Bugowate Obrazki Pospolite - Yoroiookami - 22-07-16 20:04
Heloł. Używam dwóch skryptów do wyświetlania obrazków na mapie. Jeden ma przytwierdzać obrazki, tak żeby nie latały za bohaterem. Drugi skrypt pozwala na wyświetlanie obrazków pod bohaterami. Niestety nie znalazłem połączonej wersji tych skryptów.
Nie wiem, czy przypadkiem się nie gryzą, bo występują u mnie jakieś niepokojące bugi. 
Przy otworzeniu menu obok obrazków, podświetlają się jakby na chwilę zmieniały się na "Add". Do tego, czasami gdy zapisuję grę na mapie z tymi obrazkami, kompletnie znikają i już nigdy nie wracają. Wejście i wyjście z mapy czasem pomaga a czasem nie.
Byłbym wdzięczny za pomoc. Poprawienie skryptu, lub wskazanie mi dobrej alternatywy. 
Kod:
module Soul
module LayeredPicture
F_PIC = 1 # First Picture
L_PIC = 5 # Last Picture
end
end
class Spriteset_Map
include Soul::LayeredPicture
#--------------------------------------------------------------------------
# ● Alias Listings
#--------------------------------------------------------------------------
unless method_defined?(:soul_layered_picture_initialize)
alias_method(:soul_layered_picture_initialize, :initialize)
end
unless method_defined?(:soul_layered_picture_dispose)
alias_method(:soul_layered_picture_dispose, :dispose)
end
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
soul_layered_picture_initialize
for i in F_PIC..L_PIC
@picture_sprites[i-1] = Sprite_Picture.new(@viewport1, $game_map.screen.pictures[i])
end
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
soul_layered_picture_dispose
for i in F_PIC..L_PIC
@picture_sprites[i-1].dispose
end
end
end
class Sprite_Picture < Sprite
include Soul::LayeredPicture
#---------------------------------------------------------------------------
# * Alias Listings
#---------------------------------------------------------------------------
unless method_defined?(:soul_layered_picture_update)
alias_method(:soul_layered_picture_update, :update)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
soul_layered_picture_update
self.z = 1 if (@picture.number >= F_PIC and @picture.number <= L_PIC)
end
end
Kod:
#==============================================================================
# Fixed Pictures
#==============================================================================
# Author : Seer UK & OriginalWij
# Version : 1.2
#
# Credit: Seer UK
# OriginalWij (Original RGSS2 Script)
#==============================================================================
#==============================================================================
# To use:
# put the tag [FIXED] in the affected picture's filename
#==============================================================================
#==============================================================================
# What this does:
# fixes tagged pictures to the map (scrolls with the map)
#==============================================================================
#==============================================================================
# Sprite_Picture
#==============================================================================
class Sprite_Picture < Sprite
#----------------------------------------------------------------------------
# Update [ MOD ]
#----------------------------------------------------------------------------
def update
update_bitmap
update_origin
if @picture.name.include?("[FIXED]")
self.x = 0 - $game_map.display_x * 32
self.y = 0 - $game_map.display_y * 32
else
update_position
end
update_zoom
update_other
end
end
Korzystam też ze skryptu na mgłę od Woratany i kilka skryptów Yanfly. (Dotyczące walki)
Kod:
