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[Aporte]Script sprites animados en menu

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[Aporte]Script sprites animados en menu Empty [Aporte]Script sprites animados en menu

Mensaje por luistop12 Mar 01 Ene 2013, 10:53 pm

este script te permite mostrar una chara animada en el menu del juego
[Tienes que estar registrado y conectado para ver esa imagen]

Código:
#==============================================================================
#    Animated Sprites instead of Faces in scenes.
#    Version: 1.1
#    Author: modern algebra (rmrk.net)
#    Date: January 1, 2011
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script allows you to draw an actor's sprite in any scene that already
#  draws the actor's face. You can either use it to supplement the face
#  graphic or replace the face graphic altogether. For each scene where you
#  choose to use this feature, you can configure a number of options, such as
#  where the sprite will show up (in relation to the face graphic), how big it
#  will be, its opacity, whether or not the face will also be drawn, what pose
#  the sprite will start in, whether it will be animated, whether it will
#  change directions (and if so, over what time interval), and if subsequently
#  drawn sprites should be drawn in a different initial pose.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot below Materials and above Main in the
#  Script Editor (F11).
#
#    To add a scene and configure how the sprites will show up in it, read the
#  instructions in the EDITABLE REGION at line 30 very carefully.
#==============================================================================

ASF_CONFIGURATION = {
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  EDITABLE REGION
#````````````````````````````````````````````````````````````````````````````
#  For each scene that you want the faces to be replaced (or supplemented) by
# sprites, set up an entry as follows (values are default), omitting any that
# you want to be default (pay attention to commas and curly brackets):
#
#    Scene_X => {
#      :x_offset => 0,
#      :y_offset => 0,
#      :zoom => 100,
#      :remove_face => false,
#      :default_start_pose => 0,
#      :alternate_start_pose => false,
#      :change_directions => false,
#      :direction_frames => 120,
#      :animate_sprites => false,
#      :move_speed => 4,
#      :opacity => 255,
#      :blend_type => 0,
#      :angle => 0,
#    },
#
#  where:
#    Scene_X ~ the name of the scene. eg Scene_Menu; Scene_Battle; Scene_Name
#    :x_offset ~ an integer, representing how many pixels left or right it
#      should be moved from the center of where the face would be drawn.
#      Positive numbers will be drawn right of that, and negative numbers drawn
#      left of that. If excluded, it defaults to 0.
#    :y_offset ~ an integer, representing how many pixels up or down it should
#      be moved from the bottom of where the face would be drawn. If negative,
#      it will be drawn higher and if positive, it will be drawn lower. If
#      excluded, it defaults to 0.
#    :zoom ~ an integer, representing percent zoom along the x axis. 100 is
#      100%, meaning it will be normal size. 200% would be twice its normal
#      size, etc... Defaults to 100
#    :remove_face ~ a boolean. If true, the face won't be drawn. If false, the
#      face will be drawn along with the sprite. Defaults to false.
#    :default_start_pose ~ an integer, 0-3. This is the starting pose of the
#      first drawn sprite. 0 => Down; 1 => Right; 2 => Up; 3 => Left. If
#      excluded, defaults to 0.
#    :alternate_start_pose ~ a boolean. If true, then each time a new sprite
#      is drawn, its start position will differ. So, if you have three actor
#      sprites are being drawn, and the default start pose is 0 (Down), then
#      the first sprite would start facing down, the second sprite would
#      start facing Right, and the third sprite would start facing Up. If
#      excluded, defaults to false
#    :change_directions ~ a boolean. If true, the sprites would change
#      over the time interval set in :direction_frames. If false, the sprites
#      will only face one direction for the duration of the scene. If excluded,
#      defaults to false
#    :direction_frames ~ an integer. If :change_directions is true, this
#      integer will determine the number of frames before the sprite changes
#      direction. 60 frames = 1 second. If excluded, defaults to 120.
#    :animate_sprites ~ a boolean. If true, the sprites will be shown walking.
#      If false, they will remain stationary. If excluded, defaults to false.
#    :move_speed ~ an integer, 1-6. If :animate_sprites is true, this is
#      the speed that the sprite will be animating. 1 is the slowest and 6 is
#      the fastest. Defaults to 4
#    :opacity ~ an integer between 0 and 255. This is a scale, with 0 being
#      totally transparent and 255 totally opaque. Defaults to 255.
#    :blend_type ~ Either 0, 1, or 2. 0 => normal, 1 => addition;
#      2 => subtraction. Defaults to 0 if excluded
#    :angle ~ an integer between 0 and 360. This corresponds to degrees on a
#      circle. For instance, 0 is rightside up, 180 is upside down, etc...
#      If excluded, defaults to 0.
#
#    If you get a syntax error when test playing your game, you most likely
#  forgot to put a comma or curly bracket in. If you set up entries for more
#  than one scene, you need to put a comma after each } except for the last
#  entry. For all of the attributes you specify in each scene entry, you need
#  a comma after the value except for the last entry.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  Scene_Menu => {
    :x_offset => 32,
    :y_offset => 0,
    :remove_face => false,
    :default_start_pose => 0,
    :alternate_start_pose => true,
    :animate_sprites => true,
    :move_speed => 1,
    :change_directions => true,
    :direction_frames => 120,
  },
  Scene_Status => {
    :x_offset => 0,
    :y_offset => -24,
    :zoom => 150,
    :remove_face => true,
    :default_start_pose => 0,
    :animate_sprites => true,
  },
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END EDITABLE REGION
#////////////////////////////////////////////////////////////////////////////
}

