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  1. Nome Script: Battle Background basati sul tile Versione: 1.1 Autore/i: Reedo Informazioni: Lo script permette di settare il Background di battaglia in base all'autotile in cui il PG è posto prima che inizi la battaglia. E' anche possibile settare lo sfondo di battaglia per un'unica mappa. Screenshots: Istruzioni: Inserite lo script sopra Main. Altre istruzioni all'interno dello script/demo. Script: ############################################################################### ## Tile-Based Battle Backgrounds ## Version 1.1 ## December 28, 2009 ## By Reedo ############################################################################### ## SOURCE ## ## http://www.rpgmakervx.net/index.php?showtopic=23649 ############################################################################### ## REFERENCES ## ## None. This is an original script by Reedo. ############################################################################### ## DESCRIPTION ## ## [UPDATE 1.1] ## Added option to stretch images based on a request by Riokogen. ############################################################################### ## DESCRIPTION ## ## This script allows you to replace the background image(s) of the default ## battle scene with custom background and/or floor image of your own making. ## ## What's different about this script is that it will set the battle background ## based on the tile the player is standing on when the battle begins! ## ## The script names all of the autotiles in TileSetA, many of the single floor ## tiles, and allows you to name any others that you like. Named tiles can ## then have a specific set of battle graphics applied to them. In this way, ## the script can check to see which (if any) named tile the player is standing ## on, and set the battle background appropriately. Now Ralph and friends can ## fight in the woods when standing in the woods. ## ## The script also allows backgrounds specific to an entire map, and provides ## a list to exclude individual maps from custom battle background processing. ############################################################################### ## COMPATIBILITY ## ## Should be compatible with most other scripts. ############################################################################### ## REQUIREMENTS ## ## None ############################################################################### ## INSTALLATION ## ## Plug-and-play. ## Insert below Materials, or other Reedo scripts. ############################################################################### ## RIGHTS & RESTRICTIONS ## ## As with most Reedo scripts, this script is free to re-use, as-is, ## in personal, educational, and commercial RPGVX development projects, ## providing that: this script, as well as the rpgmakervx.net forum link ## from which it was obtained, are credited in writing displayed readily ## to the user of the final compiled code assembly. ## ## Reedo and rgpmakervx.net retain all rights of intellect and ownership. ## You forego all rights of warranty by utilizing this script. ############################################################################### ## USAGE ## ## Specify user options according to the comments below. ############################################################################### ############################################################################### ## USER OPTIONS ############################################################################### module REEDO_TILE_BASED_BATTLE_BACKGROUNDS # Set this flag to turn the entire script on and off. You can change this # value via a scipt. My long names can be a pain in the butt, so use code # like this in an event script command: # @b = REEDO_TILE_BASED_BATTLE_BACKGROUNDS # @b::ENABLED = false # ENABLED = true # Here the specific tiles that make up each game tile are specified. The # reason for this is that each auto-tile on a map is actually one of 48 # different tiles, and each tile on the game map has three possible layers # where a tile ID can be stored (so each game tile can have three tiles on it). # # The hash below attempts to name each floor tile in Tile Set A to make them # easier to refer to when specifing battle graphics. Since I was naming auto- # tiles anyway, I decided to name them all for you, incase your game makes a # tile passable when it normally would not be. The autotiles