Postaci nad obrazkami
Aktualny czas: 28-04-26, 20:59 Witaj! Przejdź do zakładki Logowanie lub Rejestracja


Wątek zamknięty 
[VXAce] Postaci nad obrazkami
Yoroiookami Offline
*


Liczba postów: 985
Dołączył: 01-05-13

Pomógł: 137



Post: #1
Postaci nad obrazkami

Potrzebuję skryptu, który umożliwi mi wyświetlanie obrazków pod postaciami. Znalazłem chyba dwa różne, ale każda próba pobrania kończy się niepowodzeniem. :ehe:
http://forums.rpgmakerweb.com/index.php?...for-rmvxa/

Używam też skryptu:
#==============================================================================
#    Fix Picture to Map
#    Version: 1.0.2 [VXA]
#    Author: modern algebra (rmrk.net)
#    Date: 8 September, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This allows you to set the position of a picture by the X and Y position
#   of the map, rather than the screen, so that the picture won't move with you
#   when the screen scrolls. Additionally, the script lets you set the Z value
#   to show below characters, or even below the tiles or below the parallax.
#
#    This script has no effect in battle and pictures there behave normally.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Paste this script into its own slot in the Script Editor, above Main but
#   below Materials.
#
#    To specify that a picture should be fixed to a map and not follow the
#   screen, all you need to do is turn an in-game switch on before showing the
#   picture. To specify which switch, all you need to do is change the value of
#   SWITCH_ID at line 60. Alternatively, you can include the code [Fixed]
#   somewhere in the name of the picture.
#
#    For the fixed pictures, you also have the option of assigning it to grid
#   coordinates instead of pixel coordinates. This means that if you wanted it
#   to show up at (3, 5) in the map, you could set it to that directly instead
#   of (96, 160). You can turn on this feature using another switch, again one
#   which you choose by changing the value of COORDINATES_SWITCH_ID at line 63.
#
#    To specify the layer of the tilemap (what shows above it and what shows
#   below it), all you need to do is change the value of a variable. Which
#   variable is also specifed by you by changing Z_VARIABLE_ID at line 69.
#   The value to which that in-game variable is set at the time a picture is
#   shown determines where the picture will show up. If the variable is set to
#   0 then it will be in its normal place; if set to -1, it will show below
#   the tilemap but above the parallax; if set to -2, it will show below the
#   parallax; if set to 1, it will show above all non-star tiles but star tiles
#   and characters with normal priority; if set to 2, it will show above
#   characters with normal priority but below characters with "Above
#   Characters" priority. If set to any other value, the z value of the picture
#   will be set to that directly.
#==============================================================================

$imported = {} unless $imported
$imported[:MA_FixPictureToMap] = true

#==============================================================================
# *** MA_FixPicture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds some relevant configuration Data
#==============================================================================

module MA_FixPicture
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\​\\
  #  Editable Region
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||​||
  #  SWITCH_ID - set this to the ID of the in-game switch that you want to
  # use to control whether pictures should be fixed.
  SWITCH_ID = 2
  #  COORDINATES_SWITCH_ID - Set this to the ID of the in-game switch that you
  # want to use to control how coordinates are set. If this switch is ON, then
  # for fixed pictures, you can just use the grid x and y coordinates (ie: you
  # would set (1, 4) instead of (32, 128). If you always want this feature to
  # be on when the FPM Switch is on, you can set it to have the same ID.
  COORDINATES_SWITCH_ID = 2
  #  Z_VARIABLE_ID - set this to the ID of the in-game variable that you
  # want to use to control the z-value priority of the picture.
  Z_VARIABLE_ID = 3
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||​||
  #  End Editable Region
  #////////////////////////////////////////////////////////////////////////////
  class << self
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Public Instance Variables
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    attr_accessor :spriteset_vp1
    attr_accessor :spriteset_vp2
  end
end
#==============================================================================
# ** Game Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - mafpm_vp_id; mafpm_fixed; mafpm_z
#    aliased method - initialize; show; move
#==============================================================================

