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Тема: Общие вопросы

  1. #1501
    Познающий Аватар для Kolhe
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    По умолчанию

    Если чарсет не стандартного зармера, то его название должно содержать префикс "$". Например, $Monster13.png.
    Так же в одном чарсете обычно восемь героев, если у тебя только один то нужно еще добавить "!". Например, !effect.png.
    Если и то и то, то соотвествно добавляешь два префикса - !$hero3.png.


  2. #1502

    По умолчанию

    Цитата Сообщение от Kolhe Посмотреть сообщение
    Если чарсет не стандартного зармера, то его название должно содержать префикс "$". Например, $Monster13.png.
    Так же в одном чарсете обычно восемь героев, если у тебя только один то нужно еще добавить "!". Например, !effect.png.
    Если и то и то, то соотвествно добавляешь два префикса - !$hero3.png.
    Аааа, спасибо огромное! очень помог =) давно не мог в эту фишку врубиться

  3. #1503

    По умолчанию

    Доброго всем времени суток. Возник еще один вопрос, кто сталкивался с такой проблемой? Вобщем отправил я нескольким друзьям демку своей игры и у одного из них возникла проблема. Когда он пытается включить полноэкранный режим, на экране начинают бегать полоски, типа того когда на камеру снимаешь включенный телевизор или комп... Что это может быть?

  4. #1504
    Познающий Аватар для Kolhe
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    По умолчанию

    Trraum, не совместимость видеокарты с с способом рендинга мейкера. Распространенная проблема. Насколько я знаю - не решенная в vx ace пока что. Единственное что можно сделать - это не запускать полноэкранный режим. Ну или сменить видюху.


  5. #1505
    Маститый Аватар для HopeBree
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    По умолчанию

    Доброго времени суток. Со скриптами я на "Вы" и поэтому возник вопрос.
    Можно ли как-то совместить два скрипта?
    Спойлер Parallax EX:
    Код:
    #==============================================================================
    # +++ MOG - Parallax EX (v1.1) +++
    #==============================================================================
    # By Moghunter 
    # http://www.atelier-rgss.com/
    #==============================================================================
    # Adiciona alguns efeitos nos panoramas.
    # - Transição suave entre os panoramas.
    # - Efeito Wave. (Útil para criar cenários de desertos.)
    # - Efeito Fade em loop.
    # - Efeito Zoom em loop.
    # - Efeito Fixed Position. (Para criar cenários de panoramas.)
    #
    #==============================================================================
    
    #==============================================================================
    # ● Auto Mode
    #==============================================================================
    # Para ativar os efeitos basta colocar os seguintes comentários na caixa de
    # notas do mapa.
    #
    # <Parallax Wave>
    #
    # <Parallax Fade>
    #
    # <Parallax Zoom>
    #
    # <Parallax Fixed>
    #
    # O poder do efeito WAVE é baseado nos valores de Auto Scroll X e Y.
    #
    # X - Area de distorção no efeito WAVE. (de 0 a 9)
    # Y - Velocidade de distorção do efeito WAVE. (de 0 a 9)
    #
    #==============================================================================
    # ● Manual Mode
    #==============================================================================
    # Use o comando abaixo através do evento usando o comando chamar script.
    #
    # parallax_effect(EFFECT 1,EFFECT 2,EFFECT 3)
    # 
    # EFFECT 1
    # 0 - Efeito Scroll
    # 1 - Efeito Wave
    # 2 - Efeito Zoom
    #
    # EFFECT 2
    #
    # true or false para ativar os efeitos.
    #
    #==============================================================================
    # Se caso deseja desativar a transição suave use o código abaixo.
    #
    # parallax_transition(false) 
    #
    #==============================================================================
    
    #==============================================================================
    # ● NOTA
    #==============================================================================
    # O Efeito WAVE e ZOOM cancelam o efeito SCROLLING (Default Effect)
    # O Efeito FIXED não funciona junto com os outros efeitos.
    #==============================================================================
    
    module MOG_PARALLAX_EX
        #Definição da resolução do projeto.
        SCREEN_RESOLUTION = [544,416]
        #Poder do efeito Zoom. de (0.1 a 0.0001)
        PARALLAX_ZOOM_POWER = 0.005
    end  
    
    #==============================================================================
    # ■ Game System
    #==============================================================================
    class Game_System
      
      attr_accessor :parallax_change_values
      attr_accessor :parallax_ignore_transition
      
      #--------------------------------------------------------------------------
      # ● Initialize
      #--------------------------------------------------------------------------    
      alias mog_parallax_effects_initialize initialize
      def initialize
          @parallax_change_values = []
          @parallax_ignore_transition = false
          mog_parallax_effects_initialize
      end  
      
    end  
    
    #==============================================================================
    # ■ Game Intepreter
    #==============================================================================
    class Game_Interpreter
     
      #--------------------------------------------------------------------------
      # ● Parallax Transition
      #--------------------------------------------------------------------------     
      def parallax_transition(value = false)
          $game_system.parallax_ignore_transition = value
      end  
      
      #--------------------------------------------------------------------------
      # ● Effect
      #--------------------------------------------------------------------------       
      def parallax_effect(value = true,fade = false,zoom = false,fixed_p = false)
          value2 = value == true ? 1 : 0
          $game_map.parallax_effect = [value2,120,fade,0,zoom,0,fixed_p]
      end  
      
