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本帖最后由 IndigoIX 于 2022-4-5 13:48 编辑
虽然总体上不会对游戏运行造成什么影响,但这两个脚本放在一起,只要一从别的Scene返回Scene_Map,生成的隐藏房间黑块就会突然闪一下……影响游戏体验
个人推测是因为两个脚本都要从事件注释里读取设置造成的影响,想请教一下怎么解决这点……
附上脚本和工程……[pre lang="ruby"]
#------------------------------------------------------------------------------#
# Galv's 行走图效果
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 2.1
#------------------------------------------------------------------------------#
# 2014-01-16 - Version 2.1 - Fixed double balloon/animation bug with shadows
# 2013-12-07 - Version 2.0 - Added comments to more easily add event effects
# - Fixed shadow facing bug
# 2013-02-24 - Version 1.9 - added z level option for reflection and shadows
# 2013-02-23 - Version 1.8 - added multiple light sources for shadows
# 2013-02-22 - Version 1.7 - bug fixes
# 2013-02-22 - Version 1.6 - added icon effect
# 2013-02-22 - Version 1.5 - fixed mirror bug on large maps
# 2013-02-22 - Version 1.4 - added effects to vehicles
# 2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
# 2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
# 2013-02-21 - Version 1.1 - updated flicker effect
# 2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
# 可以为地图上的事件、队友、角色添加一些特效.
# 当前特效有:
#
# 影子
# 根据光源位置显示玩家和事件影子.
#
# 地面反射
# 可以显示水面倒影、地板反射,想做到和demo一样的效果,你需要自己去编辑.
#
# 墙壁反射
# 和反射很像,只是反射成像在墙壁上的镜子里.
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 新功能 - 事件页第一条插入注释
#------------------------------------------------------------------------------#
# 在事件页的第一行使用以下注释,可以设定事件使用的效果,如果一个事件使用多种效
# 果,所有效果必须要放在同一行.
#
# <icon:id,x,y> # 在事件身上显示图标 (x 坐标偏移量,y 坐标偏移量)
# <shadow> # 事件显示影子
# <reflect> # 事件显示反射 (包括地面和墙壁反射)
#
#------------------------------------------------------------------------------#
# 例子:
# <icon:1,0,0><shadow><reflect> # 事件显示1号图标、影子和反射
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 可用脚本:
