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Script Touhou (animated) Map name (v1.4)
2 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Script Touhou (animated) Map name (v1.4)
Nombre del script: Touhou (animated) Map Name (v 1.4)
Ultima actualizacion del script: 12- -08 -14
Creditos: Moghunter.
Necesitan poner estas imagenes en Graphics/System/
Para el correcto funcionamiento.
Bueno podrian cambiar esas imagenes e editarlas para que pueda ser mas interesante.
Caracteristicas:
Bueno basicamente muestra el nombre del mapa, si activas en script en ese mapa.
-La version de RPG es VX ACE.
Ultima actualizacion del script: 12- -08 -14
Creditos: Moghunter.
- Script:
#==============================================================================
# +++ MOG - Touhou Map Name (v1.4) +++
#==============================================================================
# By Moghunter
#==============================================================================
# Sistema animado que presenta el nombre del mapa al estilo Touhou.
#==============================================================================
# Seran necesarios las siguientes imagenes en Graphics/System/
#
# Map_Name_Particle.png
# Map_Name_Layout.png
#
#==============================================================================
# Usa este codigo de abajo para activar o desactivar el script.
#
# $game_temp.mapname = true
#
#==============================================================================
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.4 - Melhoria na codificação.
#==============================================================================
module MOG_TOUHOU_MAP_NAME
# Posição geral da hud.
MAP_NAME_POSITION = [272,192]
# Posição das letras.
MAP_NAME_WORD_POSITION = [-30,18]
# Posição das particulas.
MAP_NAME_PARTICLE_POSITION = [-100,-50]
# Prioridade da hud.
MAP_NAME_Z = 50
# Ativar o nome do mapa automaticamente.
MAP_NAME_AUTOMATIC = false
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :mapname_conf
attr_accessor :mapname_layout_conf
attr_accessor :mapname_duration
attr_accessor :mapname
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_map_name_initialize initialize
def initialize
@mapname_conf = []
@mapname_layout_conf = []
@mapname_duration = [false,-1,2]
@mapname = false
mog_map_name_initialize
end
end
#==============================================================================
# ■ Game Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Perform Transfer
#--------------------------------------------------------------------------
alias mog_touhou_map_name_perform_transfer perform_transfer
def perform_transfer
m_id = $game_map.map_id
mog_touhou_map_name_perform_transfer
if MOG_TOUHOU_MAP_NAME::MAP_NAME_AUTOMATIC
if m_id != $game_map.map_id and $game_map.display_name != ""
$game_temp.mapname = true
end
end
end
end
#==============================================================================
# ■ Map Name
#==============================================================================
class Map_Name < Sprite
include MOG_TOUHOU_MAP_NAME
attr_reader :letter
attr_reader :turn
attr_reader :animation_duration
attr_reader :text_duration
attr_reader :duration
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(letter,x,y, zoom, opac,duration, animation_dutation, text_duration,turn, center_x, viewport = nil)
super(viewport)
@letter = letter
@turn = turn
@duration = duration
@animation_duration = animation_dutation
@animation_duration2 = animation_dutation
@text_duration = text_duration
self.bitmap = Bitmap.new(32,32)
self.bitmap.font.size = 32
self.bitmap.font.bold = true
self.bitmap.font.italic = true
self.bitmap.draw_text(0,0, 32, 32, @letter.to_s,0)
self.z = 999
self.zoom_x = zoom
self.zoom_y = zoom
self.ox = -100
self.oy = -100
self.x = x
self.y = y
