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Тема: Поиск скриптов

  1. #511
    Новичок Аватар для Hentai
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    24.07.2011
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    Там, где я живу - нет живых.
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    1
    Репутация: 0 Добавить или отнять репутацию

    По умолчанию

    #id switch that if ON turns off FIRE mode lights
    #applies only to light mode: FIRE
    FIRE = 23


    Т.е. при включении свитча 23 эффект огня пропадет.
    А махинации со страницами не помогут. Увы и ах.
    Проверено. Гарантировано.




  2. #512
    Маститый Аватар для Andrew
    Информация о пользователе
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    08.02.2011
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    Репутация: 30 Добавить или отнять репутацию

    По умолчанию

    Нужен нео мод семь, скрипт на тени, скрипт на свет,


  3. #513
    Бывалый Аватар для Soliд
    Информация о пользователе
    Регистрация
    24.04.2011
    Адрес
    Далеко за горами
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    Репутация: 33 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Andrew Посмотреть сообщение
    Нужен нео мод семь, скрипт на тени, скрипт на свет,
    Нео Мод
    Спойлер Свет:
    =begin
    Thomas Edison VX

    Version: 0.1
    Author: BulletXt (bulletxt@gmail.com)
    Date: 12/06/2009
    Script based upon Kylock's (http://www.rpgmakervx.net/index.php?showtopic=2432)


    Description:
    To make an event glow, put a Comment inside event with one of the following
    light modes. When importing this script to a new project, be sure to copy
    Graphics/Pictures/le.png to your project.

    Light Modes:

    GROUND - Medium steady white light.
    GROUND2 - Medium white light with slight flicker.
    GROUND3 - Small steady red light.
    GROUND4 - Medium steady green light.
    GROUND5 - Medium steady blu light.
    FIRE - Large red light with a slight flicker.
    LIGHT - Small steady white light.
    LIGHT2 - X-Large steady white light.
    LIGHT3 - Small white light with slight flicker.
    TORCH - X-Large red light with a heavy flicker.
    TORCH2 - X-Large red light with a sleight flicker.
    TORCH3 - Large white light with a slight flicker.

    You can make a specific light type turn off/on by turning
    one of the following switches id ON/off. By default, the switches are off so
    the lights will show. Of course, turning all switches to ON will make all
    light types go off.

    =end

    #id switch that if ON turns off FIRE mode lights
    #applies only to light mode: FIRE
    FIRE = 87
    #id switch that if ON turns off LIGHT mode lights
    #applies to light mode: LIGHT, LIGHT2, LIGHT3
    LIGHT = 86
    #id switch that if ON turns off GROUND mode lights
    #applies to light mode: GROUND, GROUND2, GROUND3, GROUND4, GROUND5
    GROUND = 85
    #id switch that if ON turns off TORCH mode lights
    #applies to light mode: TORCH, TORCH2, TORCH3
    TORCH = 84


    # this value can be true or false. If true, it enables compatibility with
    # KGC_DayNight script. When it's night, lights will automatically go on, when
    # morning comes back lights will go off. If you set this to true, be sure to
    # place this script below KGC_DayNight script in the Scripting Editor of VX.
    ENABLE_KGC_DAY_NIGHT_SCRIPT = true

    =begin
    This value must be exactly the same of "PHASE_VARIABLE" setting in KGC_DayNight
    script. By default the script sets it to 11.
    To make the event light go on/off with DayNight system, set the event page
    to be triggered with this variable id and set it to be 1 or above.
    =end
    KGC_DAY_NIGHT_SCRIPT_VARIABLE = 11

    =begin
    Tips and tricks:
    You can't make a single specific light inside event go on/off if
    a condition applies, for example if a switch is ON.
    For the moment, you can achieve this by doing
    a script call immediatley after you make the condition apply.
    If for example the light event must go on if switch 100 is ON, after you turn
    on the switch do this call script:
    $scene = Scene_Map.new

    Be aware that doing this call script will make game freeze
    for 30 milliseconds.

