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Risposte pubblicati da DadyD
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Glazie, glazie
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Il forum normale mi funziona (?). Ma l'altro, quello inserito ieri che ci arrivi con i GameLog, mi funziona in parte. Gli ultimi 2, Gallery e Risorse me li da sballati.
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Grazie Ma vista l'ora, non avevo voglia di cercare
Buona fortuna con il progetto, aspettiamo una demo.
Cris_93 reacted to this -
Carino, veramente carino! Ti "fregherò" qualche ideuzza
Vedendo l'immagine di te che stai vicino all'acqua mi è venuta voglia di darti un consiglio
Qualche giorno fa ho trovato un plugin del riflesso, che si può inserire anche su altre superfici, non solo sull'acqua
#==============================================================================
# ** TDS Sprite Reflection# Ver: 1.4#------------------------------------------------------------------------------# * Description:# This script creates the effect of reflection on certain map tiles.#------------------------------------------------------------------------------# * Features:# Set reflection tiles based on terrain.# Set Y offset of reflection based on terrain tag on the tile notes.# Set individual Y offset for character or events.#------------------------------------------------------------------------------# * Instructions:# For events to have a reflection their name must include this, "[Reflect]".# (It's not case sensitive.)## To turn on/off the reflection on an event or player use this on a script# call:## turn_on_reflection(id)# turn_off_reflection(id)## id = ID of Event to turn effect ON/OFF. For the player use 0 and for the# followers use negative ID's (-1, -2, -3)## Example:## turn_off_reflection(0)## That would make the players reflection invisible.## turn_off_reflection(-1)## That would turn off the first followers reflection.## To set the terrain ID's that are reflective find this constant# "REFLECTION_TERRAIN_TAGS" below the Setting Constants and set the ID's## Example:## REFLECTION_TERRAIN_TAGS = [terrain_id, terrain_id, ...]# REFLECTION_TERRAIN_TAGS = [1, 2]## To enable or disable the water wave effect of reflections find this constant# "REFLECTION_WAVE_EFFECT" and set the value to true or false.## To set the individual offset based on terrain tag, go to the tileset editor# and add this on it's notes.## S_REFLECT_OFFSET:# terrain_tag: y_offset# terrain_tag: y_offset# terrain_tag: y_offset# E_REFLECT_OFFSET:## terrain_tag: = Terrain Tag (1, 2, 3, 4, 5, 6, 7)# y_offset: Y value offset of the reflection while on this terrain tag.## Example:## S_REFLECT_OFFSET:# 1: 9# 2: 14# E_REFLECT_OFFSET:#------------------------------------------------------------------------------# * Notes:# This script is meant to be used mostly with the default sprites and square# water tiles. If people need more complex clipping and X offset I will add# them in a later version.#------------------------------------------------------------------------------# * Special Thanks:# Many thanks to Cozziekuns for his help witht the clipping method.#------------------------------------------------------------------------------# * Not Knowing English or understanding these terms will not excuse you in any# way from the consequenses.#==============================================================================# * Import to Global Hash *#==============================================================================($imported ||= {})[:TDS_Sprite_Reflection] = true#------------------------------------------------------------------------------# * Settings Constants#------------------------------------------------------------------------------# Reflection Terrain Tag ID'sREFLECTION_TERRAIN_TAGS = [1, 2]# Reflection Water Wave EffectREFLECTION_WAVE_EFFECT = true#==============================================================================# ** Game_Map#------------------------------------------------------------------------------# This class handles maps. It includes scrolling and passage determination# functions. The instance of this class is referenced by $game_map.