#==============================================================================
# ** Bitmap
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new attr_accessor - asf_just_cleared
#    aliased method - clear
#==============================================================================

class Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :asf_just_cleared
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Clear
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mala_wlksprtmnu_clr_2gc1 clear unless self.method_defined? (:mala_wlksprtmnu_clr_2gc1)
  def clear (*args)
    mala_wlksprtmnu_clr_2gc1 (*args) # Run Original Method
    @asf_just_cleared = true
  end
end

#==============================================================================
# ** Game_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Compatibility patch for Composite Characters
#==============================================================================

class Game_Character
  attr_writer :composite_character if self.method_defined? (:composite_character)
end

#==============================================================================
# ** Sprite_MenuActor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window displays the walking sprite of an actor.
#==============================================================================

class Sprite_MenuActor < Sprite_Character
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (actor_id, x, y, dir, config, viewport = nil)
    @frame_count = 0
    @change_direction, @asf_animation = config[:change_directions], config[:animate_sprites]
    @direction_frames = config[:direction_frames].is_a? (Integer) ? config[:direction_frames] : 120
    actor = $game_actors[actor_id]
    character = Game_Character.new
    # Set to composite character if that script exists.
    if character.methods.include? ("composite_character")
      character.composite_character = actor.composite_character
    else
      character.set_graphic (actor.character_name, actor.character_index)
    end
    super (viewport, character)
    self.x, self.y = x, y
    case dir
    when 1 then @character.turn_right
    when 2 then @character.turn_up
    when 3 then @character.turn_left
    end
    # Change sprite properties
    self.zoom_x = self.zoom_y = config[:zoom].to_f / 100.0 if config[:zoom]
    self.opacity = config[:opacity] if config[:opacity]
    self.angle = config[:angle] if config[:angle]
    self.blend_type = config[:blend_type] if config[:blend_type]
    # Change Speed and Frequency of the Sprite
    freq = config[:move_speed] ? config[:move_speed] : 4
    move_route = RPG::MoveRoute.new
    move_route.list.unshift (RPG::MoveCommand.new (29, [freq]))
    @character.force_move_route (move_route)
    update_bitmap
    update
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    # Turn at user-specified intervals
    if @change_direction
      if @frame_count >= @direction_frames
        @character.turn_right_90
        @frame_count = 0
      end
      @frame_count += 1
    end
    if @asf_animation
      @character.update_move
      @character.update_animation
    end
    update_src_rect
  end
end