self.z = MAP_NAME_Z + 2
self.opacity = opac
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose_word
return if self.bitmap == nil
self.bitmap.dispose
self.bitmap = nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
update_animation
end
#--------------------------------------------------------------------------
# ● Update Animation
#--------------------------------------------------------------------------
def update_animation
@animation_duration -= 1 if @animation_duration > 0
return if @animation_duration > 0
if self.zoom_x > 1
self.zoom_x -= 0.06
self.x += 5
self.y += 6
self.opacity += 35
self.zoom_y = self.zoom_x
if self.zoom_x <= 1
self.zoom_x = 1
self.zoom_y = self.zoom_x
self.opacity = 255
@text_duration = @duration - @animation_duration2
end
else
@text_duration -= 1
end
end
end
#==============================================================================
# ■ Particle_Name_Map
#==============================================================================
class Particle_Name_Map < Sprite
include MOG_TOUHOU_MAP_NAME
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil,x,y,ax,ay)
super(viewport)
self.bitmap = Cache.system("Map_Name_Particle")
@pos = [x + self.bitmap.width,y - self.bitmap.height]
@area = [ax - (self.bitmap.width * 4),ay - self.bitmap.height]
reset_setting
end
#--------------------------------------------------------------------------
# ● Reset Setting
#--------------------------------------------------------------------------
def reset_setting
zoom = (50 + rand(100)) / 100.1
self.zoom_x = zoom
self.zoom_y = zoom
self.x = @pos[0] + rand(@area[0])
self.y = @pos[1] + rand(@area[1])
self.z = MAP_NAME_Z + 1
self.opacity = 0
self.angle = rand(360)
self.blend_type = 0
@speed_x = 0
@speed_y = [[rand(4), 4].min, 1].max
@speed_a = rand(3)
@fade_y = @pos[1] + 32
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
self.y -= @speed_y
self.opacity -= self.y > @fade_y ? -8 : 5
reset_setting if self.y < 0
end
#--------------------------------------------------------------------------
# ● Update Fade
#--------------------------------------------------------------------------
def update_fade
self.y -= @speed_y
self.opacity -= 5
end
end
#==============================================================================
# ■ Spriteset Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_mapname_initialize initialize
def initialize
mog_mapname_initialize
create_touhou_map_name
end
#--------------------------------------------------------------------------
# ● Create Touhou Map Name
#--------------------------------------------------------------------------
def create_touhou_map_name
return if @th_map != nil
@th_map = Touhou_Map_Sprites.new
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_th_mapname_dispose dispose
def dispose
mog_th_mapname_dispose
dispose_touhou_map_name
end
#--------------------------------------------------------------------------
# ● Dispose Touhou Map Name
#--------------------------------------------------------------------------
def dispose_touhou_map_name
return if @th_map == nil
@th_map.dispose
@th_map = nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_th_mapname_update update
def update
mog_th_mapname_update
update_touhou_map_name
end
#--------------------------------------------------------------------------
# ● Update Touhou Map Name
#--------------------------------------------------------------------------
def update_touhou_map_name
return if @th_map == nil
@th_map.update
end
end
#==============================================================================
# ■ Touhou Map Sprites
#==============================================================================
class Touhou_Map_Sprites
include MOG_TOUHOU_MAP_NAME
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
@vis_time = 0
@vis = map_name_visible?
