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    [VXA-OS]Problemas com esse script

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    [VXA-OS]Problemas com esse script Empty [VXA-OS]Problemas com esse script

    Mensagem por Haseo em Sex Out 11, 2019 12:01 am

    Opa Opa! pessoal, boa noite to tendo problemas ao colocar esse script no VXA-OS. alguem poderia me ensinar ou mesmo me ajudar a adaptar esse script no vxa-os. é um metodo que ta incorreto mas nao to conseguindo ajeitar.


    [VXA-OS]Problemas com esse script Erro10


    Esse é o script:
    Código:
    #==============================================================================
    #
    # ¥ Yami Engine Ace - Overlay Mapping
    # -- Last Updated: 2012.04.16
    # -- Level: Normal
    # -- Requires: n/a
    #
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported["YSE-OverlayMapping"] = true

    #==============================================================================
    # ¥ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.04.16 - Reworked with Encrypted Game.
    # 2012.04.13 - Ported into Yami Engine.
    #
    #==============================================================================
    # ¥ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script based on Hanzo Kimura's idea. This will automatically load map's
    # overlay by map ID, and a map can have more than one image per layer, so you
    # don't have to create two or more map just for day/night or when an event occur.
    #
    #==============================================================================
    # ¥ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # Create a folder in Graphics and name it Overlay.
    # Put all of your overlay into Graphics/Overlay.
    # Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Number
    # which "Filename Prefix" is the one you will config below
    # Map-ID is your map's ID
    # Number is 1, 2, 3, ... using for Overlay Variables.
    #
    # Example: Graphics/Overlay/ground2-1.png
    # Which means this will be ground layer, for map 2, variable = 1
    #
    # Light/Shadow must be .jpg
    # Parallax/Ground must be .png
    #
    #==============================================================================

    module YSA
      module OVERLAY
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Overlay Switches -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # These are switches which are enable overlay layers. Turn them on to show
        # them in your maps.
        #--------------------------------------------------------------------------
        # Default: ON
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        LIGHT_SWITCH = 501        # Turn on/off light layer
        SHADOW_SWITCH = 502      # Turn on/off shadow layer
        PARALLAX_SWITCH = 503    # Turn on/off parallax layer
        GROUND_SWITCH = 504      # Turn on/off ground layer

        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Overlay Variables -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # A map can have more than one image per layer, that means you can have a
        # different light/shadow for day and night, or have a different ground when
        # an event occured.
        #--------------------------------------------------------------------------
        # Default: 1
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        LIGHT_VARIABLE = 502      # Switch to another light
        SHADOW_VARIABLE = 502    # Switch to another shadow
        PARALLAX_VARIABLE = 501  # Switch to another parallax
        GROUND_VARIABLE = 501  # Switch to another ground
     
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Filename Prefix -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This will make this script automatic, it will check if there are layers in
        # overlay folder
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        LIGHT = "light"        # Light layer's filename prefix
        SHADOW = "shadow"      # Shadow layer's filename prefix
        PARALLAX = "par"        # Parallax layer's filename prefix
        GROUND = "ground"      # Ground layer's filename prefix
     
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Overlay Opacity -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This will make this script automatic, it will check if there are layers in
        # overlay folder
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        GROUND_OPACITY = 255
        PARALLAX_OPACITY = 255
        LIGHT_OPACITY = 128
        SHADOW_OPACITY = 96
       
      end #OVERLAY
    end # YSA

    #==============================================================================
    # ¥ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================

    #==============================================================================
    # ¡ Cache
    #==============================================================================

    module Cache
     
      #--------------------------------------------------------------------------
      # new method: overlay
      #--------------------------------------------------------------------------
      def self.overlay(filename)
        begin
          self.load_bitmap("Graphics/Overlay/", filename)
        rescue
          self.empty_bitmap
        end
      end
     
    end # Cache

    #==============================================================================
    # ¡ DataManager
    #==============================================================================

    module DataManager
     
      #--------------------------------------------------------------------------
      # alias method: setup_new_game
      #--------------------------------------------------------------------------
      class <<self; alias ovm_setup_new_game setup_new_game; end
      def self.setup_new_game
        ovm_setup_new_game
        setup_overlay_mapping
      end
     
      #--------------------------------------------------------------------------
      # new method: setup_overlay_mapping
      #--------------------------------------------------------------------------
      def self.setup_overlay_mapping
        # Control switches
        $game_switches[YSA::OVERLAY::LIGHT_SWITCH] = true
        $game_switches[YSA::OVERLAY::SHADOW_SWITCH] = true
        $game_switches[YSA::OVERLAY::GROUND_SWITCH] = true
        $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] = true
       
        # Control variables
        $game_variables[YSA::OVERLAY::LIGHT_VARIABLE] = 1
        $game_variables[YSA::OVERLAY::SHADOW_VARIABLE] = 1
        $game_variables[YSA::OVERLAY::GROUND_VARIABLE] = 1
        $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] = 1
      end
     
    end # DataManager

    #==============================================================================
    # ¡ Spriteset_Map
    #==============================================================================

    class Spriteset_Map
     
      #--------------------------------------------------------------------------
      # alias method: initialize
      #--------------------------------------------------------------------------
      alias overlay_initialize initialize
      def initialize
        overlay_initialize
        create_overlay_map
        update
      end
     