#------------------------------------------------------------------------------#
#
# char_effects(x,x,x,true/false)
#
#------------------------------------------------------------------------------#
# # 启用或禁用当前地图中的单个/多个行走图效果.
# # 将x替换为代表效果的数字
# # 0 = 地面反射 1 = 影子 2 = 墙壁反射 3 = 图标
#------------------------------------------------------------------------------#
# EXAMPLES:
# char_effects(0,true) # 启用地面反射效果
# char_effects(0,2,true) # 启用地面和墙壁反射效果
# char_effects(1,3,false) # 禁用影子和图标效果
#------------------------------------------------------------------------------#
#
# reflect_sprite(角色_id,文件名,索引) # 改变角色的反射图像(包括地面和墙壁反射)
#
# reflect_esprite(事件_id,文件名,索引) # 改变事件的反射图像(包括地面和墙壁反射)
#
# reflect_vsprite(载具_id,文件名,索引) # 改变载具的反射图像(包括地面和墙壁反射)
#
#------------------------------------------------------------------------------#
# 自理:
# reflect_sprite(1,"Actor2",2) # 1号角色使用行走图"Actor2"中2号索引的图像.
# reflect_esprite(3,"Actor4",5) # 3号事件使用行走图"Actor4"中5号索引的图像.
# reflect_vsprite(1,"Vehicle",5) # 船使用行走图"Vehicle"中5号索引的图像.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 启用/禁用单个/多个事件的脚本
#------------------------------------------------------------------------------#
#
# reflect(x,x,x,true/false) # 启用/禁用x号事件的某效果. x替换为事件id
# shadow(x,x,x,true/false) # 可以使用 :all 代表所有事件
# icon(x,x,x,图标_id) # 图标_id = 0 时为无图标
#
#------------------------------------------------------------------------------#
# 例子:
# reflect(14,17,3,1,true) # 启用14、17、3、1号事件的反射效果(包括地面和墙壁反射)
# shadow(1,false) # 禁用1号事件的影子效果
# reflect(:all,true) # 启用所有事件的反射效果
# icon(1,2,3,4,38) # 1、2、3、4号事件头上显示38号图标
#
# 注意: 为了防止卡顿,玩家进入某地图时,所有事件默认禁用影子和反射效果
# 你需要使用脚本或添加事件注释的方式手动指定事件要显示的效果.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 启用/禁用角色/载具效果的脚本
#------------------------------------------------------------------------------#
#
# actor_reflect(角色_id,true/false) # 角色和载具默认启用反射和影子效果
# actor_shadow(角色_id,true/false) # 使用脚本改变其显示设定后,会永久性生效
# actor_icon(角色_id,图标_id) # 不会因为切换地图而恢复默认设定.
#
# v_reflect(x,x,x,true/false)
# v_shadow(x,x,x,true/false)
# v_icon(x,x,x,图标_id)
#
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 影子设定的脚本
#------------------------------------------------------------------------------#
#
# shadow_source(x,y,光源id) # 设定光源的x、y坐标,和使用的光源id
# # 场所移动后设定会被重置.
#
# shadow_source(事件_id,光源id) # 光源在某个事件的位置上.
# # 当光源移动时需要事件的触发条件为“并行处理”
#
# shadow_options(强度,淡出,明灭效果) # 下面有说明
#
# # 强度 = 站在光源旁边时,影子的不透明度 (255 = 全黑)
# # 淡出 = 玩家离光源越远,影子不透明度减小的值.
# # 明灭效果 = true 或 false. 模拟火堆的明灭闪烁效果.
#
#------------------------------------------------------------------------------#
# 例子:
# shadow_options(80,10,false) # 默认设定:强度=80、淡出=10、不显示明灭效果.
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 反射设定的脚本
#------------------------------------------------------------------------------#
#
# reflect_options(波动强度)
#
# # 波动强度 = 波动强度的大小. 0 = 不显示波动效果
#
#------------------------------------------------------------------------------#
# 例子:
# reflect_options(1) # 波动强度 = 1
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# 角色备注
#------------------------------------------------------------------------------#
#
# <no_reflect> # 该角色不显示反射 (当然是吸血鬼啦!)
#
# <reflect_sprite: 文件名,索引> # 设定角色的反射图像和索引
#
#------------------------------------------------------------------------------#
# 例子:
# <reflect_sprite: Actor2,0>
# <reflect_sprite: Actor3,7>
#------------------------------------------------------------------------------#
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
#------------------------------------------------------------------------------#
# 脚本设定部分
#------------------------------------------------------------------------------#
MIRROR_REGION = 1 # 墙壁反射的区域id. 在代表墙壁的地图(必须是空白图快)
# 中画该id的区域
# 然后可以使用远景图或地图图层显示反射的地图区域
ICON_OFFSET = -60 # 图标离行走图多少像素的高度(Y坐标偏移量)
REFLECT_Z = -10 # 反射图像的Z坐标
SHADOW_Z = 0 # 影子图像的Z坐标
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
class Game_Map
def do_icons(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
e.icon = $1.to_i
e.icon_offset = [$2.to_i,$3.to_i]
else
e.icon = 0
e.icon_offset = [0,0]
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_shadows(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
e.shadow = true
else
e.shadow = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_reflects(refresh = true)
@events.values.each { |e|
next if !e.list
if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
e.reflect = true
else
e.reflect = false
end
}
SceneManager.scene.spriteset.refresh_effects if refresh
end
def do_all_chareffects
do_icons(false)
do_shadows(false)
do_reflects(false)
end
end # Game_Map
class Game_Interpreter
def remove_icon
icon(@event_id,0)
end
#-----------------------------------#
