290. end
  291. if not others
  292. # no adjacent static fog found, so flag tile to avoid reprocessing
  293. $game_map.fow_grid[x,y,1] |= SKIP
  294. end
  295. end
  296. end # fow_static
  297. end # for
  298. end # for
  299. if $game_map.fow_dynamic
  300. if $game_map.fow_static
  301. for x in dx-1 .. dx+21
  302. for y in dy-1 .. dy+16
  303. # erase dynamic fow if static fow is above it anyway
  304. if @fow_tilemap.map_data[x,y,2] == 48
  305. @fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
  306. end
  307. end
  308. end
  309. end
  310. # calculate autotiles for dynamic fow (around player)
  311. px = $game_player.x
  312. py = $game_player.y
  313. tiles = []
  314. x = px - ($game_map.fow_range+1)
  315. y_top = py
  316. mod_top = -1
  317. y_bot = py
  318. mod_bot = 1
  319. until x == px + ($game_map.fow_range+2)
  320. tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
  321. tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
  322. if x == px
  323. mod_top = 1
  324. mod_bot = -1
  325. x+=1
  326. next
  327. end
  328. y_top+=1*mod_top
  329. y_bot+=1*mod_bot
  330. tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
  331. tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
  332. x+=1
  333. end
  334. tiles.uniq.each do |t|
  335. adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,REVEALED)
  336. if adj != nil
  337. @fow_tilemap.map_data[t[0],t[1],1] =
  338. (eval '@fow_autotiles[adj.to_i]') + 48
  339. end
  340. end
  341. end
  342. end

  343. =begin
  344. Update event transparency based on dynamic fog.

  345. Note that if a specific character is passed as a parameter then only
  346. its transparency is updated; otherwise, all events are processed.
  347. =end
  348. def update_event_transparency(pChar = nil)
  349. return if not FOW_DYNAMIC_HIDES_EVENTS
  350. if pChar == nil
  351. # check them all
  352. for i in $game_map.events.keys
  353. event = $game_map.events[i]
  354. if $game_map.fow_grid[event.x,event.y,0] == FOW
  355. event.transparent = true
  356. else
  357. event.transparent = false
  358. end
  359. end
  360. else
  361. # just check the one
  362. pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==FOW) ?true:false
  363. end
  364. end

  365. # create a list of tiles adjacent to a specific tile that don't match a flag
  366. # (used for calculating tiles within an autotile)
  367. def check_adjacent(i,j,k,grid,flag)
  368. return if not $game_map.valid?(i,j) or grid == nil or flag == nil
  369. adj = ''
  370. if (i == 0)
  371. adj << '147'
  372. else
  373. if (j == 0) then adj << '1'
  374. else
  375. if (grid[i-1,j-1,k] != flag) then adj << '1' end
  376. end
  377. if (grid[i-1,j,k] != flag) then adj << '4' end
  378. if (j == $game_map.height-1) then adj << '7'
  379. else
  380. if (grid[i-1,j+1,k] != flag) then adj << '7' end
  381. end
  382. end
  383. if (i == $game_map.width-1)
  384. adj << '369'
  385. else
  386. if (j == 0) then adj << '3'
  387. else
  388. if (grid[i+1,j-1,k] != flag) then adj << '3' end
  389. end
  390. if (grid[i+1,j,k] != flag) then adj << '6' end
  391. if (j == $game_map.height-1) then adj << '9'
  392. else
  393. if (grid[i+1,j+1,k] != flag) then adj << '9' end
  394. end
  395. end
  396. if (j == 0)
  397. adj << '2'
  398. else
  399. if (grid[i,j-1,k] != flag) then adj << '2' end
  400. end
  401. if (j == $game_map.height-1)
  402. adj << '8'
  403. else
  404. if (grid[i,j+1,k] != flag) then adj << '8' end
  405. end
  406. # if no adjacent fog, set it as 0
  407. if (adj == '') then adj = '0' end
  408. # convert to an array, sort, and then back to a string
  409. return adj.split(//).sort.join
  410. end