class Game_Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  attr_accessor :mafpm_vp_id
  attr_accessor :mafpm_fixed
  attr_accessor :mafpm_z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_iniz_2fg6 initialize
  def initialize(*args, &block)
    @mafpm_fixed = false
    @mafpm_vp_id = 2
    mafpm_iniz_2fg6(*args, &block) # Call Original Method
    @mafpm_z = self.number
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Show Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_showpic_3jb7 show
  def show(name, *args, &block)
    # Only fix pictures if in Scene_Map
    if SceneManager.scene_is?(Scene_Map)
      @mafpm_fixed = (MA_FixPicture::SWITCH_ID == true ||
        $game_switches[MA_FixPicture::SWITCH_ID] || !name[/\[FIXED\]/i].nil?)
      z_var = $game_variables[MA_FixPicture::Z_VARIABLE_ID]
      # If 0 or less than 300, then it should belong to the viewport1
      @mafpm_vp_id = (z_var != 0 && z_var < 300) ? 1 : 2
      # Set Z shortcuts
      @mafpm_z = case z_var
      when -1 then -50         # Below tilemap but above parallax
      when -2 then -150        # Below parallax
      when 0 then self.number  # Normal position
      when 1 then 50           # Above tilemap but below normal characters
      when 2 then 150          # Above normal characters but below Above Characters
      else
        @mafpm_z = z_var < 300 ? z_var : z_var - 300 # Directly set to value
      end
    end
    mafpm_showpic_3jb7(name, *args, &block) # Call Original Method
    if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
      @x *= 32
      @y *= 32
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Move Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_movepctr_2js1 move
  def move(*args, &block)
    mafpm_movepctr_2js1(*args, &block)
    if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
      @target_x *= 32
      @target_y *= 32
    end
  end
end

#==============================================================================
# ** Sprite Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - update
#==============================================================================

class Sprite_Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_updt_5fw1 update
  def update(*args, &block)
    mafpm_updt_5fw1(*args, &block) # Call original method
    # If picture is fixed to map
    if @picture.mafpm_fixed
      # Scroll the picture appropriately
      self.x = @picture.x - ($game_map.display_x * 32)
      self.y = @picture.y - ($game_map.display_y * 32)
    end
    self.z = @picture.mafpm_z # Update Z to the correct Z
    # If the viewport has changed
    if @mafpm_vp_id != @picture.mafpm_vp_id && MA_FixPicture.send(:"spriteset_vp#{@picture.mafpm_vp_id}")
      @mafpm_vp_id = @picture.mafpm_vp_id
      # Change viewport
      self.viewport = MA_FixPicture.send(:"spriteset_vp#{@mafpm_vp_id}")
    end
  end
end

#==============================================================================
# ** Spriteset Map
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - create_viewports; dispose_viewports
#==============================================================================

class Spriteset_Map
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Create Viewports
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_creatviewpor_3dk8 create_viewports
  def create_viewports(*args, &block)
    mafpm_creatviewpor_3dk8(*args, &block) # Call original method
    # Set the viewports to be globally accessible
    MA_FixPicture.spriteset_vp1 = @viewport1
    MA_FixPicture.spriteset_vp2 = @viewport2
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Dispose Viewports
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_disposevps_2nr5 dispose_viewports
  def dispose_viewports(*args, &block)
    # Nullify the variables in MA_FixPicture
    MA_FixPicture.spriteset_vp1 = nil
    MA_FixPicture.spriteset_vp2 = nil
    mafpm_disposevps_2nr5(*args, &block) # Call original method
  end
end

[Obrazek: mt4dzY7.png]
[Obrazek: k5KQGOe.png]
07-04-15 23:56
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
PaC Offline
*


Liczba postów: 34
Dołączył: 04-07-13

Pomógł: 0



Post: #2
RE: Postaci nad obrazkami

Szukałem tego skryptu i niestety wszystkie linki powygasały :/ Fajnie by było gdyby ktoś miał u siebie na kompie/w projekcie i się podzielił.

