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| [REQ]Paralax Map System XP < ngarang | |
| 2011-08-16, 18:26 | [REQ]Paralax Map System XP < ngarang |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| 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 |
| | | 2011-08-16, 18:39 | Re: [REQ]Paralax Map System XP < ngarang |
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Erojiji Godfather of Lolicon RMID
Posts : 348 Thanked : 7 Engine : RMVX
Awards:
| 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. |
| | | 2011-08-16, 18:42 | Re: [REQ]Paralax Map System XP < ngarang |
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bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| | | | 2011-08-16, 18:47 | Re: [REQ]Paralax Map System XP < ngarang |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| nda bisa yah? tapi klo Convert bisa? 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 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 *) |
| | | 2011-08-16, 19:11 | Re: [REQ]Paralax Map System XP < ngarang |
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bungatepijalan Moe Princess
Posts : 1487 Thanked : 30 Engine : Multi-Engine User Skill : Intermediate Type : Developer
Awards:
| lho bukan parallax yg BG ya eh yg X/O itu kan setingan passage di tileset dan.. bukannya di database tileset juga ada passage kotak?! |
| | | 2011-08-17, 12:22 | Re: [REQ]Paralax Map System XP < ngarang |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| - Code:
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############################################################################### # 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?? |
| | | | Re: [REQ]Paralax Map System XP < ngarang |
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