Karel Medium
![Medium Medium](https://2img.net/h/tatsurou.free.fr/Rngs/gobelin.png)
![Karel](https://2img.net/u/3014/21/38/19/avatars/50-31.jpg)
Nombre de messages : 126 Age : 32 Localisation : devant toi innocent Profession : Nirvaniste Date d'inscription : 21/10/2006
[R~P] Prénom: Karel Race: Humain Métier: Chercheur de quetes, buteur proffesionel
![Map Empty](https://2img.net/i/empty.gif) | Sujet: Map Dim 26 Nov 2006 - 19:36 | |
| Auteur: Near FantasticaVoici un script de worldmap Il est incompatible avec certains scripts. Celui du combat a-rpg par exemple ... - Code:
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#============================================================================== # ■ World Map #------------------------------------------------------------------------------ # Near Fantastica # 19/12/04 # Note: well not work unless you remove the @spriteset.dispose from the transfer_player of the Scene_Map # Script use 2 graphics Characters/cursor and Tilesets/WorldMap #==============================================================================
#============================================================================== # ■ Game_Map #------------------------------------------------------------------------------ # Add defenision of the names to Game Map Class #==============================================================================
class Game_Map #-------------------------------------------------------------------------- # ● Refer setup to Game Map #-------------------------------------------------------------------------- attr_accessor :number_events alias game_map_setup setup #-------------------------------------------------------------------------- # ● Loads Event names #-------------------------------------------------------------------------- def setup(map_id) @name = {} @number_events = 0 game_map_setup(map_id) for i in @map.events.keys @number_events = @number_events + 1 @name[i] = @map.events[i].name end end #-------------------------------------------------------------------------- # ● Displays Event names #-------------------------------------------------------------------------- def event_name(event) @event_id = event @name[@event_id] end #-------------------------------------------------------------------------- # ● Loads Map Names #-------------------------------------------------------------------------- #Dubealex Addition (from XRXS) to show Map Name on screen def map_name $map_infos[@map_id] end end
#============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # Add load map names and event names #==============================================================================
class Scene_Title # active world map to false $world_map_active = false #Dubealex Addition (from XRXS) to show Map Name on screen $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end
#============================================================================== # ■ Game_Character #------------------------------------------------------------------------------ # Redefine the character_name to attr_accessor #==============================================================================
class Game_Character attr_accessor :character_name end
#============================================================================== # ■ World_Map #------------------------------------------------------------------------------ # Find players curent location on maps and displays it to world map #==============================================================================
class World_Map #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- def initialize $last_map_name = $game_map.map_name $restore_map_id = $game_map.map_id $restore_player_x = $game_player.x $restore_player_y = $game_player.y $restore_player_direction = $game_player.direction $game_player.transparent = true $game_map.setup(1) for i in 1...($game_map.number_events+1) if $game_map.event_name(i) == $last_map_name $game_map.events[i].character_name = "cursor" x = $game_map.events[i].x y = $game_map.events[i].y $game_temp.player_new_x = x $game_temp.player_new_y = y $game_temp.player_new_map_id = 1 $game_temp.player_transferring = true $scene = Scene_World_Map.new $scene.transfer_player end end end end
#============================================================================== # ■ Window_Location #------------------------------------------------------------------------------ # display curcent loaction #==============================================================================
class Window_Location < Window_Base #-------------------------------------------------------------------------- # ● Object initialization #-------------------------------------------------------------------------- def initialize super(10, 10, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Number of Steps" window font self.contents.font.size = $defaultfontsize refresh end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Location") self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $last_map_name.to_s, 2) end end
#============================================================================== # ■ Scene_World_Map #------------------------------------------------------------------------------ # It is the class which processes the World Map picture #==============================================================================