#===============================================================
# ● [VX] ◦ Multiple Fogs ◦ □
# * Use unlimited layers of fog *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 13/05/2008
# ◦ Version: 1.0
# ◦ ported to VX Ace by Necromus 17/03/2012
#--------------------------------------------------------------
#==================================================================
# ** HOW TO USE **
# * use event command 'Script...' for the any script line below~
#-----------------------------------------------------------------
#
#---------------------------------------------------------------
# ** SETUP FOG PROPERTIES & SHOW FOG **
# * You have to setup fog properties, before show fog~
#-------------------------------------------------------------
# * There are 3 ways to setup fog properties:
# >> Setup Fog [Custom]:
# $fog.name = 'image_name' # Image file name, must be in fog image path (setup path below).
# $fog.hue = (integer) # Fog's hue. 0 - 360, 0 for no hue.
# $fog.tone = [red, green, blue, gray] # Fog's tone color.
# $fog.opacity = (integer) # Fog's opacity. 0 - 255, you will not see fog in 0.
# $fog.blend = (0, 1, or 2) # Fog's blend type. 0 for Normal, 1 for Add, 2 for Subtract.
# $fog.zoom = (integer) # Fog's size (in %). 100 for normal size.
# $fog.sx = (+ or - integer) # Fog's horizontal move speed.
# $fog.sy = (+ or - integer) # Fog's vertical move speed.
#
# >> Setup Fog [From Preset]:
# (You can setup fog presets, in part FOG PRESET SETUP below)
# $fog.load_preset(preset_id)
#
# >> Setup Fog [From Fog that showing]:
# $fog.load_fog(fog_id)
#
#--------------------------------------------------------------
# ** SHOW FOG **
#-------------------------------------------------------------
# After setup the fog, show fog by call script:
# $fog.show(fog_id)
#
# In case you want to show new fog on same ox, oy, tone as old fog. Call Script:
# $fog.show(old_fog_id, false)
#
# * fog_id: the ID number you want to put this fog in.
# (It can be any positive number or zero)
#
# After you show fog, the fog properties you've set will replace with default setting.
# (You can setup default setting, in part FOG DEFAULT SETTING below)
#
#--------------------------------------------------------------
# ** DELETE FOG **
#-------------------------------------------------------------
# You can delete 1 or more fog(s) at a time by call script:
# $fog.delete(fog_id, fog_id, fog_id, ...)
#
#---------------------------------------------------------------
# ** OLD FOG CONTROL EVENT COMMANDS **
#-------------------------------------------------------------
# Change Fog Tone:
# $game_map.fogtone(fog_id, [red, green, blue, gray], duration)
# e.g. $game_map.fogtone(1, [100,200,-100,0], 10)
# Change Fog Opacity:
# $game_map.fogopac(fog_id, new_opacity, duration)
# e.g. $game_map.fogopac(2, 200, 10)
#
#---------------------------------------------------------------
# ** ADDITIONAL SETTINGS **
#-------------------------------------------------------------
# Change Fog Image's Path:
# $game_map.fog_path = 'image_path'
# e.g. $game_map.fog_path = 'Graphics/Pictures/'
# Turn ON/OFF [Automatically clear all fogs when transfer player]:
# $game_map.fog_reset = (true / false)
#
#===============================================================
#==================================================================
# START ** MULTIPLE FOG SETUP **
#==================================================================
class Game_Map
alias wora_mulfog_gammap_ini initialize
def initialize
wora_mulfog_gammap_ini
#==================================================================
# ** MULTIPLE FOG SETUP ** SETTINGS
#--------------------------------------------------------------
@fog_path = 'Graphics/Pictures/'
# Fog image's path
@fog_reset = true # (true or false)
# Automatically clear all multiple fogs when transfer player
#==================================================================
@mulfog_name = []
@mulfog_hue = []
@mulfog_opacity = []
@mulfog_blend_type = []
@mulfog_zoom = []
@mulfog_sx = []
@mulfog_sy = []
@mulfog_ox = []
@mulfog_oy = []
@mulfog_tone = []
@mulfog_tone_target = []
@mulfog_tone_duration = []
@mulfog_opacity_duration = []
@mulfog_opacity_target = []
end
end
class Wora_Multiple_Fog
def set_default
#==================================================================
# ** MULTIPLE FOG SETUP ** FOG DEFAULT SETTING
#--------------------------------------------------------------
@name = ''
@hue = 0
@opacity = 64
@blend = 0
@zoom = 200
@sx = 0
@sy = 0
@tone = [0,0,0,0]
#==================================================================
end
def load_preset(preset_id)
case preset_id
#==================================================================
# ** MULTIPLE FOG SETUP ** FOG PRESET SETUP
#--------------------------------------------------------------
when 1 # Preset ID 1
@name = 'Fog2'
@hue = 0
@tone = [0,0,50,30]
@opacity = 80
@blend = 1
@zoom = 200
@sx = 2
@sy = 1
when 2 # Preset ID 2
@name = 'Fog2'
@hue = 0
@tone = [0,0,50,20]
@opacity = 60
@blend = 1
@zoom = 200
@sx = 2
@sy = 1
when 3 # Preset ID 2
@name = 'Fog2'
@hue = 0
@tone = [0,0,50,20]
