·在大家熟悉的远景加强脚本上增加了锁定雾图形的功能
( ゚ω゚)雾图形锁定可以把环境光效锁定在画面最上层,而且与图块挂钩,进入战斗和切换地图什么的自动可以消失,感觉比用图片实用多了!
简单改了几行脚本而已 - # ▼▲▼ XRXS34. パノラマスクロール ▼▲▼# by ぷのくー#——————————————————————————————————————# 这是一个非常简单的脚本,只要自定义自动滚动的地图编号和绝对不滚动的地图编号# 即可实现对远景和雾图形的操作。#——————————————————————————————————————#追加雾图形锁定 #by 牛肉面#==============================================================================# 初始化的一些常量#==============================================================================class Game_Map # 远景横向飘移速度速度 PANORAMA_SX = 40 # 远景纵向飘移速度速度 PANORAMA_SY = 0 # 自动滚动远景的地图编号(编号为1、4、7、5的地图远景会自动移动) AUTO_SCROLL_PANORAMA_IDS = [82,86]endclass Spriteset_Map # 锁定远景的地图编号(编号为2、8、10的地图远景会锁定) SCROLL_FREEZE_PANORAMA_IDS = [95,92,97] # 锁定雾图形的地图编号 SCROLL_FREEZE_FOG_IDS = [112] #——说明:如果自动滚动和锁定都包括了某张地图,则该地图不滚动。 #——如果自动滚动和锁定都没有包括某图,则还是会使用默认效果。end#==============================================================================# ■ Game_Map#==============================================================================class Game_Map attr_accessor :panorama_sx attr_accessor :panorama_sy attr_reader :panorama_ox attr_reader :panorama_oy def setup(map_id) @map_id = map_id @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id)) tileset = $data_tilesets[@map.tileset_id] @tileset_name = tileset.tileset_name @autotile_names = tileset.autotile_names @panorama_name = tileset.panorama_name @panorama_hue = tileset.panorama_hue @fog_name = tileset.fog_name @fog_hue = tileset.fog_hue @fog_opacity = tileset.fog_opacity @fog_blend_type = tileset.fog_blend_type @fog_zoom = tileset.fog_zoom @fog_sx = tileset.fog_sx @fog_sy = tileset.fog_sy # =================================== if AUTO_SCROLL_PANORAMA_IDS.include?(map_id) @panorama_sx = PANORAMA_SX @panorama_sy = PANORAMA_SY else @panorama_sx = 0 @panorama_sy = 0 end # =================================== @battleback_name = tileset.battleback_name @passages = tileset.passages @priorities = tileset.priorities @terrain_tags = tileset.terrain_tags @display_x = 0 @display_y = 0 @need_refresh = false @events = {} for i in @map.events.keys @events[i] = Game_Event.new(@map_id, @map.events[i]) end @common_events = {} for i in 1...$data_common_events.size @common_events[i] = Game_CommonEvent.new(i) end @fog_ox = 0 @fog_oy = 0 @panorama_ox = 0 @panorama_oy = 0 @fog_tone = Tone.new(0, 0, 0, 0) @fog_tone_target = Tone.new(0, 0, 0, 0) @fog_tone_duration = 0 @fog_opacity_duration = 0 @fog_opacity_target = 0 @scroll_direction = 2 @scroll_rest = 0 @scroll_speed = 4 end def update if $game_map.need_refresh refresh end if @scroll_rest > 0 distance = 2 ** @scroll_speed case @scroll_direction when 2 # 下 scroll_down(distance) when 4 # 左 scroll_left(distance) when 6 # 右 scroll_right(distance) when 8 # 上 scroll_up(distance) end @scroll_rest -= distance end for event in @events.values event.update end for common_event in @common_events.values common_event.update end @fog_ox -= @fog_sx / 8.0 @fog_oy -= @fog_sy / 8.0 # =================================== @panorama_ox -= @panorama_sx / 8.0 @panorama_oy -= @panorama_sy / 8.0 # =================================== if @fog_tone_duration >= 1 d = @fog_tone_duration target = @fog_tone_target @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d @fog_tone_duration -= 1 end if @fog_opacity_duration >= 1 d = @fog_opacity_duration @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d @fog_opacity_duration -= 1 end endend#==============================================================================# ■ Spriteset_Map#==============================================================================class Spriteset_Map def update if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset end if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset end @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update # =================================== if SCROLL_FREEZE_PANORAMA_IDS.include?($game_map.map_id) @panorama.ox = 0 @panorama.oy = 0 else @panorama.ox = $game_map.display_x / 8 +$game_map.panorama_ox @panorama.oy = $game_map.display_y / 8 +$game_map.panorama_oy end # =================================== @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.fog_blend_type if SCROLL_FREEZE_FOG_IDS.include?($game_map.map_id) @fog.ox = 0 @fog.oy = 0 else @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy end @fog.tone = $game_map.fog_tone for sprite in @character_sprites sprite.update end @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update for sprite in @picture_sprites sprite.update end @timer_sprite.update @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake @viewport3.color = $game_screen.flash_color @viewport1.update @viewport3.update endend复制代码
复制代码 本帖来自P1论坛作者日月星辰,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址: https://rpg.blue/forum.php?mod=viewthread&tid=369129 若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。 |