Könntest du eventuell in deinem Beispielprojekt die Zeilen schonmal editieren bzw. eventuell mein Script statt dem von proccil einfügen, Terv? Nur wenn du willst, aber scheinbar funktionieren die anderen nicht so gut. Meins hat halt den Vorteil dass ich es für ein aktives Projekt von mir geschrieben und dementsprechend intensiv getestet habe...
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Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.
Weil ich da mit der Suche kein RGSS3 finden kann.
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#============================================================================ # ** Tilemap Enchance v.0.5 #============================================================================ # # Dieses Script ersetzt die Standard Tilemap-Klasse komplett und ermöglicht # Zugriff auf die einzelnen Layer, bietet aber auch einige spezielle Features. # Das Script funktioniert grundsätzlich einwandfrei, anders als die meisten # Tilemap-Rewrites. # # 1. Benutzung # # Fügt das Script über main und unter den Standardscripten ein. # # 2. Funktionsweise # # Das Script lädt beim Betreten einer Map statt der Klasse Tilemap die neue Klasse # Tilemap_New. Es wird für jede Zeile der Map, als in Y-Richtung von 0 bis # zum unteren Ende der Map, ein Sprite mit Bitmap erstellt. Dabei wird noch # zwischen den einzelnen Priorty-Settings und Tiles/Autotiles unterschieden. # Die Tiles werden also im vorhinein geladen und nicht während dem Spiel # neu gezeichnet. Das verbraucht eine Menge RAM und erhöht die Ladezeit pro Map # etwas, erhöht aber gleichzeitig die Performance! # # 3. Nutzen # # Man kann jetzt aktiv in den Darstellungsprozess der Tiles eingreifen, bzw. # die Tile-Grafiken selber manipulieren. Drei eingebaute Features sind : # Blend-Types für Autotiles (zu Normal kommt noch Add und Sub dazu; nützlich z.B # für bestimmte Wasser/Licht-Effekte), variable Animationsgeschwindigkeit # für Autotiles sowie ein Color-Tone für die Tilemap alleine. Andere # Verwendungszwecke wären z.B. für ein Screen-Size-Script. Meine Tilemap-Klasse # eignet sich dafür besonders, da die Performance mit zunehmender # Bildgröße nur geringfügig abnehmen würde,wenn überhaupt. # # 4. Verwendung # # Das Script wird automatisch nach Einbau verwendet, jedoch muss man die # besonderen Features extra aktivieren: # # - Autotile blend_type/speed: # Wird über das module Autotile direkt unter der # Einleitung konfiguriert. Mögliche Werte für blend_type sind 0 (Normal), # 1 (Add), 2 (Sub), für speed kann jede Ganzzahl verwendet werden. Kleinere # Zahlen bedeuten schnellere Animation (0 = jedes Frame). # Konfiguriert wird: MAP_ID=>{AUTOTILE_ID=>BLEND_TYPE/BLEND_SPEED} im jeweiligen # Abschnitt BLEND_TYPE bzw. SPEED, Beispiele vorhanden. ID geht von 0 bis 6 # (links nach rechts im Tileset) # # DEFAULT_SPEED ist die Geschwindgkeit die verwendet wird, wenn in SPEED für # eine Map oder ein Autotile keine Angabe gemacht wurde. # # - Tilemap-Tone: # Kann per Callscript oder in einem Script selbst mit dem Befehl # # $game_map.start_tone_change(Tone,Dauer) # # aufgerufen werden, wobei Tone = Tone.new(r,g,b,gr). Dieser Tone wirkt sich # dann nur auf die Tiles und Autotiles aus, der Screen-Color-Tone kann immer # noch über alles gelegt werden. # # 5. Beschränkungen # # - Nachträgliche Änderung von Tile-Daten im Script hat in der jetzigen Version # noch keine Auswirkungen (z.B. über $game_map.data) # # - Höherer RAM-Verbrauch. Je nach Größe der Map und Verwendung von Autotiles # kann der RAM-Verbrauch an die 800 Mb betragen. (200*200 Map mit 1 Layer voll # normalen Tiles und 1 Layer voll 4 Frames Autotile) # Realistischer Verbrauch liegt bei max. 500 MB, 512 MB RAM sollten bei Maps größer # als 100*100 vorhanden sein! # # - Längere Ladezeit. Abhängig von der Map-Größe und Verwendung von Autotiles # pendelt die Ladezeit zwischen 0 und 6 Sekunden. Kleine Maps (30*30) Instant- # Load, 60*60 mit Autotiles ca. 1 Sekunde, 100*100 mit Autotiles 2 Sekunden, # 200*200 Map mit 1 Layer voll normaler Tiles und 1 Layer voll animierter # Autotiles 6 Sekunden # # - Ein Teleport auf derselben Map führt zu einem Grafikfehler. # # 6. Vorteile # # - Voller Zugriff auf die Sprites der Map # - Autotile-Blend_types und variable Geschwindigkeit # - höhere Performance zu Lasten von RAM # - Volle Funktionalität (Ausnahme siehe Beschränkungen) gegeben # - Lag skaliert nicht mit Fenster-Größe (Verwendung für Screen-Script+) # # 7. Tipps # # - RAM-Verbrauch/Ladezeit wird von mir noch reduziert, zu Lasten der # Performance. Derweil ist es ratsam, keine Autotiles mit übertrieben vielen # Frames zu verwenden, bzw. animierte Autotiles sparsam zu verwenden. # Außerdem nicht sinnlos einzelne Tiles in einen neuen Layer mappen oder # höhere Priority als 0 setzen wenn nicht benötigt. Auch solltet ihr keine # Fläche mappen, die der Spieler nie zu Gesicht bekommt. Außerdem wird das # Script Tiles mit derselben Priorität bzw. Autotiles mit denselben # Eigenschaften (Frames, Priority, Speed) in eine Bitmap kopieren, und spart # dadurch Speicher. Je effizienter euer Mapping ist, # desto weniger RAM verbraucht dieses Script. # # # 8. Credits # # Credits an GodLike für die RPG::Cache-Erweiterung # Verwendung/Modifizierung steht frei, bei Nutzung jedoch bitte Credit-Vergabe. # # 9. Kontakt # # Bei Fragen, Anregungen, Bugmeldungen, bitt eine E-Mail an terranigma2@gmx.at # # #============================================================================ #============================================================================== # ** Module Autotile #------------------------------------------------------------------------------ # # Mit diesem Modul werden die Autotile-Eigenschaften konfiguriert. # #============================================================================== module AUTOTILE #MAP_ID=>{AUTOTILE_ID=>BLEND_TYPE,..} BLEND_TYPE = { 4=>{5=>1,6=>2}, } #MAP_ID=>{AUTOTILE_ID=>SPEED,..} SPEED = { 4=>{4=>2}, } #DEFAULT_SPEED DEFAULT_SPEED = 4 end #============================================================================== # ** Sprite_Auto NEW #------------------------------------------------------------------------------ # # Die Klasse zum Verwalten der Autotile-Layer. Jeder Layer enthält mehrere # Sprites, eines für jede Autotile-Spalte. Erzeugt auch die jeweiligen Bitmaps # für den Layer. # #============================================================================== class Sprite_Auto #-------------------------------------------------------------------------- # * Initialize (Tiles auslesen, Sprites & Bitmaps erzeugen) #-------------------------------------------------------------------------- def initialize(viewport,tiles,speed,autotile_frames,priority,blend_type) # Store autotile data @tiles = tiles @tileset_id = $game_map.map.tileset_id @tileset = RPG::Cache.tileset($game_map.tileset_name) @speed = speed @priority = priority @autotile_frames = autotile_frames @frames = autotile_frames[tiles[0]] @priorities = $game_map.priorities @blend_type = blend_type @viewport = viewport # Animation variables @time = 0 @state = -1 # Get number of tiles on x/y axis @width = $game_map.width @height = $game_map.height # Set layer border variables to l<->r and u<->d (changed max/min values) @border_lx = @width @border_ty = @height @border_rx = 0 @border_by = 0 # Set row borders @border_lx_row = @width @border_rx_row = 0 # Create table for row borders @rows = Table.new(@height,2) # Hash for sprites & cache @sprites = {} @cache = {} # If special blend_type if @blend_type != 0 # Setup tiles accordingly setup_tiles_blend # Else: normal blendig else # Setup tiles setup_tiles end # Return if not valid return if !valid? # Otherwise, create sprites & bitmaps create_sprites # If special blend_type if @blend_type != 0 # Draw blended tiles draw_tiles_blend else # Draw tiles draw_tiles end @tileset = nil end #-------------------------------------------------------------------------- # * Valid? (Überprüft ob in Tiles für diesen Layer gefunden wurden) #-------------------------------------------------------------------------- def valid? # If right border greater or equal to left border and # top border greater or equal to bottom border then true return @border_rx >= @border_lx && @border_by >= @border_ty end #-------------------------------------------------------------------------- # * Row_valid? (Überprüft ob in Tiles in Spalte Y gefunden wurden) #-------------------------------------------------------------------------- def row_valid?