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 Camra Dynamique

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AuteurMessage
Shive
Empereur
Empereur
avatar

Masculin Nombre de messages : 505
Age : 26
Localisation : Devant son ordi, avec ses potes et la Runion!
Emploi/loisirs : Lycen plein temps
Projet en Cours : Crisis, Within Rebellion
Date d'inscription : 26/07/2007

MessageSujet: Camra Dynamique   Mar 31 Juil - 2:49

Camra Dynamique



Auteur: Unknown, mais merci quand mme.

Fonction: Permet de rendre le combat plus raliste avec une "camra" plus dynamique, se dplaant
en fonction du monstre attaquer et de l'action effectuer.

Ressources: Aucune

Images : Non-Disponible

Remarques: Test et fonctionnel. Peut ne pas fonctionner si d'autres scripts sont installs
____________________

Les + : Combat plus raliste, plus attrayant.

Les - : Battleback devenant plus pixlis.

____________________

Installation: Copiez le code, ouvrez l'diteur de script (F11) et crez un nouveau Script (Ins) au dessus de "Main".
Nommez ce script "XRXS_BP" et collez le code.

_________________

Revenir en haut Aller en bas
Voir le profil de l'utilisateur http://rpg-sunrise.forums-rpg.com/index.htm
Shive
Empereur
Empereur
avatar

Masculin Nombre de messages : 505
Age : 26
Localisation : Devant son ordi, avec ses potes et la Runion!
Emploi/loisirs : Lycen plein temps
Projet en Cours : Crisis, Within Rebellion
Date d'inscription : 26/07/2007