      #--------------------------------------------------------------------------
      # ● Command 284
      #--------------------------------------------------------------------------   
      alias mog_parallax_effects_command_284 command_284
      def command_284
          if !$game_system.parallax_ignore_transition
              $game_system.parallax_change_values.clear
              $game_system.parallax_change_values[0] = @params[0]
              $game_system.parallax_change_values[1] = @params[1]
              $game_system.parallax_change_values[2] = @params[2]
              $game_system.parallax_change_values[3] = @params[3]
              $game_system.parallax_change_values[4] = @params[4]     
              $game_map.parallax_effect[1] = 120
              return 
          end
          $game_map.parallax_effect[1] = 0  
          mog_parallax_effects_command_284  
       end
     
    end   
    
    #==============================================================================
    # ■ Game Map
    #==============================================================================
    class Game_Map
      attr_accessor :parallax_effect
      attr_accessor :parallax_sx 
      attr_accessor :parallax_sy
      attr_accessor :parallax_loop_x
      attr_accessor :parallax_loop_y
      attr_accessor :parallax_sprite
      
      #--------------------------------------------------------------------------
      # ● Setup Parallax
      #--------------------------------------------------------------------------     
      alias mog_parrallax_effects_setup_parallax setup_parallax
      def setup_parallax
          mog_parrallax_effects_setup_parallax
          setup_parallax_effects  
      end    
    
      #--------------------------------------------------------------------------
      # ● Setup Parallax Effects
      #--------------------------------------------------------------------------      
      def setup_parallax_effects
          return if @map == nil
          @parallax_effect = [0,0,false,0,false,0,false]
          @parallax_sprite = [0,0,255,1.00,0]
          if @map.note =~ /<Parallax Wave>/
             @parallax_effect[0] = 1
          end 
          if @map.note =~ /<Parallax Fade>/ 
             @parallax_effect[2] = true
          end
          if @map.note =~ /<Parallax Zoom>/ 
             @parallax_effect[4] = true
          end         
          if @map.note =~ /<Parallax Fixed>/ 
             @parallax_effect[6] = true
          end         
      end
      
    end 
    #==============================================================================
    # ■ Spriteset Map
    #==============================================================================
    class Spriteset_Map
      include MOG_PARALLAX_EX
      
      #--------------------------------------------------------------------------
      # ● Create Parallax
      #--------------------------------------------------------------------------  
      def create_parallax
          refresh_parallax
      end
      
      #--------------------------------------------------------------------------
      # ● Dispose Parallax
      #--------------------------------------------------------------------------
      def dispose_parallax
          return if @parallax == nil
          @parallax.bitmap.dispose if @parallax.bitmap
          @parallax.dispose
          @parallax_image.dispose if @parallax_image != nil
      end
      
      #--------------------------------------------------------------------------
      # ● Update Parallax
      #--------------------------------------------------------------------------      
      def update_parallax
          refresh_parallax if can_refresh_parallax?
          update_parallax_transition_effect
          update_parallax_effects
      end  
      
      #--------------------------------------------------------------------------
      # ● Can Refresh Parallax?
      #--------------------------------------------------------------------------        
      def can_refresh_parallax?
          return false if @parallax_name == $game_map.parallax_name
          return false if $game_map.parallax_effect[1] > 0
          return true
      end
        
      #--------------------------------------------------------------------------
      # ● Refresh Parallax
      #--------------------------------------------------------------------------          
      def refresh_parallax
          dispose_parallax     
          @parallax_name = $game_map.parallax_name
          @parallax_effect_type = $game_map.parallax_effect[0]
          @parallax_zoom_effect = $game_map.parallax_effect[4] 
          @parallax_zoom_speed = PARALLAX_ZOOM_POWER > 0.1 ? 0.1 : PARALLAX_ZOOM_POWER
          @parallax_fade_effect = $game_map.parallax_effect[2]
          @parallax_fixed_position = $game_map.parallax_effect[6] 
          @power_1 = $game_map.parallax_loop_x == true ? $game_map.parallax_sx : 0
          @power_2 = $game_map.parallax_loop_y == true ? $game_map.parallax_sy : 0
          @orig = [0,0]
          @range = 0
          if @parallax_effect_type == 0 
             if !($game_map.parallax_loop_x and $game_map.parallax_loop_y) and
                  @parallax_zoom_effect
                  create_parallax_type0
                  mode_zoom_setup
             else
                  create_parallax_type1 
             end  
          else  
             create_parallax_type2
             mode_zoom_setup
          end  
          @parallax.z = -100
          @parallax.opacity = $game_map.parallax_sprite[2]      
          Graphics.frame_reset
          @parallax_effect_type = 1 if $game_map.parallax_effect[4]
          update_parallax_effects
      end  
      
      #--------------------------------------------------------------------------
      # ● Mode Zoom Setup
      #--------------------------------------------------------------------------              
      def mode_zoom_setup
          return if !@parallax_zoom_effect
          @orig[0] = (@parallax.bitmap.width / 2) 
          @orig[1] = (@parallax.bitmap.height / 2)
          @parallax.ox = @orig[0] 
          @parallax.oy = @orig[1]       
          @parallax.x = @orig[0] -@range
          @parallax.y = @orig[1]
      end
          
