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Nome Script: Overlay Mapping

Versione: del 16.04.2012

Autore/i: Yami

 

Informazioni:

Questo script permette di poter utilizzare i vari livelli di parallasse per mappare all'interno del vostro progetto di RPG Maker VX Ace.

 

Screenshots:

testov10.jpg

 

Istruzioni:

Create una cartella dentro "Graphics" chiamata Overlay (nome progetto/Graphic/Overlay).

Potete creare fino a 4 tipi di immagini:

• Ground (parte base della mappa - va SOTTO a tutto)

• Par (parte alta della mappa - va SOPRA a tutto e copre gli eventi e il personaggio - vedi albero)

• Light (crea effetti di luce statici)

• Shadow (crea effetti di ombra statici)

 

Le immagini della vostra mappa dovranno essere nominate in base alla loro funzione:

• Il prato è un ground

• Gli alberi e tutto quello che è sopra al livello dell'eroe è un par

Le luci e le ombre sono rispettivamente light e shadow

 

Esempio:

Io ho creato un prato con degli alberi come nell'immagine sopra.

Tutto questo andrà inserito all'interno delle prima mappa del gioco (quindi ID:0001); di conseguenza chiamerò la mia immagine del prato cosi: Ground1_1 (il primo 1 è l'ID della mappa nel quale il prato verrà visualizzato; il secondo 1 è usato se, per esempio, nella stessa mappa volete creare più versioni: ground1_1 versione normale ground1_2 versione distruzione, per esempio); L'immagine deve essere in PNG.

Gli alberi andranno salvati cosi: Par1_1 (i numeri seguono lo stesso principio spiegato sopra); L'immagine deve essere in PNG.

Le luci e le ombre (se presenti) andranno salvate con lo stesso principio spiegato sopra (light1_1 e Shadow1_1); L'immagine deve essere in JPG.

 

(se questo prato dovrà essere messo nell mappa con ID 23 le immagini saranno chiamate ground23_1, par23_1, light23_1 e shadow23_1)

 

Spero di essere stato chiaro D:

 

Script:

 

 

 

