Vai al contenuto

Rilevato Ad-Blocker. Per favore disabilita il tuo adblocker quando navighi su makerando.com - Non c'è nessun annuncio invasivo.

Cerca nel Forum

Showing results for tags 'Zoom Script'.



More search options

  • Search By Tags

    Tag separati da virgole.
  • Search By Author

Tipo di contenuto


Forums

  • Comunità
    • Cancello di Ingresso
    • Bacheca
    • Colisseum
  • DevTeam
    • CyberTeam
  • Giochi e Progetti RPG Maker
    • Resa Grafica
    • Concept e Bozze
    • Progetti
    • Giochi RPG Maker Completi e Demo
    • Il Making Oltreoceano
  • Assistenza e Supporto RPG Maker
    • Biblioteca
    • BrainStorming
    • Chiedi Aiuto alla Comunity
    • RPG Maker Scripting
    • PlugIn e AddOn RPG Maker
    • Musica e Suoni
    • Risorse Grafiche RPG Maker
    • Mak - Resources
  • Beyond Making - Oltre RPG Maker
    • Altri Tool

Find results in...

Find results that contain...


Data di creazione

  • Start

    End


Ultimo Aggiornamento

  • Start

    End


Filter by number of...

Iscritto

  • Start

    End


Gruppo


AIM


Indirizzo Web


ICQ


Yahoo


Skype


Location


Interests

Trovato 1 risultato

  1. Nome Script: Zoom Script Versione: N/D Autore/i: Jet, Zeriab, Piejamas Informazioni: Come da titolo,si potrà avere uno zoom sulla mappa e le immagini spiegheranno meglio =) Istruzioni: All'interno dello script. Script: #=============================================================================== # Zoom Script # By Jet10985 (Jet) # Original Code by: Zeriab # Small fixes by: Piejamas #=============================================================================== # This script will enable the user to zoom in and out of the map. It also allows # them to have a classic looking map transfer if they want it. # This script has: 15 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Spriteset_Map: initialize, dispose # Game_Temp: initialize # Scene_Map: update_transfer_player, call_battle, perform_battle_transition #=============================================================================== =begin How to zoom anywhere: to zoom in a specific part, use the following script in an Event "Script..." zoom_screen(duration, end_value, player, fade, fade_duration) duration = time in frames for zoom to complete. 60 frames = 1 second end_value = how far in the zoom goes, as in 10x size or 5x size. Use just number, no x. player = does the zoom zoom-in on the player? true or false. false will make it so the zoom will zoom-in in the event that calls the zoom. fade = true or false. true make the screen fade to black while zooming. fade_duration = how long does it take to fade in frames? 60 frames = 1 second You must specify duration AND end_value, but not always the rest. If the others aren't specified, they will default like so: player will be true fade will be false fade_duration will be 1 Ex. zoom_screen(120, 10) This will zoom in on the player with a 10x zoom, and will last for 2 seconds with no fading. -------------------------------------------------------------------------------- How to end zoom: to end the zoom, use the following script in an Event "Script..." end_zoom_screen(zoom_out) zoom_out = true or false. if true, it will end by zooming out. if false, it will just revert back to regular map. You can just put end_zoom_screen and it will assume that zoom_out is true end_zoom_screen automatically detects if a fade occured during the zoom, and will fade back in automatically. -------------------------------------------------------------------------------- Notes: While zoomed in, the player will not be able to move. Pictures and message windows can still be displayed. Pictures must have a Z value of 200+ in order to show above the zoom. =end module JetZoomScript # When you transfer to a new map, do you want to have a cool zoom-in # transfer? If false, you can skip down to ZOOM_BATTLE_TRANSFER. ZOOM_TRANSFER = true # With the zoom transfer, do you also want the screen to fade to black, # then fade back normally when you're on the next map? ZOOM_AND_FADE = false # After the zoom transfer, you you want a zoom out effect instead of # just the map? ZOOM_OUT_AFTER_TRANSFER = false # While transfering, do