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  1. Nome Script: Chara XP-VX Versione: N/D Autore/i: NoxChibi Informazioni: Allora premesso che non penso di aver fatto un granchè,ma ho fatto in modo che precedendo il nome di un charset XP con il simbolo '%' esso posso essere letto come un comune chara vx. Istruzioni: Inserite lo script sotto Material. Per il corretto funzionamento dello script, è necessario aggiungere il simbolo % prima del nome del chara, esempio: %Character_1 Script: #============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display characters. It observes a instance of the # Game_Character class and automatically changes sprite conditions. #============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- BALLOON_WAIT = 12 # Final balloon frame wait time #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :character #-------------------------------------------------------------------------- # * Object Initialization # viewport : viewport # character : character (Game_Character) #-------------------------------------------------------------------------- def initialize(viewport, character = nil) super(viewport) @character = character @balloon_duration = 0 update end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose dispose_balloon super end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_bitmap self.visible = (not @character.transparent) update_src_rect self.x = @character.screen_x self.y = @character.screen_y self.z = @character.screen_z self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth update_balloon if @character.animation_id != 0 animation = $data_animations[@character.animation_id] start_animation(animation) @character.animation_id = 0 end if @character.balloon_id != 0 @balloon_id = @character.balloon_id start_balloon @character.balloon_id = 0 end end #-------------------------------------------------------------------------- # * Get tile set image that includes the designated tile # tile_id : Tile ID #-------------------------------------------------------------------------- def tileset_bitmap(tile_id) set_number = tile_id / 256 return Cache.system("TileB") if set_number == 0 return Cache.system("TileC") if set_number == 1 return Cache.system("TileD") if set_number == 2 return Cache.system("TileE") if set_number == 3 return nil end #-------------------------------------------------------------------------- # * Update Transfer Origin Bitmap #-------------------------------------------------------------------------- def update_bitmap if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_index != @character.character_index @tile_id = @character.tile_id @character_name = @character.character_name @character_index = @character.character_index if @tile_id > 0 sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32; sy = @tile_id % 256 / 8 % 16 * 32; self.bitmap = tileset_bitmap(@tile_id) self.src_rect.set(sx, sy, 32, 32) self.ox = 16 self.oy = 32 else self.bitmap = Cache.character(@character_name) sign = @character_name[/^[\!\$\%]./] if sign != nil and sign.include?('$') @cw = bitmap.width / 3 @ch = bitmap.height / 4 else @cw = bitmap.width / 12 @ch = bitmap.height / 8 end if sign != nil and sign.include?('%') @cw = bitmap.width / 4 @ch = bitmap.height / 4 end self.ox = @cw / 2 self.oy = @ch end end end #-------------------------------------------------------------------------- # * Update Transfer Origin Rectangle #-------------------------------------------------------------------------- def update_src_rect if @tile_id == 0 index = @character.character_index pattern = @character.pattern < 3 ? @character.pattern : 1 sx = (index % 4 * 3 + pattern) * @cw sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch self.src_rect.set(sx, sy, @cw, @ch) end end #-------------------------------------------------------------------------- # * Start Balloon Icon Display #-------------------------------------------------------------------------- def start_balloon dispose_balloon @balloon_duration = 8 * 8 + BALLOON_WAIT @balloon_sprite = ::Sprite.new(viewport) @balloon_sprite.bitmap = Cache.system("Balloon") @balloon_sprite.ox = 16 @balloon_sprite.oy = 32 update_balloon end #-------------------------------------------------------------------------- # * Update Balloon Icon #-------------------------------------------------------------------------- def update_balloon if @balloon_duration > 0 @balloon_duration -= 1 if @balloon_duration == 0 dispose_balloon else @balloon_sprite.x = x @balloon_sprite.y = y - height @balloon_sprite.z = z + 200 if @balloon_duration < BALLOON_WAIT sx = 7 * 32 else sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32 end sy = (@balloon_id - 1) * 32 @balloon_sprite.src_rect.set(sx, sy, 32, 32) end end end #-------------------------------------------------------------------------- # * Dispose of Balloon Icon #-------------------------------------------------------------------------- def dispose_balloon if @balloon_sprite != nil @balloon_sprite.dispose @balloon_sprite = nil end end end
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