class Scene_World_Map #-------------------------------------------------------------------------- # ● Main processing #-------------------------------------------------------------------------- def main # Drawing up sprite set @spriteset = Spriteset_Map.new # Drawing up loaction window @location_window = Window_Location.new @location_window.opacity = 125 # Transition execution Graphics.transition # Main loop loop do # Renewing the game picture Graphics.update # Updating the information of input Input.update # Frame renewal update # When the picture changes, discontinuing the loop if $scene != self break end end # Transition preparation Graphics.freeze # スプライトセットを解放 @spriteset.dispose # Releasing the location window @location_window.dispose # When it changes to the title picture and it is in if $scene.is_a?(Scene_Title) # Fading out picture Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # ● Frame renewal #-------------------------------------------------------------------------- def update # Loop loop do #The map, in order of the interpreter and the prayer renewal (as for this renewal order, #when the condition for executing the event is satisfied, in the reason such that the opportunity #which instant is moved in the prayer is not given the importance) $game_map.update $game_system.map_interpreter.update $game_player.update # The system (the timer), renewing the picture $game_system.update $game_screen.update # If it is not the place on the move of the prayer, discontinuing the loop unless $game_temp.player_transferring break end # Executing place movement transfer_player # When it is in the midst of transition processing, discontinuing the loop if $game_temp.transition_processing break end end # Renewing sprite set @spriteset.update # When it is in the midst of transition processing, if $game_temp.transition_processing #During transition processing clearing the flag $game_temp.transition_processing = false #Transition execution if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # The B when button is pushed if Input.trigger?(Input::B) $world_map_active = false $game_temp.player_new_map_id = $restore_map_id $game_temp.player_new_x = $restore_player_x $game_temp.player_new_y = $restore_player_y $game_temp.player_new_direction = $restore_player_direction $game_temp.player_transferring = true $scene = Scene_Map.new $scene.transfer_player $game_player.transparent = false end end #-------------------------------------------------------------------------- # ● Place movement of player #-------------------------------------------------------------------------- def transfer_player # Clearing the prayer place portable flag $game_temp.player_transferring = false # When the tip of moving differs from the present map, if $game_map.map_id != $game_temp.player_new_map_id # Setting up the new map $game_map.setup($game_temp.player_new_map_id) end # Setting the position of the prayer $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Setting the direction of the prayer case $game_temp.player_new_direction when 2 # 2 $game_player.turn_down when 4 # 4 $game_player.turn_left when 6 # 6 $game_player.turn_right when 8 # 8 $game_player.turn_up end # Reforming the attitude of the prayer $game_player.straighten # Map renewal (parallel event execution) $game_map.update # Rewriting sprite set @spriteset = Spriteset_Map.new # When it is in the midst of transition processing, if $game_temp.transition_processing # During transition processing clearing the flag $game_temp.transition_processing = false # Transition execution Graphics.transition(20) end # Executing the automatic operation change of BGM and BGS which are set to the map $game_map.autoplay # Frame reset Graphics.frame_reset # Updating the information of input Input.update end end il ne vous reste que de faire une nouvelle map(world map) avec des event a la place ou vous voulez qu'il s'affiche la place de votre map avec le même nom que la map(le village). et aussi un objet carte dans le village que vous vous allez faire : script :world_map | |
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Faust Modo Scripts
![Modo Scripts Modo Scripts](https://2img.net/h/tatsurou.free.fr/Rngs/modo.png)
![Faust](https://2img.net/u/3014/21/38/19/avatars/8-89.jpg)
Nombre de messages : 494 Age : 32 Localisation : tu en sais deja trop.... Profession : balanceur de connerie a toute heure (sa rime en plus ^^) Date d'inscription : 07/07/2006
[R~P] Prénom: Faust Race: Sorcier Métier:
![Map Empty](https://2img.net/i/empty.gif) | Sujet: Re: Map Lun 27 Nov 2006 - 21:52 | |
| Euuu... je vais essayer de comprendre la fin, car c'est pas tres clair ^^ , tu pourrai etre un petit peu plus precis stp ^^ | |
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Karel Medium
![Medium Medium](https://2img.net/h/tatsurou.free.fr/Rngs/gobelin.png)
![Karel](https://2img.net/u/3014/21/38/19/avatars/50-31.jpg)
Nombre de messages : 126 Age : 32 Localisation : devant toi innocent Profession : Nirvaniste Date d'inscription : 21/10/2006
[R~P] Prénom: Karel Race: Humain Métier: Chercheur de quetes, buteur proffesionel
![Map Empty](https://2img.net/i/empty.gif) | Sujet: Re: Map Mer 29 Nov 2006 - 19:37 | |
| Mais si tout était deja programmé à l'avance, ou serait le plaisir de ces longues heures de making? Quand tu termine un projet au bout de deux longs mois, en si peu de temps, n'es tu pas content? Un projet ou t'en a chié, ou tu t'es pris la tete, ou t'as pleuré et ou t'en as fait des cauchemards tellement c'était long, plein de bugs, ect.... Ben c'est pareil pour ce script. Traduis, passe de longues heures a l'étudier, et a la fin tu seras content. Je suis sympa de faire plaisir aux autres non? Lol | |
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Faust Modo Scripts
![Modo Scripts Modo Scripts](https://2img.net/h/tatsurou.free.fr/Rngs/modo.png)
![Faust](https://2img.net/u/3014/21/38/19/avatars/8-89.jpg)
Nombre de messages : 494 Age : 32 Localisation : tu en sais deja trop.... Profession : balanceur de connerie a toute heure (sa rime en plus ^^) Date d'inscription : 07/07/2006
[R~P] Prénom: Faust Race: Sorcier Métier:
![Map Empty](https://2img.net/i/empty.gif) | Sujet: Re: Map Mer 29 Nov 2006 - 21:28 | |
| eu... non XD car j'ai pas envi lol, je pourrai mais j'en ai deja d'autre a traité pi je n'aurai jamais mis ce script si tu l'aurai pas mis ^^ , donc si tu veux qu'il reste la ben... enfin je verai si j'ai du temps et l'envi je ferai sa , a moin que tu le fasse avant ^^ | |
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