MessageSujet: Re: Camra Dynamique   Mar 31 Juil - 3:09

# ???
XRXS_BP 8. ogobN?EFull-View?{?J?
ver..05d ???
# by ??? ??y
#==============================================================================
# ? Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ? ???E?JCX^X??
#--------------------------------------------------------------------------
attr_accessor :x_pos # ogtB?[h?@?@?u(+׉E?@)
attr_accessor :y_pos # ogtB?[h
? ?u(+???@)
attr_accessor :z_pos # ogtB?[h?s?u(+׎?O)
attr_accessor :zoom # ???Y?[{
end
#==============================================================================
# ? Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ???E?JCX^X??
#--------------------------------------------------------------------------
attr_reader :actor_in_battlefield # AN^?[?tB?[h?
#--------------------------------------------------------------------------
# ? ZbgAbv
#--------------------------------------------------------------------------
alias xrxs_bp8_setup setup
def setup(actor_id)
xrxs_bp8_setup(actor_id)
# @\"AN^?[?tB?[h?"
# true?D???
@actor_in_battlefield = false if @actor_in_battlefield
!= true
end
end
#==============================================================================
# ? Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ? ???E?JCX^X??
#--------------------------------------------------------------------------
attr_reader :actor_in_battlefield # AN^?[?tB?[h?
#--------------------------------------------------------------------------
# ? IuWFNg??
#--------------------------------------------------------------------------
alias xrxs_bp8_initialize initialize
def initialize(troop_id, member_index)
@actor_in_battlefield = false
@x_pos = $data_troops[troop_id].members[member_index].x
- 320
@y_pos = -($data_troops[troop_id].members[member_index].y
- 304)
@field_x_offset = -192
@field_y_offset = -144
@z_pos = 0
@zoom = 1.00
xrxs_bp8_initialize(troop_id, member_index)
end
#--------------------------------------------------------------------------
# ? og?? X ??W??
#--------------------------------------------------------------------------
def screen_x
$xcam_x = 0 if $xcam_x == nil
return 320 - @field_x_offset + (@x_pos.to_i - $xcam_x)
* @zoom
end
#--------------------------------------------------------------------------
# ? og?? Y ??W??
#--------------------------------------------------------------------------
def screen_y
$xcam_y = 0 if $xcam_y == nil
return 240 - @field_y_offset + (-@y_pos.to_i + 64
+ $xcam_y) * @zoom
end
end
#==============================================================================
# ? Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ? t?[?X?V
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
# ??
@z_offset = 0
# ?
xrxs_bp8_update
# og?[ nil ??????
return if @battler == nil
# G???J?׉e?B
# ??ogtB?[h??????
if ?O?B
if (@battler.is_a?(Game_Actor) and @battler.actor_in_battlefield)
or @battler.is_a?(Game_Enemy)
# Y?[
zoom = 1.00 * 185 / (($xcam_z != nil ? $xcam_z :
185) - @z_offset)
self.zoom_x = zoom
self.zoom_y = zoom
@battler.zoom = zoom
# XvCg???W????
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
end
end
end
#==============================================================================
# ? Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ? IuWFNg??
#--------------------------------------------------------------------------
alias xrxs_bp8_initialize initialize
def initialize
# ??
@now_bg_x = -1
@now_bg_y = -1
@now_bg_z = -1
# ??????s
xrxs_bp8_initialize
# r?[|?[g????
@viewport1 = Viewport.new(-192, -144, 1024, 768)
# ogobNXvCg????
@battleback_sprite = Sprite.new(@viewport1)
@battleback_name = ""
# Gl~?[XvCg????
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1,
enemy))
end
# V?????
@weather = RPG::Weather.new(@viewport1)
# t?[?X?V
update
end
#--------------------------------------------------------------------------
# ? t?[?X?V
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
# ogobN?t@C׌???????????
if @battleback_name != $game_temp.battleback_name
@battleback_name = $game_temp.battleback_name
if @battleback_sprite.bitmap != nil
@battleback_sprite.bitmap.dispose
end
bg_bitmap = RPG::Cache.battleback(@battleback_name)
bg_bitmap_stretch = Bitmap.new(1024, 768)
bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 1024,
768), bg_bitmap, bg_bitmap.rect)
@battleback_sprite.bitmap = bg_bitmap_stretch
end
# J??uד???
if @now_bg_x != $xcam_x or @now_bg_y != $xcam_y or
@now_bg_z != $xcam_z
# Y?[
zoom = 1.00 * 185 / $xcam_z
@battleback_sprite.zoom_x = zoom
@battleback_sprite.zoom_y = zoom
# J?z????u??C?
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x, -maximum].max, maximum].min
# wi?u?X?V
@battleback_sprite.x = -$xcam_x * zoom - 512 *
(zoom - 1)
@battleback_sprite.y = $xcam_y * zoom - 384 *
(zoom - 1)
# l?X?V
@now_bg_x = $xcam_x
@now_bg_y = $xcam_y
@now_bg_z = $xcam_z
end
# ?
xrxs_bp8_update
end
end
#==============================================================================
# ? Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ? ?C??
#--------------------------------------------------------------------------
alias xrxs_bp8_main main
def main
# J????u?
$xcam_x = 0
$xcam_y = 0
$xcam_z = 295
# J???????Il
@xcam_x_destination = 0
@xcam_y_destination = 0
@xcam_z_destination = 185
# ??A??og?[??B
@xcam_watch_battler = nil
# ??
@wait_count_xcam = 0
# ?
xrxs_bp8_main
end
#--------------------------------------------------------------------------
# ? t?[?X?V
#--------------------------------------------------------------------------
alias xrxs_bp8_update update
def update
# J??u??X?V?B
if @wait_count_xcam > 0
# EFCgJEg??
@wait_count_xcam -= 1
else
# J?: Z ??W
if $xcam_z != @xcam_z_destination
if $xcam_z < @xcam_z_destination
distance = [(@xcam_z_destination - $xcam_z)/8, 1].max