@opacity = 30
@blend = 1
@zoom = 200
@sx = 2
@sy = 1
#==================================================================
end
end
#==================================================================
# END ** MULTIPLE FOG SETUP **
# * Don't change anything below unless you know what you're doing.
#==================================================================
attr_accessor :name, :hue, :opacity, :blend, :zoom, :sx, :sy, :tone
def initialize
set_default
end
def load_fog(id)
@name = $game_map.mulfog_name[id].sub($game_map.fog_path, '')
@hue = $game_map.mulfog_hue[id]
@opacity = $game_map.mulfog_opacity[id]
@blend = $game_map.mulfog_blend_type[id]
@zoom = $game_map.mulfog_zoom[id]
@sx = $game_map.mulfog_sx[id]
@sy = $game_map.mulfog_sy[id]
tn = $game_map.mulfog_tone[id]
@tone = [tn.red, tn.blue, tn.green, tn.gray]
end
def show(id, reset_all = true)
$game_map.mulfog_name[id] = $game_map.fog_path + @name
$game_map.mulfog_hue[id] = @hue
$game_map.mulfog_opacity[id] = @opacity
$game_map.mulfog_blend_type[id] = @blend
$game_map.mulfog_zoom[id] = @zoom
$game_map.mulfog_sx[id] = @sx
$game_map.mulfog_sy[id] = @sy
$game_map.mulfog_tone[id] = Tone.new(@tone[0], @tone[1], @tone[2], @tone[3])
if $game_map.mulfog_ox[id].nil? or reset_all
$game_map.mulfog_ox[id] = 0
$game_map.mulfog_oy[id] = 0
$game_map.mulfog_tone_target[id] = Tone.new(0, 0, 0, 0)
$game_map.mulfog_tone_duration[id] = 0
$game_map.mulfog_opacity_duration[id] = 0
$game_map.mulfog_opacity_target[id] = 0
end
set_default
end
def delete(*args)
args.each do |id|
$game_map.mulfog_name[id] = ''
end
end
end
class Game_Interpreter
alias wora_mulfog_interpret_com201 command_201
#--------------------------------------------------------------------------
# * Transfer Player
#--------------------------------------------------------------------------
def command_201
if $game_map.fog_reset
if @params[0] == 0; id_map = @params[1]
else; id_map = $game_variables[@params[1]]
end
$game_map.clear_mulfog if id_map != @map_id
end
wora_mulfog_interpret_com201
end
end
class Game_Map
attr_accessor :mulfog_name, :mulfog_hue, :mulfog_opacity, :mulfog_blend_type,
:mulfog_zoom, :mulfog_sx, :mulfog_sy, :mulfog_ox, :mulfog_oy, :mulfog_tone,
:mulfog_tone_target, :mulfog_tone_duration, :mulfog_opacity_duration,
:mulfog_opacity_target, :fog_reset, :fog_path
alias wora_mulfog_gammap_upd update
def update(main)
wora_mulfog_gammap_upd(main)
@mulfog_name.each_index do |i|
next if @mulfog_name[i].nil? or @mulfog_name[i] == ''
# Manage fog scrolling
@mulfog_ox[i] -= @mulfog_sx[i] / 8.0
@mulfog_oy[i] -= @mulfog_sy[i] / 8.0
# Manage change in fog color tone
if @mulfog_tone_duration[i] >= 1
d = @mulfog_tone_duration[i]
target = @mulfog_tone_target[i]
@mulfog_tone[i].red = (@mulfog_tone[i].red * (d - 1) + target.red) / d
@mulfog_tone[i].green = (@mulfog_tone[i].green * (d - 1) + target.green) / d
@mulfog_tone[i].blue = (@mulfog_tone[i].blue * (d - 1) + target.blue) / d
@mulfog_tone[i].gray = (@mulfog_tone[i].gray * (d - 1) + target.gray) / d
@mulfog_tone_duration[i] -= 1
end
# Manage change in fog opacity level
if @mulfog_opacity_duration[i] >= 1
d = @mulfog_opacity_duration[i]
@mulfog_opacity[i] = (@mulfog_opacity[i] * (d - 1) + @mulfog_opacity_target[i]) / d
@mulfog_opacity_duration[i] -= 1
end
end
end
#--------------------------------------------------------------------------
# * Start Changing Fog Color Tone
#--------------------------------------------------------------------------
def fogtone(i, tone, duration)
duration = duration * 2
tone = Tone.new(tone[0], tone[1], tone[2], tone[3])
@mulfog_tone_target[i] = tone.clone
@mulfog_tone_duration[i] = duration
if @mulfog_tone_duration[i] == 0
@mulfog_tone[i] = @mulfog_tone_target[i].clone
end
end
#--------------------------------------------------------------------------
# * Start Changing Fog Opacity Level
#--------------------------------------------------------------------------
def fogopac(i, opacity, duration)
duration = duration * 2
@mulfog_opacity_target[i] = opacity * 1.0
@mulfog_opacity_duration[i] = duration
if @mulfog_opacity_duration[i] == 0
@mulfog_opacity[i] = @mulfog_opacity_target[i]
end
end
def clear_mulfog
@mulfog_name.each_index {|i| @mulfog_name[i] = '' }
end
end
$worale = {} if !$worale
$worale['MutipleFog'] = true
$fog = Wora_Multiple_Fog.new
class Spriteset_Map
alias wora_mulfog_sprmap_crepal create_parallax
alias wora_mulfog_sprmap_updpal update_parallax
alias wora_mulfog_sprmap_dispal dispose_parallax
def create_parallax
@mulfog = []
@mulfog_name = []
@mulfog_hue = []
wora_mulfog_sprmap_crepal
end
def update_parallax
wora_mulfog_sprmap_updpal
$game_map.mulfog_name.each_index do |i|
next if $game_map.mulfog_name[i].nil?