      #--------------------------------------------------------------------------
      # ● Create Parallax Type 0
      #--------------------------------------------------------------------------            
      def create_parallax_type0
          @parallax = Sprite.new(@viewport1)
          @parallax_image = Cache.parallax(@parallax_name)
          @parallax.bitmap = Bitmap.new(SCREEN_RESOLUTION[0],SCREEN_RESOLUTION[1])
          @parallax.bitmap.stretch_blt(@parallax.bitmap.rect, @parallax_image, @parallax_image.rect)
      end  
      
      #--------------------------------------------------------------------------
      # ● Create Parallax Type 1
      #--------------------------------------------------------------------------            
      def create_parallax_type1
          @parallax = Plane.new(@viewport1)
          @parallax.bitmap = Cache.parallax(@parallax_name)        
      end
    
      #--------------------------------------------------------------------------
      # ● Create Parallax Type 2
      #--------------------------------------------------------------------------              
      def create_parallax_type2
          @parallax = Sprite.new(@viewport1)
          @parallax_image = Cache.parallax(@parallax_name)         
          @range = (@power_1 + 1) * 10
          @range = 500 if @range > 500
          speed = (@power_2 + 1) * 100
          speed = 1000 if speed > 1000
          @parallax.x = -@range
          @parallax.wave_amp = @range
          @parallax.wave_length = SCREEN_RESOLUTION[0]
          @parallax.wave_speed = speed
          sc_size = [SCREEN_RESOLUTION[0] + (@range * 2),SCREEN_RESOLUTION[1]]
          @parallax.bitmap = Bitmap.new(sc_size[0],sc_size[1])
          @parallax.bitmap.stretch_blt(@parallax.bitmap.rect, @parallax_image, @parallax_image.rect)
      end  
      
      #--------------------------------------------------------------------------
      # ● Update parallax Fade
      #--------------------------------------------------------------------------            
      def update_parallax_transition_effect
          return if $game_map.parallax_effect[1] == 0
          if @parallax_name == ""
             refresh_parallax
             if @parallax != nil
                @parallax.opacity = 0
                $game_map.parallax_effect[1] = 61
             end   
          end   
          $game_map.parallax_effect[1] -= 1
          execute_fade_effect if @parallax != nil      
      end  
      
      #--------------------------------------------------------------------------
      # ● Execute Fade Effect
      #--------------------------------------------------------------------------              
      def execute_fade_effect
          case $game_map.parallax_effect[1]
              when 61..120
                 $game_map.parallax_sprite[2] -= 5
              when 1..60    
                 parallax_transition_setup if $game_map.parallax_effect[1] == 60
                 $game_map.parallax_sprite[2] += 5
              else
                 $game_map.parallax_sprite[2] = 255
          end
      end  
      
      #--------------------------------------------------------------------------
      # ● Parallax Transition Setup
      #--------------------------------------------------------------------------                
      def parallax_transition_setup
          if !$game_system.parallax_change_values.empty?
              cv = $game_system.parallax_change_values
              $game_map.change_parallax(cv[0],cv[1],cv[2],cv[3],cv[4])
          end
          refresh_parallax
          $game_map.parallax_sprite[2] = 0
          $game_map.parallax_effect[3] = 0
          $game_map.parallax_effect[5] = 0
          @parallax.zoom_x = 1.00
          @parallax.zoom_y = 1.00
          $game_map.parallax_sprite[3] = 1.00        
      end
                    
      #--------------------------------------------------------------------------
      # ● Update Parallax Effects
      #--------------------------------------------------------------------------        
      def update_parallax_effects
          return if @parallax == nil
          update_parallax_fade_effect
          update_parallax_zoom_effect   
          @parallax.opacity = $game_map.parallax_sprite[2]
          if @parallax_effect_type == 0
             if @parallax_fixed_position
                @parallax.ox = $game_map.display_x * 32
                @parallax.oy = $game_map.display_y * 32
             else
                @parallax.ox = $game_map.parallax_ox(@parallax.bitmap)
                @parallax.oy = $game_map.parallax_oy(@parallax.bitmap)
             end
          else
             @parallax.update         
          end  
      end
        
      #--------------------------------------------------------------------------
      # ● Update Parallax Fade Effect
      #--------------------------------------------------------------------------          
      def update_parallax_fade_effect
          return if !@parallax_fade_effect 
          return if $game_map.parallax_effect[1] > 0
          $game_map.parallax_effect[3] += 1
          case $game_map.parallax_effect[3]
              when 0..60
                  $game_map.parallax_sprite[2] = 255
              when 61..189
                  $game_map.parallax_sprite[2] -= 2 
              when 190..318
                  $game_map.parallax_sprite[2] += 2         
            else
              $game_map.parallax_effect[3] = 0
              $game_map.parallax_sprite[2] = 255
          end
      end
      