(y) # If right border of row equal or greater to left border of row # then true return @rows[y,1] > @rows[y,0] end #-------------------------------------------------------------------------- # * Setup_tiles_blend (Liest Tiles für diesen Layer aus und bestimmt die # Grenzen. Verwendet spezielle Regeln beim auslesen) #-------------------------------------------------------------------------- def setup_tiles_blend # Get pre-sorted tile data with priority of the layer @data_link = $game_map.priority_data(@priority) # Clone hashs, needed for functionally interation while deleting stuff # from the data @data = @data_link.dup for dx in @data_link.keys @data[dx] = @data_link[dx].dup for dz in @data_link[dx].keys @data[dx][dz] = @data_link[dx][dz].dup end end # Iterate through sorted tiles on y-axis for y in @data.keys # Iterate through sorted tiles on x-axis for x in @data[y].keys # Iterate through map editor layers downwards for z in [2,1,0] # Get Tile ID t = @data[y][x][z] # Skip to next if there no tile next if t == nil # If tile fits properties of layer, only true if t is a autotile if @tiles.include?(t/48-1) # Add tile id to cache @cache[y] = {} if @cache[y] == nil @cache[y][x] = t # Extend borders border(x,y) # Delete from map data list @data_link[y][x].delete(z) @data_link[y].delete(x) if @data_link[y][x].size == 0 @data_link.delete(y) if @data_link[y].size == 0 # Break, reject lower tiles break end end end # Set row borders @rows[y,0] = @border_lx_row @rows[y,1] = @border_rx_row # Re-Initialize row border temporaries for next iteraton @border_lx_row = @width/32 @border_rx_row = 0 end end #-------------------------------------------------------------------------- # * Setup_tiles_blend (Liest Tiles für diesen Layer aus und bestimmt die # Grenzen. Verwendet spezielle Regeln beim auslesen) #-------------------------------------------------------------------------- def setup_tiles # Get pre-sorted tile data with priority of the layer @data_link = $game_map.priority_data(@priority) # Clone hashs, needed for functionally interation while deleting stuff # from the data @data = @data_link.dup for dx in @data_link.keys @data[dx] = @data_link[dx].dup for dz in @data_link[dx].keys @data[dx][dz] = @data_link[dx][dz].dup end end # Iterate through sorted tiles on y-axis for y in @data.keys # Iterate through sorted tiles on x-axis for x in @data[y].keys # Initialize autotile found flag to false autotile_found = false # Iterate through map editor layers for z in @data[y][x].keys # Get tile id t = @data[y][x][z] # Store whether tile fits layer properties or not # only true if t is a autotile tiles_include = @tiles.include?(t/48-1) # If tile is included or tile is from tileset or tile is autotile # with 1 frame if tiles_include || (t >= 384 || @autotile_frames[t/48-1] <= 1) # Store in cache @cache[y] = {} if @cache[y] == nil @cache[y][x] = {} if @cache[y][x] == nil @cache[y][x][z] = t # If tile is a autotile and is included if t < 384 && tiles_include # Delete from map data list @data_link[y][x].delete(z) @data_link[y].delete(x) if @data_link[y][x].size == 0 @data_link.delete(y) if @data_link[y].size == 0 # Extend borders border(x,y) # Set autotile found flag to true autotile_found = true end end end # If no autotile was found & row at y is not empty and x-position is not empty if autotile_found == false && @cache[y] != nil && @cache[y][x] != nil # Delete all tiles on x-position from cache @cache[y].delete(x) @cache.delete(y) if @data_link[y].size == 0 end end # Set row borders @rows[y,0] = @border_lx_row @rows[y,1] = @border_rx_row # Re-Initialize row border temporaries for next iteration @border_lx_row = @width/32 @border_rx_row = 0 end end #-------------------------------------------------------------------------- # * Create_Sprites (Erzeugt Sprites & Bitmaps für jeden Zeile) #-------------------------------------------------------------------------- def create_sprites # Iterate through tiles on y-axis for y in @cache.keys # If row is not valid if !row_valid?(y) # skip to next next end # Calculate row width distx = @rows[y,1] - @rows[y,0] # Create sprite sprite = Sprite.new(@viewport) # Create bitmap with row-width*count of frames sprite.bitmap = Bitmap.new(distx*32*@frames,32) sprite.x = @rows[y,0]*32-$game_map.display_x/4 sprite.y = y*32-$game_map.display_y/4 # Set source rect to frame 0 sprite.src_rect = Rect.new(0,0,distx*32,32) sprite.blend_type = @blend_type # If priority equals 0 if @priority == 0 # Set z to 0, always beyond later created layers sprite.z = 0 else # Set z to base + priority + dosition - display-Position sprite.z = 32 + 32*@priority + 32*y - $game_map.display_y/4 end # Add sprite to hash @sprites[y] = sprite end end #-------------------------------------------------------------------------- # * Border (Erweitert die Grenzen des Layers und der aktuellen Zeile #-------------------------------------------------------------------------- def border(x,y) # If X is outside left border if x < @border_lx # Extend left border to x @border_lx = x end # If X is outside right border if x > @border_rx # Extend right border to x+1 @border_rx = x+1 end # If Y is outside top border if y < @border_ty # Extend top border to y @border_ty = y end # If Y is outside bottom border if y > @border_by # Extend bottom_border to y @border_by = y end # If X is outside left row border if x < @border_lx_row # Extend left row border to x @border_lx_row = x end # If X is outside right row border if x+1 > @border_rx_row # Extend right row border to y @border_rx_row = x+1 end end #-------------------------------------------------------------------------- # * Update (Aktualisiert die Position der Zeilen im Bild sowie die # Animation) #-------------------------------------------------------------------------- def update(ox,oy) # Get first and last row 1 outside screen dy = oy/32.0 l = [dy.to_i-1,@border_ty].max r = [dy.to_i+17,@border_by].min # If time exceedes speed if @time > @speed # Reinit time, advance state @time = 0 @state += 1 # Iterate through every row on screen for i in l..r # Skip to next If row has no sprite next if @sprites[i] == nil # Set sprite properties @sprites[i].tone = $game_map.tone @sprites[i].x = @rows[i,0]*32-ox @sprites[i].y = i*32-oy # If priority equals 0 if @priority == 0 # Set Z to 0, always beyond later created tiles @sprites[i].z = 0 else # Set Z to Base + Priority + Position - Tilemap position @sprites[i].z = 32 + 32*@priority + i*32 - oy end # Get row width lx = @rows[i,0] w = @rows[i,1] - lx # Set animation frame @sprites[i].src_rect = Rect.new(@state*w*32,0,w*32,32) end # If state exceeded frame count if @state >= @frames-1 # Reset state @state = -1 end # Else: just update position else # Iterate through every row on screen for i in l..r # Skip to next if row has no sprite next if @sprites[i] == nil # Set sprite properties @sprites[i].tone = $game_map.tone @sprites[i].x = @rows[i,0]*32-ox @sprites[i].y = i*32-oy # If priority equals 0 if @priority == 0 # Set Z to 0, always beyond later created tiles @sprites[i].z = 0 else # Set Z to Base + Priority + Position - Tilemap position @sprites[i].z = 32 + 32*@priority + i*32 - oy end end end # Advance time @time += 1 end #-------------------------------------------------------------------------- # * Refresh (Erneuert die Eigenschaften aller Reihen) #-------------------------------------------------------------------------- def refresh # Iterate through all sprites for y in @cache.keys # Skip if sprite doesn't exist next if @sprites[y] == nil @sprites[y].tone = $game_map.tone # If priority equals 0 @sprites[y].x = @rows[y,0]*32-$game_map.display_x/4 @sprites[y].y = y*32-$game_map.display_y/4 if @priority == 0 # Set z to 0, always beyond @sprites[y].z = 0 else # Set Z to Base + Priority + Position - Screen Position @sprites[y].z = 32+32*@priority+y*32-$game_map.display_y/4 end end end #-------------------------------------------------------------------------- # * Draw_tiles_blend (Zeichnet den kompletten Layer in die einzelnen Zeilen. # Wendet spezielle Regeln für 1/2-Blended Autotiles an.) #-------------------------------------------------------------------------- def draw_tiles_blend # Iterate through cached tiles on y axis for y in @cache.keys #if @sprites[y] == nil # next #end lx = @rows[y,0] w = @rows[y,1]-lx for x in @cache[y].keys t = @cache[y][x] next if t == nil file = (t / 48) - 1 a = t - (file+1)*48 for f in 0...@frames autotile = RPG::Cache.atile($game_map.autotile_names[file],a,f) @sprites[y].bitmap.blt(-lx*32+x*32+f*w*32,0,autotile,autotile.rect) end end end RPG::Cache.clear_auto end def draw_tiles for y in @cache.keys if @sprites[y] == nil next end lx = @rows[y,0] w = @rows[y,1]-lx for x in @cache[y].keys for z in [0,1,2] t = @cache[y][x][z] next if t == nil if t < 384 file = (t / 48) - 1 a = t - (file+1)*48 for f in 0...@frames autotile = RPG::Cache.atile($game_map.autotile_names[file],a,f) @sprites[y].bitmap.blt(-lx*32+x*32+f*w*32,0,autotile,autotile.rect) end if @autotile_frames[file] <= 1 @data_link[y][x].delete(z) @data_link[y].delete(x) if @data_link[y][x].size == 0 @data_link.delete(y) if @data_link[y].size == 0 end else t -=384 xt = t%8 yt = t/8 for f in 0...