hydramonMar Oct 16, 2012 12:02 am
Usuario Nv10
Wiiii Hola! te apuesto una plumilla amarilla que tengo a que esto es un plagio a HolaSoyGerman
Pos, este es un script que encontre vagando en mi PC (creo que hasta mi PC tiene hasta dinero metido ahi dentro xD) se llama Dinamic Shadows, supongo que son sombras ._. , lo subieron hace tiemmmpo, asi que hay excusa para que no lo saque de otra pagina (mensaje subliminal xD)
Imganem... esperen... WTF!?
Sorry, imagenes (1):
Encima de Main el scrippt:
Las instrucciones son simples, crear un evento con un comentario con la palabra "Shadow" sin comillas, que es el evento generara la luz y los eventos que quieres que tengan sombra deben llevar un comentario con la letra "o" sin comillas.
Posm eso seria todo .D
Nos Vemos
Pos, este es un script que encontre vagando en mi PC (creo que hasta mi PC tiene hasta dinero metido ahi dentro xD) se llama Dinamic Shadows, supongo que son sombras ._. , lo subieron hace tiemmmpo, asi que hay excusa para que no lo saque de otra pagina (mensaje subliminal xD)
Imganem... esperen... WTF!?
Sorry, imagenes (1):
- Spoiler:
Encima de Main el scrippt:
- Spoiler:
- #==============================================================================
# ** Dynamic Shadows
#------------------------------------------------------------------------------
# Rataime
# Version 4.0
# 06/05/2007 (2007-05-06)
# Version 1.0 was based on Genzai Kawakami's shadows, extra features Boushy
#==============================================================================
#==============================================================================
# Here's the brand new free configuration feature
# The comments will be compared to the pattern using Regexp, except that I did
# the entire work for you, so you don't have to know regexps at all.
# Just choose the trigger ('s', 'begin shadow' or whatever), and the pattern
# The pattern can be one line or a list to use multiple comment lines.
# arg1 is the minimum angle
# arg2 is the maximum angle
# arg3 is the maximum distance
# The only thing you must do is using 'trigger' before the arguments
# Examples :
#
# SHADOWS_SOURCE_COMMENT_TRIGGER = 's'
# SHADOWS_SOURCE_COMMENT_PATTERN = ['trigger','arg1','arg2','arg3']
# SHADOWS_CHAR_COMMENT_TRIGGER = 'o'
# SHADOWS_CHAR_COMMENT_PATTERN = 'trigger'
# is the old way to use shadows, with a single 's' in the first line, and the
# arguments in following lines
#
# SHADOWS_SOURCE_COMMENT_TRIGGER = 'begin shadow source'
# SHADOWS_SOURCE_COMMENT_PATTERN =
# ['trigger','anglemin arg1','anglemax arg2','distancemax arg3']
# SHADOWS_CHAR_COMMENT_TRIGGER = 'begin shadow'
# SHADOWS_CHAR_COMMENT_PATTERN = 'trigger'
# will work with :
# Comment "begin shadow source"
# Comment "anglemin 0"
# Comment "anglemax 0"
# Comment "distancemax 250"
#
# Take the time to choose something you like, and something compatible with other
# scripts.
# Note that the comments will be detected even if they aren't in the beginning
# of the event's action list. Ah, and you can switch the arguments if you like
#==============================================================================
#==============================================================================
# Here is the method I like best, because of its compatibility with other
# scripts. But don't hesitate to change it.
# It will react to something like Shadow|0|0|250
#==============================================================================
SHADOWS_SOURCE_COMMENT_TRIGGER = 'Shadow'
SHADOWS_SOURCE_COMMENT_PATTERN = 'trigger|arg1|arg2|arg3'
SHADOWS_CHAR_COMMENT_TRIGGER = 'o'
SHADOWS_CHAR_COMMENT_PATTERN = 'trigger'