      #--------------------------------------------------------------------------
      # ● Update Parallax Zoom Effect
      #--------------------------------------------------------------------------            
      def update_parallax_zoom_effect
          return if !@parallax_zoom_effect
          $game_map.parallax_effect[5] += 1
          case $game_map.parallax_effect[5]
              when 0..120
                  $game_map.parallax_sprite[3] += @parallax_zoom_speed
              when 121..240
                  $game_map.parallax_sprite[3] -= @parallax_zoom_speed
            else
              $game_map.parallax_effect[5] = 0
              $game_map.parallax_sprite[3] = 1.00
          end
          @parallax.zoom_x = $game_map.parallax_sprite[3]
          @parallax.zoom_y = $game_map.parallax_sprite[3]        
      end  
      
    end
    
    $mog_rgss3_parallax_ex = true

    Спойлер Overlay Mapping:
    Код:
    #==============================================================================
    # 
    # ¥ 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 YSA
      module 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 layer
        SHADOW_SWITCH = 2       # Turn on/off shadow layer
        PARALLAX_SWITCH = 3     # Turn on/off parallax layer
        GROUND_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 light
        SHADOW_VARIABLE = 2     # Switch to another shadow
        PARALLAX_VARIABLE = 1   # Switch to another parallax
        GROUND_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 prefix
        SHADOW = "shadow"       # Shadow layer's filename prefix
        PARALLAX = "par"        # Parallax layer's filename prefix
        GROUND = "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 = 255
        PARALLAX_OPACITY = 255
        LIGHT_OPACITY = 128
        SHADOW_OPACITY = 96
        
      end #OVERLAY
    end # 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)
        begin
          self.load_bitmap("Graphics/Overlay/", filename)
        rescue
          self.empty_bitmap
        end
      end
      
    end # Cache
    
    #==============================================================================
    # ¡ DataManager
    #==============================================================================
    
    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: setup_new_game
      #--------------------------------------------------------------------------
      class <<self; alias ovm_setup_new_game setup_new_game; end
      def self.setup_new_game
        ovm_setup_new_game
        setup_overlay_mapping
      end
      
      #--------------------------------------------------------------------------
      # 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] = 1
      end
      
    end # DataManager
    
    #==============================================================================
    # ¡ Spriteset_Map
    #==============================================================================
    
    class Spriteset_Map
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias overlay_initialize initialize
      def initialize
        overlay_initialize
        create_overlay_map
        update
      end
      
      #--------------------------------------------------------------------------
      # 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 = 1
        @ground.opacity = YSA::OVERLAY::GROUND_OPACITY
        # Light Layer
        @light = Sprite.new(@viewport1)
        @light.opacity = YSA::OVERLAY::LIGHT_OPACITY
        @light.blend_type = 1 
        @light.z = 299
        # Shadow Layer
        @shadow = Sprite.new(@viewport1)
        @shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
        @shadow.blend_type = 2
        @shadow.z = 298
        # Parallax Layer
        @par = Sprite.new(@viewport1)
        @par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
        @par.z = 297
      end
      
      #--------------------------------------------------------------------------
      # alias method: dispose_parallax
      #--------------------------------------------------------------------------
      alias overlay_dispose_parallax dispose_parallax
      def dispose_parallax
        overlay_dispose_parallax
        dispose_overlay_map
      end
      
      #--------------------------------------------------------------------------
      # new method: dispose_overlay_map
      #--------------------------------------------------------------------------
      def dispose_overlay_map
        @ground.dispose
        @light.dispose
        @shadow.dispose
        @par.dispose
      end
      
      #--------------------------------------------------------------------------
      # alias method: update_parallax
      #--------------------------------------------------------------------------
      alias overlay_update_parallax update_parallax
      def update_parallax
        overlay_update_parallax
        update_overlay
      end
      
      #--------------------------------------------------------------------------
      # new method: update_overlay
      #--------------------------------------------------------------------------
      def update_overlay
        update_om_ground
        update_om_par
        update_om_light
        update_om_shadow
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_ground
      #--------------------------------------------------------------------------
      def update_om_ground
        return unless @ground
        @ground.visible = $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 * 32
        @ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32
        if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
          filename = YSA::OVERLAY::GROUND
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
          @ground.bitmap = Cache.overlay(filename)
          @current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_par
      #--------------------------------------------------------------------------
      def update_om_par
        return unless @par
        @par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
        @par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
        @par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
        if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
          filename = YSA::OVERLAY::PARALLAX
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
          @par.bitmap = Cache.overlay(filename)
          @current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_light
      #--------------------------------------------------------------------------
      def update_om_light
        return unless @light
        @light.visible = $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 * 32
        @light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32
        if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
          filename = YSA::OVERLAY::LIGHT
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
          @light.bitmap = Cache.overlay(filename)
          @current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_shadow
      #--------------------------------------------------------------------------
      def update_om_shadow
        return unless @shadow
        @shadow.visible = $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 * 32
        @shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32
        if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
          filename = YSA::OVERLAY::SHADOW
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
          @shadow.bitmap = Cache.overlay(filename)
          @current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
        end
      end
      
    end # Spriteset_Map
    
    #==============================================================================
    # ¡ Scene_Map
    #==============================================================================
    
    class Scene_Map < Scene_Base
      
      #--------------------------------------------------------------------------
      # alias method: post_transfer
      #--------------------------------------------------------------------------
      alias overlay_post_transfer post_transfer
      def post_transfer
        @spriteset.dispose_overlay_map
        @spriteset.create_overlay_map
        @spriteset.update
        overlay_post_transfer
      end
    
    end # Scene_Map
    
    #==============================================================================
    # 
    # ¥ End of File
    # 
    #==============================================================================


    Я так понимаю вся проблема в dispose_parallax, но вот как это исправить?..

