#================================================= =============================
# +++ MOG - Picture Effects (v1.0) +++
#================================================= =============================
# By Moghunter
#
https://atelierrgss.wordpress.com/
#================================================= =============================
# O script adicina novos efeitos na função mostrar imagem, possibilitando
# criar animações complexas de maneira simples e rápida.
# O script também adiciona a função definir a posição da imagem baseado
# na posição do character ou na posição real XY da tela.
#================================================= =============================
# EFEITOS
#================================================= =============================
# 0 - Tremer Tipo A
# 1 - Tremer Tipo B
# 2 - Efeito de Respirar
# 3 - Efeito de Auto Zoom (Loop)
# 4 - Efeito de Fade (Loop)
# 5 - Efeito de Rolar em duas direções.
# 6 - Efeito de Wave.
# 7 - Efeito de Animação por frames, estilo GIF.
#
# É possível utilizar todos os efeitos ao mesmo tempo.
#
#================================================= =============================
# UTILIZAÇÃO
#================================================= =============================
# Use o comando abaixo através do comando evento.
#
# picture_effect(PICTURE_ID ,EFFECT_TYPE ,POWER , SPEED)
#
# PICTURE_ID = ID da imagem.
# EFFECT TYPE = Tipo de efetio da imagem. (0 a 7)
# POWER = Poder do efeito.
# SPEED = Velocidade do efeito.
#
# Exemplo
#
# picture_effect(1,5,10,50)
#
#================================================= =============================
# Efeito de animação por frames. (Efeito tipo 7)
#================================================= =============================
# Para ativar o efeito de animação por frames é necessário ter e nomear os
# arquivos da seguinte forma.
#
# Picture_Name.png (A imagem que deve ser escolhida no comando do evento.)
# Picture_Name0.png
# Picture_Name1.png
# Picture_Name2.png
# Picture_Name3.png
# Picture_Name4.png
# ...
#
#================================================= =============================
# Posições Especiais para as imagens
#================================================= =============================
# Use o comando abaixo para definir a posiçao da imagem.
#
# picture_position(PICTURE ID, TARGET ID)
#
# PICTURE ID = ID da imagem
# TARGET ID = ID do alvo
#
# 0 = Posição normal.
# 1..999 = Posição do evento (ID).
# -1 = Posição do player.
# -2 = Posição fixa da imagem.
#
#================================================= =============================
# Cancelar o Efeito
#================================================= =============================
# Você pode usar o comando apagar imagem do evento, ou usar o comando abaixo.
#
# picture_effects_clear(PICTURE_ID)
#
#================================================= =============================
module MOG_PICURE_EFFECTS
# Definição da posição Z das pictures.
# É possível usar o comando "set_picture_z(value)" para mudar o valor Z
# no meio do jogo
DEFAULT_SCREEN_Z = 100
end
$imported = {} if $imported.nil?
$imported[:mog_picture_effects] = true
#================================================= =============================
# ■ Game Picture
#================================================= =============================
class Game_Picture
attr_accessor :effect_ex
attr_accessor :anime_frames
attr_accessor
osition
#--------------------------------------------------------------------------
# ● Init Basic
#--------------------------------------------------------------------------
alias mog_picture_ex_init_basic init_basic
def init_basic
init_effect_ex
mog_picture_ex_init_basic
end
#--------------------------------------------------------------------------
# ● Erase
#--------------------------------------------------------------------------
alias mog_picture_ex_erase erase
def erase
init_effect_ex
mog_picture_ex_erase
end
#--------------------------------------------------------------------------
# ● Init Effect EX
#--------------------------------------------------------------------------
def init_effect_ex
@effect_ex = [] ; @anime_frames = [] ; @position = [0,nil,0,0]
end
end
#================================================= =============================
# ■ Game System
#================================================= =============================
class Game_System
attr_accessor
icture_screen_z
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_picture_ex_initialize initialize
def initialize
@picture_screen_z = MOG_PICURE_EFFECTS:
EFAULT_SCREEN_Z
mog_picture_ex_initialize
end
end
#================================================= =============================
# ■ Game Interpreter
#================================================= =============================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● Set Pictures
#--------------------------------------------------------------------------
def set_pictures
return $game_troop.screen.pictures if SceneManager.scene_is?(Scene_Battle)
return $game_map.screen.pictures if SceneManager.scene_is?(Scene_Map)
end
#--------------------------------------------------------------------------
# ● Picture Effect
#--------------------------------------------------------------------------
def picture_effect(id,type, power = nil,speed = nil,misc = nil)
pictures = set_pictures
return if pictures.nil?