you want the previous map to slowly become # intangible? USE_OPACITY_CHANGE_ON_ZOOMSHOT = true # What's the factor you want to zoom-in with on zoom transfers? TRANSFER_ZOOM_AMOUNT = 10 # How long in frames does the transfer zoom take to zoom in? # 60 frames = 1 second TRANSFER_ZOOM_IN_TIME = 120 # This is the acceleration factor of the transfer zoom. The lower the factor, # the higher it accelerates, so the higher the factor, the slower. TRANSFER_ZOOM_FACTOR = 2.3 # How long in frames does the transfer zoom take to zoom out? # Don't bother with this if ZOOM_OUT_AFTER_TRANSFER is false # 60 frames = 1 second TRANSFER_ZOOM_OUT_TIME = 120 # How long in frames does the transfer zoom take to fade to black? # Don't bother with this if ZOOM_AND_FADE is false # 60 frames = 1 second TRANSFER_ZOOM_FADE_IN = 120 # How long in frames does the transfer zoom take to fade back into light? # Don't bother with this if ZOOM_AND_FADE is false # Also don't bother with this if ZOOM_OUT_AFTER_TRANSFER is false # 60 frames = 1 second TRANSFER_ZOOM_FADE_OUT = 120 # If this switch is on, then transfer zoom will be temporarily disabled. NO_ZOOM_TRANSFER_SWITCH = 1 # Instead of the lame default battle enter sequence, do you want # to zoom in on your character when entering into battle? ZOOM_BATTLE_TRANSFER = true # What's the factor you want to zoom-in with on zoom battle transfers? BATTLE_TRANSFER_ZOOM_AMOUNT = 10 # How long in frames does the battle transfer zoom take to zoom in? # 60 frames = 1 second BATTLE_TRANSFER_ZOOM_IN_TIME = 100 # This is the acceleration factor of the battle transfer zoom. The lower the # factor, the higher it accelerates, so the higher the factor, the slower. BATTLE_TRANSFER_ZOOM_FACTOR = 2.3 end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Spriteset_Map alias jet4762_initialize initialize unless $@ def initialize jet4762_initialize @disposed = false end alias jet7233_dispose dispose unless $@ def dispose jet7233_dispose @disposed = true end def disposed? return @disposed end end class Scene_Map def spriteset return @spriteset end end class Game_Temp attr_accessor :player_height, :display_x, :display_y alias jet4672_initialize initialize unless $@ def initialize jet4672_initialize @player_height = 0 @display_x = 0 @display_y = 0 end end class Scene_Map < Scene_Base include JetZoomScript alias jet7833_update_transfer_player update_transfer_player unless $@ def update_transfer_player if $game_switches[NO_ZOOM_TRANSFER_SWITCH] || !ZOOM_TRANSFER jet7833_update_transfer_player else return unless $game_player.transfer? zoom = (Graphics.brightness > 0 && $game_map.screen.brightness > 0) fadeout = ZOOM_AND_FADE ? TRANSFER_ZOOM_FADE_OUT : -1 fadein = ZOOM_AND_FADE ? TRANSFER_ZOOM_FADE_IN : -1 zoom_screen(TRANSFER_ZOOM_IN_TIME, 1, TRANSFER_ZOOM_AMOUNT, fadeout) if zoom if !USE_OPACITY_CHANGE_ON_ZOOMSHOT && ZOOM_OUT_AFTER_TRANSFER or !USE_OPACITY_CHANGE_ON_ZOOMSHOT && ZOOM_AND_FADE && !ZOOM_OUT_AFTER_TRANSFER @spriteset.dispose unless @spriteset.disposed? $game_player.perform_transfer $game_map.update @spriteset = Spriteset_Map.new if @spriteset.disposed? end $game_map.autoplay if ZOOM_OUT_AFTER_TRANSFER zoom_screen(TRANSFER_ZOOM_OUT_TIME, TRANSFER_ZOOM_AMOUNT, 1, fadein) if zoom end if ZOOM_AND_FADE && !ZOOM_OUT_AFTER_TRANSFER fadein(TRANSFER_ZOOM_FADE_IN) end end end def zoom_screen(duration, start_value, end_value, fade_duration) $game_temp.player_height = @spriteset.player_height $game_temp.display_x = $game_player.screen_x $game_temp.display_y = $game_player.screen_y Graphics.brightness = 255 @zoom_bitmap = Graphics.snap_to_bitmap @zoom_sprite = Sprite.new @zoom_sprite.z = 9999 @zoom_sprite.bitmap = @zoom_bitmap if USE_OPACITY_CHANGE_ON_ZOOMSHOT && !ZOOM_OUT_AFTER_TRANSFER @spriteset.dispose $game_player.perform_transfer $game_map.update @spriteset = Spriteset_Map.new end do_zoom(duration, start_value, end_value, fade_duration) @zoom_sprite.dispose @zoom_bitmap.dispose end def do_zoom(times, start_value, end_value, fade_duration) value = start_value if start_value > end_value && ZOOM_AND_FADE Graphics.brightness = 0 end for i in 0...times percent = (i.to_f / times) ** TRANSFER_ZOOM_FACTOR value = value + percent * (end_value - value) if USE_OPACITY_CHANGE_ON_ZOOMSHOT and !