  6. #1506
    Хранитель Аватар для Темный
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    По умолчанию

    Так срочно нужна помощь. Нужен звук "ахх" короткий женским голосом. Желательно ogg



  7. #1507
    Бывалый Аватар для Soliд
    Информация о пользователе
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    Далеко за горами
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    По умолчанию

    Цитата Сообщение от Темный Посмотреть сообщение
    Так срочно нужна помощь. Нужен звук "ахх" короткий женским голосом. Желательно ogg
    Найдю любую хентайную игрушку и повыдирай оттуда этот твой "ахх".

  8. #1508
    Хранитель Аватар для Темный
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    По умолчанию

    именно что хентайный "ахх" не нужен(( нужен ахх или стон но не от секса а от боли.



  9. #1509
    Маститый Аватар для HopeBree
    Информация о пользователе
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    По умолчанию

    Цитата Сообщение от Темный Посмотреть сообщение
    именно что хентайный "ахх" не нужен(( нужен ахх или стон но не от секса а от боли.
    soundterra (за рекламу не сочтите) посмотри тут, сам не искал, но звуков тут не мало, особенно понравилось "11 Оргазм женщины"

    Спойлер Можно альтернативу Parallax EX, но совместимую с Overlay Mapping:
    Цитата Сообщение от HopeBree Посмотреть сообщение
    Доброго времени суток. Со скриптами я на "Вы" и поэтому возник вопрос.
    Можно ли как-то совместить два скрипта?
    Спойлер Parallax EX:
    Код:
    #==============================================================================
    # +++ MOG - Parallax EX (v1.1) +++
    #==============================================================================
    # By Moghunter 
    # http://www.atelier-rgss.com/
    #==============================================================================
    # Adiciona alguns efeitos nos panoramas.
    # - Transição suave entre os panoramas.
    # - Efeito Wave. (Útil para criar cenários de desertos.)
    # - Efeito Fade em loop.
    # - Efeito Zoom em loop.
    # - Efeito Fixed Position. (Para criar cenários de panoramas.)
    #
    #==============================================================================
    
    #==============================================================================
    # ● Auto Mode
    #==============================================================================
    # Para ativar os efeitos basta colocar os seguintes comentários na caixa de
    # notas do mapa.
    #
    # <Parallax Wave>
    #
    # <Parallax Fade>
    #
    # <Parallax Zoom>
    #
    # <Parallax Fixed>
    #
    # O poder do efeito WAVE é baseado nos valores de Auto Scroll X e Y.
    #
    # X - Area de distorção no efeito WAVE. (de 0 a 9)
    # Y - Velocidade de distorção do efeito WAVE. (de 0 a 9)
    #
    #==============================================================================
    # ● Manual Mode
    #==============================================================================
    # Use o comando abaixo através do evento usando o comando chamar script.
    #
    # parallax_effect(EFFECT 1,EFFECT 2,EFFECT 3)
    # 
    # EFFECT 1
    # 0 - Efeito Scroll
    # 1 - Efeito Wave
    # 2 - Efeito Zoom
    #
    # EFFECT 2
    #
    # true or false para ativar os efeitos.
    #
    #==============================================================================
    # Se caso deseja desativar a transição suave use o código abaixo.
    #
    # parallax_transition(false) 
    #
    #==============================================================================
    
    #==============================================================================
    # ● NOTA
    #==============================================================================
    # O Efeito WAVE e ZOOM cancelam o efeito SCROLLING (Default Effect)
    # O Efeito FIXED não funciona junto com os outros efeitos.
    #==============================================================================
    
    module MOG_PARALLAX_EX
        #Definição da resolução do projeto.
        SCREEN_RESOLUTION = [544,416]
        #Poder do efeito Zoom. de (0.1 a 0.0001)
        PARALLAX_ZOOM_POWER = 0.005
    end  
    
    #==============================================================================
    # ■ Game System
    #==============================================================================
    class Game_System
      
      attr_accessor :parallax_change_values
      attr_accessor :parallax_ignore_transition
      
      #--------------------------------------------------------------------------
      # ● Initialize
      #--------------------------------------------------------------------------    
      alias mog_parallax_effects_initialize initialize
      def initialize
          @parallax_change_values = []
          @parallax_ignore_transition = false
          mog_parallax_effects_initialize
      end  
      
    end  
    
    #==============================================================================
    # ■ Game Intepreter
    #==============================================================================
    class Game_Interpreter
     
      #--------------------------------------------------------------------------
      # ● Parallax Transition
      #--------------------------------------------------------------------------     
      def parallax_transition(value = false)
          $game_system.parallax_ignore_transition = value
      end  
      
      #--------------------------------------------------------------------------
      # ● Effect
      #--------------------------------------------------------------------------       
      def parallax_effect(value = true,fade = false,zoom = false,fixed_p = false)
          value2 = value == true ? 1 : 0
          $game_map.parallax_effect = [value2,120,fade,0,zoom,0,fixed_p]
      end  
      