    ################################################## ##############################
    =end


    $bulletxt_day_check = 0

    class Spriteset_Map

    alias bulletxt_spriteset_map_initalize initialize
    def initialize
    @light_effects = []
    initialize_lights
    bulletxt_spriteset_map_initalize
    update
    end

    alias bulletxt_spriteset_map_dispose dispose
    def dispose
    bulletxt_spriteset_map_dispose
    for effect in @light_effects
    effect.light.dispose
    end
    @light_effects = []
    end

    alias bulletxt_spriteset_map_update update
    def update
    bulletxt_spriteset_map_update
    check_day_night if ENABLE_KGC_DAY_NIGHT_SCRIPT
    update_light_effects

    end


    def check_day_night
    #if night
    if $bulletxt_day_check == 0
    if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 1
    $scene = Scene_Map.new
    $bulletxt_day_check = 1

    end

    else
    #if morning
    if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 3
    $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] = -1
    $scene = Scene_Map.new
    $bulletxt_day_check = 0
    end
    end



    end


    def initialize_lights
    for event in $game_map.events.values
    next if event.list == nil
    for i in 0...event.list.size

    if event.list[i].code == 108 and event.list[i].parameters == ["FIRE"]
    type = "FIRE"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 300 / 100.0
    light_effects.light.zoom_y = 300 / 100.0
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end

    if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT"]
    type = "LIGHT"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 1
    light_effects.light.zoom_y = 1
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT2"]
    type = "LIGHT2"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 6
    light_effects.light.zoom_y = 6
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    end

    if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT3"]
    type = "LIGHT3"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 1
    light_effects.light.zoom_y = 1
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    end

    if event.list[i].code == 108 and event.list[i].parameters == ["TORCH"]
    type = "TORCH"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 6
    light_effects.light.zoom_y = 6
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["TORCH2"]
    type = "TORCH2"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 6
    light_effects.light.zoom_y = 6
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["TORCH3"]
    type = "TORCH3"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 300 / 100.0
    light_effects.light.zoom_y = 300 / 100.0
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end

    if event.list[i].code == 108 and event.list[i].parameters == ["GROUND"]
    type = "GROUND"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 2
    light_effects.light.zoom_y = 2
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["GROUND2"]
    type = "GROUND2"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 2
    light_effects.light.zoom_y = 2
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["GROUND3"]
    type = "GROUND3"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 2
    light_effects.light.zoom_y = 2
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["GROUND4"]
    type = "GROUND4"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 2
    light_effects.light.zoom_y = 2
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end
    if event.list[i].code == 108 and event.list[i].parameters == ["GROUND5"]
    type = "GROUND5"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 2
    light_effects.light.zoom_y = 2
    light_effects.light.opacity = 100
    @light_effects.push(light_effects)
    end
    end
    end

    for effect in @light_effects
    case effect.type

    when "FIRE"
    effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    effect.light.tone = Tone.new(255,-100,-255, 0)
    effect.light.blend_type = 1
    when "LIGHT"
    effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    effect.light.blend_type = 1
    when "LIGHT2"
    effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    effect.light.blend_type = 1
    when "LIGHT3"
    effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    effect.light.blend_type = 1
    when "TORCH"
    effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    effect.light.tone = Tone.new(255,-100,-255, 0)
    effect.light.blend_type = 1
    when "TORCH2"
    effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    effect.light.tone = Tone.new(255,-100,-255, 0)
    effect.light.blend_type = 1
    when "TORCH3"
    effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    effect.light.blend_type = 1

    when "GROUND"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    effect.light.blend_type = 1
    when "GROUND2"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    effect.light.blend_type = 1
    when "GROUND3"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    effect.light.tone = Tone.new(255,-255,-255, 255)
    effect.light.blend_type = 1
    when "GROUND4"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    effect.light.tone = Tone.new(-255,255,-255, 100)
    effect.light.blend_type = 1
    when "GROUND5"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    effect.light.tone = Tone.new(-255,255,255, 100)
    effect.light.blend_type = 1
    end
    end
    end


    def update_light_effects
    ################################################## ##############################

    # handle FIRE
    if $game_switches[FIRE]
    for effect in @light_effects
    next if effect.type != "FIRE"
    effect.light.visible = false
    end
    else
    for effect in @light_effects
    next if effect.type != "FIRE"
    effect.light.visible = true
    end
    end

