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·在大家熟悉的远景加强脚本上增加了锁定雾图形的功能
( ゚ω゚)雾图形锁定可以把环境光效锁定在画面最上层,而且与图块挂钩,进入战斗和切换地图什么的自动可以消失,感觉比用图片实用多了!
简单改了几行脚本而已- # ▼▲▼ XRXS34. パノラマスクロール ▼▲▼
- # by ぷのくー
- #——————————————————————————————————————
- # 这是一个非常简单的脚本,只要自定义自动滚动的地图编号和绝对不滚动的地图编号
- # 即可实现对远景和雾图形的操作。
- #——————————————————————————————————————
- #追加雾图形锁定
- #by 牛肉面
- #==============================================================================
- # 初始化的一些常量
- #==============================================================================
- class Game_Map
-
- # 远景横向飘移速度速度
- PANORAMA_SX = 40
-
- # 远景纵向飘移速度速度
- PANORAMA_SY = 0
-
- # 自动滚动远景的地图编号(编号为1、4、7、5的地图远景会自动移动)
- AUTO_SCROLL_PANORAMA_IDS = [82,86]
- end
- class Spriteset_Map
-
- # 锁定远景的地图编号(编号为2、8、10的地图远景会锁定)
- SCROLL_FREEZE_PANORAMA_IDS = [95,92,97]
- # 锁定雾图形的地图编号
- SCROLL_FREEZE_FOG_IDS = [112]
- #——说明:如果自动滚动和锁定都包括了某张地图,则该地图不滚动。
- #——如果自动滚动和锁定都没有包括某图,则还是会使用默认效果。
- end
- #==============================================================================
- # ■ Game_Map
- #==============================================================================
- class Game_Map
- attr_accessor :panorama_sx
- attr_accessor :panorama_sy
- attr_reader :panorama_ox
- attr_reader :panorama_oy
- def setup(map_id)
- @map_id = map_id
- @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
- tileset = $data_tilesets[@map.tileset_id]
- @tileset_name = tileset.tileset_name
- @autotile_names = tileset.autotile_names
- @panorama_name = tileset.panorama_name
- @panorama_hue = tileset.panorama_hue
- @fog_name = tileset.fog_name
- @fog_hue = tileset.fog_hue
- @fog_opacity = tileset.fog_opacity
- @fog_blend_type = tileset.fog_blend_type
- @fog_zoom = tileset.fog_zoom
- @fog_sx = tileset.fog_sx
- @fog_sy = tileset.fog_sy
- # ===================================
- if AUTO_SCROLL_PANORAMA_IDS.include?(map_id)
- @panorama_sx = PANORAMA_SX
- @panorama_sy = PANORAMA_SY
- else
- @panorama_sx = 0
- @panorama_sy = 0
- end
- # ===================================
- @battleback_name = tileset.battleback_name
- @passages = tileset.passages
- @priorities = tileset.priorities
- @terrain_tags = tileset.terrain_tags
- @display_x = 0
- @display_y = 0
- @need_refresh = false
- @events = {}
- for i in @map.events.keys
- @events[i] = Game_Event.new(@map_id, @map.events[i])
- end
- @common_events = {}
- for i in 1...$data_common_events.size
- @common_events[i] = Game_CommonEvent.new(i)
- end
- @fog_ox = 0
- @fog_oy = 0
- @panorama_ox = 0
- @panorama_oy = 0
- @fog_tone = Tone.new(0, 0, 0, 0)
- @fog_tone_target = Tone.new(0, 0, 0, 0)
- @fog_tone_duration = 0
- @fog_opacity_duration = 0
- @fog_opacity_target = 0
- @scroll_direction = 2
- @scroll_rest = 0
- @scroll_speed = 4
- end
- def update
- if $game_map.need_refresh
- refresh
- end
- if @scroll_rest > 0
- distance = 2 ** @scroll_speed
- case @scroll_direction
- when 2 # 下
- scroll_down(distance)
- when 4 # 左
- scroll_left(distance)
- when 6 # 右
- scroll_right(distance)
- when 8 # 上
- scroll_up(distance)
- end
- @scroll_rest -= distance
- end
- for event in @events.values
- event.update
- end
- for common_event in @common_events.values
- common_event.update
- end
- @fog_ox -= @fog_sx / 8.0
- @fog_oy -= @fog_sy / 8.0
- # ===================================
- @panorama_ox -= @panorama_sx / 8.0
- @panorama_oy -= @panorama_sy / 8.0
- # ===================================
- if @fog_tone_duration >= 1
- d = @fog_tone_duration
- target = @fog_tone_target
- @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
- @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
- @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
- @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
- @fog_tone_duration -= 1
- end
- if @fog_opacity_duration >= 1
- d = @fog_opacity_duration
- @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
- @fog_opacity_duration -= 1
- end
- end
- end
- #==============================================================================
- # ■ Spriteset_Map
- #==============================================================================
- class Spriteset_Map
- def update
- if @panorama_name != $game_map.panorama_name or
- @panorama_hue != $game_map.panorama_hue
- @panorama_name = $game_map.panorama_name
- @panorama_hue = $game_map.panorama_hue
- if @panorama.bitmap != nil
- @panorama.bitmap.dispose
- @panorama.bitmap = nil
- end
- if @panorama_name != ""
- @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
- end
- Graphics.frame_reset
- end
- if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
- @fog_name = $game_map.fog_name
- @fog_hue = $game_map.fog_hue
- if @fog.bitmap != nil
- @fog.bitmap.dispose
- @fog.bitmap = nil
- end
- if @fog_name != ""
- @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
- end
- Graphics.frame_reset
- end
- @tilemap.ox = $game_map.display_x / 4
- @tilemap.oy = $game_map.display_y / 4
- @tilemap.update
- # ===================================
- if SCROLL_FREEZE_PANORAMA_IDS.include?($game_map.map_id)
- @panorama.ox = 0
- @panorama.oy = 0
- else
- @panorama.ox = $game_map.display_x / 8 +$game_map.panorama_ox
- @panorama.oy = $game_map.display_y / 8 +$game_map.panorama_oy
- end
- # ===================================
- @fog.zoom_x = $game_map.fog_zoom / 100.0
- @fog.zoom_y = $game_map.fog_zoom / 100.0
- @fog.opacity = $game_map.fog_opacity
- @fog.blend_type = $game_map.fog_blend_type
- if SCROLL_FREEZE_FOG_IDS.include?($game_map.map_id)
- @fog.ox = 0
- @fog.oy = 0
- else
- @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
- @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
- end
- @fog.tone = $game_map.fog_tone
- for sprite in @character_sprites
- sprite.update
- end
- @weather.type = $game_screen.weather_type
- @weather.max = $game_screen.weather_max
- @weather.ox = $game_map.display_x / 4
- @weather.oy = $game_map.display_y / 4
- @weather.update
- for sprite in @picture_sprites
- sprite.update
- end
- @timer_sprite.update
- @viewport1.tone = $game_screen.tone
- @viewport1.ox = $game_screen.shake
- @viewport3.color = $game_screen.flash_color
- @viewport1.update
- @viewport3.update
- end
- end
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