      #--------------------------------------------------------------------------
      # ● Command 284
      #--------------------------------------------------------------------------   
      alias mog_parallax_effects_command_284 command_284
      def command_284
          if !$game_system.parallax_ignore_transition
              $game_system.parallax_change_values.clear
              $game_system.parallax_change_values[0] = @params[0]
              $game_system.parallax_change_values[1] = @params[1]
              $game_system.parallax_change_values[2] = @params[2]
              $game_system.parallax_change_values[3] = @params[3]
              $game_system.parallax_change_values[4] = @params[4]     
              $game_map.parallax_effect[1] = 120
              return 
          end
          $game_map.parallax_effect[1] = 0  
          mog_parallax_effects_command_284  
       end
     
    end   
    
    #==============================================================================
    # ■ Game Map
    #==============================================================================
    class Game_Map
      attr_accessor :parallax_effect
      attr_accessor :parallax_sx 
      attr_accessor :parallax_sy
      attr_accessor :parallax_loop_x
      attr_accessor :parallax_loop_y
      attr_accessor :parallax_sprite
      
      #--------------------------------------------------------------------------
      # ● Setup Parallax
      #--------------------------------------------------------------------------     
      alias mog_parrallax_effects_setup_parallax setup_parallax
      def setup_parallax
          mog_parrallax_effects_setup_parallax
          setup_parallax_effects  
      end    
    
      #--------------------------------------------------------------------------
      # ● Setup Parallax Effects
      #--------------------------------------------------------------------------      
      def setup_parallax_effects
          return if @map == nil
          @parallax_effect = [0,0,false,0,false,0,false]
          @parallax_sprite = [0,0,255,1.00,0]
          if @map.note =~ /<Parallax Wave>/
             @parallax_effect[0] = 1
          end 
          if @map.note =~ /<Parallax Fade>/ 
             @parallax_effect[2] = true
          end
          if @map.note =~ /<Parallax Zoom>/ 
             @parallax_effect[4] = true
          end         
          if @map.note =~ /<Parallax Fixed>/ 
             @parallax_effect[6] = true
          end         
      end
      
    end 
    #==============================================================================
    # ■ Spriteset Map
    #==============================================================================
    class Spriteset_Map
      include MOG_PARALLAX_EX
      
      #--------------------------------------------------------------------------
      # ● Create Parallax
      #--------------------------------------------------------------------------  
      def create_parallax
          refresh_parallax
      end
      
      #--------------------------------------------------------------------------
      # ● Dispose Parallax
      #--------------------------------------------------------------------------
      def dispose_parallax
          return if @parallax == nil
          @parallax.bitmap.dispose if @parallax.bitmap
          @parallax.dispose
          @parallax_image.dispose if @parallax_image != nil
      end
      
      #--------------------------------------------------------------------------
      # ● Update Parallax
      #--------------------------------------------------------------------------      
      def update_parallax
          refresh_parallax if can_refresh_parallax?
          update_parallax_transition_effect
          update_parallax_effects
      end  
      
      #--------------------------------------------------------------------------
      # ● Can Refresh Parallax?
      #--------------------------------------------------------------------------        
      def can_refresh_parallax?
          return false if @parallax_name == $game_map.parallax_name
          return false if $game_map.parallax_effect[1] > 0
          return true
      end
        
      #--------------------------------------------------------------------------
      # ● Refresh Parallax
      #--------------------------------------------------------------------------          
      def refresh_parallax
          dispose_parallax     
          @parallax_name = $game_map.parallax_name
          @parallax_effect_type = $game_map.parallax_effect[0]
          @parallax_zoom_effect = $game_map.parallax_effect[4] 
          @parallax_zoom_speed = PARALLAX_ZOOM_POWER > 0.1 ? 0.1 : PARALLAX_ZOOM_POWER
          @parallax_fade_effect = $game_map.parallax_effect[2]
          @parallax_fixed_position = $game_map.parallax_effect[6] 
          @power_1 = $game_map.parallax_loop_x == true ? $game_map.parallax_sx : 0
          @power_2 = $game_map.parallax_loop_y == true ? $game_map.parallax_sy : 0
          @orig = [0,0]
          @range = 0
          if @parallax_effect_type == 0 
             if !($game_map.parallax_loop_x and $game_map.parallax_loop_y) and
                  @parallax_zoom_effect
                  create_parallax_type0
                  mode_zoom_setup
             else
                  create_parallax_type1 
             end  
          else  
             create_parallax_type2
             mode_zoom_setup
          end  
          @parallax.z = -100
          @parallax.opacity = $game_map.parallax_sprite[2]      
          Graphics.frame_reset
          @parallax_effect_type = 1 if $game_map.parallax_effect[4]
          update_parallax_effects
      end  
      
      #--------------------------------------------------------------------------
      # ● Mode Zoom Setup
      #--------------------------------------------------------------------------              
      def mode_zoom_setup
          return if !@parallax_zoom_effect
          @orig[0] = (@parallax.bitmap.width / 2) 
          @orig[1] = (@parallax.bitmap.height / 2)
          @parallax.ox = @orig[0] 
          @parallax.oy = @orig[1]       
          @parallax.x = @orig[0] -@range
          @parallax.y = @orig[1]
      end
          
      #--------------------------------------------------------------------------
      # ● Create Parallax Type 0
      #--------------------------------------------------------------------------            
      def create_parallax_type0
          @parallax = Sprite.new(@viewport1)
          @parallax_image = Cache.parallax(@parallax_name)
          @parallax.bitmap = Bitmap.new(SCREEN_RESOLUTION[0],SCREEN_RESOLUTION[1])
          @parallax.bitmap.stretch_blt(@parallax.bitmap.rect, @parallax_image, @parallax_image.rect)
      end  
      