power = set_standard_power(type) if power == nil
power = 1 if type == 4 and power < 1
speed = set_standard_speed(type) if speed == nil
pictures[id].effect_ex[0] = nil if type == 1
pictures[id].effect_ex[1] = nil if type == 0
pictures[id].effect_ex[type] = [power,speed,0]
pictures[id].effect_ex[type] = [0,0,0,power * 0.00005,speed, 0,0] if [2,3].include?(type)
pictures[id].effect_ex[type] = [255,0,0,255 / power, power,speed,0] if type == 4
pictures[id].effect_ex[type] = [0,0,power,speed,0] if type == 5
pictures[id].effect_ex[type] = [true,power * 10,speed * 100] if type == 6
pictures[id].anime_frames = [true,[],power,0,0,speed,0] if type == 7
end
#--------------------------------------------------------------------------
# ● Set Standard Power
#--------------------------------------------------------------------------
def set_standard_power(type)
return 6 if type == 2
return 30 if type == 3
return 120 if type == 4
return 10
end
#--------------------------------------------------------------------------
# ● Set Standard Speed
#--------------------------------------------------------------------------
def set_standard_speed(type)
return 3 if [0,1].include?(type)
return 0 if [2,3,4].include?(type)
return 2 if type == 5
return 0 if type == 7
return 10
end
#--------------------------------------------------------------------------
# ● Picture Position
#--------------------------------------------------------------------------
def picture_position(id,target_id)
pictures = set_pictures
return if pictures.nil?
pictures[id].position = [0,nil,0,0] if [-2,0].include?(pictures[id].position[0])
pictures[id].effect_ex.clear
target = 0 ; target = $game_player if target_id == -1
if target_id > 0
$game_map.events.values.each do |e| target = e if e.id == target_id end
end
pictures[id].position[0] = target_id
pictures[id].position[1] = target
end
#--------------------------------------------------------------------------
# ● Set Picture Z
#--------------------------------------------------------------------------
def set_picture_z(value)
$game_system.picture_screen_z = value
end
#--------------------------------------------------------------------------
# ● Picture Effects Clear
#--------------------------------------------------------------------------
def picture_effects_clear(id)
pictures = set_pictures
return if pictures.nil?
pictures[id].effect_ex.clear ; pictures[id].anime_frames.clear
pictures[id].position = [0,nil,0,0]
end
end
#================================================= =============================
# ■ Game Map
#================================================= =============================
class Game_Map
#--------------------------------------------------------------------------
# ● Setup
#--------------------------------------------------------------------------
alias mog_picture_ex_setup setup
def setup(map_id)
mog_picture_ex_setup(map_id)
clear_picture_position rescue nil
end
#--------------------------------------------------------------------------
# ● Clear Picture Position
#--------------------------------------------------------------------------
def clear_picture_position
pictures = $game_troop.screen.pictures if SceneManager.scene_is?(Scene_Battle)
pictures = $game_map.screen.pictures if SceneManager.scene_is?(Scene_Map)
return if pictures == nil
pictures.each {|p|
p.position = [-1000,nil,0,0] if p.position[0] > 0 or p.position[1] == nil}
end
end
#================================================= =============================
# ■ Sprite Picture
#================================================= =============================
class Sprite_Picture < Sprite
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_picture_ex_dispose dispose
def dispose
mog_picture_ex_dispose
@picture.effect_ex[6][0] = true if @picture.effect_ex[6]
@picture.anime_frames[0] = true if @picture.effect_ex[7]
dispose_pic_frames if !@picture.effect_ex[7]
end
#--------------------------------------------------------------------------
# ● Dispose Pic Frames
#--------------------------------------------------------------------------
def dispose_pic_frames
return if @pic_frames.nil?