# If fog is different than current fog
if @mulfog_name[i] != $game_map.mulfog_name[i] or @mulfog_hue[i] != $game_map.mulfog_hue[i]
@mulfog_name[i] = $game_map.mulfog_name[i]
@mulfog_hue[i] = $game_map.mulfog_hue[i]
if @mulfog[i].nil?
@mulfog[i] = Plane.new(@viewport3)
@mulfog[i].z = 3000
end
if @mulfog[i].bitmap != nil
@mulfog[i].bitmap.dispose
@mulfog[i].bitmap = nil
end
if @mulfog_name[i] != ''
@mulfog[i].bitmap = Cache.load_bitmap('', @mulfog_name[i], @mulfog_hue[i])
end
Graphics.frame_reset
end
next if @mulfog[i].bitmap.nil?
# Update fog plane
@mulfog[i].zoom_x = ($game_map.mulfog_zoom[i] / 100.0) if @mulfog[i].zoom_x != ($game_map.mulfog_zoom[i] / 100.0)
@mulfog[i].zoom_y = ($game_map.mulfog_zoom[i] / 100.0) if @mulfog[i].zoom_y != ($game_map.mulfog_zoom[i] / 100.0)
@mulfog[i].opacity = $game_map.mulfog_opacity[i] if @mulfog[i].opacity != $game_map.mulfog_opacity[i]
@mulfog[i].blend_type = $game_map.mulfog_blend_type[i] if @mulfog[i].blend_type != $game_map.mulfog_blend_type[i]
@mulfog[i].ox = $game_map.mulfog_ox[i] + $game_map.display_x * 32 if @mulfog[i].ox != $game_map.mulfog_ox[i] + $game_map.display_x * 32
@mulfog[i].oy = $game_map.mulfog_oy[i] + $game_map.display_y * 32 if @mulfog[i].oy != $game_map.mulfog_oy[i] + $game_map.display_y * 32
@mulfog[i].tone = $game_map.mulfog_tone[i] if @mulfog[i].tone != $game_map.mulfog_tone[i]
end
end
def dispose_parallax
@mulfog.each_index do |i|
next if @mulfog[i].nil?
@mulfog[i].bitmap.dispose if !@mulfog[i].bitmap.nil?
@mulfog[i].dispose
end
wora_mulfog_sprmap_dispal
end
end
#==================================================================
# [END] VX Multiple Fog by Woratana [woratana@hotmail.com]
#==================================================================
![[Obrazek: eIFp1IY.png]](http://i.imgur.com/eIFp1IY.png)
RE: Bugowate Obrazki Pospolite - curiosis - 22-07-16 22:16
Wybacz, ale niestety nie mogę ci pomóc, jednak sam mam problem. Właśnie szukałem takiego skryptu, który pozwala na przyczepienie obrazka by nie poruszał się za graczem, jednak do wersji XP :) Ktoś by miał / znalazł pod XP ? :D
RE: Bugowate Obrazki Pospolite - Yoroiookami - 22-07-16 23:34
I musiałeś o to poprosić w moim wątku? 
Kod:
#=======================================================
# Fix Picture
# Autor: Raizen
# Engine: RMXP
# Comunidade : www.centrorpg.com
# O script fixa qualquer imagem na posição (0,0) que contém o
# prefixo (FIX), e assim posibilita ao maker fazer
# iluminações e panomaps com essa imagem fixa.
#=======================================================
class Sprite_Picture < Sprite
alias raizen_update_picture update
def update
raizen_update_picture
if @picture.name.include?("(FIX)")
self.x = -$game_map.display_x/4
self.y = -$game_map.display_y/4
else
self.x = @picture.x
self.y = @picture.y
end
self.z = @picture.number
end
end
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