      #--------------------------------------------------------------------------
      # ● Create Parallax Type 1
      #--------------------------------------------------------------------------            
      def create_parallax_type1
          @parallax = Plane.new(@viewport1)
          @parallax.bitmap = Cache.parallax(@parallax_name)        
      end
    
      #--------------------------------------------------------------------------
      # ● Create Parallax Type 2
      #--------------------------------------------------------------------------              
      def create_parallax_type2
          @parallax = Sprite.new(@viewport1)
          @parallax_image = Cache.parallax(@parallax_name)         
          @range = (@power_1 + 1) * 10
          @range = 500 if @range > 500
          speed = (@power_2 + 1) * 100
          speed = 1000 if speed > 1000
          @parallax.x = -@range
          @parallax.wave_amp = @range
          @parallax.wave_length = SCREEN_RESOLUTION[0]
          @parallax.wave_speed = speed
          sc_size = [SCREEN_RESOLUTION[0] + (@range * 2),SCREEN_RESOLUTION[1]]
          @parallax.bitmap = Bitmap.new(sc_size[0],sc_size[1])
          @parallax.bitmap.stretch_blt(@parallax.bitmap.rect, @parallax_image, @parallax_image.rect)
      end  
      
      #--------------------------------------------------------------------------
      # ● Update parallax Fade
      #--------------------------------------------------------------------------            
      def update_parallax_transition_effect
          return if $game_map.parallax_effect[1] == 0
          if @parallax_name == ""
             refresh_parallax
             if @parallax != nil
                @parallax.opacity = 0
                $game_map.parallax_effect[1] = 61
             end   
          end   
          $game_map.parallax_effect[1] -= 1
          execute_fade_effect if @parallax != nil      
      end  
      
      #--------------------------------------------------------------------------
      # ● Execute Fade Effect
      #--------------------------------------------------------------------------              
      def execute_fade_effect
          case $game_map.parallax_effect[1]
              when 61..120
                 $game_map.parallax_sprite[2] -= 5
              when 1..60    
                 parallax_transition_setup if $game_map.parallax_effect[1] == 60
                 $game_map.parallax_sprite[2] += 5
              else
                 $game_map.parallax_sprite[2] = 255
          end
      end  
      
      #--------------------------------------------------------------------------
      # ● Parallax Transition Setup
      #--------------------------------------------------------------------------                
      def parallax_transition_setup
          if !$game_system.parallax_change_values.empty?
              cv = $game_system.parallax_change_values
              $game_map.change_parallax(cv[0],cv[1],cv[2],cv[3],cv[4])
          end
          refresh_parallax
          $game_map.parallax_sprite[2] = 0
          $game_map.parallax_effect[3] = 0
          $game_map.parallax_effect[5] = 0
          @parallax.zoom_x = 1.00
          @parallax.zoom_y = 1.00
          $game_map.parallax_sprite[3] = 1.00        
      end
                    
      #--------------------------------------------------------------------------
      # ● Update Parallax Effects
      #--------------------------------------------------------------------------        
      def update_parallax_effects
          return if @parallax == nil
          update_parallax_fade_effect
          update_parallax_zoom_effect   
          @parallax.opacity = $game_map.parallax_sprite[2]
          if @parallax_effect_type == 0
             if @parallax_fixed_position
                @parallax.ox = $game_map.display_x * 32
                @parallax.oy = $game_map.display_y * 32
             else
                @parallax.ox = $game_map.parallax_ox(@parallax.bitmap)
                @parallax.oy = $game_map.parallax_oy(@parallax.bitmap)
             end
          else
             @parallax.update         
          end  
      end
        
      #--------------------------------------------------------------------------
      # ● Update Parallax Fade Effect
      #--------------------------------------------------------------------------          
      def update_parallax_fade_effect
          return if !@parallax_fade_effect 
          return if $game_map.parallax_effect[1] > 0
          $game_map.parallax_effect[3] += 1
          case $game_map.parallax_effect[3]
              when 0..60
                  $game_map.parallax_sprite[2] = 255
              when 61..189
                  $game_map.parallax_sprite[2] -= 2 
              when 190..318
                  $game_map.parallax_sprite[2] += 2         
            else
              $game_map.parallax_effect[3] = 0
              $game_map.parallax_sprite[2] = 255
          end
      end
      
      #--------------------------------------------------------------------------
      # ● Update Parallax Zoom Effect
      #--------------------------------------------------------------------------            
      def update_parallax_zoom_effect
          return if !@parallax_zoom_effect
          $game_map.parallax_effect[5] += 1
          case $game_map.parallax_effect[5]
              when 0..120
                  $game_map.parallax_sprite[3] += @parallax_zoom_speed
              when 121..240
                  $game_map.parallax_sprite[3] -= @parallax_zoom_speed
            else
              $game_map.parallax_effect[5] = 0
              $game_map.parallax_sprite[3] = 1.00
          end
          @parallax.zoom_x = $game_map.parallax_sprite[3]
          @parallax.zoom_y = $game_map.parallax_sprite[3]        
      end  
      