@pic_frames.each {|picture| picture.dispose } ; @pic_frames = nil
end
#--------------------------------------------------------------------------
# ● Update Bitmap
#--------------------------------------------------------------------------
alias mog_picture_ex_update_bitmap update_bitmap
def update_bitmap
refresh_effect_ex if @old_name_ex != @picture.name
if !@picture.anime_frames.empty? and self.bitmap
update_picture_animation ; return
end
mog_picture_ex_update_bitmap
create_picture_animation if can_create_frame_picture?
set_wave_effect if can_set_wave_effect?
end
#--------------------------------------------------------------------------
# ● Refresh effect EX
#--------------------------------------------------------------------------
def refresh_effect_ex
(self.wave_amp = 0 ; self.wave_length = 1 ; self.wave_speed = 0) if !@picture.effect_ex[6]
@old_name_ex = @picture.name
create_picture_animation if @picture.effect_ex[7]
set_wave_effect if can_set_wave_effect?
end
#--------------------------------------------------------------------------
# ● Can Create Frame Picture
#--------------------------------------------------------------------------
def can_create_frame_picture?
return false if !@picture.anime_frames[0]
return false if !self.bitmap
return true
end
#--------------------------------------------------------------------------
# ● Update Picture Animation
#--------------------------------------------------------------------------
def update_picture_animation
return if @pic_frames == nil
if @picture.anime_frames[6] > 0 ; @picture.anime_frames[6] -= 1 ; return
end
@picture.anime_frames[4] += 1
return if @picture.anime_frames[4] < @picture.anime_frames[2]
self.bitmap = @pic_frames[@picture.anime_frames[3]]
@picture.anime_frames[4] = 0 ; @picture.anime_frames[3] += 1
if @picture.anime_frames[3] >= @pic_frames.size
@picture.anime_frames[3] = 0 ; @picture.anime_frames[6] = @picture.anime_frames[5]
end
end
#--------------------------------------------------------------------------
# ● Create Picture Animation
#--------------------------------------------------------------------------
def create_picture_animation
dispose_pic_frames ; @pic_frames = [] ; @picture.anime_frames[0] = false
for index in 0...999
@pic_frames.push(Cache.picture(@picture.name + index.to_s)) rescue nil
break if @pic_frames[index] == nil
end
if @pic_frames.size <= 1
dispose_pic_frames ; @pic_frames = nil ; @picture.anime_frames.clear
@picture.effect_ex[7] = nil ; return
end
self.bitmap = @pic_frames[@picture.anime_frames[3]]
update_picture_animation
end
#--------------------------------------------------------------------------
# ● Update Position
#--------------------------------------------------------------------------
def update_position
self.z = @picture.number + $game_system.picture_screen_z
if @picture.effect_ex[0] ; update_shake_effect(0) ; return ; end
if @picture.effect_ex[1] ; update_shake_effect(1) ; return ; end
self.x = pos_x ; self.y = pos_y ; set_oxy_correction
end
#--------------------------------------------------------------------------
# ● Pos X
#--------------------------------------------------------------------------
def pos_x
return @picture.x
end
#--------------------------------------------------------------------------
# ● Pos Y
#--------------------------------------------------------------------------
def pos_y
return @picture.y
end
#--------------------------------------------------------------------------
# ● Set Oxy Correction
#--------------------------------------------------------------------------
def set_oxy_correction
return if @picture.position[0] == -2
self.x += self.ox if @picture.effect_ex[3] or @picture.effect_ex[5]