  411. alias wachunga_fow_ssm_dispose dispose
  412. def dispose
  413. @fow_tilemap.dispose if @fow_tilemap != nil
  414. wachunga_fow_ssm_dispose
  415. end

  416. alias wachunga_fow_ssm_update update
  417. def update
  418. if $game_map.fow
  419. @fow_tilemap.ox = $game_map.display_x / 4
  420. @fow_tilemap.oy = $game_map.display_y / 4
  421. @fow_tilemap.update
  422. end
  423. wachunga_fow_ssm_update
  424. end
  425. end

  426. #------------------------------------------------------------------------------

  427. class Game_Character
  428. alias wachunga_fow_gch_initialize initialize
  429. def initialize
  430. wachunga_fow_gch_initialize
  431. @last_x = @x
  432. @last_y = @y
  433. end

  434. alias wachunga_fow_gch_update_move update_move
  435. def update_move
  436. wachunga_fow_gch_update_move
  437. if $game_map.fow
  438. if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
  439. and self != $game_player
  440. # check if character entered/left player's visual range
  441. $scene.spriteset.update_event_transparency(self)
  442. end
  443. end
  444. @last_x = @x
  445. @last_y = @y
  446. end
  447. end

  448. #------------------------------------------------------------------------------

  449. class Game_Player

  450. def update_jump
  451. super
  452. # only update when about to land, not revealing anything jumped over
  453. if $game_map.fow and @jump_count == 0
  454. $game_map.update_fow_grid
  455. $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
  456. $scene.spriteset.update_fow_tilemap
  457. end
  458. end

  459. def update_move
  460. if $game_map.fow and (@x != @last_x or @y != @last_y)
  461. unless jumping?
  462. $game_map.update_fow_grid
  463. $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
  464. $scene.spriteset.update_fow_tilemap
  465. end
  466. end
  467. super
  468. end

  469. end

  470. #------------------------------------------------------------------------------

  471. class Scene_Map
  472. attr_reader :spriteset
  473. end

  474. =begin
  475. Autotile in column 2:

  476. row\col| 1 2 3 4 5 6 7 8
  477. ---------------------------
  478. 1 | 48 49 50 51 52 53 54 55
  479. 2 | 56 57 58 59 60 61 62 63
  480. 3 | 64 65 66 67 68 69 70 71
  481. 4 | 72 73 74 75 76 77 78 79
  482. 5 | 80 81 82 83 84 85 86 87
  483. 6 | 88 89 90 91 92 93 94 95

  484. The function to return the index of a single tile within an autotile
  485. (given by at_index) is (at_index-1)*48 + col-1 + (row-1)*8
  486. (where row, col, and at_index are again NOT zero-indexed)
  487. =end

  488. =begin
  489. The following array lists systematic keys which are based on adjacent
  490. walls (where 'W' is the wall itself):
  491. 1 2 3
  492. 4 W 6
  493. 7 8 9
  494. e.g. 268 is the key that will be used to refer to the autotile
  495. which has adjacent walls north, east, and south. For the Castle Prison
  496. tileset (autotile #1), this is 67.

  497. (It's a bit unwieldy, but it works.)
  498. =end

  499. Autotile_Keys = [
  500. 12346789,
  501. 2346789,
  502. 1246789,
  503. 246789,
  504. 1234678,
  505. 234678,
  506. 124678,
  507. 24678,

  508. 1234689,
  509. 234689,
  510. 124689,
  511. 24689,
  512. 123468,
  513. 23468,
  514. 12468,
  515. 2468,

  516. 23689,
  517. 2689,
  518. 2368,
  519. 268,
  520. 46789,
  521. 4678,
  522. 4689,
  523. 468,

  524. 12478,
  525. 1248,
  526. 2478,
  527. 248,
  528. 12346,
  529. 2346,
  530. 1246,
  531. 246,

  532. 28,
  533. 46,
  534. 689,
  535. 68,
  536. 478,
  537. 48,
  538. 124,
  539. 24,

