Dr.g_37 Admin
Nombre de messages : 41 Age : 31 Localisation : devant mon pc par la -----> Humeur : superbe Réputation : 0 WOZ : 10 Date d'inscription : 03/06/2008
Inventaire Rubis: (20/1000) PV: (80/100) XP: (4/1000)
| Sujet: La map comme fond de combat Mar 3 Juin - 22:04 | |
| Auteur : Inconnu Nombre de script : 1 Fonction : Permet que le fond des combats soit celui de la carte créée. Image(s) : Installation : Allez dans l'éditeur de script ( F11 ) et remplacez le script " Spriteset_Battle " par celui ci : Utilisation : Aucune Code : - Spoiler:
#============================================================================== # ¦ Spriteset_Battle modifier par boushy #------------------------------------------------------------------------------ # ???????????????????????????? Scene_Battle ?? # ???????????? #==============================================================================
class Spriteset_Battle# #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_reader :viewport1 # ???????????? attr_reader :viewport2 # ???????????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize # ????????? @viewport1 = Viewport.new(0, 0, 640, 320) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport4 = Viewport.new(0, 0, 640, 480) @viewport2.z = 101 @viewport3.z = 200 @viewport4.z = 5000 # ????????? @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities # ??????????? @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
# ?????????
# ?????????????? #@battleback_sprite = Sprite.new(@viewport1) # ???????????? @enemy_sprites = [] for enemy in $game_troop.enemies.reverse @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy)) end # ???????????? @actor_sprites = [] @actor_sprites.push(Sprite_Battler.new(@viewport2)) @actor_sprites.push(Sprite_Battler.new(@viewport2)) @actor_sprites.push(Sprite_Battler.new(@viewport2)) @actor_sprites.push(Sprite_Battler.new(@viewport2)) # ????? @weather = RPG::Weather.new(@viewport1) # ???????????? @picture_sprites = [] for i in 51..100 @picture_sprites.push(Sprite_Picture.new(@viewport3, $game_screen.pictures[i])) end # ???????????? @timer_sprite = Sprite_Timer.new # ?????? update end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose # ?????????????????????? #if @battleback_sprite.bitmap != nil #@battleback_sprite.bitmap.dispose # end # ?????????????? #@battleback_sprite.dispose # ?????????????????????? for sprite in @enemy_sprites + @actor_sprites sprite.dispose end # ????? @weather.dispose # ???????????? for sprite in @picture_sprites sprite.dispose end # ???????????? @timer_sprite.dispose # ????????? @viewport1.dispose @viewport2.dispose @viewport3.dispose @viewport4.dispose end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def effect? # ??????????????? true ??? for sprite in @enemy_sprites + @actor_sprites return true if sprite.effect? end return false end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ??????????????? (????????????) @actor_sprites[0].battler = $game_party.actors[0] @actor_sprites[1].battler = $game_party.actors[1] @actor_sprites[2].battler = $game_party.actors[2] @actor_sprites[3].battler = $game_party.actors[3] # ??????????????????????? #if @battleback_name != $game_temp.battleback_name #@battleback_name = $game_temp.battleback_name #if @battleback_sprite.bitmap != nil #@battleback_sprite.bitmap.dispose #end #@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name) #@battleback_sprite.src_rect.set(0, 0, 640, 320) #end # ???????????? @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update for sprite in @enemy_sprites + @actor_sprites sprite.update end # ??????????? @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.update # ???????????? for sprite in @picture_sprites sprite.update end # ???????????? @timer_sprite.update # ??????????????? @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # ???????????? @viewport4.color = $game_screen.flash_color # ????????? @viewport1.update @viewport2.update @viewport4.update end end
ca c avec les evenement affiché
Code: #============================================================================== # ¦ Spriteset_Battle modifier par boushy #------------------------------------------------------------------------------ # ???????????????????????????? Scene_Battle ?? # ???????????? #==============================================================================
class Spriteset_Battle# #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_reader :viewport1 # ???????????? attr_reader :viewport2 # ???????????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize # ????????? @viewport1 = Viewport.new(0, 0, 640, 320) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport4 = Viewport.new(0, 0, 640, 480) @viewport2.z = 101 @viewport3.z = 200 @viewport4.z = 5000 # ????????? @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities # ??????????? @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