# REFLECTIONS
#-----------------------------------#
# Add/Remove Reflections from selected events
def reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.reflect = status }
else
char_ids.each {|c| $game_map.events[c].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's reflect status
def actor_reflect(actor_id,status)
$game_actors[actor_id].reflect = status
$game_player.refresh
end
# Change forever vehicle's reflect status
def v_reflect(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.reflect = status }
else
char_ids.each { |v| $game_map.vehicles[v].reflect = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def reflect_options(*args)
$game_map.reflect_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
# Actor reflect sprite change
def reflect_sprite(actor_id,filename,pos)
$game_actors[actor_id].reflect_sprite = [filename,pos]
$game_player.refresh
end
# Event reflect sprite change
def reflect_esprite(event_id,filename,pos)
$game_map.events[event_id].reflect_sprite = [filename,pos]
$game_map.events[event_id].reflect = true
SceneManager.scene.spriteset.refresh_characters
end
# Vehicle reflect sprite change
def reflect_vsprite(v_id,filename,pos)
$game_map.vehicles[v_id].reflect_sprite = [filename,pos]
SceneManager.scene.spriteset.refresh_characters
end
#-----------------------------------#
# SHADOWS
#-----------------------------------#
# Add/Remove Shadows from selected characters
def shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e| e.shadow = status }
else
char_ids.each {|c| $game_map.events[c].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change player and follower shadows
def actor_shadows(status)
$game_player.shadow = status
$game_player.followers.each { |f| f.shadow = status }
SceneManager.scene.spriteset.refresh_effects
end
# Change vehicle's shadow status
def v_shadow(*args,status)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.shadow = status }
else
char_ids.each { |v| $game_map.vehicles[v].shadow = status }
end
SceneManager.scene.spriteset.refresh_effects
end
def shadow_options(*args)
$game_map.shadow_options = [*args]
SceneManager.scene.spriteset.refresh_effects
end
def shadow_source(*args,shad_id)
shadsource = [*args]
if shadsource.count == 1
$game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
$game_map.events[shadsource[0]].real_y]
elsif shadsource.count > 1
$game_map.light_source[shad_id] = shadsource
else
$game_map.light_source = []
end
end
#-----------------------------------#
# ICONS
#-----------------------------------#
# Add/Remove Icons from selected events
def icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.events.values.each { |e|
if e.icon <= 0
e.icon = nil
else
e.icon = icon_id
end
}
else
char_ids.each {|c| $game_map.events[c].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
# Change forever actor's icon
def actor_icon(actor_id,icon_id)
$game_actors[actor_id].icon = icon_id
$game_player.refresh
end
# Change forever vehicle's icon
def v_icon(*args,icon_id)
char_ids = [*args]
if char_ids == [:all]
$game_map.vehicles.each { |v| v.icon = icon_id }
else
char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
end
SceneManager.scene.spriteset.refresh_effects
end
#-----------------------------------#
# GENERAL
#-----------------------------------#
# Turn on/off effects
# 0 = reflect
# 1 = shadow
# 2 = mirror
# 3 = icon
def char_effects(*args,status)
[*args].each { |e| $game_map.char_effects[e] = status }
SceneManager.scene.spriteset.refresh_effects
end
end # Game_Interpreter
#-------------------------------------------------------------------------------
# Spriteset_Map
#-------------------------------------------------------------------------------
class Spriteset_Map
alias galv_reflect_sm_initialize initialize
def initialize
create_effects
galv_reflect_sm_initialize
refresh_characters
end
alias galv_reflect_sm_refresh_characters refresh_characters
def refresh_characters
galv_reflect_sm_refresh_characters
create_effects
end
def refresh_effects
dispose_effects
create_effects
end
def create_effects
@shadow_sprites = []
@reflect_sprites = []
@mirror_sprites = []
@icon_sprites = []
# Do reflections
if $game_map.char_effects[0]
$game_map.events.values.each { |e|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
}
end
# Do mirrors
if $game_map.char_effects[2]
$game_map.events.values.each { |e|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
}
$game_player.followers.each { |f|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
}
if $game_player.reflect
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
}
end
# Do Shadows
if $game_map.char_effects[1]
return if $game_map.light_source.empty?