Aktualny tajny projekt:
Spoiler: (Otwórz)
08-04-15 15:56
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
Ayene Offline
*


Liczba postów: 758
Dołączył: 09-04-13

Pomógł: 112



Post: #3
RE: Postaci nad obrazkami

Przełożyłam skrypt Woratany. Powinien działać, choć nie testowałam z modern algebrą.
#===============================================================
# ● [VXA] ◦ Pictures under Characters ◦ □
# * Show pictures under characters on map but above map tiles *
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 22/02/2009
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Update:
#--------------------------------------------------------------
# □ Version 1.0 (22/02/2009)
# - Unlimited numbers of picture under characters
#
#--------------------------------------------------------------
# ◦ Compatibility:
#--------------------------------------------------------------
# □ This script will rewrite 0 method(s):
#
#
# □ This script will alias 2 method(s):
#     Spriteset_Map.create_pictures
#     Sprite_Picture.update
#
# □ This script should work with most scripts
#
#--------------------------------------------------------------
# ◦ Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST AFTER ▼ Materials.
#
# □ Like this:
# ▼ Materials
# *Pictures under Characters
# ...
# ...
# ▼ Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ◦ How to use:
#--------------------------------------------------------------
# □ Place this script and setup in the setup part.
#
#=================================================================

class Spriteset_Map

  #=================================================================
  # ++ Setup Part
  #-----------------------------------------------------------------
  FIRST_PICBELOW_ID = 15 # First ID of picture that will show below characters
  LAST_PICBELOW_ID = 20 # Last ID of picture that will show below characters

  # For example, if you set FIRST to 10 and LAST to 15, picture ID 10-15
  # will show below characters on map.
  #=================================================================
  #--------------------------------------------------------------------------
  # * Create Picture Sprite
  #--------------------------------------------------------------------------
  def update_pictures
    $game_map.screen.pictures.each do |pic|      
      if (FIRST_PICBELOW_ID..LAST_PICBELOW_ID).include?(pic.number)
        @picture_sprites[pic.number] ||= Sprite_Picture.new(@viewport1, pic)
      else
        @picture_sprites[pic.number] ||= Sprite_Picture.new(@viewport2, pic)
      end  
      @picture_sprites[pic.number].update
    end
  end
end

class Sprite_Picture < Sprite
  alias wora_picbelow_sprpic_upd update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args)
    wora_picbelow_sprpic_upd(*args)
    self.z = $game_player.screen_z - 1 if @picture.number >=
  Spriteset_Map::FIRST_PICBELOW_ID and @picture.number <= Spriteset_Map::LAST_PICBELOW_ID
  end
end

[Obrazek: aye_furniture_pres.png]
08-04-15 23:35
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
Yoroiookami Offline
*


Liczba postów: 985
Dołączył: 01-05-13

Pomógł: 137



Post: #4
RE: Postaci nad obrazkami

Niestety skrypt mi z jakiegoś powodu nie działa. Zwyczajnie nic się nie stało, a numer obrazka ustawiłem na 16. No chyba, że czegoś nie doczytałem. :lala:

Używam "Pic Fixa":
#==============================================================================
#    Fix Picture to Map
#    Version: 1.0.2 [VXA]
#    Author: modern algebra (rmrk.net)
#    Date: 8 September, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This allows you to set the position of a picture by the X and Y position
#   of the map, rather than the screen, so that the picture won't move with you
#   when the screen scrolls. Additionally, the script lets you set the Z value
#   to show below characters, or even below the tiles or below the parallax.
#
#    This script has no effect in battle and pictures there behave normally.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Paste this script into its own slot in the Script Editor, above Main but
#   below Materials.
#
#    To specify that a picture should be fixed to a map and not follow the
#   screen, all you need to do is turn an in-game switch on before showing the
#   picture. To specify which switch, all you need to do is change the value of
#   SWITCH_ID at line 60. Alternatively, you can include the code [Fixed]
#   somewhere in the name of the picture.
#
#    For the fixed pictures, you also have the option of assigning it to grid
#   coordinates instead of pixel coordinates. This means that if you wanted it
#   to show up at (3, 5) in the map, you could set it to that directly instead
#   of (96, 160). You can turn on this feature using another switch, again one
#   which you choose by changing the value of COORDINATES_SWITCH_ID at line 63.
#
#    To specify the layer of the tilemap (what shows above it and what shows
#   below it), all you need to do is change the value of a variable. Which
#   variable is also specifed by you by changing Z_VARIABLE_ID at line 69.
#   The value to which that in-game variable is set at the time a picture is
#   shown determines where the picture will show up. If the variable is set to
#   0 then it will be in its normal place; if set to -1, it will show below
#   the tilemap but above the parallax; if set to -2, it will show below the
#   parallax; if set to 1, it will show above all non-star tiles but star tiles
#   and characters with normal priority; if set to 2, it will show above
#   characters with normal priority but below characters with "Above
#   Characters" priority. If set to any other value, the z value of the picture
#   will be set to that directly.
#==============================================================================