    end
    
    $mog_rgss3_parallax_ex = true

    Спойлер Overlay Mapping:
    Код:
    #==============================================================================
    # 
    # ¥ 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 YSA
      module 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 layer
        SHADOW_SWITCH = 2       # Turn on/off shadow layer
        PARALLAX_SWITCH = 3     # Turn on/off parallax layer
        GROUND_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 light
        SHADOW_VARIABLE = 2     # Switch to another shadow
        PARALLAX_VARIABLE = 1   # Switch to another parallax
        GROUND_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 prefix
        SHADOW = "shadow"       # Shadow layer's filename prefix
        PARALLAX = "par"        # Parallax layer's filename prefix
        GROUND = "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 = 255
        PARALLAX_OPACITY = 255
        LIGHT_OPACITY = 128
        SHADOW_OPACITY = 96
        
      end #OVERLAY
    end # 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)
        begin
          self.load_bitmap("Graphics/Overlay/", filename)
        rescue
          self.empty_bitmap
        end
      end
      
    end # Cache
    
    #==============================================================================
    # ¡ DataManager
    #==============================================================================
    
    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: setup_new_game
      #--------------------------------------------------------------------------
      class <<self; alias ovm_setup_new_game setup_new_game; end
      def self.setup_new_game
        ovm_setup_new_game
        setup_overlay_mapping
      end
      
      #--------------------------------------------------------------------------
      # 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] = 1
      end
      
    end # DataManager
    
    #==============================================================================
    # ¡ Spriteset_Map
    #==============================================================================
    
    class Spriteset_Map
      
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias overlay_initialize initialize
      def initialize
        overlay_initialize
        create_overlay_map
        update
      end
      
      #--------------------------------------------------------------------------
      # 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 = 1
        @ground.opacity = YSA::OVERLAY::GROUND_OPACITY
        # Light Layer
        @light = Sprite.new(@viewport1)
        @light.opacity = YSA::OVERLAY::LIGHT_OPACITY
        @light.blend_type = 1 
        @light.z = 299
        # Shadow Layer
        @shadow = Sprite.new(@viewport1)
        @shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
        @shadow.blend_type = 2
        @shadow.z = 298
        # Parallax Layer
        @par = Sprite.new(@viewport1)
        @par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
        @par.z = 297
      end
      
      #--------------------------------------------------------------------------
      # alias method: dispose_parallax
      #--------------------------------------------------------------------------
      alias overlay_dispose_parallax dispose_parallax
      def dispose_parallax
        overlay_dispose_parallax
        dispose_overlay_map
      end
      
      #--------------------------------------------------------------------------
      # new method: dispose_overlay_map
      #--------------------------------------------------------------------------
      def dispose_overlay_map
        @ground.dispose
        @light.dispose
        @shadow.dispose
        @par.dispose
      end
      
      #--------------------------------------------------------------------------
      # alias method: update_parallax
      #--------------------------------------------------------------------------
      alias overlay_update_parallax update_parallax
      def update_parallax
        overlay_update_parallax
        update_overlay
      end
      
      #--------------------------------------------------------------------------
      # new method: update_overlay
      #--------------------------------------------------------------------------
      def update_overlay
        update_om_ground
        update_om_par
        update_om_light
        update_om_shadow
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_ground
      #--------------------------------------------------------------------------
      def update_om_ground
        return unless @ground
        @ground.visible = $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 * 32
        @ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32
        if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
          filename = YSA::OVERLAY::GROUND
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
          @ground.bitmap = Cache.overlay(filename)
          @current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_par
      #--------------------------------------------------------------------------
      def update_om_par
        return unless @par
        @par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
        @par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
        @par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
        if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
          filename = YSA::OVERLAY::PARALLAX
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
          @par.bitmap = Cache.overlay(filename)
          @current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_light
      #--------------------------------------------------------------------------
      def update_om_light
        return unless @light
        @light.visible = $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 * 32
        @light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32
        if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
          filename = YSA::OVERLAY::LIGHT
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
          @light.bitmap = Cache.overlay(filename)
          @current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: update_om_shadow
      #--------------------------------------------------------------------------
      def update_om_shadow
        return unless @shadow
        @shadow.visible = $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 * 32
        @shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32
        if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
          filename = YSA::OVERLAY::SHADOW
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
          @shadow.bitmap = Cache.overlay(filename)
          @current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
        end
      end
      
    end # Spriteset_Map
    
    #==============================================================================
    # ¡ Scene_Map
    #==============================================================================
    
    class Scene_Map < Scene_Base
      
      #--------------------------------------------------------------------------
      # alias method: post_transfer
      #--------------------------------------------------------------------------
      alias overlay_post_transfer post_transfer
      def post_transfer
        @spriteset.dispose_overlay_map
        @spriteset.create_overlay_map
        @spriteset.update
        overlay_post_transfer
      end
    
    end # Scene_Map
    
    #==============================================================================
    # 
    # ¥ End of File
    # 
    #==============================================================================


    Я так понимаю вся проблема в dispose_parallax, но вот как это исправить?..
    Последний раз редактировалось HopeBree; 28.03.2013 в 13:10.

  10. #1510
    Хранитель Аватар для Темный
    Информация о пользователе
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    13.05.2011
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    Репутация: 49 Добавить или отнять репутацию

    По умолчанию

    окей спасибо))



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