(start_value > end_value) @zoom_sprite.opacity -= 255 / TRANSFER_ZOOM_IN_TIME @zoom_sprite.update end if ZOOM_AND_FADE if start_value < end_value Graphics.brightness -= 255 / fade_duration elsif start_value > end_value Graphics.brightness += 255 / fade_duration end end zoom_sprite(@zoom_sprite, value) Graphics.update end end def zoom_sprite(sprite, amount) sx = $game_temp.display_x sy = $game_temp.display_y - $game_temp.player_height / 2 gw = Graphics.width gh = Graphics.height width = gw * amount height = gh * amount x = [sx * amount - (gw / 2), 0].max x = [x, width - gw].min y = [sy * amount - (gh / 2), 0].max y = [y, height - gh].min sprite.zoom_x = amount sprite.zoom_y = amount sprite.ox = x / amount sprite.oy = y / amount end alias jet6592_call_battle call_battle unless $@ def call_battle jet6592_call_battle if ZOOM_BATTLE_TRANSFER $game_temp.player_height = @spriteset.player_height $game_temp.display_x = $game_player.screen_x $game_temp.display_y = $game_player.screen_y Graphics.brightness = 255 @zoom_bitmap = Graphics.snap_to_bitmap @zoom_sprite = Sprite.new @zoom_sprite.z = 199 @zoom_sprite.bitmap = @zoom_bitmap value = 1 for i in 0...BATTLE_TRANSFER_ZOOM_IN_TIME percent = (i.to_f / BATTLE_TRANSFER_ZOOM_IN_TIME) ** BATTLE_TRANSFER_ZOOM_FACTOR value = value + percent * (BATTLE_TRANSFER_ZOOM_AMOUNT - value) zoom_sprite(@zoom_sprite, value) Graphics.update end end end alias jet4721_perform_battle_transition perform_battle_transition unless $@ def perform_battle_transition if !ZOOM_BATTLE_TRANSFER jet4721_perform_battle_transition else @zoom_sprite.dispose @zoom_bitmap.dispose end end end class Spriteset_Map def player_height @character_sprites[-1].height end end class Game_Interpreter def zoom_sprite(sprite, amount) sx = $game_temp.display_x sy = $game_temp.display_y - $game_temp.player_height / 2 gw = Graphics.width gh = Graphics.height width = gw * amount height = gh * amount x = [sx * amount - (gw / 2), 0].max x = [x, width - gw].min y = [sy * amount - (gh / 2), 0].max y = [y, height - gh].min sprite.zoom_x = amount sprite.zoom_y = amount sprite.ox = x / amount sprite.oy = y / amount end def zoom_screen(times, end_value, player = true, fade = false, fade_duration = 1) $game_temp.player_height = $scene.spriteset.player_height if player $game_temp.display_x = $game_player.screen_x $game_temp.display_y = $game_player.screen_y else $game_temp.display_x = $game_map.events[@original_event_id].screen_x $game_temp.display_y = $game_map.events[@original_event_id].screen_y end Graphics.brightness = 255 @zoom_bitmap = Graphics.snap_to_bitmap @zoom_sprite = Sprite.new @zoom_sprite.z = 199 @zoom_sprite.bitmap = @zoom_bitmap value = 1 @start_value = 1 @[member=endriu]_value = end_value @fade = fade @fade_duration = fade_duration @times = times if 1 > end_value && fade Graphics.brightness = 0 end for i in 0...times percent = (i.to_f / times) ** 2.3 value = value + percent * (end_value - value) if fade if 1 < end_value Graphics.brightness -= 255 / fade_duration elsif 1 > end_value Graphics.brightness += 255 / fade_duration end end zoom_sprite(@zoom_sprite, value) Graphics.update end end def end_zoom_screen(zoom_out = true) if zoom_out value = @[member=endriu]_value if @[member=endriu]_value > @start_value && @fade Graphics.brightness = 0 end for i in 0...@times percent = (i.to_f / @times) ** 2.3 value = value + percent * (@start_value - value) if @fade if @start_value < @[member=endriu]_value Graphics.brightness -= 255 / fade_duration elsif @start_value > @[member=endriu]_value Graphics.brightness += 255 / fade_duration end end zoom_sprite(@zoom_sprite, value) Graphics.update end end @zoom_sprite.dispose @zoom_bitmap.dispose end end unless $engine_scripts.nil? JetEngine.active("Zoom Script", 1) end F.A.Q: D: Dove devo inserire questo script? R: Lo script va inserito sopra Main. D: Come posso modificare_____? R: Ci sono le istruzioni all'interno dello script per modificare qualcosa,se no posta nel topic per aiuto. D: Posso zoomare con questo script? R: Si. D: Cosa faccio in caso di errore? R: In caso di errore posta una immagine dell'errore e di essere il più chiaro possibile così che possiamo aiutarti.
×