# ?????????
# ?????????????? #@battleback_sprite = Sprite.new(@viewport1) # ???????????? @enemy_sprites = [] for enemy in $game_troop.enemies.reverse @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy)) end # ???????????? @actor_sprites = [] @actor_sprites.push(Sprite_Battler.new(@viewport2)) @actor_sprites.push(Sprite_Battler.new(@viewport2)) @actor_sprites.push(Sprite_Battler.new(@viewport2)) @actor_sprites.push(Sprite_Battler.new(@viewport2)) # ????? @weather = RPG::Weather.new(@viewport1) # ???????????? @picture_sprites = [] for i in 51..100 @picture_sprites.push(Sprite_Picture.new(@viewport3, $game_screen.pictures[i])) end # ???????????? @timer_sprite = Sprite_Timer.new # ?????? update end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose # ?????????????????????? #if @battleback_sprite.bitmap != nil #@battleback_sprite.bitmap.dispose # end # ?????????????? #@battleback_sprite.dispose # ?????????????????????? for sprite in @enemy_sprites + @actor_sprites sprite.dispose end # ????? @weather.dispose # ???????????? for sprite in @picture_sprites sprite.dispose end # ???????????? @timer_sprite.dispose # ????????? @viewport1.dispose @viewport2.dispose @viewport3.dispose @viewport4.dispose end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def effect? # ??????????????? true ??? for sprite in @enemy_sprites + @actor_sprites return true if sprite.effect? end return false end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ??????????????? (????????????) @actor_sprites[0].battler = $game_party.actors[0] @actor_sprites[1].battler = $game_party.actors[1] @actor_sprites[2].battler = $game_party.actors[2] @actor_sprites[3].battler = $game_party.actors[3] # ??????????????????????? #if @battleback_name != $game_temp.battleback_name #@battleback_name = $game_temp.battleback_name #if @battleback_sprite.bitmap != nil #@battleback_sprite.bitmap.dispose #end #@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name) #@battleback_sprite.src_rect.set(0, 0, 640, 320) #end # ???????????? @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update for sprite in @enemy_sprites + @actor_sprites sprite.update end # ??????????? @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.update # ???????????? for sprite in @picture_sprites sprite.update end # ???????????? @timer_sprite.update # ??????????????? @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # ???????????? @viewport4.color = $game_screen.flash_color # ????????? @viewport1.update @viewport2.update @viewport4.update end end
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Exelo Chevalier n°3
Nombre de messages : 532 Age : 27 Humeur : Sadique. Réputation : 0 WOZ : 20 Date d'inscription : 02/06/2008
Inventaire Rubis: (286/1000) PV: (132/225) XP: (616/1000)
| Sujet: Re: La map comme fond de combat Mer 11 Juin - 21:21 | |
| Je ne connaissais pas ce script... Merci ! | |
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Guill@um€ Villageois Niveau5
Nombre de messages : 88 Age : 29 Localisation : Devant mon PC Humeur : Content Réputation : 0 WOZ : 10 Date d'inscription : 15/06/2008
Inventaire Rubis: (85/1000) PV: (100/100) XP: (8/1000)
| Sujet: Re: La map comme fond de combat Dim 15 Juin - 15:29 | |
| J'aime bien ce script ! Mais il doit y avoir moyen de l'amliorer un peu, j'essayerai quand j'aurais le temps ... | |
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Exelo Chevalier n°3
Nombre de messages : 532 Age : 27 Humeur : Sadique. Réputation : 0 WOZ : 20 Date d'inscription : 02/06/2008
Inventaire Rubis: (286/1000) PV: (132/225) XP: (616/1000)
| Sujet: Re: La map comme fond de combat Dim 15 Juin - 17:38 | |
| Je l'ai essayer... C'est pas mal, mais on peut faire mieux ! | |
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| Sujet: Re: La map comme fond de combat | |
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