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 [REQ]Paralax Map System XP < ngarang

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[REQ]Paralax Map System XP < ngarang Empty2011-08-16, 18:26
Post[REQ]Paralax Map System XP < ngarang
#1
Roronoa_Zojo 
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[REQ]Paralax Map System XP < ngarang Vide
seperti judul saya request Sebenernya Paralax Mapping System. mungkin kayak Valkrye Stories, tapi itu VX.
FAQ
Q : Kenapa gk nge-Paralax sendiri?
A : Klo Paralax sendirikan gk ada kotak/bintang klo di VX

thx be4

note : jika dalam seminggu blm ada yg membantu, mungkin bisa lock aja @Momod/Mimin

THX 8)
[REQ]Paralax Map System XP < ngarang Empty2011-08-16, 18:39
PostRe: [REQ]Paralax Map System XP < ngarang
#2
Erojiji 
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[REQ]Paralax Map System XP < ngarang Vide
Kayane nda bisa, paralax mapping di VX itu sudah jadi satu sama systemnya jadi disana ada tombol dan setingan O dan X, sedangkan XP sendiri nda ada.

Jadi kemungkinan besar ini nda cuma butuh script saja tapi perlu ngerombak RMXPnya sendiri jika mau ada paralax map disana.

Kecuali pake cara manual anda masukan paralaxnya sebagai panorama tapi resikonya bakal susah seting passability, directin dan prioritynya.
[REQ]Paralax Map System XP < ngarang Empty2011-08-16, 18:42
PostRe: [REQ]Paralax Map System XP < ngarang
#3
bungatepijalan 
Moe Princess
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[REQ]Paralax Map System XP < ngarang Vide
ada yang pas bangedh nih :v
BG parallax yang bisa nge-scroll sendiri kan? :v
coba yang ini: https://rmid.forumotion.net/t4388-xp-parallax-fog-autoscroll-in-xp
...atau coba juga yg salah satu bagian/fitur dari XAS (mungkin :hmm:)
[REQ]Paralax Map System XP < ngarang Empty2011-08-16, 18:47
PostRe: [REQ]Paralax Map System XP < ngarang
#4
Roronoa_Zojo 
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[REQ]Paralax Map System XP < ngarang Vide
nda bisa yah? tapi klo Convert bisa? :hmm: masa harus ganti engine. soalnya XP melelahkan buat Mapping. klo convert klo gk salah nama scriptnya AutoLight 3.7 (udah gk keluar, adanya 4.1 yang gk ada fitur paralaxnya)

Q : Kok tahu 3.7 padahal udah gk keluar?
A : q nge-Decrip* Valkrye Stories cuma pengen liat-liat, dan ndak bermaksud mencuri apa2

Thx 8)

Edit : @BTJ bukan2 tapi mapping pke paralax. sorri isinya GaJe. klo paralax langsung kan cuma bisa X sama O. saya pengennya Ada kotak (XP klo VX *)
[REQ]Paralax Map System XP < ngarang Empty2011-08-16, 19:11
PostRe: [REQ]Paralax Map System XP < ngarang
#5
bungatepijalan 
Moe Princess
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[REQ]Paralax Map System XP < ngarang Vide
lho bukan parallax yg BG ya :doh:
eh yg X/O itu kan setingan passage di tileset
dan.. bukannya di database tileset juga ada passage kotak?! :v
[REQ]Paralax Map System XP < ngarang Empty2011-08-17, 12:22
PostRe: [REQ]Paralax Map System XP < ngarang
#6
Roronoa_Zojo 
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[REQ]Paralax Map System XP < ngarang Vide
Code:
###############################################################################
# AutoLight
# Version : 3.7
# Author : SojaBird
# Converted to XP by : LowlingLife
#==============================================================================
#+++++++++++++++++Author Site: http://www.nestcast.blogspot.com++++++++++++++++
#==============================================================================
# INTRODUCTION :
# AutoLight is based on selfmade pictures wich represent the lights
# and shadows of every map. AutoLight also has a spot-mode wich
# causes to show a spot over the players position so that only
# close serounding area is enlighted.
###############################################################################

=begin
#####
-------------------------
How to call script?
-------------------------

1)
  First of all, when you're going to changes something of AutoLight by calling
  the script, you have to get rid of the old pictures. To do this call the next
  script first;
    $AutoLight.dispose
 
  Now you can change any value from the setup below by calling the script;
    SojaBird_AL::X
  X is the option you want to changes.
 
  After you've done made all the changes you wanted, call the script to draw the
  pictures again;
    $AutoLight.paint
 
  ~EXAMPLE 1~
    So I want to changes the name of my pictures I'm using for the lights from
    "Light" to "Light2". Also I want to get rid of the shadows. My call script
    event should look like this;
      $AutoLight.dispose
      SojaBird_AL::LightMap = "Light2"
      SojaBird_AL::UseShadow = false
      $AutoLight.paint
  ~END 1~
 
 
2)
  A little harder is it, when you want to add a certain amount. What you must do
  is call the script;
    @temp = SojaBird_AL::X
    SojaBird_AL::X = @temp + Y
  X is the option you want to changes.
  Y is the amount you want to add.
 