#==============================================================================class Game_Map#--------------------------------------------------------------------------# * Public Instance Variables#--------------------------------------------------------------------------attr_reader :reflect_terrain_offsets # Map Reflection Y Offset Hash#--------------------------------------------------------------------------# * Alias Listings#--------------------------------------------------------------------------alias tds_sprite_reflection_game_map_setup setupalias tds_sprite_reflection_game_map_change_tileset change_tileset#--------------------------------------------------------------------------# * Setup#--------------------------------------------------------------------------def setup(*args)# Run Original Methodtds_sprite_reflection_game_map_setup(*args)# Setup Terrain Reflect Offset Valuessetup_terrain_reflect_offsetend#--------------------------------------------------------------------------# * Setup Reflect Terrain Offset Values#--------------------------------------------------------------------------def setup_terrain_reflect_offset# Make Reflect Terrain Offsets Hash@reflect_terrain_offsets = {}# Set Default Terrain Offset Value@reflect_terrain_offsets.default = 0# Get Tileset Terrain Offset Texttileset.note[/s_REFLECT_OFFSET:(.*)E_REFLECT_OFFSET:/m] ; offsets = $1# Return if offsets list text is nilreturn if offsets.nil?# Scan Battleback Text for region names informationoffsets.scan(/(?'terrain_tag'[0-9]+): (?'offset'[0-9]+)/) {|t|# Get Match Informationm = Regexp.last_match# Set Region Name@reflect_terrain_offsets[m[:terrain_tag].to_i] = m[:offset].to_i}end#--------------------------------------------------------------------------# * Change Tileset#--------------------------------------------------------------------------def change_tileset(*args)# Run Original Methodtds_sprite_reflection_game_map_change_tileset(*args)# Setup Terrain Reflect Offsetsetup_terrain_reflect_offsetend#--------------------------------------------------------------------------# * Get Terrain Reflection Offset Value#--------------------------------------------------------------------------def terrain_reflection_offset(terrain_tag) ; @reflect_terrain_offsets[terrain_tag] end#--------------------------------------------------------------------------# * Determine if Reflection happens at position#--------------------------------------------------------------------------def reflection_at?(x, y) ; REFLECTION_TERRAIN_TAGS.include?(terrain_tag(x, y)) endend#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------# An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#==============================================================================class Game_Interpreter#--------------------------------------------------------------------------# * Turn On/Off Character Reflection# id : event id (0 and negative for player and followers)#--------------------------------------------------------------------------def turn_on_reflection(id) ; change_reflection_state(id, true) enddef turn_off_reflection(id) ; change_reflection_state(id, false) end#--------------------------------------------------------------------------# * Change Reflection State# id : event id (0 and negative for player and followers)# state : True/False#--------------------------------------------------------------------------def change_reflection_state(id, state)# If ID is less than 1if id < 1if id == 0# Set Reflection State for Player$game_player.reflection_active = stateelse# Set Reflection State for Followers$game_player.followers[id.abs].reflection_active = stateendelse# Set Event Reflection State$game_map.events[id].reflection_active = stateendendend#==============================================================================# ** Spriteset_Map#------------------------------------------------------------------------------# This class brings together map screen sprites, tilemaps, etc. It's used# within the Scene_Map class.#==============================================================================class Spriteset_Map#--------------------------------------------------------------------------# * Alias Listings#--------------------------------------------------------------------------alias tds_sprite_reflection_spriteset_map_initialize initializealias tds_sprite_reflection_spriteset_map_dispose disposealias tds_sprite_reflection_spriteset_map_update updatealias tds_sprite_reflection_spriteset_map_refresh_characters refresh_characters#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initialize# Create Character Reflection Spritescreate_character_reflections# Run Original Methodtds_sprite_reflection_spriteset_map_initializeend#--------------------------------------------------------------------------# * Dispose#--------------------------------------------------------------------------def dispose# Run Original Methodtds_sprite_reflection_spriteset_map_dispose# Dispose of Reflection Spritesdispose_reflection_spritesend#--------------------------------------------------------------------------# * Dispose#--------------------------------------------------------------------------def dispose_reflection_sprites# Dispose of