$game_map.light_source.count.times { |s|
$game_map.events.values.each { |e|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
}
$game_player.followers.each { |f|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
}
if $game_player.shadow
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
end
$game_map.vehicles.each { |v|
@shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
}
}
end
# Do icons
if $game_map.char_effects[3]
$game_map.events.values.each { |e|
@icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
}
$game_player.followers.each { |f|
@icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
}
if $game_player.icon
@icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
end
$game_map.vehicles.each { |v|
@icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
}
end
end
alias galv_reflect_sm_update update
def update
galv_reflect_sm_update
@reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
@mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
@shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
@icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
end
alias galv_reflect_sm_dispose_characters dispose_characters
def dispose_characters
galv_reflect_sm_dispose_characters
dispose_effects
end
def dispose_effects
@reflect_sprites.each {|s| s.dispose}
@shadow_sprites.each {|s| s.dispose}
@mirror_sprites.each {|s| s.dispose}
@icon_sprites.each {|s| s.dispose}
end
end # Spriteset_Map
#-------------------------------------------------------------------------------
# Sprite_Reflect
#-------------------------------------------------------------------------------
class Sprite_Reflect < Sprite_Character
def initialize(viewport, character = nil)
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.angle = 180
self.opacity = 220
self.z = Galv_CEffects::REFLECT_Z
self.wave_amp = $game_map.reflect_options[0]
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
jump = @character.jumping? ? @character.jump_height * 2 : 0
alt = @character.altitude ? @character.altitude * 2 : 0
self.y = @character.screen_y - 3 + jump + alt
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end # Sprite_Reflect < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Mirror
#-------------------------------------------------------------------------------
class Sprite_Mirror < Sprite_Character
def initialize(viewport, character = nil)
@distance = 0
super(viewport, character)
end
def update
super
end
def update_balloon; end
def setup_new_effect; end
def set_character_bitmap
if @character.reflect_sprite
self.bitmap = Cache.character(@character.reflect_sprite[0])
else
self.bitmap = Cache.character(@character_name)
end
self.mirror = true
self.opacity = 255
self.z = Galv_CEffects::REFLECT_Z
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_src_rect
if @character.reflect_sprite
index = @character.reflect_sprite[1]
else
index = @character.character_index
end
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
def get_mirror_y
20.times {|i|
if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
@distance = (i - 1) * 0.05
@display = @character.y - i - $game_map.display_y + $game_map.height
self.opacity = 255
return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
end
}
self.opacity = 0
return @ch
end
def update_position
self.x = @character.screen_x
self.y = get_mirror_y - 6
self.zoom_x = 1 - @distance
self.zoom_y = 1 - @distance
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Mirror < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Shadow
#-------------------------------------------------------------------------------
class Sprite_Shadow < Sprite_Character
def initialize(viewport, character = nil, source)
@flicker = 0
@famount = 0
@aamount = 0
@source = source
super(viewport, character)
end
def update_balloon; end
def setup_new_effect; end
def update
super
update_bitmap
update_src_rect
update_position
update_other
update_facing
end
def set_character_bitmap
self.bitmap = Cache.character(@character_name)
self.color = Color.new(0, 0, 0, 255)
self.z = Galv_CEffects::SHADOW_Z
self.wave_amp = 1 if $game_map.shadow_options[2]
self.wave_speed = 1000
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
def update_position
self.x = @character.screen_x
self.y = @character.screen_y - 10
get_angle
end
def get_angle
x = $game_map.light_source[@source][0] - @character.real_x
y = $game_map.light_source[@source][1] - @character.real_y