  540. 236,
  541. 26,
  542. 8,
  543. 6,
  544. 2,
  545. 4,
  546. 0 ]

  547. # many autotiles handle multiple situations
  548. # this hash keeps track of which keys are identical
  549. # to ones already defined above
  550. Duplicate_Keys = {
  551. 123689 => 23689,
  552. 236789 => 23689,
  553. 1236789 => 23689,
  554. 34689 => 4689,
  555. 14689 => 4689,
  556. 134689 => 4689,
  557. 14678 => 4678,
  558. 34678 => 4678,
  559. 134678 => 4678,
  560. 146789 => 46789,
  561. 346789 => 46789,
  562. 1346789 => 46789,
  563. 23467 => 2346,
  564. 23469 => 2346,
  565. 234679 => 2346,
  566. 123467 => 12346,
  567. 123469 => 12346,
  568. 1234679 => 12346,
  569. 12467 => 1246,
  570. 12469 => 1246,
  571. 124679 => 1246,
  572. 124789 => 12478,
  573. 123478 => 12478,
  574. 1234789 => 12478,
  575. 146 => 46,
  576. 346 => 46,
  577. 467 => 46,
  578. 469 => 46,
  579. 1346 => 46,
  580. 1467 => 46,
  581. 1469 => 46,
  582. 3467 => 46,
  583. 3469 => 46,
  584. 4679 => 46,
  585. 13467 => 46,
  586. 13469 => 46,
  587. 14679 => 46,
  588. 34679 => 46,
  589. 134679 => 46,
  590. 128 => 28,
  591. 238 => 28,
  592. 278 => 28,
  593. 289 => 28,
  594. 1238 => 28,
  595. 1278 => 28,
  596. 1289 => 28,
  597. 2378 => 28,
  598. 2389 => 28,
  599. 2789 => 28,
  600. 12378 => 28,
  601. 12389 => 28,
  602. 12789 => 28,
  603. 23789 => 28,
  604. 123789 => 28,

  605. 1247 => 124,
  606. 2369 => 236,
  607. 147 => 4,
  608. 247 => 24,
  609. 14 => 4,
  610. 47 => 4,
  611. 1478 => 478,
  612. 3478 => 478,
  613. 4789 => 478,
  614. 134789 => 478,
  615. 14789 => 478,
  616. 13478 => 478,
  617. 34789 => 478,
  618. 1234 => 124,
  619. 1247 => 124,
  620. 1249 => 124,
  621. 12347 => 124,
  622. 12349 => 124,
  623. 12479 => 124,
  624. 123479 => 124,
  625. 1236 => 236,
  626. 2367 => 236,
  627. 2369 => 236,
  628. 12367 => 236,
  629. 12369 => 236,
  630. 23679 => 236,
  631. 123679 => 236,
  632. 12368 => 2368,
  633. 23678 => 2368,
  634. 123678 => 2368,
  635. 12348 => 1248,
  636. 12489 => 1248,
  637. 123489 => 1248,
  638. 1689 => 689,
  639. 3689 => 689,
  640. 6789 => 689,
  641. 13689 => 689,
  642. 16789 => 689,
  643. 36789 => 689,
  644. 136789 => 689,
  645. 12689 => 2689,
  646. 26789 => 2689,
  647. 126789 => 2689,
  648. 23478 => 2478,
  649. 24789 => 2478,
  650. 234789 => 2478,

  651. 12 => 2,
  652. 23 => 2,
  653. 27 => 2,
  654. 29 => 2,
  655. 123 => 2,
  656. 127 => 2,
  657. 129 => 2,
  658. 237 => 2,
  659. 239 => 2,
  660. 279 => 2,
  661. 1237 => 2,
  662. 1239 => 2,
  663. 1279 => 2,
  664. 2379 => 2,
  665. 12379 => 2,