    # handle LIGHT
    if $game_switches[LIGHT]
    for effect in @light_effects
    next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3"
    effect.light.visible = false
    end
    else
    for effect in @light_effects
    next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3"
    effect.light.visible = true
    end
    end


    # handle GROUND
    if $game_switches[GROUND]
    for effect in @light_effects
    next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5"
    effect.light.visible = false
    end
    else
    for effect in @light_effects
    next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5"
    effect.light.visible = true
    end
    end


    # handle TORCH
    if $game_switches[TORCH]
    for effect in @light_effects
    next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"
    effect.light.visible = false
    end
    else
    for effect in @light_effects
    next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"
    effect.light.visible = true
    end
    end





    ################################################## ##############################

    for effect in @light_effects
    case effect.type

    when "FIRE"
    effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    effect.light.opacity = rand(10) + 90

    when "LIGHT"
    effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    when "LIGHT2"
    effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    when "LIGHT3"
    effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
    effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
    effect.light.opacity = rand(10) + 90

    when "TORCH"
    effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10
    effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 + rand(20) - 10
    effect.light.opacity = rand(30) + 70
    when "TORCH2"
    effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
    effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
    effect.light.opacity = rand(10) + 90
    when "TORCH3"
    effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
    effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
    effect.light.opacity = rand(10) + 90

    when "GROUND"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    when "GROUND2"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    effect.light.opacity = rand(10) + 90
    when "GROUND3"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    when "GROUND4"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    when "GROUND5"
    effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
    effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
    end
    end

    #close def
    end
    #close class
    end


    class Light_Effect
    attr_accessor :light
    attr_accessor :event
    attr_accessor :type

    def initialize(event, type)
    @light = Sprite.new
    @light.bitmap = Cache.picture("le.png")
    @light.visible = true
    @light.z = 1000
    @event = event
    @type = type
    end

    end


    le.png(без него скрипт работать не будет)
    Последний раз редактировалось Soliд; 05.08.2011 в 13:37. Причина: le.png

  4. #514
    Маститый Аватар для Andrew
    Информация о пользователе
    Регистрация
    08.02.2011
    Адрес
    Беларусь, Витебск
    Сообщений
    1,049
    Записей в дневнике
    3
    Репутация: 30 Добавить или отнять репутацию

    По умолчанию

    neo mode 7 xp
    тень хр
    свет хр
    нужен нео мод и тень и свет
    Скоро ждите полностью новую игру от меня и скрипты всем кому я обещал.


  5. #515
    Бывалый Аватар для Soliд
    Информация о пользователе
    Регистрация
    24.04.2011
    Адрес
    Далеко за горами
    Сообщений
    943
    Репутация: 33 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Andrew Посмотреть сообщение
    neo mode 7 xp
    тень хр
    свет хр
    нужен нео мод и тень и свет
    Скоро ждите полностью новую игру от меня и скрипты всем кому я обещал.
    а не мог раньше сказать?)
    Спойлер Свет(используется le.png):
    #================================
    # ■ Light Effects
    #================================
    # ?By: Near Fantastica
    # Date: 28.06.05
    # Version: 3
    #================================
    #==========INSTRUCTIONS==========