#==============================================================================## �¥ Yami Engine Ace - Overlay Mapping# -- Last Updated: 2012.04.16# -- Level: Normal# -- Requires: n/a##==============================================================================$imported = {} if $imported.nil?$imported["YSE-OverlayMapping"] = true#==============================================================================# �¥ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2012.04.16 - Reworked with Encrypted Game.# 2012.04.13 - Ported into Yami Engine.##==============================================================================# �¥ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script based on Hanzo Kimura's idea. This will automatically load map's# overlay by map ID, and a map can have more than one image per layer, so you# don't have to create two or more map just for day/night or when an event occur.##==============================================================================# �¥ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# Create a folder in Graphics and name it Overlay.# Put all of your overlay into Graphics/Overlay.# Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Number# which "Filename Prefix" is the one you will config below# Map-ID is your map's ID# Number is 1, 2, 3, ... using for Overlay Variables.## Example: Graphics/Overlay/ground2-1.png# Which means this will be ground layer, for map 2, variable = 1## Light/Shadow must be .jpg# Parallax/Ground must be .png##==============================================================================module YSAmodule OVERLAY#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Overlay Switches -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# These are switches which are enable overlay layers. Turn them on to show# them in your maps.#--------------------------------------------------------------------------# Default: ON#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-LIGHT_SWITCH = 1 # Turn on/off light layerSHADOW_SWITCH = 2 # Turn on/off shadow layerPARALLAX_SWITCH = 3 # Turn on/off parallax layerGROUND_SWITCH = 4 # Turn on/off ground layer#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Overlay Variables -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# A map can have more than one image per layer, that means you can have a# different light/shadow for day and night, or have a different ground when# an event occured.#--------------------------------------------------------------------------# Default: 1#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-LIGHT_VARIABLE = 2 # Switch to another lightSHADOW_VARIABLE = 2 # Switch to another shadowPARALLAX_VARIABLE = 1 # Switch to another parallaxGROUND_VARIABLE = 1 # Switch to another ground#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Filename Prefix -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# This will make this script automatic, it will check if there are layers in# overlay folder#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-LIGHT = "light" # Light layer's filename prefixSHADOW = "shadow" # Shadow layer's filename prefixPARALLAX = "par" # Parallax layer's filename prefixGROUND = "ground" # Ground layer's filename prefix#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# - Overlay Opacity -#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-# This will make this script automatic, it will check if there are layers in# overlay folder#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-GROUND_OPACITY = 255PARALLAX_OPACITY = 255LIGHT_OPACITY = 128SHADOW_OPACITY = 96end #OVERLAYend # YSA#==============================================================================# �¥ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#==============================================================================#==============================================================================# �¡ Cache#==============================================================================module Cache#--------------------------------------------------------------------------# new method: overlay#--------------------------------------------------------------------------def self.overlay(filename)beginself.load_bitmap("Graphics/Overlay/", filename)rescueself.empty_bitmapendendend # Cache#==============================================================================# �¡ DataManager#==============================================================================module DataManager#--------------------------------------------------------------------------# alias method: setup_new_game#--------------------------------------------------------------------------class <<self; alias ovm_setup_new_game setup_new_game; enddef self.setup_new_gameovm_setup_new_gamesetup_overlay_mappingend#--------------------------------------------------------------------------# new method: setup_overlay_mapping#--------------------------------------------------------------------------def self.setup_overlay_mapping# Control switches$game_switches[YSA::OVERLAY::LIGHT_SWITCH] = true$game_switches[YSA::OVERLAY::SHADOW_SWITCH] = true$game_switches[YSA::OVERLAY::GROUND_SWITCH] = true$game_switches[YSA::OVERLAY::PARALLAX_SWITCH] = true# Control variables$game_variables[YSA::OVERLAY::LIGHT_VARIABLE] = 1$game_variables[YSA::OVERLAY::SHADOW_VARIABLE] = 1$game_variables[YSA::OVERLAY::GROUND_VARIABLE] = 1$game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] = 1endend # DataManager#==============================================================================# �¡ Spriteset_Map#==============================================================================class Spriteset_Map#--------------------------------------------------------------------------# alias method: initialize#--------------------------------------------------------------------------alias overlay_initialize initializedef initializeoverlay_initializecreate_overlay_mapupdateend#--------------------------------------------------------------------------# new method: create_overlay_map#--------------------------------------------------------------------------def create_overlay_map@current_light = 0@current_shadow = 0@current_par = 0@current_ground = 0# Ground Layer@ground = Sprite.new(@viewport1)@ground.z = [email protected] = YSA::OVERLAY::GROUND_OPACITY# Light Layer@light = Sprite.new(@viewport1)@light.opacity = YSA::OVERLAY::[email protected]_type = [email protected] = 299# Shadow Layer@shadow = Sprite.new(@viewport1)@shadow.opacity = YSA::OVERLAY::[email protected]_type = [email protected] = 298# Parallax Layer@[member=ParabikMifusy] = Sprite.new(@viewport1)@[member=ParabikMifusy].opacity = YSA::OVERLAY::PARALLAX_OPACITY@[member=ParabikMifusy].z = 297end#--------------------------------------------------------------------------# alias method: dispose_parallax#--------------------------------------------------------------------------alias overlay_dispose_parallax dispose_parallaxdef dispose_parallaxoverlay_dispose_parallaxdispose_overlay_mapend#--------------------------------------------------------------------------# new method: dispose_overlay_map#--------------------------------------------------------------------------def [email protected]@[email protected]@[member=ParabikMifusy].disposeend#--------------------------------------------------------------------------# alias method: update_parallax#--------------------------------------------------------------------------alias overlay_update_parallax update_parallaxdef update_parallaxoverlay_update_parallaxupdate_overlayend#--------------------------------------------------------------------------# new method: update_overlay#--------------------------------------------------------------------------def update_overlayupdate_om_groundupdate_om_parupdate_om_lightupdate_om_shadowend#--------------------------------------------------------------------------# new method: update_om_ground#--------------------------------------------------------------------------def update_om_groundreturn unless @[email protected] = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::OVERLAY::GROUND_SWITCH]@ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * [email protected] = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]filename = YSA::OVERLAY::GROUNDfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE][email protected] = Cache.overlay(filename)@current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]endend#--------------------------------------------------------------------------# new method: update_om_par#--------------------------------------------------------------------------def update_om_parreturn unless @[member=ParabikMifusy]@[member=ParabikMifusy].visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @[member=ParabikMifusy].visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]@[member=ParabikMifusy].ox = $game_map.display_x * 32 if @[member=ParabikMifusy].ox != $game_map.display_x * 32@[member=ParabikMifusy].oy = $game_map.display_y * 32 if @[member=ParabikMifusy].oy != $game_map.display_y * 32if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]filename = YSA::OVERLAY::PARALLAXfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s@[member=ParabikMifusy].bitmap = Cache.overlay(filename)@current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]endend#--------------------------------------------------------------------------# new method: update_om_light#--------------------------------------------------------------------------def update_om_lightreturn unless @[email protected] = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::OVERLAY::LIGHT_SWITCH]@light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * [email protected] = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]filename = YSA::OVERLAY::LIGHTfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE][email protected] = Cache.overlay(filename)@current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]endend#--------------------------------------------------------------------------# new method: update_om_shadow#--------------------------------------------------------------------------def update_om_shadowreturn unless @[email protected] = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH]@shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * [email protected] = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]filename = YSA::OVERLAY::SHADOWfilename += $game_map.map_id.to_sfilename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE][email protected] = Cache.overlay(filename)@current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]endendend # Spriteset_Map#==============================================================================# �¡ Scene_Map#==============================================================================class Scene_Map < Scene_Base#--------------------------------------------------------------------------# alias method: post_transfer#--------------------------------------------------------------------------alias overlay_post_transfer post_transferdef [email protected][email protected][email protected]_post_transferendend # Scene_Map#==============================================================================## �¥ End of File##==============================================================================

 

F.A.Q:

N/D

 

Demo:

N/D

 

Incompatibilità:

N/D

 

Note dell'autore:

N/D

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