else
distance = [(@xcam_z_destination - $xcam_z)/8,
-1].min
end
$xcam_z = [[$xcam_z + distance, 74].max, 296].min
end
# J?: X ??W
if @xcam_watch_battler != nil
if $xcam_x != @xcam_watch_battler.x_pos
if ($xcam_x - @xcam_watch_battler.x_pos).abs <
8
distance = @xcam_watch_battler.x_pos - $xcam_x
elsif $xcam_x < @xcam_watch_battler.x_pos
distance = [(@xcam_watch_battler.x_pos - $xcam_x)/8,
8].max
else
distance = [(@xcam_watch_battler.x_pos - $xcam_x)/8,
-8].min
end
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x + distance, -maximum].max,
maximum].min
end
elsif $xcam_x != @xcam_x_destination
if ($xcam_x - @xcam_x_destination).abs < 8
distance = @xcam_x_destination - $xcam_x
elsif $xcam_x < @xcam_x_destination
distance = [(@xcam_x_destination - $xcam_x)/8, 8].max
else
distance = [(@xcam_x_destination - $xcam_x)/8,
-8].min
end
maximum = 192 * (296 - $xcam_z) / 111
$xcam_x = [[$xcam_x + distance, -maximum].max,
maximum].min
end
# J?: Y ??W
if @xcam_watch_battler != nil
y = @xcam_watch_battler.y_pos/2
if $xcam_y != y
if ($xcam_y - y).abs < 8
distance = y - $xcam_y
elsif $xcam_y < y
distance = [(y - $xcam_y)/8, 8].max
else
distance = [(y - $xcam_y)/8, -8].min
end
maximum = 144 * (296 - $xcam_z) / 111
$xcam_y = [[$xcam_y + distance, -maximum].max,
maximum].min
end
elsif $xcam_y != @xcam_y_destination
if $xcam_y < @xcam_y_destination
distance = [(@xcam_y_destination - $xcam_y)/8, 1].max
else
distance = [(@xcam_y_destination - $xcam_y)/8,
-1].min
end
maximum = 164 * (296 - $xcam_z) / 111
$xcam_y = [[$xcam_y + distance, -maximum].max,
maximum].min
end
end
# ?????s
xrxs_bp8_update
end
#--------------------------------------------------------------------------
# ? p?[eBR}htF?[YJn
#--------------------------------------------------------------------------
alias xrxs_bp8_start_phase2 start_phase2
def start_phase2
# J??FZ^O
@xcam_watch_battler = nil
@xcam_x_destination = 0
@xcam_z_destination = 185
# ?
xrxs_bp8_start_phase2
end
#--------------------------------------------------------------------------
# ? t?[?X?V (AN^?[R}htF?[Y)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase3 update_phase3
def update_phase3
# J??L?u?
if @active_battler != nil and @active_battler.actor_in_battlefield
@xcam_x_destination = @active_battler.x_pos
@xcam_z_destination = 175
end
xrxs_bp8_update_phase3
end
#--------------------------------------------------------------------------
#? t?[?X?V (AN^?[R}htF?[Y
: Gl~?[I?)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase3_enemy_select
update_phase3_enemy_select
def update_phase3_enemy_select
# J??FG^?[Qbg?Y?[Abv
@xcam_x_destination = $game_troop.enemies[@enemy_arrow.index].x_pos
* $game_troop.enemies[@enemy_arrow.index].zoom
@xcam_z_destination = 175
# ?
xrxs_bp8_update_phase3_enemy_select
end
#--------------------------------------------------------------------------
# ? Gl~?[I??I
#--------------------------------------------------------------------------
alias xrxs_bp8_end_enemy_select end_enemy_select
def end_enemy_select
# J??F?S?
@xcam_x_destination = 0
@xcam_z_destination = 185
# ?
xrxs_bp8_end_enemy_select
end
#--------------------------------------------------------------------------
# ? t?[?X?V (?CtF?[Y
Xebv 2 : ANVJn)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase4_step2
update_phase4_step2
def update_phase4_step2
# ?
xrxs_bp8_update_phase4_step2
# Xebv 3 ???s????
if @phase4_step == 3
if @active_battler.is_a?(Game_Enemy) or @active_battler.actor_in_battlefield
# J??F?sog?[??Y?[Abv?\?
@xcam_x_destination = @active_battler.x_pos * @active_battler.zoom
if @active_battler.x_pos != nil
@xcam_z_destination = 175
end
# ??? 20 t?[??
@wait_count = 20
end
end
#--------------------------------------------------------------------------
# ? t?[?X?V (?CtF?[Y
Xebv 3 : ?s?Aj??[V)
#--------------------------------------------------------------------------
alias xrxs_bp8_update_phase4_step3
update_phase4_step3
def update_phase4_step3
# ?
xrxs_bp8_update_phase4_step3
if @target_battlers.size > 0 and
(@target_battlers[0].is_a?(Game_Enemy) or @target_battlers[0].actor_in_battlefield)
# J??F^?[Qbg??Y?[Abv?\?
@xcam_x_destination = @target_battlers[0].x_pos *
@target_battlers[0].zoom if @target_battlers[0] !=
nil
@xcam_z_destination = 185
# ????Aj??u?u?F???v???????
if @animation2_id > 0 and $data_animations[@animation2_id].position
== 3
# J??Z^O
@xcam_x_destination = 0
# Y?[AEg??????w
@xcam_z_destination = 222
end
end
# ??? 20 t?[??
@wait_count = 20
end
#--------------------------------------------------------------------------
# ? At^?[ogtF?[YJn
#--------------------------------------------------------------------------
alias xrxs_bp8_start_phase5 start_phase5
def start_phase5
@xcam_z_destination = 185
xrxs_bp8_start_phase5
end
end
#==============================================================================
# ? RPG::???`?u???"??"Aj???u?C??v
#==============================================================================
module RPG
class Sprite < ::Sprite
def animation_set_sprites(sprites, cell_data,
position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern ==
-1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5
* 192, 192, 192)
if position == 3
if self.viewport != nil
if $scene.is_a?(Scene_Battle)
sprite.x = self.viewport.rect.width / 2
sprite.y = 304
else
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x - self.ox + self.src_rect.width
/ 2
sprite.y = self.y - self.oy + self.src_rect.height
/ 2
sprite.y -= self.src_rect.height / 4 if position
== 0
sprite.y += self.src_rect.height / 4 if position
== 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity /
255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

_________________

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