are the hard ones # to find - I started naming the non-autotile floor tiles too, and you should # be able to look at Tile Set A and figure out where I stopped at. The rest of # the tiles are numbered sequentially, left to right, top to bottom, so you # should be able to simply count to any tile in tile set A that you want to # add to the hash below. # # The hash is simply a tile group name for the key, and an array of tile IDs # followed by the target layer, for the value. The layer is 0 for most tiles, # but 1 for "bushes" and 2 for anything rendered above the character. # # NOTE - THIS IS FOR THE DEFAULT TILESETS # Though, the rules for autotiles are set, so this script should work with # custom tile sets. But for the defaults, you should not have to change # anything on the autotiles and you can add the other floor tiles easily. # # Group Name => Tile IDs , Graphic Layer TILE_GROUPS = { "RoughGrass" => [(2816 .. 2863), 0], "GreenTrees" => [(2864 .. 2911), 1], "HighMountains" => [(2912 .. 2959), 0], "LightGrass" => [(2960 .. 3007), 0], "GrassBushes" => [(3008 .. 3055), 1], "WoodenFence" => [(3056 .. 3103), 1], "StoneFloor" => [(3104 .. 3151), 0], "WoodCounter" => [(3152 .. 3199), 0], "RoughDirt" => [(3200 .. 3247), 0], "DeadTrees" => [(3248 .. 3295), 1], "MedMountains" => [(3296 .. 3343), 0], "LightDirt" => [(3344 .. 3391), 0], "DirtBushes" => [(3392 .. 3439), 1], "StoneFence1" => [(3440 .. 3487), 1], "GoldCarpet" => [(3488 .. 3535), 0], "FancyCounter" => [(3536 .. 3583), 0], "BeachSand" => [(3584 .. 3631), 0], "PalmTrees" => [(3632 .. 3679), 1], "LowMountains" => [(3680 .. 3727), 0], "DesertSand" => [(3728 .. 3775), 0], "SandBushes" => [(3776 .. 3823), 1], "StoneFence2" => [(3824 .. 3871), 1], "RedCarpet" => [(3872 .. 3919), 0], "StoneCounter" => [(3920 .. 3967), 0], "HeavySnow" => [(3968 .. 4015), 0], "SnowTrees" => [(4016 .. 4063), 1], "SnowMountains" => [(4064 .. 4111), 0], "LightSnow" => [(4112 .. 4159), 0], "SnowBushes" => [(4160 .. 4207), 1], "SnowFence" => [(4208 .. 4255), 1], "RaisedFloor" => [(4256 .. 4303), 0], "ClothCounter" => [(4304 .. 4351), 0], "BrownStone" => [[1528], 0], "GrayStone" => [[1529], 0], "LavaStone" => [[1530], 0], "IceStone" => [[1531], 0], "PlantVines" => [[1532], 0], "CrystalStone" => [[1533], 0], "LivingTissue" => [[1534], 0], "PurpleCord" => [[1535], 0], "Empty" => [[1536], 0], "CrystalClear1" => [[1537], 0], "CrystalClear2" => [[1538], 0], "CrystalIce" => [[1539], 0], "ForceField" => [[1540], 0], "CrystalClear1Steps" => [[1541], 0], "CrystalIceSteps" => [[1542], 0], "MetalGrate" => [[1543], 0], "CrystalClear2Steps" => [[1549], 0], "ForceFieldSteps" => [[1550], 0], "SquareGrayStone" => [[1552], 0], "LargeRedStone" => [[1553], 0], "LargeGoldStone" => [[1554], 0], "YellowStone" => [[1555], 0], "SmallRoundGrayStone" => [[1556], 0], "LargeRoundGrayStone" => [[1557], 0], "MossCovered" => [[1558], 0], "IceCovered" => [[1559], 0], } #END TILE_GROUPS # This hash contains the actual background image settings for each tile # group name. Enter the tile group name which should have unique battle # graphics as the key in the hash. Enter an array of the two picture # names (imported into the Pictures Game Resources), to use as the background # and floor, respectively, for the value of each hash entry. The floor # picture is optional and can be set to 'nil' if not used. DATA = {"RoughGrass" => ["opensky1", "roughgrass1"], "GreenTrees" => ["forestsky1", "greentrees1"], "RoughDirt" => ["opensky1", "roughdirt1"], "BeachSand" => ["oceansky1", "beachsand1"], "DesertSand" => ["desertsky1", "desertsand1"], } # This hash allows you to specify map IDs for maps that will always use the # same battle graphics, regardless of the tile the player is on. Just set # this to an empty hash {} if not used. SINGLE_BACKGROUND_MAPS = {7 => "RoughGrass"} # Here you can specify map IDs for maps that will be ignored by this script. # Simply input a map ID into the array and that map will not use this script # to determine its battle images. EXCLUDED_MAPS = [10, 11, 12] # These values allow you to offest the position and z-depth of the background # image. The normal background image is 544 X 224 if you use a standard floor, # but you may want some overlap or offest for transparency overlay. BACK_TOP = 0 BACK_LEFT = 0 BACK_Z_DEPTH = 0 # Set this to true to stretch the background image to fit. FIT_BACK = true # This is the size which the background