Reflection Sprites@reflection_sprites.each {|s| s.dispose}# Clear Reflection Sprites Array@reflection_sprites.clearend#--------------------------------------------------------------------------# * Refresh Characters#--------------------------------------------------------------------------def refresh_characters# Run Original Methodtds_sprite_reflection_spriteset_map_refresh_characters# Dispose of Reflection Spritesdispose_reflection_sprites# Create Character Reflection Spritescreate_character_reflectionsend#--------------------------------------------------------------------------# * Frame Update#--------------------------------------------------------------------------def update# Run Original Methodtds_sprite_reflection_spriteset_map_update# Update Character Reflectionsupdate_character_reflectionsend#--------------------------------------------------------------------------# * Create Character Reflection Sprites#--------------------------------------------------------------------------def create_character_reflections# Make Reflection Sprites Array@reflection_sprites = []# Go Through Game Map Events$game_map.events.values.each do |event|# If Event has Reflectionif event.has_reflection?# Add Reflection Sprite to Array@reflection_sprites << Sprite_Character_Reflection.new(@viewport1, event)endend# Go Through Follower Sprites$game_player.followers.reverse_each do |follower|# Add Reflection Sprite to Array@reflection_sprites << Sprite_Character_Reflection.new(@viewport1, follower)end# Add Player Reflection Sprite to Array@reflection_sprites << Sprite_Character_Reflection.new(@viewport1, $game_player)end#--------------------------------------------------------------------------# * Update Character Reflection Sprites#--------------------------------------------------------------------------def update_character_reflections# Update Reflection Sprites@reflection_sprites.each {|s| s.update}endend#==============================================================================# ** Game_Character#------------------------------------------------------------------------------# A character class with mainly movement route and other such processing added.# It is used as a super class of Game_Player, Game_Follower, GameVehicle,# and Game_Event.#==============================================================================class Game_Character < Game_CharacterBase#--------------------------------------------------------------------------# * Public Instance Variables#--------------------------------------------------------------------------attr_accessor :reflection_active # Reflection Active Flagattr_accessor :reflection_y_offset # Reflection Y Offset value#--------------------------------------------------------------------------# * Alias Listings#--------------------------------------------------------------------------alias tds_sprite_reflection_game_character_init_public_members init_public_members#--------------------------------------------------------------------------# * Initialize Public Member Variables#--------------------------------------------------------------------------def init_public_members# Set Reflection Active Flag@reflection_active = true# Set Reflection Y Offset Value@reflection_y_offset = 0# Run Original Methodtds_sprite_reflection_game_character_init_public_membersend#--------------------------------------------------------------------------# * Determine if Character has a reflection#--------------------------------------------------------------------------def has_reflection?# If Self is an Game_Event Characterif self.is_a?(Game_Event)# Return true if Event Name Includes the Reflect Flagreturn true if /\[REFLECT\]/i =~ @event.nameend# Return false by defaultreturn falseend#--------------------------------------------------------------------------# * Get Reflection Offset Value#--------------------------------------------------------------------------def reflection_offset(x = @x, y = @y + 1)# Return Character Reflection Offset with Character Offset$game_map.terrain_reflection_offset($game_map.terrain_tag(x, y)) + @reflection_y_offsetend#--------------------------------------------------------------------------# * Determine if Character reflection is visible#--------------------------------------------------------------------------def reflection_visible?(x = @x, y = @y + 1)return false if !@reflection_activereturn false if @transparentreturn false if !$game_map.reflection_at?(x, y)return trueendend#==============================================================================# ** Sprite_Character_Reflection#------------------------------------------------------------------------------# This sprite is used to display character reflection. It observes an instance# of the Game_Character class and automatically changes sprite state.