@frames @sprites[y].bitmap.blt(-lx*32+x*32+f*w*32,0,@tileset,Rect.new(xt*32,yt*32,32,32)) end @data_link[y][x].delete(z) @data_link[y].delete(x) if @data_link[y][x].size == 0 @data_link.delete(y) if @data_link[y].size == 0 end end end end RPG::Cache.clear_auto end def dispose for sprite in @sprites.values sprite.dispose end end end #============================================================================== # ** Module_RPG::Cache EDIT #------------------------------------------------------------------------------ # # Erweitert die RPG::Cache-Klasse, um die Bitmap eines bestimmten Autotiles # zu erhalten. # #============================================================================== module RPG module Cache @auto_cache = {} #Autotile values AUTOTILES = [26, 27, 32, 33, 4, 27, 32, 33, # 1 27, 5, 32, 33, 4, 5, 32, 33, # 3 26, 27, 32, 11, 4, 27, 32, 11, # 5 26, 5, 32, 11, 4, 5, 32, 11, # 7 26, 27, 10, 33, 4, 27, 10, 33, # 9 26, 5, 10, 33, 4, 5, 10, 33, # 11 26, 27, 10, 11, 4, 27, 10, 11, # 13s 26, 5, 10, 11, 4, 5, 10, 11, # 15 24, 25, 30, 31, 24, 5, 30, 31, # 17 24, 25, 30, 11, 24, 5, 30, 11, # 19 14, 15, 20, 21, 14, 15, 20, 11, # 21 14, 15, 10, 21, 14, 15, 10, 11, # 23 28, 29, 34, 35, 28, 29, 10, 35, # 25 4, 29, 34, 35, 4, 29, 10, 35, # 27 38, 39, 44, 45, 4, 39, 44, 45, # 29 38, 5, 44, 45, 4, 5, 44, 45, # 31 24, 29, 30, 35, 14, 15, 44, 45, # 33 12, 13, 18, 19, 12, 13, 18, 11, # 35 16, 17, 22, 23, 16, 17, 10, 23, # 37 40, 41, 46, 47, 40, 41, 46, 47, # 39 36, 37, 42, 43, 36, 5, 42, 43, # 41 12, 17, 18, 23, 12, 13, 42, 43, # 43 36, 41, 42, 47, 16, 17, 46, 47, # 45 12, 17, 42, 47, 0, 1, 6, 7] # 47 module_function #-------------------------------------------------------------------------- # * Atile (Bitmap aus File-ID, Autotile-ID, und Animations-Stufe) #-------------------------------------------------------------------------- def atile(file, id , offset) # If not in cache if @auto_cache[[file,id,offset]] == nil # Create Bitmap autotile_bitmap = Bitmap.new(32, 32) autotiles_bitmap = autotile(file) # If height is lesser or equal to 32 if autotiles_bitmap.height <= 32 # If animation offset is greater than bitmaps width if offset*32 >= autotiles_bitmap.width # Use first animation frame autotile_bitmap.blt(0,0,autotiles_bitmap,Rect.new(0,0,32,32)) else # Use correct animation frame autotile_bitmap.blt(0,0,autotiles_bitmap,Rect.new(offset*32,0,32,32)) end # Bitmap to cache @auto_cache[[file,id,offset]] = autotile_bitmap return autotile_bitmap end # Otherwise, calculate id real_id = id*4 off = offset*96 # If animation offset is greater than autotile width if off>=autotiles_bitmap.width # set animation to first off = 0 end # Calculate and create autotile graphic rect = Array.new(4) {|i| Rect.new(AUTOTILES[real_id + i] % 6 * 16 + off, AUTOTILES[real_id + i] / 6 * 16, 16, 16)} autotile_bitmap.blt(0, 0, autotiles_bitmap, rect[0]) autotile_bitmap.blt(16, 0, autotiles_bitmap, rect[1]) autotile_bitmap.blt(0, 16, autotiles_bitmap, rect[2]) autotile_bitmap.blt(16, 16, autotiles_bitmap, rect[3]) # Bitmap to cache @auto_cache[[file,id,offset]] = autotile_bitmap return autotile_bitmap # Else: Already in Cache else # Access from cache return @auto_cache[[file,id,offset]] end end #-------------------------------------------------------------------------- # * Clear_auto (Löscht den Autotile-Cache) #-------------------------------------------------------------------------- def clear_auto # Dispose every autotile cached for bitmap in @auto_cache.values bitmap.dispose end @auto_cache.clear end end end #============================================================================== # ** Sprite_Layer NEW #------------------------------------------------------------------------------ # # Die Klasse zum Verwalten der Tile-Layer. Jeder Layer enthält mehrere # Sprites, eines für jede Tile-Spalte. Erzeugt auch die jeweiligen Bitmaps # für den Layer. # #============================================================================== class Sprite_Layer #-------------------------------------------------------------------------- # * Initialize (Tiles auslesen, Sprites & Bitmaps erzeugen) #-------------------------------------------------------------------------- def initialize(viewport,priority,autotile_frames) # Get Tileset ID @tileset_id = $game_map.map.tileset_id # Class variables @priority = priority @autotile_frames = autotile_frames @viewport = viewport # Calculate number of tiles on x and y axis @width = $game_map.width @height = $game_map.height # Cache for the tiles @cache = {} # Set layer border variables to l<->r and u<->d (changed max/min values) @border_lx = @width @border_ty = @height @border_rx = 0 @border_by = 0 # Row border @border_lx_row = @width @border_rx_row = 0 # Table to store left and right border of every row @rows = Table.new(@height,2) # Hash for the sprites @sprites = {} # Setup tiles setup_tiles # If not valid, return return if !valid? # Otherwise, create sprites create_sprites # Get tileset graphic @tileset = RPG::Cache.tileset($game_map.tileset_name) # Draw tiles draw_tiles @tileset = nil end #-------------------------------------------------------------------------- # * Valid? (Überprüft ob in Tiles für diesen Layer gefunden wurden) #-------------------------------------------------------------------------- def valid? # If right border greater or equal to left border and # top border greater or equal to bottom border then true return @border_rx >= @border_lx && @border_by >= @border_ty end #-------------------------------------------------------------------------- # * Row_valid? (Überprüft ob in Tiles in Spalte Y gefunden wurden) #-------------------------------------------------------------------------- def row_valid?(y) # If right row border is greater than left row border true return @rows[y,1]>@rows[y,0] end #-------------------------------------------------------------------------- # * Setup_tiles (Liest Tiles für diesen Layer aus und bestimmt die Grenzen) #-------------------------------------------------------------------------- def setup_tiles # Get pre-sorted Tile data with priority of the layer @data_link = $game_map.priority_data(@priority) # Clone hashs, needed for functionally interation while deleting stuff # from the data @data = @data_link.clone for dx in @data_link.keys @data[dx] = @data_link[dx].dup for dz in @data_link[dx].keys @data[dx][dz] = @data_link[dx][dz].dup end end # Iterate through sorted tiles on y-axis for y in @data.keys # Iterate through sorted tiles on x-axis for x in @data[y].keys # Iterate through map editor layers for z in @data[y][x].keys # Get Tile ID t = @data[y][x][z] # If tile is from tileset or autotile with 1 frame if t >= 384 || @autotile_frames[t/48-1] <= 1 # Store in cache @cache[y] = {} if @cache[y] == nil @cache[y][x] = {} if @cache[y][x] == nil @cache[y][x][z] = t # Extend border border(x,y) # Delete from sorted tile list @data_link[y][x].delete(z) @data_link[y].delete(x) if @data_link[y][x].size == 0 @data_link.delete(y) if @data_link[y].size == 0 end end end # Set row borders @rows[y,0] = @border_lx_row @rows[y,1] = @border_rx_row # Re-Initialize row borders for next iteration @border_lx_row = @width/32 @border_rx_row = 0 end end #-------------------------------------------------------------------------- # * Create_Sprites (Erzeugt Sprites & Bitmaps für jeden Zeile) #-------------------------------------------------------------------------- def create_sprites # Iterate from upper border to lower border for y in @border_ty..@border_by # If row is not valid if !row_valid?(y) # Skip to next next end # Otherwise, calculate distance from left to right border distx = @rows[y,1] - @rows[y,0] # Create sprite sprite = Sprite.new(@viewport) # Create bitmap in row-size sprite.bitmap = Bitmap.new(distx*32,32) # Set x-coordinate to left border sprite.x = @rows[y,0]*32-$game_map.display_x/4 # Set y-coordinate to row y sprite.y = y*32-$game_map.display_y/4 sprite.blend_type = 0 # If priority equals 0 if @priority == 0 # Set Z to 0, Sprite always beyond later created sprite.z = 0 else # Set Z to Base + Priority + Position - Screen Position sprite.z = 32 + 32*@priority + y*32 - $game_map.display_y/4 end # Add sprite to hash @sprites[y] = sprite end end #-------------------------------------------------------------------------- # * Border (Erweitert die Grenzen des Layers und der aktuellen Zeile #-------------------------------------------------------------------------- def border(x,y) # If X is outside left border if x < @border_lx # Extend left border to x @border_lx = x end # If X is outside right border if x > @border_rx # Extend right border to x+1 @border_rx = x+1 end # If Y is outside top border if y < @border_ty # Extend top border to y @border_ty = y end # If Y is outside bottom border if y > @border_by # Extend bottom_border to y @border_by = y end # If X is outside left row border if x < @border_lx_row # Extend left row border to x @border_lx_row = x end # If X is outside right row border if x+1 > @border_rx_row # Extend right row border to y @border_rx_row = x+1 end end #-------------------------------------------------------------------------- # * Update (Aktualisiert die Position der Zeilen im Bild) #-------------------------------------------------------------------------- def update(ox,oy) # Get uppermost row 1 block outside of screen y = [(oy*4-224)/128,@border_ty].max # Get lowermost row 1 block outside of screen y2 = [y+17,@border_by].min # Iterate from uppermost to lowermost row for i in y..y2 # Skip if row has no sprite next if @sprites[i] == nil @sprites[i].tone = $game_map.tone # If priority equals 0 @sprites[i].x = @rows[i,0]*32-ox @sprites[i].y = i*32-oy if @priority == 0 # Set z to 0, always beyond @sprites[i].z = 0 else # Set Z to Base + Priority + Position - Screen Position @sprites[i].z = 32+32*@priority+i*32-oy end end end #-------------------------------------------------------------------------- # * Refresh (Erneuert die Eigenschaften aller Sprites) #-------------------------------------------------------------------------- def refresh # Iterate through all sprites for y in @cache.keys # Skip if sprite doesn't exist next if @sprites[y] == nil @sprites[y].tone = $game_map.tone # If priority equals 0 @sprites[y].x = @rows[y,0]*32-$game_map.display_x/4 @sprites[y].y = y*32-$game_map.display_y/4 if @priority == 0 # Set z to 0, always beyond @sprites[y].z = 0 else # Set Z to Base + Priority + Position - Screen Position @sprites[y].z = 32+32*@priority+y*32-$game_map.display_y/4 end end end #-------------------------------------------------------------------------- # * Draw_tiles (Zeichnet den kompletten Layer in die einzelnen Zeilen) #-------------------------------------------------------------------------- def draw_tiles # Iterate through all cached tiles on y-axis for y in @cache.keys # Iterate through all cached tiles on x-axis for x in @cache[y].keys # Iterate through all cached tile layers (map-editor) # ! Lowest z first ! for z in @cache[y][x].keys # Get tile ID from cache t = @cache[y][x][z] # Get left border of row lx = @rows[y,0] # If tile is from tileset if t >= 384 # Calculate x/y-position on tileset t -= 384 xt = t%8 yt = t/8 # Source rect r = Rect.new(xt*32,yt*32,32,32) # Blt tile from tileset to row on -border+x @sprites[y].bitmap.blt(-lx*32+x*32,0,@tileset,r) # Else: Tile is an autotile (with 1 frame) else # Calculate file id and autotile id file = (t / 48) - 1 a = t - (file+1)*48 # Get autotile bitmap from RPG::Cache autotile = RPG::Cache.atile($game_map.autotile_names[file],a,0) # Blt autotile to row on -border+x @sprites[y].bitmap.blt(-lx*32+x*32,0,autotile,autotile.rect) end end end end # Clear autotile cache RPG::Cache.clear_auto end #-------------------------------------------------------------------------- # * Dispose (Zeilen-Sprites löschen) #-------------------------------------------------------------------------- def dispose # Dispose every sprite for sprite in @sprites.values sprite.dispose end end end #============================================================================== # ** Tilemap_New NEW #------------------------------------------------------------------------------ # # Das Kernstück des Scripts, die neue Tilemap-Klasse. Besitzt im Moment # Methoden zum Updaten und Löschen, verwaltet sich großteils selbst. # Erzeugt bis zu 5 Layer und 6 Autotile-Layer. Layer werden abhängig von der # Priority und dem Mapping erzeugt, Autotile-Layer je nach Eigenschaften der # Autotiles (Speed,Frames,Blend-Mode) # #============================================================================== class Tilemap_New attr_accessor :tileset,:autotiles,:viewport attr_reader :autotile_frames #-------------------------------------------------------------------------- # * Initialize (Layer erzeugen) #-------------------------------------------------------------------------- def initialize(viewport,tileset,autotiles) # Save tileset & autotiles @viewport = viewport @tileset = tileset @autotiles = autotiles # Get number of frames per autotile @autotile_frames = [] for autotile in @autotiles # If autotiles height exceeds 32 if autotile.height > 32 @autotile_frames << autotile.width/96 # Else: autotiles in X*32 format else @autotile_frames << autotile.width/32 end end # Tileset ID id = $game_map.map.tileset_id # Temporaries autotiles = [] done = [] autotiles_later = {} # Class variables @autotile_layers = [] @layers = [] @ox = 0 @oy = 0 # Iterate through autotiles for i in 0..6 # Get frames frames = @autotile_frames[i] # If onty one frame => static, skip next if frames <= 1 || done.include?(i) # Get properties speed = AUTOTILE::SPEED[id][i] if AUTOTILE::SPEED[id] != nil speed = AUTOTILE::DEFAULT_SPEED if speed == nil blend_type = AUTOTILE::BLEND_TYPE[id][i] if AUTOTILE::BLEND_TYPE[id] != nil blend_type = 0 if blend_type == nil priority = $game_map.priorities[(i+1)*48] # Iterate through all autotiles >= current one # Batches similar autotiles in the same layer -> less memody/lag for j in i..6 # Get 2nd autotile properties speed2 = AUTOTILE::SPEED[id][j] if AUTOTILE::SPEED[id] != nil speed2 = AUTOTILE::DEFAULT_SPEED if speed2 == nil frames2 = @autotile_frames[j] blend_type2 = AUTOTILE::BLEND_TYPE[id][j] if AUTOTILE::BLEND_TYPE[id] != nil blend_type2 = 0 if blend_type2 == nil priority2 = $game_map.priorities[(j+1)*48] # If properties of both autotiles match if speed2 == speed && frames2 == frames && blend_type2 == blend_type && priority2 == priority # Store autotile id autotiles << j # Store properties speed3 = speed frames3 = frames priority3 = priority blend_type3 = blend_type # Autotile id is done done << j end end # If special blended autotiles if blend_type3 >= 1 # Store autotile ids & properties for later creation (z-priority) autotiles_later[priority3] = [] if autotiles_later[priority3] == nil autotiles_later[priority3] << Command_Autotile.new(autotiles,speed3,@autotile_frames,priority3,blend_type3) # Else : Normal blended tile else # Create autotile-Layer @autotile_layers << Sprite_Auto.new(@viewport,autotiles,speed3,@autotile_frames,priority3,blend_type3) # Delete if not valid @autotile_layers.delete_at(@autotile_layers.size-1) if !@autotile_layers[@autotile_layers.size-1].valid? end autotiles.clear end # Iterate through all priority layers for i in 0..5 # Create layer sprite sprite = Sprite_Layer.new(@viewport,i,@autotile_frames) # Keep sprite onty if valid? @layers << sprite if sprite.valid? # If blended autotile waits for creation at current priority if autotiles_later[i] != nil # Iterate through autotile commands for c in autotiles_later[i] # Create autotile-layer @autotile_layers << Sprite_Auto.new(@viewport,c.autotiles,c.speed,c.frames,c.priority,c.blend_type) # Delete if not valid @autotile_layers.delete_at(@autotile_layers.size-1) if !@autotile_layers[@autotile_layers.size-1].valid? end # Delete command layer autotiles_later.delete(i) end end end #-------------------------------------------------------------------------- # * Ox (Gibt Tilemap-X-Position zurück) #-------------------------------------------------------------------------- def ox return @ox end #-------------------------------------------------------------------------- # * Oy (Gibt Tilemap-Y-Position zurück) #-------------------------------------------------------------------------- def oy return @oy end #-------------------------------------------------------------------------- # * Ox= (Setzt Tilemap-X-Position) #-------------------------------------------------------------------------- def ox=(ox) # Return if position is equal to new position return if @ox == ox @ox = ox end #-------------------------------------------------------------------------- # * Oy= (Setzt Tilemap-Y-Position) #-------------------------------------------------------------------------- def oy=(oy) # Return if position is equal to new position return if @oy == oy @oy = oy end #-------------------------------------------------------------------------- # * Initialize (Position,Frames,Z-Position) #-------------------------------------------------------------------------- def update # Update viewport. Corrupts standard x/y positions of fog,characters,weather, # panorama, corrected in the corresponding method #@viewport.ox = $game_map.display_x/4 #@viewport.oy = $game_map.display_y/4 # Update autotile_layers for autotile_layer in @autotile_layers autotile_layer.update(@ox,@oy) end # Update_layers for layer in @layers layer.update(@ox,@oy) end end #-------------------------------------------------------------------------- # * Dispose (Layer&Autotile-Layer löschen) #-------------------------------------------------------------------------- def dispose # Dispose autotile layers for layer in @autotile_layers layer.dispose end @autotile_layers = nil # Dispose layers for layer in @layers layer.dispose end @layers = nil end #-------------------------------------------------------------------------- # * Initialize (Updated alle Reihen aller Layer) #-------------------------------------------------------------------------- def refresh