    #The first Comment event command in an event should read "Light Effects". The
    #comment event command immediately following it should read "Ground", "Fire",
    #"Lamppost", "LeftLantern", or "RightLantern".
    #================================
    class Spriteset_Map
    #--------------------------------------------------------------
    alias les_spriteset_map_initalize initialize
    alias les_spriteset_map_dispose dispose
    alias les_spriteset_map_update update
    #--------------------------------------------------------------
    def initialize
    @light_effects = []
    setup_lights
    les_spriteset_map_initalize
    update
    end
    #--------------------------------------------------------------
    def dispose
    les_spriteset_map_dispose
    for effect in @light_effects
    effect.light.dispose
    end
    @light_effects = []
    end
    #--------------------------------------------------------------
    def update
    les_spriteset_map_update
    update_light_effects
    end
    #--------------------------------------------------------------
    def setup_lights
    for event in $game_map.events.values
    next if event.list == nil
    for i in 0...event.list.size
    if event.list[i].code == 108 and event.list[i].parameters == ["Light Effects"]
    type = event.list[i+1].parameters.to_s
    case type.upcase!
    when "GROUND"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 200 / 100.0
    light_effects.light.zoom_y = 200 / 100.0
    light_effects.light.opacity = 51
    @light_effects.push(light_effects)
    when "FIRE"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.zoom_x = 300 / 100.0
    light_effects.light.zoom_y = 300 / 100.0
    light_effects.light.opacity = 85
    @light_effects.push(light_effects)
    when "LAMPPOST"
    light_effects = Light_Effect.new(event,"LEFT LAMP POST")
    light_effects.light.opacity = 51
    @light_effects.push(light_effects)
    light_effects = Light_Effect.new(event,"RIGHT LAMP POST")
    light_effects.light.opacity = 51
    @light_effects.push(light_effects)
    when "LEFTLANTERN"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    when "RIGHTLANTERN"
    light_effects = Light_Effect.new(event,type)
    light_effects.light.opacity = 150
    @light_effects.push(light_effects)
    end
    end
    end
    end
    for effect in @light_effects
    case effect.type
    when "GROUND"
    effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4
    effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4
    when "FIRE"
    effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4
    effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4
    when "LEFT LAMP POST"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
    when "RIGHT LAMP POST"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
    when "LEFTLANTERN"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
    when "RIGHTLANTERN"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
    end
    end
    end
    #--------------------------------------------------------------
    def update_light_effects
    for effect in @light_effects
    next if not in_range?(effect.event)
    case effect.type
    when "GROUND"
    effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4
    effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4
    when "FIRE"
    effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4
    effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4
    when "LEFT LAMP POST"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
    when "RIGHT LAMP POST"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
    when "LEFTLANTERN"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
    when "RIGHTLANTERN"
    effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10
    effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
    end
    end
    end
    #--------------------------------------------------------------
    def in_range?(object)
    screne_x = $game_map.display_x
    screne_x -= 256
    screne_y = $game_map.display_y
    screne_y -= 256
    screne_width = $game_map.display_x
    screne_width += 2816
    screne_height = $game_map.display_y
    screne_height += 2176
    return false if object.real_x <= screne_x
    return false if object.real_x >= screne_width
    return false if object.real_y <= screne_y
    return false if object.real_y >= screne_height
    return true
    end
    end

    #================================
    # ■ Light Effects Class
    #================================

    class Light_Effect
    #--------------------------------------------------------------
    attr_accessor :light
    attr_accessor :event
    attr_accessor :type
    #--------------------------------------------------------------
    def initialize(event, type)
    @light = Sprite.new
    @light.bitmap = RPG::Cache.picture("LE.PNG")
    @light.visible = true
    @light.z = 1000
    @event = event
    @type = type
    end
    end


    Нео-Мод 7 ХР где-то был...

  6. #516
    Маститый Аватар для Andrew
    Информация о пользователе
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    3
    Репутация: 30 Добавить или отнять репутацию

    По умолчанию

    Нашёл всё сам.


  7. #517
    Создатель Аватар для Рольф
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    По умолчанию

    Не уже ли ты вернулся.

  8. #518
    Авторитет Аватар для Doctor Cid
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    По умолчанию

    Вопрос. Какие вообще экшн боёвки сейчас есть для XP и VX? И есть что-нибудь годное кроме Blizz-ABS?
    «Оптимизм — это недостаток информации»

    Мои игры:

    Падение Королевств
    Гибель Тендарии
    Принцесса Зари

  9. #519
    Маститый Аватар для Andrew
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    По умолчанию

    Цитата Сообщение от Рольф Посмотреть сообщение
    Не уже ли ты вернулся.
    Через десять дней вернусь.
    А пока только пяти минутные заходы.