  The same script is used for subtract, multiply, divide and all other
  mathematical calculations.
  (!Tip: Insted of '@temp', you can use whatever text as long as it has '@'
  infront of it.)
 
  ~EXAMPLE 2~
    This time I want to push up the opacity of my lights with, say like 5
    everytime the script is called. I also want the shadows to decrease with 3.
    My call script event should look like this;
      $AutoLight.dispose
      @temp = SojaBird_AL::LightOpacity
      SojaBird_AL::LightOpacity = @temp + 5
      @temp = SojaBird_AL::ShadowOpacity
      SojaBird_AL::ShadowOpacity = @temp - 3
      $AutoLight.paint
  ~END 2~
 
 
3)
  To use variables as a value for sertain options from AutoLight, you'll have to
  use the next script;
    SojaBird_AL::X = $game_variables[Z]
  X is the option you want to changes.
  Z is the variable number.
 
  ~EXAMPLE 3~
    I want to make a variable lightsource so that the player can change the
    values to his/her desire. To realize this, the opacity of the lights need to
    be set by a variable. I'll use 1. The call script event should look like this;
      $AutoLight.dispose
      SojaBird_AL::LightOpacity = $game_variables[1]
      $AutoLight.paint
  ~END 3~
 
 
4)
  Now if I want to add a variable to a sertain fixed amount, I have to use points
  2 and 3 together. The script that must be used is this;
    @temp = SojaBird_AL::X
    SojaBird_AL::X = @temp + $game_variables[Z]
  X is the option you want to changes.
  Z is the variable number.
 
  The same script is used for subtract, multiply, divide and all other
  mathematical calculations.
  (!Tip: Insted of '@temp', you can use whatever text as long as it has '@'
  infront of it.)
 
  ~EXAMPLE 4~
    The flicker of my spot needs to be adjustable by the player. Though, I don't
    want the player to be able to turn it of by set the value of the flicker to 1
    or less. To ensure this, I'll set the flicker in the setup to 5 so that it
    standard flickers 5 pixels. Now the player can add extra flicker to the spot
    by useing setting the variable number 2. My call script event looks like this;
      $AutoLight.dispose
      @temp = SojaBird_AL::SpotFlicker
      SojaBird_AL::SpotFlicker = @temp + $game_variables[2]
      $AutoLight.paint
  ~END 4~

 
5)
  >>> MORE TO COME SOON <<<
 
#####
=end

####################################################################
# Start Setup
####################################################################
module SojaBird_AL


  Mode = 1 # The mode that autolight uses (Light/Shadow=1, Spot=2, 3=Both, 0=Nothing).
  PictureFormat = "jpg" # The fileformat of the pictures. Eg. "jpg" or "png" ("...").
 
### WHEN MODE = 1 or 3 ###
  LightSwitch = 1 # Number of the switch to show/hide the lightpicture.
  ShadowSwitch = 1 # Number of the switch to show/hide the shadowpicture.
  ParSwitch = 1
  GroundSwitch = 1
 
  LightOpacity = 115 # Opacity of the lightpictures (0-255).
  ShadowOpacity = 145 # Opacity of the shadowpictures (0-255).
  ParOpacity = 255
  GroundOpacity = 255
 
  UseLight = true # Wheter or not to use a lightmaps (true/false).
  UseShadow = true # Wheter or not tu se shadowmaps (true/false).
  UsePar = true
  UseGround = true
 
  LightMap = "Light" # The name of the files with the lights ("...").
  ShadowMap = "Shadow" # The name of the files with the shadows ("...").
  ParMap = "Par"
  GroundMap = "Ground"
 
  LightBlend = 1 # Blending of the lightpicture (0=Normal, 1=More, 2=Less).
  ShadowBlend = 2 #Blending of the shadowpicture (0=Normal, 1=More, 2=Less).
  ParBlend = 0
  GroundBlend = 0
 
  LightFlicker = 1 # Amount of flicker the lights have (<2=No flicker, >1=Flicker).
  ShadowFlicker = 0 # Amount of flicker the shadows have (<2=No flicker, >1=Flicker).
 
# The light- and shadowmaps need to have the map ID at the end of the by you
# choosen name!


### WHEN MODE = 2 or 3 ###
  SpotSwitch = 1 # Number of the swtich to show/hide the spotpicture.
 
  SpotOpacity = 255 # Opacity of the spotpicture (value=0-255).
 
  SpotMap = "Spot" # Name of the file with the spot ("...").
 
  SpotBlend = 2 # Blending of the spotpicture (0=Normal, 1=More, 2=Less).

  SpotFlicker = 2 # Amount of flicker the spot has (<2=No flicker, >1=Flicker).
 