for layer in @autotile_layers layer.refresh end for layer in @layers layer.refresh end end end #============================================================================== # ** Command_Autotile NEW #------------------------------------------------------------------------------ # Klasse zum Speichern von Autotile-Daten. Benutzt um Autotiles mit Blend-Mode # 1/2 erst nach den normalen Tile-Layer zu erzeugen. #============================================================================== class Command_Autotile attr_reader :autotiles,:speed,:frames,:blend_type,:priority #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(autotiles,speed,frames,priority,blend_type) @autotiles = autotiles.clone #Autotile list @speed = speed #Animation speed @frames = frames #Nr. of frames @blend_type = blend_type #Blend type @priority = priority #Priority end end #============================================================================== # ** Game_Temp EDIT #------------------------------------------------------------------------------ # Erweiterung zum Speichern der Tilemap beim Szenenwechseln. #============================================================================== class Game_Temp attr_accessor :store_tilemap attr_accessor :tilemap #-------------------------------------------------------------------------- # * Alias Initialize EDIT (Flag & Slot zum temporären Speichern der Tilemap) #-------------------------------------------------------------------------- alias init_later initialize def initialize init_later @store_tilemap = false # Storage flag @tilemap = nil # Storage slot end end #============================================================================== # ** Spriteset_Map EDIT #------------------------------------------------------------------------------ # Erweitert die Klasse Spriteset_Map. Erzeugt ein Objekt der Klasse # Tilemap new. Überschreibt die Methoden Initialize, Dispose und Update # #============================================================================== class Spriteset_Map attr_reader :tilemap attr_reader :viewport1 #-------------------------------------------------------------------------- # * Initialize EDIT (neue Tilemap erzeugen/laden,funktioniert) #-------------------------------------------------------------------------- def initialize @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000 # If no tilemap is stored if $game_temp.tilemap == nil # Make Viewport1 @viewport1 = Viewport.new(0, 0, 640, 480) autotiles = [] for i in 0..6 autotile_name = $game_map.autotile_names[i] autotiles << RPG::Cache.autotile(autotile_name) end tileset = RPG::Cache.tileset($game_map.tileset_name) # Make Tilemap @tilemap = Tilemap_New.new(@viewport1,tileset,autotiles) # Else: Tilemap is stored else # Load Tilemap & Viewport @tilemap = $game_temp.tilemap @viewport1 = @tilemap.viewport # Remove tilemap from storage $game_temp.tilemap = nil end @panorama = Plane.new(@viewport1) @panorama.z = -1000 @fog = Plane.new(@viewport1) @fog.z = 3000 @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) @weather = RPG::Weather.new(@viewport1) @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end @timer_sprite = Sprite_Timer.new update end #-------------------------------------------------------------------------- # * Dispose EDIT (Tilemap speichern wenn nötig, sonst dispose) #-------------------------------------------------------------------------- def dispose @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end # If tilemap should be stored if $game_temp.store_tilemap == true # Store tilemap $game_temp.tilemap = @tilemap # Disable storage flag $game_temp.store_tilemap = false # Else else # Dispose tilemap & viewport @tilemap.dispose @viewport1.dispose end @panorama.dispose @fog.dispose for sprite in @character_sprites sprite.dispose end @weather.dispose for sprite in @picture_sprites sprite.dispose end # Dispose of viewports except 1 @viewport2.dispose @viewport3.dispose end end #============================================================================== # ** Game_Map EDIT #------------------------------------------------------------------------------ # Erweitert die Klasse Game_Map um Attribute und Methoden zum Vorsortieren von # Tiles nach Priority, außerdem für den Tilemap-Tone. #============================================================================== class Game_Map attr_reader :map #Map-Daten attr_reader :tone #Color-Tone #-------------------------------------------------------------------------- # * Alias initialize (Variablen für Tilemap-Tone) #-------------------------------------------------------------------------- alias init_later initialize def initialize init_later @tone = Tone.new(0,0,0,0) # Tilemap-tone @tone_duration = 0 # Tone-duration end alias setup_later setup def setup(map_id) setup_later(map_id) # Sort tiles after setup sort end #-------------------------------------------------------------------------- # * Sort (sortiert Tile-IDs nach Priority zum späteren Auslesen #-------------------------------------------------------------------------- def sort # One hash for every priority @priority0 = {} @priority1 = {} @priority2 = {} @priority3 = {} @priority4 = {} @priority5 = {} # Iterate through tiles on x-axis for x in 0...width # Iterate through tiles on y-axis for y in 0...height # Check layers from map editor top->bottom for z in [2,1,0] # Tile ID tile = data[x,y,z] # If tile is not empty if tile != 0 # Get & check priority for tile, set in according hash case @priorities[tile] when 0 @priority0[y] = {} if @priority0[y] == nil @priority0[y][x] = {} if @priority0[y][x] == nil @priority0[y][x][z] = tile when 1 @priority1[y] = {} if @priority1[y] == nil @priority1[y][x] = {} if @priority1[y][x] == nil @priority1[y][x][z] = tile when 2 @priority2[y] = {} if @priority2[y] == nil @priority2[y][x] = {} if @priority2[y][x] == nil @priority2[y][x][z] = tile when 3 @priority3[y] = {} if @priority3[y] == nil @priority3[y][x] = {} if @priority3[y][x] == nil @priority3[y][x][z] = tile when 4 @priority4[y] = {} if @priority4[y] == nil @priority4[y][x] = {} if @priority4[y][x] == nil @priority4[y][x][z] = tile when 5 @priority5[y] = {} if @priority5[y] == nil @priority5[y][x] = {} if @priority5[y][x] == nil @priority5[y][x][z] = tile end end end end end end #-------------------------------------------------------------------------- # * Priority-Data (gibt die vorher sortierten Tiles zurück) #-------------------------------------------------------------------------- def priority_data(priority) # Check priority and return appropriate sorted hash case priority when 0 return @priority0 when 1 return @priority1 when 2 return @priority2 when 3 return @priority3 when 4 return @priority4 when 5 return @priority5 else # Invalid priority: return hash 0 return @priority0 end end #-------------------------------------------------------------------------- # * Start tone change (wie in Game_Screen, aber für die Tilemap!) #-------------------------------------------------------------------------- def start_tone_change(tone, duration) @tone_target = tone.clone @tone_duration = duration if @tone_duration == 0 @tone = @tone_target.clone end end alias upd_later update #-------------------------------------------------------------------------- # * Alias update (führt den Tone-Wechsel aus) #-------------------------------------------------------------------------- def update if @tone_duration >= 1 d = @tone_duration @tone.red = (@tone.red * (d - 1) + @tone_target.red) / d @tone.green = (@tone.green * (d - 1) + @tone_target.green) / d @tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d @tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d @tone_duration -= 1 end upd_later end end #============================================================================== # ** Scene_Map EDIT #------------------------------------------------------------------------------ # Überschreibt die Main-Methode, um das Spriteset im Fall eines Szenewechsels # zu speichern. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main overwrite (setzt die store-tileset-flag im Fall eines Szenenwechsels) #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze # Set store tilemap flag to true $game_temp.store_tilemap = true @spriteset.dispose @message_window.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Alias transfer_player (sorgt für fehlerfreien Teleport auf derselben Map) #-------------------------------------------------------------------------- alias transfer_later transfer_player def transfer_player # If old and new_map are the same if $game_map.map_id == $game_temp.player_new_map_id # Set store tilemap flag $game_temp.store_tilemap = true end transfer_later # Refresh tilemap @spriteset.tilemap.refresh end end |
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
Wundert mich übrigens, dass poccils Rewrite Probleme mit großen Tilesets hat :o bei mir läuft es auch mit 50.000px+ Sets.