self.opacity = $game_map.shadow_options[0] -
Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
if x == 0 && y == 0 || self.opacity <= 0
self.opacity = 0
else
self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
end
end
def update_facing
if @character.y < $game_map.light_source[@source][1]
self.mirror = false
else
self.mirror = true
end
end
def update_other
self.blend_type = @character.blend_type
self.visible = !@character.transparent
end
end # Sprite_Shadow < Sprite_Character
#-------------------------------------------------------------------------------
# Sprite_Icon
#-------------------------------------------------------------------------------
class Sprite_Icon < Sprite_Character
def initialize(viewport, character = nil)
@icon_sprite ||= Sprite.new
@icon_sprite.bitmap ||= Cache.system("Iconset")
@icon = nil
super(viewport, character)
end
def dispose
super
if @icon_sprite
@icon_sprite.dispose
@icon_sprite = nil
end
end
def update
super
update_icon
end
def update_icon
return if !@character.icon
draw_icon(@character.icon)
end
def draw_icon(icon_index)
return if !@icon.nil?
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@icon_sprite.src_rect = rect
@icon = icon_index
end
def update_position
@icon_sprite.x = @character.screen_x - 12
@icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
end
def update_other
self.blend_type = @character.blend_type
@icon_sprite.visible = !@character.transparent
end
end # Sprite_Icon < Sprite_Character
#-------------------------------------------------------------------------------
# Other Stuff
#-------------------------------------------------------------------------------
class Game_Character < Game_CharacterBase
attr_reader :altitude
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :shadow
attr_accessor :icon
attr_accessor :icon_offset
end
class Game_Event < Game_Character
alias galv_reflect_ge_initialize initialize
def initialize(map_id, event)
@reflect = false
@shadow = false
@icon_offset = [0,0]
galv_reflect_ge_initialize(map_id, event)
end
end # Game_Event < Game_Character
class Game_Vehicle < Game_Character
attr_reader :map_id
alias galv_reflect_gv_initialize initialize
def initialize(type)
@reflect = true
@shadow = true
@icon_offset = [0,0]
galv_reflect_gv_initialize(type)
end
end # Game_Vehicle < Game_Character
class Game_Follower < Game_Character
alias galv_reflect_gf_initialize initialize
def initialize(member_index, preceding_character)
galv_reflect_gf_initialize(member_index, preceding_character)
@reflect = true
@shadow = true
end
alias galv_reflect_gf_refresh refresh
def refresh
galv_reflect_gf_refresh
return if actor.nil?
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Follower < Game_Character
class Game_Player < Game_Character
alias galv_reflect_gp_initialize initialize
def initialize
galv_reflect_gp_initialize
@reflect = true
@shadow = true
end
alias galv_reflect_gp_refresh refresh
def refresh
galv_reflect_gp_refresh
@reflect = actor.reflect
@reflect_sprite = actor.reflect_sprite
@icon = actor.icon
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
end # Game_Player < Game_Character
class Scene_Map < Scene_Base
attr_accessor :spriteset
end # Scene_Map
class Game_Map
attr_accessor :char_effects
attr_accessor :light_source
attr_accessor :shadow_options
attr_accessor :reflect_options
alias galv_reflect_game_map_initialize initialize
def initialize
@light_source = []
@shadow_options = [80,10,false]
@reflect_options = [0]
@char_effects = [false,false,false,false]
#[reflect,shadow,mirror,icon]
galv_reflect_game_map_initialize
end
alias galv_reflect_game_map_setup setup
def setup(map_id)
galv_reflect_game_map_setup(map_id)
reset_char_effects
do_all_chareffects
if SceneManager.scene_is?(Scene_Map)
SceneManager.scene.spriteset.refresh_effects
end
end
def reset_char_effects
@light_source = []
@events.values.each { |e|
e.reflect = false
e.icon = nil }
end
end # Game_Map
class Game_Actor < Game_Battler
attr_accessor :reflect
attr_accessor :reflect_sprite
attr_accessor :icon
alias galv_reflect_game_actor_initialize initialize
def initialize(actor_id)
galv_reflect_game_actor_initialize(actor_id)
@reflect = $data_actors[actor_id].reflect
@reflect_sprite = $data_actors[actor_id].reflect_sprite
@icon_offset = [0,0]
end
end # Game_Actor < Game_Battler
class RPG::Actor
def reflect_sprite
if @reflect_sprite.nil?