dispose
create_map_name
create_map_namelayout
create_light
end
#--------------------------------------------------------------------------
# ● Create Map Name
#--------------------------------------------------------------------------
def create_map_name
return if $game_temp.mapname_duration[2] > 0
@map_name.each {|sprite| sprite.dispose_word} if @map_name != nil
@map_name = []
mapname = $game_map.display_name
m_name = mapname.to_s.split(//)
index = 0
turn = 0
duration = 20 * mapname.size
center_x = 10 * mapname.size
$game_temp.mapname_duration[1] = (duration) + 64 if $game_temp.mapname_duration[1] <= 0
x2 = (-170 + MAP_NAME_POSITION[0] + MAP_NAME_WORD_POSITION[0]) - center_x
y2 = -170 + MAP_NAME_POSITION[1] + MAP_NAME_WORD_POSITION[1]
if $game_temp.mapname_conf == []
for i in m_name
@map_name.push(Map_Name.new(i[0],(index * 20) + x2,y2,1.8,0,duration, 20 * index,0,turn,center_x))
index += 1
turn = turn == 0 ? 1 : 0
end
else
c = $game_temp.mapname_conf
for i in 0...c.size
@map_name.push(Map_Name.new(c[index][0],c[index][1],c[index][2],c[index][3],c[index][4],c[index][5],c[index][6],c[index][7],turn,0))
index += 1
turn = turn == 0 ? 1 : 0
end
end
end
#--------------------------------------------------------------------------
# ● Create Map Name Layout
#--------------------------------------------------------------------------
def create_map_namelayout
return if $game_temp.mapname_duration[2] > 1
if @map_name_layout != nil
@map_name_layout.bitmap.dispose
@map_name_layout.dispose
@map_name_layout = nil
end
@map_name_layout = Sprite.new
@map_name_layout.bitmap = Cache.system("Map_Name_Layout.png")
@map_name_layout.z = MAP_NAME_Z
@map_name_org_position = [MAP_NAME_POSITION[0] - (@map_name_layout.bitmap.width / 2),MAP_NAME_POSITION[1] - (@map_name_layout.bitmap.height / 2)]
if $game_temp.mapname_layout_conf == []
@map_name_layout.x = @map_name_org_position[0] + 100
@map_name_layout.y = @map_name_org_position[1]
@map_name_layout.opacity = 0
else
@map_name_layout.x = $game_temp.mapname_layout_conf[0]
@map_name_layout.y = $game_temp.mapname_layout_conf[1]
@map_name_layout.opacity = $game_temp.mapname_layout_conf[2]
end
end
#--------------------------------------------------------------------------
# ● Create Light
#--------------------------------------------------------------------------
def create_light
return if $game_temp.mapname_duration[2] > 1
x = MAP_NAME_POSITION[0] + MAP_NAME_PARTICLE_POSITION[0]
y = MAP_NAME_POSITION[1] + MAP_NAME_PARTICLE_POSITION[1]
@particle_name =[]
ax = @map_name_layout.bitmap.width - 32
ay = @map_name_layout.bitmap.height - 32
for i in 0...15
@particle_name.push(Particle_Name_Map.new(nil,x,y,ax,ay))
end
end
#--------------------------------------------------------------------------
# ● Map Name Clear
#--------------------------------------------------------------------------
def map_name_clear
@map_name.each {|sprite| sprite.dispose_word} if @map_name != nil
@map_name = nil
$game_temp.mapname_duration[0] = false
$game_temp.mapname_duration[1] = -1
$game_temp.mapname_conf.clear
$game_temp.mapname_layout_conf.clear
end
#--------------------------------------------------------------------------
# ● Layout Clear
#--------------------------------------------------------------------------
def layout_clear
return if @map_name_layout == nil
@map_name_layout.bitmap.dispose
@map_name_layout.dispose
@map_name_layout = nil
$game_temp.mapname_layout_conf.clear
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
dispose_map_name_word
dispose_map_name_layout
dispose_map_name_particle
end
#--------------------------------------------------------------------------
# ● Dispose Map Mame Layout
#--------------------------------------------------------------------------
def dispose_map_name_layout
return if @map_name_layout == nil
$game_temp.mapname_layout_conf[0] = @map_name_layout.x
$game_temp.mapname_layout_conf[1] = @map_name_layout.y
$game_temp.mapname_layout_conf[2] = @map_name_layout.opacity
@map_name_layout.bitmap.dispose
@map_name_layout.dispose
end
#--------------------------------------------------------------------------
# ● Particle_Name Clear
#--------------------------------------------------------------------------
def dispose_map_name_particle
return if @particle_name == nil
@particle_name.each {|sprite| sprite.dispose}
@particle_name = nil
end
#--------------------------------------------------------------------------
# ● Dispose Map Mame Word
#--------------------------------------------------------------------------
def dispose_map_name_word
return if @map_name == nil
index = 0
for i in @map_name
if $game_temp.mapname_conf[index] == nil
$game_temp.mapname_conf[index] = ["",0,0,0,0,0,0,0,0]
