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.
26.03.2013, 20:22
Trraum
Цитата:
Сообщение от Kolhe
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
27.03.2013, 21:04
Trraum
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?
27.03.2013, 21:06
Kolhe
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.
27.03.2013, 23:45
HopeBree
Доброго времени суток. Со скриптами я на "Вы" и поэтому возник вопрос.
Можно ли как-то совместить два скрипта?
СпойлерParallax 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
#--------------------------------------------------------------------------
# ● 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)
$game_system.parallax_ignore_transition = value
end
#--------------------------------------------------------------------------
# ● Command 284
#--------------------------------------------------------------------------
alias mog_parallax_effects_command_284 command_284
def command_284
if !$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
$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.
#==============================================================================
#--------------------------------------------------------------------------
# new method: overlay
#--------------------------------------------------------------------------
def self.overlay(filename)
begin
self.load_bitmap("Graphics/Overlay/", filename)
rescue
self.empty_bitmap
end
end
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias overlay_initialize initialize
def initialize
overlay_initialize
create_overlay_map
update
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
#--------------------------------------------------------------------------
# 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?..
28.03.2013, 00:09
Темный
Так срочно нужна помощь. Нужен звук "ахх" короткий женским голосом. Желательно ogg
28.03.2013, 08:23
Soliд
Цитата:
Сообщение от Темный
Так срочно нужна помощь. Нужен звук "ахх" короткий женским голосом. Желательно ogg
Найдю любую хентайную игрушку и повыдирай оттуда этот твой "ахх".
28.03.2013, 12:02
Темный
именно что хентайный "ахх" не нужен(( нужен ахх или стон но не от секса а от боли.
28.03.2013, 12:07
HopeBree
Цитата:
Сообщение от Темный
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"
СпойлерМожно альтернативу Parallax EX, но совместимую с Overlay Mapping:
Цитата:
Сообщение от HopeBree
Доброго времени суток. Со скриптами я на "Вы" и поэтому возник вопрос.
Можно ли как-то совместить два скрипта?
СпойлерParallax 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
#--------------------------------------------------------------------------
# ● 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)
$game_system.parallax_ignore_transition = value
end
#--------------------------------------------------------------------------
# ● Command 284
#--------------------------------------------------------------------------
alias mog_parallax_effects_command_284 command_284
def command_284
if !$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
$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.
#==============================================================================
#--------------------------------------------------------------------------
# new method: overlay
#--------------------------------------------------------------------------
def self.overlay(filename)
begin
self.load_bitmap("Graphics/Overlay/", filename)
rescue
self.empty_bitmap
end
end
#--------------------------------------------------------------------------
# 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
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias overlay_initialize initialize
def initialize
overlay_initialize
create_overlay_map
update
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
#--------------------------------------------------------------------------
# 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?..