Benutzerinformationen überspringen
Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.
Danke! -
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
Sobald sich der Spieler im angegebenen Radius eines Events befindet, springt die FrameRate auf 60, auch wenn sie zuvor auf 40 gesetzt wurde. Das Spiel wird also langsamer, solange das Script ausgelöst wird.
Lösung in Arbeit...
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Quellcode |
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#==============================================================================
# Veiw Range Script
# VERSION 2
# By: Near Fantastica
# Date: 07/04/05
#==============================================================================
# HOW TO GIVE EVENTS A SIGHT RANGE:
#1. Make an event with 2 pages
#2. Make page 1 a Parallel Process
#3. Make a New page
#4. Make Page 2 have Local Switch "A"
#5. Then Just insert the following into the First page with Call Script
# $view_range.enemies_view(EVENT ID, VIEW RANGE, "LOCAL SWITCH TO TURN ON")
# EX: $view_range.enemies_view(1, 8, "A")
#==============================================================================
#==============================================================================
# HOW TO GIVE EVENTS A SOUND RADIUS:
#1. Make an event
#2. Make it a Parallel Process
#3. Then Just insert the following into the event with Call Script
# $view_range.event_sound(EVENT_ID, "BGS_FILENAME.EXTENTION")
# EX: $view_range.event_sound(1, "011-Waterfall01.ogg")
#
# NOTE: BGS File must be in "/Audio/BGS/"
#
#==============================================================================
class View_Range
#--------------------------------------------------------------------------
# Range system works by sereching the area of a circle for the Player's xy
# The Veiw is set in each event and is the radius of the circle
# The Eaquation used is (Px-EX)^2 + (Py-Ey)^2 = radius^2
# If the Radius is less than or equal to the View the Player is inside the circle
#--------------------------------------------------------------------------
def initialize
@playing_bgs = []
@bgs = BGS.new
@bgs.pitch = 100
@event_id = 0
@event_locial_switch = ""
@view_range = 0
@playerx = 0
@playery = 0
@eventx = 0
@eventy = 0
@event_direction = 0
end
#--------------------------------------------------------------------------
# Max Sound Effect Range is 8 units DO NOT OVER LAP
# or it will go into super lag mode you have been warned
# This is because you are trying to play 2 different sound
# effects and will cycles between them
#
# Note : This overrides the maps default sound effect
#--------------------------------------------------------------------------
def event_sound(event_id, bgs_name)
@bgs.name = bgs_name
@event_id = event_id
@playerx = $game_player.x
@playery = $game_player.y
@eventx = $game_map.events[@event_id].x
@eventy = $game_map.events[@event_id].y
@event_direction = $game_map.events[@event_id].direction
radius = (@playerx-@eventx)*(@playerx-@eventx) + (@playery-@eventy)*(@playery-@eventy)
if radius > 64
if @playing_bgs[event_id] != nil
@playing_bgs[event_id] = nil
$game_system.bgs_fade(1)
return
end
elsif radius <= 64 and radius > 49
if @playing_bgs[event_id] == nil
@bgs.volume = 30
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
end
@bgs.volume = 30
if @bgs.volume != @playing_bgs[event_id].volume or
@bgs.name != @playing_bgs[event_id].name
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
end
elsif radius <= 49 and radius > 36
@bgs.volume = 40
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
elsif radius <= 36 and radius > 25
@bgs.volume = 50
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
elsif radius <= 25 and radius > 16
@bgs.volume = 60
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
elsif radius <= 16 and radius > 9
@bgs.volume = 70
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
elsif radius <= 9 and radius > 4
@bgs.volume = 80
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
elsif radius <= 4 and radius > 1
@bgs.volume = 90
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
elsif radius = 1
@bgs.volume = 100
@playing_bgs[event_id] = @bgs
$game_system.bgs_play(@bgs)
return
end
end
#--------------------------------------------------------------------------
def enemies_view(event_id, view_range, els)
@event_id = event_id
@view_range = view_range
@event_locial_switch = els
@playerx = $game_player.x
@playery = $game_player.y
@eventx = $game_map.events[@event_id].x
@eventy = $game_map.events[@event_id].y
@event_direction = $game_map.events[@event_id].direction
if @event_direction == 2
if @playery >= @eventy
radius = (@playerx-@eventx)*(@playerx-@eventx) + (@playery-@eventy)*(@playery-@eventy)
if radius <= @view_range
key=[$game_map.map_id, @event_id, @event_locial_switch]
$game_self_switches[key] = true
$game_map.need_refresh = true
end
end
end
if @event_direction == 4
if @playerx <= @eventx
radius = (@playerx-@eventx)*(@playerx-@eventx) + (@playery-@eventy)*(@playery-@eventy)
if radius <= @view_range
key=[$game_map.map_id, @event_id, @event_locial_switch]
$game_self_switches[key] = true
$game_map.need_refresh = true
end
end
end
if @event_direction == 6
if @playerx >= @eventx
radius = (@playerx-@eventx)*(@playerx-@eventx) + (@playery-@eventy)*(@playery-@eventy)
if radius <= @view_range
key=[$game_map.map_id, @event_id, @event_locial_switch]
$game_self_switches[key] = true
$game_map.need_refresh = true
end
end
end
if @event_direction == 8
if @playery <= @eventy
radius = (@playerx-@eventx)*(@playerx-@eventx) + (@playery-@eventy)*(@playery-@eventy)
if radius <= @view_range
key=[$game_map.map_id, @event_id, @event_locial_switch]
$game_self_switches[key] = true
$game_map.need_refresh = true
end
end
end
end
end
#======================================================
class Scene_Title
#--------------------------------------------------------------------------
alias vr_scene_title_update update
#--------------------------------------------------------------------------
def update
$view_range = View_Range.new
vr_scene_title_update
end
end
#======================================================
class Game_System
attr_accessor :playing_bgs
end
#======================================================
class BGS
#--------------------------------------------------------------------------
attr_accessor :name
attr_accessor :volume
attr_accessor :pitch
#--------------------------------------------------------------------------
def initialize
@name
@volume
@pitch
end
end
#======================================================
class Game_Map
#--------------------------------------------------------------------------
attr_accessor :map
end |
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
Zitat
# Max Sound Effect Range is 8 units DO NOT OVER LAP
# or it will go into super lag mode you have been warned
# This is because you are trying to play 2 different sound
# effects and will cycles between them
Wobei, ich kann mich zu erinnern ähnliches Lags bei einem der Testprojekte die ich überarbeitet habe bekommen zu haben, und ich glaube dieses Projekt hatte auch das (oder ein ähnliches) Script drinnen. Mal schauen ob ich irgendwo einen Performance-Killer ausfinding machen kann. Du könntest mir ja auch ein kurzes Demo-Projekt schicken, damit ich mir das ansehen kann.