if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
@reflect_sprite = [$1.to_s,$2.to_i]
else
@reflect_sprite = nil
end
end
@reflect_sprite
end
def reflect
if @reflect.nil?
if @note =~ /<no_reflect>/i
@reflect = false
else
@reflect = true
end
end
@reflect
end
end # RPG::Actor
[/pre]
[pre lang="ruby"]#==============================================================================
# ■ 隐藏房间黑块
# by:VIPArcher
# -- 本脚本来自 http://rm.66rpg.com 使用或转载请保留以上信息。
#==============================================================================
# 使用说明:
# · 指定遮罩块颜色可在设置的第一行注释上<color=Color.new(R,G,B)>
# · 在需要用黑块遮罩的地图上建一个事件,事件名为 "Black_Room"并且在该事件里注释上
# 需要遮罩的范围矩形,例如 <6,4,10,17> 就为从地图坐标(6,4)开始到坐标(10,17)的矩形
# 区域填充上黑色块遮罩掉,当玩家踏入这个矩形时遮罩块消失。查看坐标可以看地图编辑器
# 右下角,把要遮罩的区域的左上角的坐标和右下角的坐标带入即可。
# · 每个遮罩区域可以指定角色踏入的矩形,规则同上,注释方法为在对应的矩形后面同一行
# 注释,例如<6,4,10,17>,[6,4,10,18],未指定踏入区域时默认原矩形为踏入区域
# · 如需注释多个黑块房间请注意换行。
# · 需要用图片做为遮罩块,就像这样备注 <name=文件名 x:5 y:5>,[5,5,10,10]
# 使用图片做为遮罩块必须设置踏入的矩形。文件放在"\Graphics\Parallaxes"文件夹下
#==============================================================================
$VIPArcherScript ||= {};$VIPArcherScript[:black_room] = 20150211
#-------------------------------------------------------------------------------
module VIPArcher end
#==============================================================================
# ★ 设定部分 ★
#==============================================================================
module VIPArcher::BlackRoom
Z = 999 # 遮罩块的Z值
SW = 1 # 该开关开启时遮罩块不可见
Edge = 16 # 遮罩块边距留空的距离
Room_Color = Color.new(0,0,0) # 默认遮罩块填充的颜色
Event_Name = 'Black_Room' # 设置遮罩块的事件名
Opacity_Speed = 17 # 透明度变化的速度
end
#==============================================================================
# ☆ 设定结束 ☆
#==============================================================================
class Sprite_BlackRoom < Sprite
include VIPArcher::BlackRoom
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(rect,check_rect,color,viewport)
super(viewport)
@check_rect, @color = check_rect,color
if rect.is_a?(Rect)
self.x, self.y, self.z = rect.x * 32, rect.y * 32, Z
width, height = rect.width - rect.x + 1,rect.height - rect.y + 1
set_bitmap(width * 32,height * 32)
elsif rect.is_a?(Array)
self.x, self.y, self.z = rect[1] * 32, rect[2] * 32, Z
set_bitmap(rect[0])
end
end
#--------------------------------------------------------------------------
# ● 设置Bitmap
#--------------------------------------------------------------------------
def set_bitmap(*args)
case args.size
when 1
self.bitmap = Cache.parallax(args[0])
when 2
self.bitmap = Bitmap.new(args[0], args[1])
rect = Rect.new(Edge, Edge, args[0] - Edge * 2, args[1] - Edge * 2)
self.bitmap.fill_rect(rect, @color)
end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 位置判定
#--------------------------------------------------------------------------
def character_pos?