      #--------------------------------------------------------------------------
      # new method: create_overlay_map
      #--------------------------------------------------------------------------
      def create_overlay_map
        @current_light = 0
        @current_shadow = 0
        @current_par = 0
        @current_ground = 0
        # Ground Layer
        @ground = Sprite.new(@viewport1)
        @ground.z = 1
        @ground.opacity = YSA::OVERLAY::GROUND_OPACITY
        # Light Layer
        @light = Sprite.new(@viewport1)
        @light.opacity = YSA::OVERLAY::LIGHT_OPACITY
        @light.blend_type = 1
        @light.z = 299
        # Shadow Layer
        @shadow = Sprite.new(@viewport1)
        @shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
        @shadow.blend_type = 2
        @shadow.z = 298
        # Parallax Layer
        @par = Sprite.new(@viewport1)
        @par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
        @par.z = 297
      end
     
      #--------------------------------------------------------------------------
      # alias method: dispose_parallax
      #--------------------------------------------------------------------------
      alias overlay_dispose_parallax dispose_parallax
      def dispose_parallax
        overlay_dispose_parallax
        dispose_overlay_map
      end
     
      #--------------------------------------------------------------------------
      # new method: dispose_overlay_map
      #--------------------------------------------------------------------------
      def dispose_overlay_map
        @ground.dispose
        @light.dispose
        @shadow.dispose
        @par.dispose
      end
     
      #--------------------------------------------------------------------------
      # alias method: update_parallax
      #--------------------------------------------------------------------------
      alias overlay_update_parallax update_parallax
      def update_parallax
        overlay_update_parallax
        update_overlay
      end
     
      #--------------------------------------------------------------------------
      # new method: update_overlay
      #--------------------------------------------------------------------------
      def update_overlay
        update_om_ground
        update_om_par
        update_om_light
        update_om_shadow
      end
     
      #--------------------------------------------------------------------------
      # new method: update_om_ground
      #--------------------------------------------------------------------------
      def update_om_ground
        return unless @ground
        @ground.visible = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::OVERLAY::GROUND_SWITCH]
        @ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * 32
        @ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32
        if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
          filename = YSA::OVERLAY::GROUND
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
          @ground.bitmap = Cache.overlay(filename)
          @current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
        end
      end
     
      #--------------------------------------------------------------------------
      # new method: update_om_par
      #--------------------------------------------------------------------------
      def update_om_par
        return unless @par
        @par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
        @par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
        @par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
        if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
          filename = YSA::OVERLAY::PARALLAX
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
          @par.bitmap = Cache.overlay(filename)
          @current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
        end
      end
     
      #--------------------------------------------------------------------------
      # new method: update_om_light
      #--------------------------------------------------------------------------
      def update_om_light
        return unless @light
        @light.visible = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
        @light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 32
        @light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32
        if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
          filename = YSA::OVERLAY::LIGHT
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
          @light.bitmap = Cache.overlay(filename)
          @current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
        end
      end
     
      #--------------------------------------------------------------------------
      # new method: update_om_shadow
      #--------------------------------------------------------------------------
      def update_om_shadow
        return unless @shadow
        @shadow.visible = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
        @shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * 32
        @shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32
        if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
          filename = YSA::OVERLAY::SHADOW
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
          @shadow.bitmap = Cache.overlay(filename)
          @current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
        end
      end
     
    end # Spriteset_Map

    #==============================================================================
    # ¡ Scene_Map
    #==============================================================================

    class Scene_Map < Scene_Base
     
      #--------------------------------------------------------------------------
      # alias method: post_transfer
      #--------------------------------------------------------------------------
      alias overlay_post_transfer post_transfer
      def post_transfer
        @spriteset.dispose_overlay_map
        @spriteset.create_overlay_map
        @spriteset.update
        overlay_post_transfer
      end

    end # Scene_Map

    #==============================================================================
    #
    # ¥ End of File
    #
    #==============================================================
    Kies
    Kies
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    Aldeia Friend

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    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

    Mensagem por Kies em Sex Out 11, 2019 4:10 pm

    Se for fazer mapas utilize os:

    http://codepad.org/yFuDUnsf

    http://codepad.org/hMtXdQWk
    Haseo
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    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

    Mensagem por Haseo em Dom Out 13, 2019 12:44 am

    Como eu uso ele Kies ?
    Kies
    Kies
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    Ficha do personagem
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    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

    Mensagem por Kies em Dom Out 13, 2019 10:56 am

    @Haseo escreveu:Como eu uso ele Kies ?

    Em cada script tem uma breve descrição ensinando como usar. MÁS!

    Panorama

    Esse script acima é os panoramas, ou seja salve o arquivo "GROUND/CHÃO" na pasta panorama com o perfixo (FIX)nomedoarquivo.


    Pictures

    Esse script acima é as pictures, ou seja salve o aquivo "OVERLAY/FRINGE" na pasta pictures com o perfixo [lammer]nomedoarquivo.
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    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

    Mensagem por Haseo em Dom Out 13, 2019 12:24 pm

    [VXA-OS]Problemas com esse script Erropa10

    O mal que fica assim, a grama fica em cima do personagem.
    Kies
    Kies
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    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

    Mensagem por Kies em Seg Out 14, 2019 9:15 am

    Isso porque você está salvando a grama na camada errada:

    GRAMA = GROUND
    MONTANHAS = GROUND
    PEDRAS = GROUND / OVERLAY "caso seja maior que 32x32 pixel de altura
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    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

    Mensagem por Haseo em Ter Out 15, 2019 12:32 am

    Kies me passa seu discord ? to tomando uma coça :) ,-,

    Conteúdo patrocinado

    [VXA-OS]Problemas com esse script Empty Re: [VXA-OS]Problemas com esse script

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      Data/hora atual: Ter Dez 10, 2019 7:32 pm