$imported = {} unless $imported
$imported[:MA_FixPictureToMap] = true

#==============================================================================
# *** MA_FixPicture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds some relevant configuration Data
#==============================================================================

module MA_FixPicture
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\​\\
  #  Editable Region
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||​||
  #  SWITCH_ID - set this to the ID of the in-game switch that you want to
  # use to control whether pictures should be fixed.
  SWITCH_ID = 2
  #  COORDINATES_SWITCH_ID - Set this to the ID of the in-game switch that you
  # want to use to control how coordinates are set. If this switch is ON, then
  # for fixed pictures, you can just use the grid x and y coordinates (ie: you
  # would set (1, 4) instead of (32, 128). If you always want this feature to
  # be on when the FPM Switch is on, you can set it to have the same ID.
  COORDINATES_SWITCH_ID = 2
  #  Z_VARIABLE_ID - set this to the ID of the in-game variable that you
  # want to use to control the z-value priority of the picture.
  Z_VARIABLE_ID = 3
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||​||
  #  End Editable Region
  #////////////////////////////////////////////////////////////////////////////
  class << self
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Public Instance Variables
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    attr_accessor :spriteset_vp1
    attr_accessor :spriteset_vp2
  end
end
#==============================================================================
# ** Game Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - mafpm_vp_id; mafpm_fixed; mafpm_z
#    aliased method - initialize; show; move
#==============================================================================

class Game_Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  attr_accessor :mafpm_vp_id
  attr_accessor :mafpm_fixed
  attr_accessor :mafpm_z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_iniz_2fg6 initialize
  def initialize(*args, &block)
    @mafpm_fixed = false
    @mafpm_vp_id = 2
    mafpm_iniz_2fg6(*args, &block) # Call Original Method
    @mafpm_z = self.number
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Show Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_showpic_3jb7 show
  def show(name, *args, &block)
    # Only fix pictures if in Scene_Map
    if SceneManager.scene_is?(Scene_Map)
      @mafpm_fixed = (MA_FixPicture::SWITCH_ID == true ||
        $game_switches[MA_FixPicture::SWITCH_ID] || !name[/\[FIXED\]/i].nil?)
      z_var = $game_variables[MA_FixPicture::Z_VARIABLE_ID]
      # If 0 or less than 300, then it should belong to the viewport1
      @mafpm_vp_id = (z_var != 0 && z_var < 300) ? 1 : 2
      # Set Z shortcuts
      @mafpm_z = case z_var
      when -1 then -50         # Below tilemap but above parallax
      when -2 then -150        # Below parallax
      when 0 then self.number  # Normal position
      when 1 then 50           # Above tilemap but below normal characters
      when 2 then 150          # Above normal characters but below Above Characters
      else
        @mafpm_z = z_var < 300 ? z_var : z_var - 300 # Directly set to value
      end
    end
    mafpm_showpic_3jb7(name, *args, &block) # Call Original Method
    if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
      @x *= 32
      @y *= 32
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Move Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_movepctr_2js1 move
  def move(*args, &block)
    mafpm_movepctr_2js1(*args, &block)
    if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
      @target_x *= 32
      @target_y *= 32
    end
  end
end