image should be stretched to. FIT_BACK_SIZE = [544, 416] # These values allow you to offest the position and z-depth of the floor # image. The normal floor image is 544 X 192 if you use a standard background, # but you may want some overlap or offest for transparency overlay. FLOOR_TOP = 0 #224 FLOOR_LEFT = 0 FLOOR_Z_DEPTH = 1 # Set this to true to stretch the floor image to fit. FIT_FLOOR = true # This is the size which the floor image should be stretched to. FIT_FLOOR_SIZE = [544, 416] # This allows you to disable drawing of the default floor if you specify # a background image, but no floor image for a tile. In most cases you # won't need to modify this, but if you have another custom script providing # a floor image, then you may want to set this to false when using tiles with # only a background image specified. DEFAULT_FLOOR_ENABLED = true end ############################################################################### ## MAIN SCRIPT ############################################################################### ## EDITS BEYOND THIS POINT ARE AT YOUR OWN RISK!!! ############################################################################### class Spriteset_Battle alias reedo_tbbb_sb_create_battleback create_battleback def create_battleback tbbb = REEDO_TILE_BASED_BATTLE_BACKGROUNDS image = reedo_get_battleback if image != nil picture = Cache.picture(image) if tbbb::FIT_BACK bmp = Bitmap.new(tbbb::FIT_BACK_SIZE[0], tbbb::FIT_BACK_SIZE[1]) bmp.stretch_blt(bmp.rect, picture, picture.rect) else bmp = picture end @battleback_sprite = Sprite.new(@viewport1) @battleback_sprite.bitmap = picture @battleback_sprite.x = tbbb::BACK_LEFT @battleback_sprite.y = tbbb::BACK_TOP @battleback_sprite.z = tbbb::BACK_Z_DEPTH else reedo_tbbb_sb_create_battleback end end alias reedo_tbbb_sb_create_battlefloor create_battlefloor def create_battlefloor tbbb = REEDO_TILE_BASED_BATTLE_BACKGROUNDS image = reedo_get_battlefloor if image != nil picture = Cache.picture(image) if tbbb::FIT_FLOOR bmp = Bitmap.new(tbbb::FIT_FLOOR_SIZE[0], tbbb::FIT_FLOOR_SIZE[1]) bmp.stretch_blt(bmp.rect, picture, picture.rect) else bmp = picture end @battlefloor_sprite = Sprite.new(@viewport1) @battlefloor_sprite.bitmap = bmp @battlefloor_sprite.x = tbbb::FLOOR_LEFT @battlefloor_sprite.y = tbbb::FLOOR_TOP @battlefloor_sprite.z = tbbb::FLOOR_Z_DEPTH else reedo_tbbb_sb_create_battlefloor if tbbb::DEFAULT_FLOOR_ENABLED end end def self.reedo_get_current_tile_id(layer) x = $game_player.x y = $game_player.y tile_id = $game_map.data[x, y, layer] tile_id = -1 if tile_id == nil return tile_id end def reedo_get_battleback return nil if !REEDO_TILE_BASED_BATTLE_BACKGROUNDS::ENABLED return nil if REEDO_TILE_BASED_BATTLE_BACKGROUNDS::EXCLUDED_MAPS.include?($game_map.map_id) @reedo_backs = reedo_get_battle_backgrounds if @reedo_backs == nil return nil if @reedo_backs.length == 0 return @reedo_backs[0] end def reedo_get_battlefloor return nil if !REEDO_TILE_BASED_BATTLE_BACKGROUNDS::ENABLED return nil if REEDO_TILE_BASED_BATTLE_BACKGROUNDS::EXCLUDED_MAPS.include?($game_map.map_id) @reedo_backs = reedo_get_battle_backgrounds if @reedo_backs == nil return nil if @reedo_backs.length == 0 return @reedo_backs[1] end def reedo_get_battle_backgrounds values = nil if REEDO_TILE_BASED_BATTLE_BACKGROUNDS::SINGLE_BACKGROUND_MAPS.has_key?($game_map.map_id) key = REEDO_TILE_BASED_BATTLE_BACKGROUNDS::SINGLE_BACKGROUND_MAPS[$game_map.map_id] values = REEDO_TILE_BASED_BATTLE_BACKGROUNDS::DATA[key] else t1 = Spriteset_Battle.reedo_get_current_tile_id(0) t2 = Spriteset_Battle.reedo_get_current_tile_id(1) t3 = Spriteset_Battle.reedo_get_current_tile_id(2) REEDO_TILE_BASED_BATTLE_BACKGROUNDS::TILE_GROUPS.keys.each do |key| data = REEDO_TILE_BASED_BATTLE_BACKGROUNDS::TILE_GROUPS[key] case data[1] when 0 t_id = t1 when 1 t_id = t2 when 2 t_id = t3 end if t_id != nil if data[0].include?(t_id) values = REEDO_TILE_BASED_BATTLE_BACKGROUNDS::DATA[key] break end end end end if values == nil values = REEDO_TILE_BASED_BATTLE_BACKGROUNDS::DATA["Default"] end return [] if values == nil return values end end Demo: http://www.mediafire.com/download.php?opobyf38bzgno3m Incompatibilita': Dovrebbe essere compatibile con la maggior parte di altri script. Lo script però è stato progettato per il sistema di combattimento di default e potrebbe non essere compatibile con gli altri.
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