self.y += self.oy if @picture.effect_ex[2] or @picture.effect_ex[3] or @picture.effect_ex[5]
end
#--------------------------------------------------------------------------
# ● Update Position
#--------------------------------------------------------------------------
def update_shake_effect(type)
@picture.effect_ex[type][2] += 1
return if @picture.effect_ex[type][2] < @picture.effect_ex[type][1]
@picture.effect_ex[type][2] = 0
self.x = pos_x + shake_effect(type)
self.y = @picture.effect_ex[1] ? pos_y + shake_effect(type) : pos_y
set_oxy_correction
end
#--------------------------------------------------------------------------
# ● Shake Effect
#--------------------------------------------------------------------------
def shake_effect(type)
-(@picture.effect_ex[type][0] / 2) + rand(@picture.effect_ex[type][0])
end
#--------------------------------------------------------------------------
# ● Update Other
#--------------------------------------------------------------------------
def update_other
if @picture.effect_ex[4] ; update_opacity_ex
else ; self.opacity = @picture.opacity
end
self.blend_type = @picture.blend_type
if @picture.effect_ex[5] ; update_angle_ex
else ; self.angle = @picture.angle
end
self.tone.set(@picture.tone)
end
#--------------------------------------------------------------------------
# ● Update Angle EX
#--------------------------------------------------------------------------
def update_angle_ex
@picture.effect_ex[5][4] += 1
return if @picture.effect_ex[5][4] < @picture.effect_ex[5][3]
@picture.effect_ex[5][4] = 0 ; @picture.effect_ex[5][1] += 1
case @picture.effect_ex[5][1]
when 0..@picture.effect_ex[5][2]
@picture.effect_ex[5][0] += 1
when @picture.effect_ex[5][2]..(@picture.effect_ex[5][2] * 3)
@picture.effect_ex[5][0] -= 1
when (@picture.effect_ex[5][2] * 3)..(-1 + @picture.effect_ex[5][2] * 4)
@picture.effect_ex[5][0] += 1
else ; @picture.effect_ex[5][0] = 0 ; @picture.effect_ex[5][1] = 0
end
self.angle = @picture.angle + @picture.effect_ex[5][0]
end
#--------------------------------------------------------------------------
# ● Update Opacity EX
#--------------------------------------------------------------------------
def update_opacity_ex
@picture.effect_ex[4][6] += 1
return if @picture.effect_ex[4][6] < @picture.effect_ex[4][5]
@picture.effect_ex[4][6] = 0 ; @picture.effect_ex[4][2] += 1
case @picture.effect_ex[4][2]
when 0..@picture.effect_ex[4][4]
@picture.effect_ex[4][0] -= @picture.effect_ex[4][3]
when @picture.effect_ex[4][4]..(-1 + @picture.effect_ex[4][4] * 2)
@picture.effect_ex[4][0] += @picture.effect_ex[4][3]
else
@picture.effect_ex[4][0] = 255 ; @picture.effect_ex[4][2] = 0
end
self.opacity = @picture.effect_ex[4][0]
end
#--------------------------------------------------------------------------
# ● Update Origin
#--------------------------------------------------------------------------
def update_origin
return if !self.bitmap
if force_center_oxy?
self.ox = @picture.effect_ex[2] ? n_ox : (bitmap.width / 2) + n_ox
self.oy = (bitmap.height / 2) + n_oy
if @picture.position[0] > 0 or @picture.position[0] == -1
execute_move(0,@picture.position[2],-@picture.position[1].screen_x) rescue nil
execute_move(1,@picture.position[3],-@picture.position[1].screen_y) rescue nil
end
return
end
if @picture.effect_ex[2] ; self.oy = (bitmap.height + n_oy) ; return ; end
if @picture.origin == 0
self.ox = n_ox ; self.oy = n_oy
else
self.ox = (bitmap.width / 2) + n_ox
self.oy = (bitmap.height / 2) + n_oy
end
end
#--------------------------------------------------------------------------
# ● Force Center Oxy
#--------------------------------------------------------------------------
def force_center_oxy?
return false if @picture.position.empty?
