Vai al contenuto

Rilevato Ad-Blocker. Per favore disabilita il tuo adblocker quando navighi su makerando.com - Non c'è nessun annuncio invasivo.

Cerca nel Forum

Showing results for tags 'Modifica RGB ai chara'.



More search options

  • Search By Tags

    Tag separati da virgole.
  • Search By Author

Tipo di contenuto


Forums

  • Comunità
    • Cancello di Ingresso
    • Bacheca
    • Colisseum
  • DevTeam
    • CyberTeam
  • Giochi e Progetti RPG Maker
    • Resa Grafica
    • Concept e Bozze
    • Progetti
    • Giochi RPG Maker Completi e Demo
    • Il Making Oltreoceano
  • Assistenza e Supporto RPG Maker
    • Biblioteca
    • BrainStorming
    • Chiedi Aiuto alla Comunity
    • RPG Maker Scripting
    • PlugIn e AddOn RPG Maker
    • Musica e Suoni
    • Risorse Grafiche RPG Maker
    • Mak - Resources
  • Beyond Making - Oltre RPG Maker
    • Altri Tool

Find results in...

Find results that contain...


Data di creazione

  • Start

    End


Ultimo Aggiornamento

  • Start

    End


Filter by number of...

Iscritto

  • Start

    End


Gruppo


AIM


Indirizzo Web


ICQ


Yahoo


Skype


Location


Interests

Trovato 1 risultato

  1. Nome Script: Modifica RGB ai chara Versione: N/D Autore/i: Nechigawara Sanzenin Informazioni: Script che con dei commenti cambia il colore RGB e Alpha degli eventi =) Istruzioni: Inserite lo script sopra Main. Per cambiare colore a un evento, inserite un commento con i seguenti comandi: Praticamente funziona come il cambio di tonalità all'interno del tool per quanto riguarda le picture, mentre questa da la possibilità di cambiarlo ai chara durante il gioco. Script: #======================================== # Edit Character Channel # By Nechigawara Sanzenin #======================================== =begin Edit Charater Color in Map How to Use : Add these text to comment in the event page [r.....] For Red Channal ( -255 to 255 ) [g....] For Green Channal ( -255 to 255 ) [b....] For Blue Channal ( -255 to 255 ) [al...] For Alpha Channal ( 0 to 255 ) =end class Game_Character attr_accessor :tone #-------------------------------------------------------------------------- # - Object initialization #-------------------------------------------------------------------------- alias inc_initialize initialize def initialize inc_initialize @tone = [0,0,0,0] end end #============================================================================== class Game_Event < Game_Character alias inc_update update def update # check Code for i in [email protected] next if @list[i].code != 108 # For Red Channel if @list[i].parameters[0].include?("[r") text = @list[i].parameters[0].scan(/[r([-,0-9]+)]/) red = $1.to_i if red > 255 red = 255 elsif red < -255 red = -255 end @tone[0] = red end # For Green Channel if @list[i].parameters[0].include?("[g") text = @list[i].parameters[0].scan(/[g([-,0-9]+)]/) green = $1.to_i if green > 255 green = 255 elsif green < -255 green = -255 end @tone[1] = green end # For Blue Channel if @list[i].parameters[0].include?("[b") text = @list[i].parameters[0].scan(/[b([-,0-9]+)]/) blue = $1.to_i if blue > 255 blue = 255 elsif blue < -255 blue = -255 end @tone[2] = blue end # For Alpha Channel if @list[i].parameters[0].include?("[al") text = @list[i].parameters[0].scan(/[al([0-9]+)]/) alpha = $1.to_i if alpha > 255 alpha = 255 elsif alpha < 0 alpha = 0 end @tone[3] = alpha end end #Load Orginal Update inc_update end end #============================================================================== class Sprite_Character < RPG::Sprite #-------------------------------------------------------------------------- # - Frame renewal #-------------------------------------------------------------------------- def update super @character.update self.tone.set(@character.tone[0],@character.tone[1],@character.tone[2],@character.tone[3]) # When tile ID and file name, either one of hue differs from present ones if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue # Tile ID and file name, remembering hue @tile_id = @character.tile_id @character_name = @character.character_name @character_hue = @character.character_hue # When it is the value whose tile ID is effective if @tile_id >= 384 self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue) self.src_rect.set(0, 0, 32, 32) self.ox = 16 self.oy = 32 # When it is the value whose tile ID is invalid else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bitmap.width / 4 @ch = bitmap.height / 4 self.ox = @cw / 2 self.oy = @ch end end # Setting visible state self.visible = (not @character.transparent) # When graphics is the character if @tile_id == 0 # Setting transfer original rectangle sx = @character.pattern * @cw sy = (@character.direction - 2) / 2 * @ch self.src_rect.set(sx, sy, @cw, @ch) end # Setting the coordinate of sprite self.x = @character.screen_x self.y = @character.screen_y self.z = @character.screen_z(@ch) # Opacity, synthetic method, setting thicket depth self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth # Animation if @character.animation_id != 0 animation = $data_animations[@character.animation_id] animation(animation, true) @character.animation_id = 0 end end end
×