  666. 14 => 4,
  667. 47 => 4,
  668. 34 => 4,
  669. 49 => 4,
  670. 147 => 4,
  671. 134 => 4,
  672. 347 => 4,
  673. 349 => 4,
  674. 149 => 4,
  675. 479 => 4,
  676. 1347 => 4,
  677. 1479 => 4,
  678. 1349 => 4,
  679. 3479 => 4,
  680. 13479 => 4,

  681. 16 => 6,
  682. 36 => 6,
  683. 67 => 6,
  684. 69 => 6,
  685. 136 => 6,
  686. 167 => 6,
  687. 169 => 6,
  688. 367 => 6,
  689. 369 => 6,
  690. 679 => 6,
  691. 1369 => 6,
  692. 3679 => 6,
  693. 1367 => 6,
  694. 1679 => 6,
  695. 13679 => 6,

  696. 78 => 8,
  697. 89 => 8,
  698. 18 => 8,
  699. 38 => 8,
  700. 138 => 8,
  701. 789 => 8,
  702. 178 => 8,
  703. 189 => 8,
  704. 378 => 8,
  705. 389 => 8,
  706. 1789 => 8,
  707. 3789 => 8,
  708. 1378 => 8,
  709. 1389 => 8,
  710. 13789 => 8,

  711. 1468 => 468,
  712. 3468 => 468,
  713. 13468 => 468,

  714. 2467 => 246,
  715. 2469 => 246,
  716. 24679 => 246,

  717. 2348 => 248,
  718. 2489 => 248,
  719. 23489 => 248,

  720. 1268 => 268,
  721. 2678 => 268,
  722. 12678 => 268,

  723. 148 => 48,
  724. 348 => 48,
  725. 489 => 48,
  726. 1348 => 48,
  727. 1489 => 48,
  728. 3489 => 48,
  729. 13489 => 48,

  730. 168 => 68,
  731. 368 => 68,
  732. 678 => 68,
  733. 1368 => 68,
  734. 1678 => 68,
  735. 3678 => 68,
  736. 13678 => 68,

  737. 234 => 24,
  738. 247 => 24,
  739. 249 => 24,
  740. 2347 => 24,
  741. 2349 => 24,
  742. 2479 => 24,
  743. 23479 => 24,

  744. 126 => 26,
  745. 267 => 26,
  746. 269 => 26,
  747. 1267 => 26,
  748. 1269 => 26,
  749. 2679 => 26,
  750. 12679 => 26,
  751. }
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Lv1.梦旅人

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发表于 2014-10-4 19:07:09 | 只看该作者
你可以搜索一下“烛光系统”

传送门:https://rpg.blue/thread-368721-1-1.html
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 楼主| 发表于 2014-10-4 08:19:30 | 只看该作者
回布罗利:是VP吗?
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发表于 2014-10-3 23:17:22 | 只看该作者
蛛光系统?用这个图片,设置中心,XY为320,240(大概是这样)。扩大的倍数随意拉。注意:一定要给地图周围加个边框

darked.png (31.9 KB, 下载次数: 16)

darked.png
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黄金编剧

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发表于 2014-10-2 09:05:54 | 只看该作者
就显示LS落雪和不萝莉说的图片就行
{:2_270:}记得显示的坐标不是0,0
而是主角的画面XY坐标
简化 高效 简约 便捷,为用户体验而思考。
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发表于 2014-10-2 08:29:01 | 只看该作者

显示这张图片,不透明度在调一下,就OK了

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发表于 2014-10-1 18:08:18 | 只看该作者
XP就复杂了……
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发表于 2014-10-1 17:19:07 | 只看该作者

需要四周变黑主角明亮的时候,显示这张图片,不需要的时候,关闭显示。

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 楼主| 发表于 2014-10-1 17:09:54 | 只看该作者
本帖最后由 无敌耗子 于 2014-10-1 17:11 编辑

这个我看过,该做的都做了,就是不行。最主要的是我的是VP的,不过还是谢谢。

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这里是RMXP提问区,不是RMVP  发表于 2014-10-4 19:06
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