return true if @picture.position[0] == -1
return true if @picture.position[0] > 0
return true if @picture.effect_ex[3]
return true if @picture.effect_ex[5]
return false
end
#--------------------------------------------------------------------------
# ● N Ox
#--------------------------------------------------------------------------
def n_ox
return @picture.position[2] if @picture.position[0] > 0 and @picture.position[2]
return @picture.position[2] if @picture.position[0] == -1 and @picture.position[2]
return $game_map.display_x * 32 if @picture.position[0] == -2
return 1000 if @picture.position[0] == -1000
return 0
end
#--------------------------------------------------------------------------
# ● N Oy
#--------------------------------------------------------------------------
def n_oy
return @picture.position[3] if @picture.position[0] > 0 and @picture.position[3]
return @picture.position[3] if @picture.position[0] == -1 and @picture.position[3]
return $game_map.display_y * 32 if @picture.position[0] == -2
return 1000 if @picture.position[0] == -1000
return 0
end
#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(type,cp,np)
sp = 5 + ((cp - np).abs / 5)
if cp > np ; cp -= sp ; cp = np if cp < np
elsif cp < np ; cp += sp ; cp = np if cp > np
end
@picture.position[2] = cp if type == 0
@picture.position[3] = cp if type == 1
end
#--------------------------------------------------------------------------
# ● Update Zoom
#--------------------------------------------------------------------------
alias mog_picture_ex_update_zoom update_zoom
def update_zoom
if @picture.effect_ex[2] ; update_breath_effect ; return ; end
if @picture.effect_ex[3] ; update_auto_zoom_effect ; return ; end
mog_picture_ex_update_zoom
end
#--------------------------------------------------------------------------
# ● Update Breath Effect
#--------------------------------------------------------------------------
def update_breath_effect
self.zoom_x = @picture.zoom_x / 100.0
self.zoom_y = @picture.zoom_y / 101.0 + auto_zoom(2)
end
#--------------------------------------------------------------------------
# ● Update Auto Zoom Effect
#--------------------------------------------------------------------------
def update_auto_zoom_effect
self.zoom_x = @picture.zoom_x / 100.0 + auto_zoom(3)
self.zoom_y = @picture.zoom_y / 100.0 + auto_zoom(3)
end
#--------------------------------------------------------------------------
# ● Auto Zoom
#--------------------------------------------------------------------------
def auto_zoom(type)
if @picture.effect_ex[type][6] == 0
@picture.effect_ex[type][6] = 1
@picture.effect_ex[type][0] = rand(50)
end
if @picture.effect_ex[type][5] < @picture.effect_ex[type][4]
@picture.effect_ex[type][5] += 1
return @picture.effect_ex[type][1]
end
@picture.effect_ex[type][5] = 0
@picture.effect_ex[type][2] -= 1
return @picture.effect_ex[type][1] if @picture.effect_ex[type][2] > 0
@picture.effect_ex[type][2] = 2 ; @picture.effect_ex[type][0] += 1
case @picture.effect_ex[type][0]
when 0..25 ; @picture.effect_ex[type][1] += @picture.effect_ex[type][3]
when 26..60 ; @picture.effect_ex[type][1] -= @picture.effect_ex[type][3]
else ; @picture.effect_ex[type][0] = 0 ; @picture.effect_ex[type][1] = 0
end
@picture.effect_ex[type][1] = 0 if @picture.effect_ex[type][1] < 0
@picture.effect_ex[type][1] = 0.25 if @picture.effect_ex[type][1] > 0.25 if type == 2
return @picture.effect_ex[type][1]
end
#--------------------------------------------------------------------------
# ● Can Set Wave Effect?
#--------------------------------------------------------------------------
def can_set_wave_effect?
return false if !@picture.effect_ex[6]
return false if !@picture.effect_ex[6][0]
return false if !self.bitmap
return true
end
#--------------------------------------------------------------------------
# ● Set Wave Effect
#--------------------------------------------------------------------------
def set_wave_effect
@picture.effect_ex[6][0] = false
self.wave_amp = @picture.effect_ex[6][1]
self.wave_length = self.bitmap.width
self.wave_speed = @picture.effect_ex[6][2]
end
end
Социальные закладки