#==============================================================================class Sprite_Character_Reflection < Sprite_Character#--------------------------------------------------------------------------# * Object Initialization# viewport : Viewport# character : Game_Character#--------------------------------------------------------------------------def initialize(viewport, character = nil)super(viewport, character)# Character Ojbect@character = character# Reflection Sprite Settingsself.mirror = true ; self.angle = 180 ; self.opacity = 160# Set Self Wave Amp if Reflection Wave Effect is trueself.wave_amp = 1 if REFLECTION_WAVE_EFFECT# Set Reflection Visibility Flag@visible = @character.reflection_visible?# Clipping Effect Flag@clipping = false# Updateupdateend#--------------------------------------------------------------------------# * Dispose#--------------------------------------------------------------------------def dispose ; super end ; def update_balloon ; end ; def setup_new_effect ; end#--------------------------------------------------------------------------# * Frame Update#--------------------------------------------------------------------------def update ; super end#--------------------------------------------------------------------------# * Update Transfer Origin Rectangle#--------------------------------------------------------------------------def update_src_rect# If Enter Clipping should be appliedif enter_clipping?if @tile_id == 0# Character Indexindex = @character.character_index# Character Patternpattern = @character.pattern < 3 ? @character.pattern : 1sx = (index % 4 * 3 + pattern) * @cwsy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch# X Coordinate Distancex_dist = (@character.x - @character.real_x).abs# Y Coordinate Distancey_dist = (@character.y - @character.real_y).abs# If Character Y Position is more than Real Y (Entering Down)if @character.y > @character.real_y# Set Source Rectself.src_rect.set(sx, sy, @cw, @ch - (y_dist * @ch))# Set OX Valueself.oy = (y_dist * @ch)end# If Character X Position is less than Real X (Entering to LEFT)if @character.x < @character.real_xself.src_rect.set(sx, sy, @cw - (@cw * x_dist), @ch)# Set OX Valueself.ox = (@cw - (x_dist * @cw)) / 2end# If Character X Position is more than Real X (Entering to RIGHT)if @character.x > @character.real_xself.src_rect.set(sx + (x_dist * @cw), sy, @cw - (x_dist * @cw), @ch)# Set OX Valueself.ox = (x_dist * @cw) / 2endend# Set Visibility to trueself.visible = true# Set Reflection X Coordinate Positionself.x = @character.screen_x + (@cw / 2 - self.ox) * (@character.real_x < @character.x ? 1 : -1)# Set Reflection Y Coordinate Positionself.y = @character.screen_y + @character.reflection_offset + (@ch - self.oy) * (@character.real_y < @character.y ? 1 : -1)# Set Clipping Flag to true@clipping = truereturnend# If Exit Clipping should be appliedif exit_clipping?if @tile_id == 0index = @character.character_indexpattern = @character.pattern < 3 ? @character.pattern : 1sx = (index % 4 * 3 + pattern) * @cwsy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch# X Coordinate Distancex_dist = (@character.x - @character.real_x).abs# Y Coordinate Distancey_dist = (@character.y - @character.real_y).abs# If Character Y Position is less than Real Y (Exiting UP)if @character.y < @character.real_y# Set Source Rectself.src_rect.set(sx, sy, @cw, y_dist * @ch)# Set OX Valueself.oy = (y_dist * @ch)# Get Y offset for terrainy_offset = @character.reflection_offset(@character.x, @character.y + 2)# Set Reflection X Coordinate Positionself.y = @character.screen_y + y_offset + (@ch - self.oy) * (@character.real_y < @character.y ? -1 : 1)end# If Character X Position is less than Real X (Exiting LEFT)if @character.x < @character.real_x# Set Source Rectself.src_rect.set(sx + @cw - x_dist * @cw, sy, x_dist * @cw, @ch)# Get Y offset for terrainy_offset = @character.reflection_offset(@character.x + 1, @character.y + 2)# Set Reflection Y Coordinate Positionself.y = @character.screen_y + y_offsetend# If Character X Position is more than Real X (Exiting RIGHT)if @character.x > @character.real_x# Set Source Rectself.src_rect.set(sx, sy, x_dist * @cw, @ch)# Get Y offset for terrainy_offset = @character.reflection_offset(@character.x - 1, @character.y + 2)# Set Reflection Y Coordinate Positionself.y = @character.screen_y + y_offsetend# Set OX Valueself.ox = (x_dist * @cw) / 2# Set Reflection X Coordinate Positionself.x = @character.screen_x + (@cw / 2 - self.ox) * (@character.real_x < @character.x ? -1 : 1)# Set Clipping Flag to true@clipping = trueendreturnend# If Clippingif @clipping# Set Visibilityself.visible = @visible = true if [email protected]? and @character.reflection_visible?self.visible = @visible = false if [email protected]? and [email protected]_visible?