  10. #520
    Хранитель Аватар для Темный
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    По умолчанию

    Слушайте есть такая проблемма в игре надо выдрать сохранение из меню новой формы . кто может помогите.
    Код:
    ##############
    # Scene_Menu #
    ##############
    class Scene_Menu   
      def main
        start                         
        perform_transition            
        Input.update                 
        loop do
          Graphics.update            
          Input.update              
          update                      
          break if $scene != self      
        end
        Graphics.update
        pre_terminate             
        Graphics.freeze               
        terminate                   
      end  
      def initialize(menu_index = 0)
        @menu_index = menu_index
      end  
      def create_menu_background
        @menuback_sprite = Sprite.new
        @menuback_sprite.bitmap = $game_temp.background_bitmap
        @menuback_sprite.color.set(16, 16, 16, 128)
        update_menu_background
      end  
      def create_menu_background
        @menuback_sprite = Sprite.new
        @menuback_sprite.bitmap = $game_temp.background_bitmap
        @menuback_sprite.color.set(16, 16, 16, 128)
        update_menu_background
      end
      def dispose_menu_background
        @menuback_sprite.dispose
      end
      def update_menu_background
      end  
      def perform_transition
         Graphics.transition(10)
      end
      def start
        create_menu_background
        create_command_window
        @gold_window = Window_Gold.new(0, 360)
        @status_window = Window_MenuStatus.new(160, 0)
        @playtime_window = Window_Time.new(0, 224)
    
        @status_window.openness = 0
        @playtime_window.openness = 0
        @gold_window.openness = 0
        @status_window.open
        @playtime_window.open
        @gold_window.open
      end
      def pre_terminate
        @status_window.close
        @playtime_window.close
        @gold_window.close
        @command_window.close
        begin
        @status_window.update
        @playtime_window.update
        @gold_window.update
        @command_window.update
        Graphics.update
        end until @status_window.openness == 0
      end  
      def terminate
        dispose_menu_background
        @command_window.dispose
        @gold_window.dispose
        @status_window.dispose
        @playtime_window.dispose
      end
      def update
        update_menu_background
        @command_window.update
        @gold_window.update
        @status_window.update
        @playtime_window.update
        if @command_window.active
          update_command_selection
        elsif @status_window.active
          update_actor_selection
        end
      end
      def create_command_window
        s1 = Vocab::item
        s2 = Vocab::skill
        s3 = Vocab::equip
        s4 = Vocab::status
        s5 = Vocab::save
        s6 = Vocab::game_end
        @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
        @command_window.index = @menu_index
        @command_window.openness = 0
        @command_window.open
        if $game_party.members.size == 0           
          @command_window.draw_item(0, false)     
          @command_window.draw_item(1, false)     
          @command_window.draw_item(2, false)      
          @command_window.draw_item(3, false)    
        end
        if $game_system.save_disabled              
          @command_window.draw_item(4, false)     
        end
      end
      def update_command_selection
        if Input.trigger?(Input::B)
          Sound.play_cancel
          $scene = Scene_Map.new
        elsif Input.trigger?(Input::C)
          if $game_party.members.size == 0 and @command_window.index < 4
            Sound.play_buzzer
            return
          elsif $game_system.save_disabled and @command_window.index == 4
            Sound.play_buzzer
            return
          end
          Sound.play_decision
          case @command_window.index
          when 0      
            $scene = Scene_Item.new
          when 1,2,3   
            start_actor_selection
          when 4       
            $scene = Scene_File.new(true, false, false)
          when 5     
            $scene = Scene_End.new
          end
        end
      end
      def start_actor_selection
        @command_window.active = false
        @status_window.active = true
        if $game_party.last_actor_index < @status_window.item_max
          @status_window.index = $game_party.last_actor_index
        else
          @status_window.index = 0
        end
      end
      def end_actor_selection
        @command_window.active = true
        @status_window.active = false
        @status_window.index = -1
      end
      def update_actor_selection
        if Input.trigger?(Input::B)
          Sound.play_cancel
          end_actor_selection
        elsif Input.trigger?(Input::C)
          $game_party.last_actor_index = @status_window.index
          Sound.play_decision
          case @command_window.index
          when 1 
            $scene = Scene_Skill.new(@status_window.index)
          when 2   
            $scene = Scene_Equip.new(@status_window.index)
          when 3  
            $scene = Scene_Status.new(@status_window.index)
          end
        end
      end
    end
    $mogscript = {} if $mogscript == nil
    $mogscript["basic_menu_plus"] = true
    Последний раз редактировалось Темный; 23.08.2011 в 10:31.

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