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
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Ruby Quellcode |
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#============================================================================== # ** View Range Script v3 Eta #------------------------------------------------------------------------------ # Original version by: Near Fantastica # Original date: June 14, 2005 # # Modifications/edit by: DerVVulfman # Modification date: March 28, 2012 # #============================================================================== # # INTRODUCTION: # The original v3 View Range system allowed a more detailed detection between # player and event ranges than version 2. Adding the ability to use events to # detect the player as well as enemy events facing the player added to its # usefullness. # # Unfortunately, when version 2 was released (at least where I found it), the # instructions for the system's use were only partially correct and did not # inform the users that the system no longer used the event's self-switches. # The newer version now used the RMXP Database's regular switches instead. # # Though it was not my intention to tangle with the View Range system, luck # (and a few friends) nudged me into experimenting with this system. As such # I have not only combined the use of SelfSwitches 'AND' regular switches in # to the system, I have also added a couple more features for use. # # The system now includes a routine to check the range between two different # events which may be useful for 'collision detection' purposes. Also, I have # also altered the Event_Sound routine so the user can set a lower volume or # pitch setting for targettable events. # #============================================================================== # # PLATFORM: # # Designed initially for RPGMaker XP, a minor change lets the system work with # RPGMaker VX. With that, there is a simple switch called VX_RANGE which you # can set to 'true' so it can work with RPGMaker VX itself. # # #============================================================================== # # THE FUNCTIONS: # # There are now four routines that you can use with this system (or 5 if you # script a routine to use the vr_in_range? method). The four are listed below # detailing usage and proper syntax for you. # #-------------------------------------------------------------------------- # # Event View # ========== # This function checks to see if the player is within the range of an event # and turns on the properly designated switch. # # Syntax: # $view_range.event_view(ev_id, v_range, sw_id, s_sw_id, block) # # ev_id - (Event ID) # This is the ID number of the event that the radius/range is # based on. If the player comes within the range of 'this' # event, the system is triggered. # # ev2_id - (Event2 ID) # This is the ID number of the event # # v_range - (View Range) # This is the range(in tiles) in which to perform the check. # # sw_id - (Switch ID) - Defaulted to 'nil' # The RMXP switch number to turn ON. By default, this is set # to 'nil'. You must enter a valid Switch number to use. # # s_sw_id - (Self Switch ID) - Defaulted to 'nil' # The 'Self-Switch' for the event to turn ON. Proper values # to set are "A", "B", "C", or "D". By default, this is set # to 'nil'. You must enter a valid Self-Switch to use. # # block - (Blocked by Tiles) - Defaulted to 'false' # This is a 'true/false' switch that determines if the view # range system is unable to see around impassable tiles. By # default, this is set to 'false'. If it is set to 'true', # the view range system will not detect the player if it is # behind an impassable tile or tiles. # #-------------------------------------------------------------------------- # # Event to Event View # =================== # This function checks to see if a single event is within the range of # another event and turns on the properly designated switch. This new # routine may be useful for collision detection between events. # # Syntax: # $view_range.event2event_view(ev_id, ev2_id, v_range, sw_id, s_sw_id, block) # # ev_id - (Event ID) # This is the ID number of the event that the radius/range is # based on. If the target event moves or appears within the # range of 'this' event, the system is triggered. # # ev2_id - (Event2 ID) # This is the ID number of the target event which to check. # If this event finds itself within range of the other # event's area of effect, the system is triggered. # # v_range - (View Range) # This is the range(in tiles) in which to perform the check. # # sw_id - (Switch ID) - Defaulted to 'nil' # The RMXP switch number to turn ON. By default, this is set # to 'nil'. You must enter a valid Switch number to use. # # s_sw_id - (Self Switch ID) - Defaulted to 'nil' # The 'Self-Switch' for the event to turn ON. Proper values # to set are "A", "B", "C", or "D". By default, this is set # to 'nil'. You must enter a valid Self-Switch to use. # # block - (Blocked by Tiles) - Defaulted to 'false' # This is a 'true/false' switch that determines if the view # range system is unable to see around impassable tiles. By # default, this is set to 'false'. If it is set to 'true', # the view range system will not detect the target event if # it is behind an impassable tile or tiles. # # #-------------------------------------------------------------------------- # # Enemies View # ============ # This function checks to see if the player is within range of an event # that is facing him/her, and turns on the properly designated switch. # # Syntax: # $view_range.enemies_view(ev_id, v_range, sw_id, s_sw_id, block) # # ev_id - (Event ID) # This is the ID number of the event that the radius/range is # based on. If the player is in front of 'this' event and # within the set range, the system is triggered. # # v_range - (View Range) # This is the range(in tiles) in which to perform the check. # # sw_id - (Switch ID) - Defaulted to 'nil' # The RMXP switch number to turn ON. By default, this is set # to 'nil'. You must enter a valid Switch number to use. # # s_sw_id - (Self Switch ID) - Defaulted to 'nil' # The 'Self-Switch' for the event to turn ON. Proper values # to set are "A", "B", "C", or "D". By default, this is set # to 'nil'. You must enter a valid Self-Switch to use. # # block - (Blocked by Tiles) - Defaulted to 'false' # This is a 'true/false' switch that determines if the view # range system is unable to see around impassable tiles. By # default, this is set to 'false'. If it is set to 'true', # the view range system will not detect the player if it is # behind an impassable tile or tiles. # #-------------------------------------------------------------------------- # # Event Sound # =========== # This function checks to see if the player is within range of an event # that is linked to a sound effect. The closer the player is to the event, # the louder the effect is played. # # The maximum sound range of this routine is eight (8) tiles. It is not # recommended to overlap these events as this can cause massive lag on the # game/project as the system will attempt to cycle through the overlapped # calls. Also note that this routine will override the map's default back- # ground sound effect. # # Syntax: # $view_range.event_sound(ev_id, bgs_name, bgs_vol = 100, bgs_pitch = 100) # # ev_id - (Event ID) # This is the ID number of the event that the radius/range is # based on. If the player is in front of 'this' event and # within the set range, the system is triggered. # # bgs_name - (Background Effect's Name) # This is the filename of the background effect. This effect # is stored in the Audio\BGS folder. # # bgs_vol - (Background Effect's Volume) # This is the volume setting of the background effect within # a range of 1 to 100, with 100 being the loudest. # # bgs_pitch - (Background Effect's Pitch) # This is the pitch setting of the background effect within a # range of 50 to 150, with 150 being the highest setting. # #============================================================================== # # HOW IT DETERMINES THE RANGE: # # The Range system works by searching the area of a circle for the player's # 'x' and 'y' position. The view range is set in each event and is the ra- # dius of a circle. # # The equation used is: radius^2 = (Px-Ex)^2 + (Py-Ey)^2 # Where P = player, and E = event # # If the radius is less than or equal to the view range, then the player is # inside the circular area. # #============================================================================== # The only configurable # VX_RANGE = false #============================================================================== # ** View Range #------------------------------------------------------------------------------ # This class is Near Fantastica's which checks distances between events. #============================================================================== class View_Range #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @playing_bgs = [] @bgs = BGS.new @event_local_switch = "" end #-------------------------------------------------------------------------- # * In Range? # element : element # object : object # range : range in tiles # pass_block : if terrain tiles can block view #-------------------------------------------------------------------------- def vr_in_range?(element, object, range, pass_block = false) # Obtain Range x = (element.x - object.x) * (element.x - object.x) y = (element.y - object.y) * (element.y - object.y) # Obtain values to loop and counter value x_loops = x_count = ((object.x - element.x).abs) y_loops = y_count = ((object.y - element.y).abs) # Reset player's check location check_player_x = -1 check_player_y = -1 r = x + y if r <= (range * range) # Set the return flag rflag = true # If tiles can block view if pass_block # Horizontal Checks x_loops.times { x_playerchk = ((object.x - element.x) >= 0 ? element.x + x_count : element.x - x_count) x_passingchk = ((object.x - element.x) >= 0 ? (element.x + x_count)-1 : (element.x - x_count)+1) # Dependant on VX or XP System if VX_RANGE x1 = x_passingchk y1 = element.y # Calculate new check position (required for VX) case element.direction when 1 ; x1 -= 1; y1 += 1 when 2 ; x1 += 0; y1 += 1 when 3 ; x1 += 1; y1 += 1 when 4 ; x1 -= 1; y1 += 0 when 6 ; x1 += 1; y1 += 0 when 7 ; x1 -= 1; y1 -= 1 when 8 ; x1 += 0; y1 -= 1 when 9 ; x1 -= 1; y1 -= 1 end unless $game_map.passable?(x1, y1) # Change flag rflag = false # Set player check location check_player_x = object.x if x_playerchk == object.x end else unless $game_map.passable?