$game_player.x > @check_rect.width || $game_player.x < @check_rect.x ||
$game_player.y > @check_rect.height || $game_player.y < @check_rect.y
end
#--------------------------------------------------------------------------
# ● 更新透明度
#--------------------------------------------------------------------------
def update_opacity
self.opacity += character_pos? ? Opacity_Speed : - Opacity_Speed
self.opacity = 0 if $game_switches[SW]
end
#--------------------------------------------------------------------------
# ● 更新位置
#--------------------------------------------------------------------------
def update_position
self.ox = $game_map.display_x * 32
self.oy = $game_map.display_y * 32
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_opacity
update_position
end
end
#-------------------------------------------------------------------------------
class Spriteset_Map
include VIPArcher::BlackRoom
#--------------------------------------------------------------------------
# ● 生成黑色遮罩块
#--------------------------------------------------------------------------
alias black_room_create_characters create_characters
def create_characters
black_room_create_characters
room_sprite_dispose if @black_room_sprites
@black_room_sprites = []
$game_map.events.values.each do |event|
if event.instance_variable_get(:@event).name =~ /#{Event_Name}/i
return if event.list.nil?
event.list.each { |command| get_black_room_setup(command) }
end
end
end
#--------------------------------------------------------------------------
# ● 获取遮罩块设置
#--------------------------------------------------------------------------
def get_black_room_setup(command)
return unless command.code == 108 or 408
command.parameters.each {|line|get_rect_setup(line); get_bitmap_setup(line)}
end
#--------------------------------------------------------------------------
# ● 备注文件名的设置
#--------------------------------------------------------------------------
def get_bitmap_setup(line)
if line =~ /<name\s*=\s*(\S+?)\s*x:\s*(\d+?)\s*y:\s*(\d+)>/i
rect = [$1,$2.to_i,$3.to_i]
if line =~ /\[(\d+.*?)\]/; x = $1.split(',')
check_rect = Rect.new(x[0].to_i,x[1].to_i,x[2].to_i,x[3].to_i)
end
sprite = Sprite_BlackRoom.new(rect,check_rect,@color,@viewport1)
sprite.opacity = 0 unless sprite.character_pos?
@black_room_sprites.push(sprite)
end
end
#--------------------------------------------------------------------------
# ● 备注矩形的设置
#--------------------------------------------------------------------------
def get_rect_setup(line)
@color = eval($1) rescue Room_Color if line =~ /<color\s*=\s*(.*?)\s*>/i
@color = Room_Color unless @color.is_a?(Color)
if line =~ /<(\d+.*?)>/; x = $1.split(',')
check_rect = rect = Rect.new(x[0].to_i,x[1].to_i,x[2].to_i,x[3].to_i)
if line =~ /\[(\d+.*?)\]/; x = $1.split(',')
check_rect = Rect.new(x[0].to_i,x[1].to_i,x[2].to_i,x[3].to_i)
end
sprite = Sprite_BlackRoom.new(rect,check_rect,@color,@viewport1)
sprite.opacity = 0 unless sprite.character_pos?
@black_room_sprites.push(sprite)
end
end
#--------------------------------------------------------------------------
# ● 释放
#--------------------------------------------------------------------------
alias black_room_dispose dispose
def dispose
black_room_dispose
room_sprite_dispose
end
#--------------------------------------------------------------------------
# ● 释放遮罩块
#--------------------------------------------------------------------------
def room_sprite_dispose
@black_room_sprites.each {|sprite| sprite.dispose }
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
alias black_room_update update
def update
black_room_update
@black_room_sprites.each {|sprite| sprite.update }
end
end[/pre] |
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