# The spotpicture should have the size of 1088*832!

end
####################################################################
# End Setup
####################################################################

class AutoLight
include SojaBird_AL
##############################
  def initialize
    file_check
    paint
  end
 
  def file_check
    @LightON = FileTest.exist?("Overlays/" + LightMap + $game_map.map_id.to_s + "." + PictureFormat)
    @ShadowON = FileTest.exist?("Overlays/" + ShadowMap + $game_map.map_id.to_s + "." + PictureFormat)
    @SpotON = FileTest.exist?("Overlays/" + SpotMap + "." + PictureFormat)
    @ParON = FileTest.exist?("Overlays/" + ParMap + $game_map.map_id.to_s + ".png")
  end
 
  def paint
    case Mode
    when 1, 3
    if @LightON
        if UseLight == true
          @light_viewport = Viewport.new(0, 0, 640, 480)
          @light_viewport.z = 9
          @light = Sprite.new(@light_viewport)
          @light.bitmap = Cache.overlay(LightMap + $game_map.map_id.to_s)
          @light.z = 10
          @light.opacity = LightOpacity
          @light.blend_type = LightBlend
          @light.visible = $game_switches[LightSwitch]
        end
      end
      if @ShadowON
        if UseShadow == true
          @shadow_viewport = Viewport.new(0, 0, 640, 480)
          @shadow_viewport.z = 10
          @shadow = Sprite.new(@shadow_viewport)
          @shadow.bitmap = Cache.overlay(ShadowMap + $game_map.map_id.to_s)
          @shadow.z = 9
          @shadow.opacity = ShadowOpacity
          @shadow.blend_type = ShadowBlend
          @shadow.visible = $game_switches[ShadowSwitch]
        end
      end
    if @ParON
        if UsePar == true
          @par_viewport = Viewport.new(0, 0, 640, 480)
          @par_viewport.z = 8
          @par = Plane.new(@par_viewport)
          @par.z = 8
          @par.bitmap = Cache.overlay(ParMap + $game_map.map_id.to_s)
          @par.tone = $game_map.screen.tone
          @par.opacity = ParOpacity
          @par.blend_type = ParBlend
          @par.visible = $game_switches[ParSwitch]
        end
      end
    when 2, 3
      if @SpotON
        @spot_viewport = Viewport.new(0, 0, 640, 480)
        @spot = Sprite.new(@spot_viewport)
        @spot.bitmap = Cache.picture(SpotMap)
        @spot.z = 9
        @spot.opacity = SpotOpacity
        @spot.blend_type = SpotBlend
        @spot.visible = $game_switches[SpotSwitch]
      end
    end
    update
  end
###############
  def update
    case Mode
    when 2, 3
      if @spot != nil
        @spot.visible = $game_switches[SpotSwitch]
        @spot.x = ($game_player.real_x / 8) - ($game_map.display_x / 8) - 640 + 16 + rand(SpotFlicker)
        @spot.y = ($game_player.real_y / 8) - ($game_map.display_y / 8) - 480 + 16 + rand(SpotFlicker)
      end #./
    when 1, 3
      if @light != nil
        @light.visible = $game_switches[LightSwitch]
      end #./
      if @shadow != nil
        @shadow.visible = $game_switches[ShadowSwitch]
      end #./
      if @par != nil
        @par.visible = $game_switches[ParSwitch]
      end #./
      if @ground != nil
        @ground.visible = $game_switches[GroundSwitch]
      end #./
      if @light != nil
        @light.tone = $game_map.screen.tone
        if @light.x != $game_map.display_x / 256 or @light.y != $game_map.display_y / 256 or @light.x == 0 or @light.y == 0
          @light.ox = $game_map.display_x / 8 + rand(LightFlicker)
          @light.oy = $game_map.display_y / 8 + rand(LightFlicker)
        end #./
      end #./
      if @shadow != nil
        @shadow.tone = $game_map.screen.tone
        if @shadow.x != $game_map.display_x / 256 or @shadow.y != $game_map.display_y / 256 or @shadow.x == 0 or @shadow.y == 0
          @shadow.ox = $game_map.display_x / 8 + rand(ShadowFlicker)
          @shadow.oy = $game_map.display_y / 8 + rand(ShadowFlicker)
        end #./
      end #./
      if @par != nil
        @par.tone = $game_map.screen.tone
        if @par.ox != $game_map.display_x / 256 or @par.oy != $game_map.display_y / 256 or @par.ox == 0 or @par.oy == 0
          @par.ox = $game_map.display_x / 8
          @par.oy = $game_map.display_y / 8
        end #./
      end #./
    end #case end
  end #def end
###############
  def dispose
    case Mode
    when 1, 3
      if @light != nil
        @light_viewport.dispose
        @light.dispose
      end
      if @shadow != nil
        @shadow_viewport.dispose
        @shadow.dispose
      end
      if @par != nil
        @par_viewport.dispose
        @par.dispose
      end
    when 2, 3
      if @spot != nil
        @spot_viewport.dispose
        @spot.dispose
      end
    end
  end
##############################
end
##############################

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

if SojaBird_AL::Mode != 0
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make autolight
    $AutoLight = AutoLight.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose of autolight
    $AutoLight.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      # Update autolight
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    $AutoLight.update
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # Remake of autolight
    $AutoLight.dispose
    $AutoLight = AutoLight.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end
end
udah di Convert tapi masih ada error ada yg bisa bantu??
[REQ]Paralax Map System XP < ngarang Empty
PostRe: [REQ]Paralax Map System XP < ngarang
#7
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