(x_passingchk, element.y, element.direction) # Change flag rflag = false # Set player check location check_player_x = object.x if x_playerchk == object.x end end # Decrease counter x_count -= 1 } # Vertical Checks y_loops.times { y_playerchk = ((object.y - element.y) >= 0 ? element.y + y_count : element.y - y_count) y_passingchk = ((object.y - element.y) >= 0 ? (element.y + y_count)-1 : (element.y - y_count)+1) # Dependant on VX or XP System if VX_RANGE x1 = element.x y1 = y_passingchk # Calculate new check position (required for VX) case element.direction when 1 ; x1 -= 1; y1 += 1 when 2 ; x1 += 0; y1 += 1 when 3 ; x1 += 1; y1 += 1 when 4 ; x1 -= 1; y1 += 0 when 6 ; x1 += 1; y1 += 0 when 7 ; x1 -= 1; y1 -= 1 when 8 ; x1 += 0; y1 -= 1 when 9 ; x1 -= 1; y1 -= 1 end unless $game_map.passable?(x1, y1) # Change flag rflag = false # Set player check location check_player_y = object.y if y_playerchk == object.y end else unless $game_map.passable?(element.x, y_passingchk, element.direction) # Change flag rflag = false # Set player check location check_player_y = object.y if y_playerchk == object.y end end # Decrease counter y_count -= 1 } end # Re-enable flag based on player position if check_player_x == object.x && check_player_y == object.y r_flag = true end # Return system-determined flag return rflag else # Return default flag return false end end #-------------------------------------------------------------------------- # * View Switch # ev_id : event ID # sw_id : switch ID # s_sw_id : event's self switch ID #-------------------------------------------------------------------------- def view_switch(ev_id, sw_id = nil, s_sw_id = nil) $game_switches[sw_id] = true if sw_id != nil if s_sw_id != nil key=[$game_map.map_id, ev_id, s_sw_id] $game_self_switches[key] = true end $game_map.need_refresh = true end #-------------------------------------------------------------------------- # * Event Sound # ev_id : Event ID # bgs_name : filename of background sound effect # bgs_vol : background effect's volume # bgs_pitch : background effect's pitch #-------------------------------------------------------------------------- def event_sound(ev_id, bgs_name, bgs_vol = 100, bgs_pitch = 100) event = $game_map.events[ev_id] @bgs.name = bgs_name @bgs.pitch = bgs_pitch radius = ($game_player.x-event.x) * ($game_player.x-event.x) + ($game_player.y-event.y) * ($game_player.y-event.y) if radius > 64 if @playing_bgs[event.id] != nil @playing_bgs[event.id] = nil $game_system.bgs_fade(1) return end elsif radius <= 64 and radius > 49 if @playing_bgs[event.id] == nil @bgs.volume = (bgs_vol * 30)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return end @bgs.volume = (bgs_vol * 30)/100 if @bgs.volume != @playing_bgs[event.id].volume or @bgs.name != @playing_bgs[event.id].name @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return end elsif radius <= 49 and radius > 36 @bgs.volume = (bgs_vol * 40)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return elsif radius <= 36 and radius > 25 @bgs.volume = (bgs_vol * 50)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return elsif radius <= 25 and radius > 16 @bgs.volume = (bgs_vol * 60)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return elsif radius <= 16 and radius > 9 @bgs.volume = (bgs_vol * 70)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return elsif radius <= 9 and radius > 4 @bgs.volume = (bgs_vol * 80)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return elsif radius <= 4 and radius > 1 @bgs.volume = (bgs_vol * 90)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return elsif radius = 1 @bgs.volume = (bgs_vol * 100)/100 @playing_bgs[event.id] = @bgs $game_system.bgs_play(@bgs) return end end #-------------------------------------------------------------------------- # * Event View # ev_id : event ID # v_range : range in tiles # sw_id : switch ID # s_sw_id : event's self switch ID # block : View block (true/false) #-------------------------------------------------------------------------- def event_view(ev_id, v_range, sw_id = nil, s_sw_id = nil, block = false) event = $game_map.events[ev_id] if vr_in_range?(event, $game_player, v_range, block) view_switch(ev_id, sw_id, s_sw_id) end end #-------------------------------------------------------------------------- # * Event to Event View # ev_id : event ID # ev2_id : event ID of target # v_range : range in tiles # sw_id : switch ID # s_sw_id : event's self switch ID # block : View block (true/false) #-------------------------------------------------------------------------- def event2event_view(ev_id, ev2_id, v_range, sw_id = nil, s_sw_id = nil, block = false) event = $game_map.events[ev_id] target = $game_map.events[ev2_id] if vr_in_range?(event, target, v_range, block) view_switch(ev_id, sw_id, s_sw_id) end end #-------------------------------------------------------------------------- # * Enemies View # ev_id : event ID # v_range : range in tiles # sw_id : switch ID # s_sw_id : event's self switch ID # block : View block (true/false) #-------------------------------------------------------------------------- def enemies_view(ev_id, v_range, sw_id= nil, s_sw_id = nil, block = false) event = $game_map.events[ev_id] if event.direction == 2 && $game_player.y >= event.y if vr_in_range?(event, $game_player, v_range, block) view_switch(ev_id, sw_id, s_sw_id) end end if event.direction == 4 && $game_player.x <= event.x if vr_in_range?(event, $game_player, v_range, block) view_switch(ev_id, sw_id, s_sw_id) end end if event.direction == 6 && $game_player.x >= event.x if vr_in_range?(event, $game_player, v_range, block) view_switch(ev_id, sw_id, s_sw_id) end end if event.direction == 8 && $game_player.y <= event.y if vr_in_range?(event, $game_player, v_range, block) view_switch(ev_id, sw_id, s_sw_id) end end end end #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias vr_scene_title_update update def update $view_range = View_Range.new vr_scene_title_update end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles data surrounding the system. Backround music, etc. # is managed here as well. Refer to "$game_system" for the instance of # this class. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :playing_bgs # Only add methods for RMVX if VX_RANGE #------------------------------------------------------------------------ # * Play Background Sound # bgs : background sound to be played #------------------------------------------------------------------------ def bgs_play(bgs) @playing_bgs = bgs if bgs != nil and bgs.name != "" Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch) else Audio.bgs_stop end Graphics.frame_reset end #------------------------------------------------------------------------ # * Fade Out Background Sound # time : fade-out time (in seconds) #------------------------------------------------------------------------ def bgs_fade(time) @playing_bgs = nil Audio.bgs_fade(time * 1000) end #------------------------------------------------------------------------ # * Get Playing Background Sound #------------------------------------------------------------------------ def playing_bgs return @playing_bgs end end end #============================================================================== # ** Background Sounds #------------------------------------------------------------------------------ # Data class for Background SE files. #============================================================================== class BGS #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :name attr_accessor :volume attr_accessor :pitch #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @name @volume @pitch end end |
Benutzerinformationen überspringen
Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.
In meinem derzeitiges Testprojekt ist jetzt das MOG Equip Menü buggy.
Zwar bekomme ich keine Fehlermeldung, aber ich kann Ausrüstungsgegenstände
nicht mehr korrekt ausrüsten bzw. werden diese im Equipmenü nicht korrekt oder gar nicht angezeigt.
Außerdem hatte man eigentlich immer die Möglichkeit ein Equipteil gänzlich abzulegen ohne es durch ein anderes auszutauschen
(einfach beim Aufrüsten auf ein leeres Feld das Auswahlfenster lenken), was auch nicht mehr funktioniert.
Hab mal versucht den Fehler zu analysieren, aber beim Ausprobieren (Ingame mit verschiedenen Ausrüstungsgegenständene ect.) konnte
ich da nix erkennen, es funktioniert einfach nicht so wie es soll, woran es liegt, kann ich beim besten Willen nicht mal andeuten.
Ich sollte ja die Klassen Window_EquipRight und Window_EquipLeft löschen, vielleicht hat es ja damit was zu tun.
Ich glaube nicht, dass es mit dem Actor Advanced Status Skript zusammenhängt (dieser Skript erlaubt das tragen von 2 Waffen oder einer
zweihändigen Waffe), denn das klappt - soweit es nicht durch den MOG Equip Skript verhindert wurde bzw. nicht korrekt angezeigt wurde -.
Ich hänge mal das Testprojekt in den Anhang, denn der Fehler ist schwer zu beschreiben. Guckt bitte einfach mal rein und öffnet Ingame das Equipmenü.
Dann werdet ihr sehen, was ich meine.
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
Benutzerinformationen überspringen
Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.
Werde mal ein Thema aufmachen, vielleicht schaffts ja jemand die beiden Skripte kompatibel zu machen.
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
(Videos funktionieren durch RGSS3 ja wieder, wie hier beschreiben: [RMXP} Zeus Video Player - RGSS 1 Probleme & Talk - RPG Studio - Make your World real )
Praktisch das der XP ganz normal unter RGSS1 läuft, aber für Videos eben aus der RGSS3 gelesen wird?
Keine Ahnung ob das nun totaler Quatsch ist, deswegen frage ich ja ^_^
Für das Behemot AKS gibt es definitv eine Lösung. Man kann jedes Script auf die neue Engine umschreiben, blöd ist es lediglich bei so komplexen Sachen wie einem AKS. Ich werd mir das aber mal ansehen, denke das dürfte gar nicht so schwer zu fixen sein.
EDIT: Also, das war ja mal nichts... sitz leider grad an einer Gammelleitung kann also schlecht 12 MB hochladen, aber um die Fehler zu beheben muss lediglich folgende Zeile:
|
|
Ruby Quellcode |
1 |
@last_actor_id = actor.id |
in den Scripten "Window_MapStatus", "Window_BulletTime" sowie "Window_MapAmmo" auf folgendes erweitert werden:
|
|
Ruby Quellcode |
1 |
@last_actor_id = actor.id if !actor.nil? |
Damit kann ich zumindestens mal die Testmap betreten, kann das mal wer testen und bescheid geben obs sonst noch Fehler gibt? Bei mir crasht es wegen einer Fehlenden Animation..
RPC - Rpg-Maker Community Platform - Spielübergreifende Erfolge und mehr!
unable to find file: Data/snap
dabei gibt es keine datei namens snap im gesamten projekt...
Versteht das jemand?
EDIT: Okay, ich habe die Quelle des Übels gefunden und setz mich mal an die Lösung...
Edit: okey, sag uns dann woran es gelegen hat

Aber mach dir nicht zu viel Mühe, weißt ja
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Terv« (17. Februar 2013, 04:53)
Der Decrypter ist mir bekannt, dagegen ist SL jedoch immun

Hab auch eine Lösung gefunden, aber da das Problem-Script sowieso kein öffentliches (und kein besonders tolles) ist, brauch ich den Weg auch nicht zu erklären, denke ich mal...
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