#==============================================================================
# ** Sprite Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - update
#==============================================================================

class Sprite_Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_updt_5fw1 update
  def update(*args, &block)
    mafpm_updt_5fw1(*args, &block) # Call original method
    # If picture is fixed to map
    if @picture.mafpm_fixed
      # Scroll the picture appropriately
      self.x = @picture.x - ($game_map.display_x * 32)
      self.y = @picture.y - ($game_map.display_y * 32)
    end
    self.z = @picture.mafpm_z # Update Z to the correct Z
    # If the viewport has changed
    if @mafpm_vp_id != @picture.mafpm_vp_id && MA_FixPicture.send(:"spriteset_vp#{@picture.mafpm_vp_id}")
      @mafpm_vp_id = @picture.mafpm_vp_id
      # Change viewport
      self.viewport = MA_FixPicture.send(:"spriteset_vp#{@mafpm_vp_id}")
    end
  end
end

#==============================================================================
# ** Spriteset Map
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - create_viewports; dispose_viewports
#==============================================================================

class Spriteset_Map
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Create Viewports
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_creatviewpor_3dk8 create_viewports
  def create_viewports(*args, &block)
    mafpm_creatviewpor_3dk8(*args, &block) # Call original method
    # Set the viewports to be globally accessible
    MA_FixPicture.spriteset_vp1 = @viewport1
    MA_FixPicture.spriteset_vp2 = @viewport2
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  # * Dispose Viewports
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​
  alias mafpm_disposevps_2nr5 dispose_viewports
  def dispose_viewports(*args, &block)
    # Nullify the variables in MA_FixPicture
    MA_FixPicture.spriteset_vp1 = nil
    MA_FixPicture.spriteset_vp2 = nil
    mafpm_disposevps_2nr5(*args, &block) # Call original method
  end
end
Który jest pewnie skryptem za to odpowiedzialnym, a którego też potrzebuję. :ehe:
Pomożesz? :roll:

[Obrazek: mt4dzY7.png]
[Obrazek: k5KQGOe.png]
(Ten post był ostatnio modyfikowany: 09-04-15 16:34 przez Yoroiookami.)
09-04-15 16:33
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
Ayene Offline
*


Liczba postów: 758
Dołączył: 09-04-13

Pomógł: 112



Post: #5
RE: Postaci nad obrazkami

Heh, no i ten skrypt Ci w zupełności wystarczy. Usuń ten zmodyfikowany przeze mnie. Musisz jedynie przed wyświetlaniem obrazka ustawić zmienną nr 3 (chyba że wybrałeś w konfiguracji inną zmienną) na wartość 1. Czytaj instrukcje :grozi:

[Obrazek: aye_furniture_pres.png]
09-04-15 20:03
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
Yoroiookami Offline
*


Liczba postów: 985
Dołączył: 01-05-13

Pomógł: 137



Post: #6
RE: Postaci nad obrazkami

(09-04-15 20:03)Ayene napisał(a):  Heh, no i ten skrypt Ci w zupełności wystarczy. Usuń ten zmodyfikowany przeze mnie. Musisz jedynie przed wyświetlaniem obrazka ustawić zmienną nr 3 (chyba że wybrałeś w konfiguracji inną zmienną) na wartość 1. Czytaj instrukcje :grozi:
:ehe:
Ale ze mnie gupek. Dziękuję ci Ayene. :przytul: Postaram się czytać. :lol2: Choć przyznam, że pomimo opisu w instrukcji, nie miałem pojęcia co to znaczy.

[Obrazek: mt4dzY7.png]
[Obrazek: k5KQGOe.png]
09-04-15 20:51
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
Wątek zamknięty 


Skocz do:


Użytkownicy przeglądający ten wątek: 1 gości

Kontakt | Ultima Forum | Wróć do góry | Wróć do forów | Wersja bez grafiki | RSS
Powered By MyBB. © 2013 MyBB Group. All Rights Reserved.
Skórka by Ayene.