end
$game_temp.mapname_conf[index][0] = i.letter
$game_temp.mapname_conf[index][1] = i.x
$game_temp.mapname_conf[index][2] = i.y
$game_temp.mapname_conf[index][3] = i.zoom_x
$game_temp.mapname_conf[index][4] = i.opacity
$game_temp.mapname_conf[index][5] = i.duration
$game_temp.mapname_conf[index][6] = i.animation_duration
$game_temp.mapname_conf[index][7] = i.text_duration
i.dispose_word
index += 1
end
@map_name.each {|sprite| sprite.dispose_word}
@map_name = nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
refresh_map_name
dispose_map_name_time
update_word
update_map_name_layout
end
#--------------------------------------------------------------------------
# ● Map Name Visible?
#--------------------------------------------------------------------------
def map_name_visible?
return false if !SceneManager.scene_is?(Scene_Map)
return false if @vis_time > 0
return true
end
#--------------------------------------------------------------------------
# ● Refresh Map Name
#--------------------------------------------------------------------------
def refresh_map_name
return unless $game_temp.mapname
$game_temp.mapname = false
map_name_clear
layout_clear
dispose_map_name_particle
$game_temp.mapname_duration[2] = 0
create_map_name
create_map_namelayout
create_light
end
#--------------------------------------------------------------------------
# ● Update Light
#--------------------------------------------------------------------------
def update_light
return if @particle_name == nil
for sprite in @particle_name
sprite.update
sprite.visible = @vis
end
end
#--------------------------------------------------------------------------
# ● Update Fade ight
#--------------------------------------------------------------------------
def update_fade_light
return if @particle_name == nil
@particle_name.each {|sprite| sprite.update_fade}
end
#--------------------------------------------------------------------------
# ● Update Map Name Layout
#--------------------------------------------------------------------------
def update_map_name_layout
return if @map_name_layout == nil
@vis = map_name_visible?
if !@vis
@vis_time = 1
else
@vis_time -= 1 if @vis_time > 0
end
@map_name_layout.visible = @vis
if @map_name != nil
@map_name_layout.opacity += 5
update_light
if @map_name_layout.x > @map_name_org_position[0]
@map_name_layout.x -= 1
end
else
@map_name_layout.x -= 2
@map_name_layout.opacity -= 8
update_fade_light
if @map_name_layout.opacity <= 0
layout_clear
dispose_map_name_particle
$game_temp.mapname_duration[2] = 2
end
end
end
#--------------------------------------------------------------------------
# ● Update Word
#--------------------------------------------------------------------------
def update_word
return if @map_name == nil
for map_sprite in @map_name
map_sprite.update
map_sprite.visible = @vis
end
end
#--------------------------------------------------------------------------
# ● Dispose Map Name Time
#--------------------------------------------------------------------------
def dispose_map_name_time
if $game_temp.mapname_duration[1] > 0
$game_temp.mapname_duration[1] -= 1
return
end
return if $game_temp.mapname_duration[1] < 0
map_name_clear
$game_temp.mapname_duration[2] = 1
end
end
$mog_rgss3_touhou_map_name = true
Necesitan poner estas imagenes en Graphics/System/
Para el correcto funcionamiento.
- Imagenes Necesarias:
- Screenshot:
Bueno podrian cambiar esas imagenes e editarlas para que pueda ser mas interesante.
Caracteristicas:
Bueno basicamente muestra el nombre del mapa, si activas en script en ese mapa.
-La version de RPG es VX ACE.
gambasoxd- 15
-
29
28
37
3
Re: Script Touhou (animated) Map name (v1.4)
una nueva forma de mejorar el juego, ya que el que venia por defecto es muy pobre.
por lo menos con este es más profesional.
nota: la imagen debe de ser el png y en tamaño 544x416
por lo menos con este es más profesional.
nota: la imagen debe de ser el png y en tamaño 544x416
davidaikago- 50
-
44
59
97
9
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