# Set Clipping flag to false@clipping = false# Reset OX and OY Valuesself.ox = @cw / 2 ; self.oy = @chendsuperend#--------------------------------------------------------------------------# * Determine if enter clipping should be applied#--------------------------------------------------------------------------def enter_clipping?return false if [email protected]?return false if @visible# Horizontal Clipping (Left/Right)if @character.x != @character.real_xreturn false if @character.reflection_visible?(@character.x + (@character.x > @character.real_x ? -1 : 1))endreturn false if [email protected]_visible?return trueend#--------------------------------------------------------------------------# * Determine if exit clipping should be applied#--------------------------------------------------------------------------def exit_clipping?return false if [email protected]?return false if !@visible# Horizontal Clipping (Left/Right)if @character.x != @character.real_xreturn false if [email protected]_visible?(@character.x + (@character.x > @character.real_x ? -1 : 1))endreturn false if @character.reflection_visible?return trueend#--------------------------------------------------------------------------# * Update Position#--------------------------------------------------------------------------def update_position# Return if Clipping Spritereturn if @clippingself.x = @character.screen_xself.y = @character.screen_y + @character.reflection_offsetself.z = @character.screen_z + 1end#--------------------------------------------------------------------------# * Update Other#--------------------------------------------------------------------------def update_otherself.blend_type = @character.blend_typeself.visible = @character.reflection_visible? if !@clippingreturnendendBuona fortuna E facci sapere se e quando uscirà la demo
P.s Non ricordo dove l'ho preso, se trovo metto i crediti!!
Edit: Crediti --> http://forums.rpgmakerweb.com/index.php?/topic/172-sprite-reflection/
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GENTE! L'ho appena saputo!
Appena scopro altro, scrivo! Se scoprite qualcosa scrivete anche voi!!
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Ha a che fare con una torre, se di babele o altro, spetta a te usare l'immaginazione
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Grazie del benvenuto
Curiosità:
Mi sono cimentato da poco in VX Ace e, insieme ad un amico, stiamo progettando una piccola storia
Sicuramente a molti non interesserà, ma ecco uno screen.
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Si, è a rieti...O almeno a Rieti ce n'è una che si chiama cosi...
Comunque, sto provando Crime
MrSte reacted to this -
Benvenuto . Rieti bei ricordi quando facevo le gare di judo :')
Bei ricordi? Sicuro che stiamo parlando della stessa Rieti? Stesso buchetto, con 2 piazze e nient'altro di utile attorno? Sicuro, sicuro?
Grazie dei benvenuti
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Ciao forum,
ecco una "piccola" presentazione.
Mi chiamo Dady, (si, anche in realtà mi chiamano così) è un soprannome che mi hanno dato da piccolo e, tuttora, mi chiamano così. La "d" finale è attribuita al nome del personaggio Monkey D. Luffy ( Anime One Piece )
Ho 18 anni.
Sono appassionato di molte cose...Video-editing, grafica digitale, video-game, film, Anime, Manga...e ho scoperto da poco di essere appassionato anche di RPG Maker
Sono della regione Lazio, più precisamente Rieti.
Penso possa bastare Chiedo da ora scusa per le svariate domande tartassanti che farò
DadyD.
MrSte e TecnoNinja reacted to this -
Di nulla
Buon Making
Altrettanto
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Come da titolo, dove trovo le risorse default di RPGMaker Vx Ace?
Mi spiego meglio. Vorrei sapere dove posso reperire le immagini dei personaggi ( Non quelle fatte da me, quelle già esistenti ), le immagini delle armi, quelle dei terrein/tilset, quelle delle animazioni ecc.
Ho visto che ci sono i file RPGVXAce Data, quelli presenti nella cartella "Data" di ogni progetto, ma non so come aprirli. Qualche consiglio?
Grazie
The Renegade
in Progetti
Inviato · Report reply
Calmo, prendi un respiro e rifletti.
E' esattamente cosi ^^ Basta cambiare la coordinata Y ^^
Si può personalizzare per ogni superficie, basta cambiare dal database, su "Terrain" ( O qualcosa di simile ) il numeretto che va da 0 a 7 ( Di default ce ne sono già due, 1 e 2, quindi 2 tipi di superficie ) E poi ne bastano due, uno per l'acqua e uno per gli, eventuali, specchi...Poi se vuoi ghiaccio e altro modifichi ^^