#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - initialize, update, dispose, draw_actor_face
#    new methods - dispose_walking_sprites
#==============================================================================

class Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_asf_init_wlkng_7jk2 initialize
  def initialize (*args)
    @ma_walking_sprites = []
    ma_asf_init_wlkng_7jk2 (*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgba_wlksprts_disps_5yu2 dispose
  def dispose (*args)
    @ma_walking_sprites.each { |sprite| sprite.dispose }
    @ma_walking_sprites.clear
    malgba_wlksprts_disps_5yu2 (*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mrnalb_sprtwlk_updt_7uj2 update
  def update (*args)
    # Dispose all sprites if bitmap recently cleared and new faces not drawn
    if self.contents.asf_just_cleared
      @ma_walking_sprites.each { |sprite| sprite.dispose }
      @ma_walking_sprites.clear
      self.contents.asf_just_cleared = false
    end
    # Check if contents have scrolled
    x_plus, y_plus = 0, 0
    if @asf_scroll_x != self.ox
      @asf_scroll_x = 0 unless @asf_scroll_x
      x_plus += (@asf_scroll_x - self.ox)
      @asf_scroll_x = self.ox
    end
    if @asf_scroll_y != self.oy
      @asf_scroll_y = 0 unless @asf_scroll_y
      y_plus += (@asf_scroll_y - self.oy)
      @asf_scroll_y = self.oy
    end
    @ma_walking_sprites.each { |sprite|
      sprite.update
      # Scroll if contents have scrolled.
      sprite.x += x_plus
      sprite.y += y_plus
      }
    mrnalb_sprtwlk_updt_7uj2 (*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor Face Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_drwactrface_spritereplce_6uj2 draw_actor_face
  def draw_actor_face(actor, x, y, size = 96, *args)
    # If scene is specified to replace the face graphic
    if ASF_CONFIGURATION.keys.include? ($scene.class)
      # Dispose all sprites if bitmap recently cleared
      if self.contents.asf_just_cleared
        @ma_walking_sprites.each { |sprite| sprite.dispose }
        @ma_walking_sprites.clear
        self.contents.asf_just_cleared = false
      end
      config = ASF_CONFIGURATION[$scene.class]
      malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args) unless config[:remove_face]
      # Get offset
      x_off = config[:x_offset] ? config[:x_offset] : 0
      y_off = config[:y_offset] ? config[:y_offset] : 0
      sx = x + (size / 2) + x_off
      sy = y + size + y_off
      pose = config[:default_start_pose] ? config[:default_start_pose] : 0
      dir = config[:alternate_start_pose] ? @ma_walking_sprites.size % 4 : pose
      # Create Sprite
      viewport = Viewport.new (self.x + 16, self.y + 16, contents.width, contents.height)
      viewport.z = self.z + 50
      viewport.z += self.viewport.z if self.viewport
      sprite = Sprite_MenuActor.new (actor.id, sx, sy, dir, config, viewport)
      @ma_walking_sprites.push (sprite)
    else
      # Draw face if scene not affected
      malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args)
    end
  end
end
luistop12
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[Aporte]Script sprites animados en menu Empty Re: [Aporte]Script sprites animados en menu

Mensaje por maxp90 Miér 02 Ene 2013, 5:49 am

Espectacular Muy feliz
si m acuerdo d agregarlo al llegar a casa, t comento como m anduvo ^_^
nyaa~ quedaria tan kawaii con el char animado :3
maxp90
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Sobre mí:: Probando q es todo esto :P

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[Aporte]Script sprites animados en menu Empty Re: [Aporte]Script sprites animados en menu

Mensaje por luistop12 Miér 02 Ene 2013, 9:28 pm

ojalá te sirva mucho amigo :3
luistop12
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[Aporte]Script sprites animados en menu Empty Re: [Aporte]Script sprites animados en menu

Mensaje por maxp90 Jue 03 Ene 2013, 5:36 am

Me enamoré de ese script :D q bonito queda ^_^
gracias. Muy buen aporte
como se dan puntos aca? emmm.. pss... y hasta cuantos pts t puedo dar?
+10? +1? jajaja el q sea mas alto ^_^
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Sobre mí:: Probando q es todo esto :P

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