#==============================================================================
# An important option : if you set it to true, the shadows will get longer if
# you are far from the source. Nice, but induces lag : it will eat your CPU,
# and quite possibly your first born if you try that on a big map.
#==============================================================================
SHADOW_GETS_LONGER = true
#==============================================================================
# Misc options
# If an event has its opacity below SHADOWS_OPACITY_THRESHOLD, no shadow will
# be displayed.
# Set SHADOWS_CATERPILLAR_COMPATIBLE to true if you uses the caterpillar script
#==============================================================================
SHADOWS_OPACITY_THRESHOLD = 254
SHADOWS_CATERPILLAR_COMPATIBLE = true
#==============================================================================
# You probably won't need to touch this : it's the 'map' of how to display the
# shadow depending on the event's direction and his relative position to the
# source. a minus means the shadow is mirrored. It seems complex, and it is.
# Complain to Enterbrain (why didn't they use something clockwise or counter-
# clockwise ? I suspect it's because of the rm2k legacy. More explanations
# below.
#==============================================================================
SHADOWS_DIRECTION_ARRAY = Array.new
SHADOWS_DIRECTION_ARRAY[2] = [ -3, 4, -2, 1 ]
SHADOWS_DIRECTION_ARRAY[4] = [ 4, -2, 1, -3 ]
SHADOWS_DIRECTION_ARRAY[6] = [ 1, -3, 4, -2 ]
SHADOWS_DIRECTION_ARRAY[8] = [ -2, 1, -3, 4 ]
#==============================================================================
# ** Game_Party, for compatibility with the caterpillar script.
#==============================================================================
class Game_Party < Game_Unit
attr_reader :characters
end
#==============================================================================
# ** Sprite_Shadow, the meat of this script
#==============================================================================
class Sprite_Shadow < Sprite_Base
attr_accessor :character
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport, character = nil,source = nil,anglemin=0, \
anglemax=0,distancemax=700)
super(viewport)
@tile_id=0
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
self.color = Color.new(0, 0, 0)
update
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
if @character.transparent or @character.opacity <= SHADOWS_OPACITY_THRESHOLD
self.visible = false
return
end
@deltax=(@source.real_x-@character.real_x)/4
@deltay= (@source.real_y-@character.real_y)/4
@distance = (((@deltax ** 2) + (@deltay ** 2))** 0.5)
if @distancemax !=0 and @distance>@distancemax
self.visible = false
return
end
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo= (self.angle+90) % 360
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and \
@anglemin<@anglemax
self.visible = false
return
elsif (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and \
@anglemin>@anglemax
self.visible = false
return
end
end
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@tile_id = @character.tile_id
@character_name = @character.character_name
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,@tile_id)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = true
self.x = @character.screen_x
self.y = @character.screen_y-8
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
if @tile_id == 0
sx = @character.pattern * @cw
quarter = ((@angle_trigo/90+0.5).floor)%4
# The quarter is the position of the event relative to the source.
# Imagine the source is the o point (0,0). Trace the 2 lines
# y=x and y=-x : you get something like a big X
# On the right, quarter=0. Up, quarter = 1, and so on
# Take the @character.direction row (2,4,6,, and the quarter
# column (0,1,2,3) (remember, it starts at 0), and you'll get
# a number between 1 and 4. It correspond to the row of the charset
# the shadow will be, and mirrored if negative.
# Yes, it isn't obvious, but I didn't find any simple operation to
# get those.
magic = SHADOWS_DIRECTION_ARRAY[@character.direction][quarter]
magic = -magic
if magic < 0
self.mirror = true
magic = -magic
else
self.mirror = false
end
sy = (magic-1)*@ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# This is the formula of the opacity in function of the distance
# ** 2 means square
self.opacity = 1200/((@distance ** 2)/ 1000 + 6)
# This is the formula of the size in function of the distance
# The 0.75 is here so you have a size of 1:1 when next to the source.
self.zoom_y=0.75 + @distance / 256 if SHADOW_GETS_LONGER
end
end
#======================================================================
# ** Sprite_Character EDIT
#======================================================================
# All those things could go somewhere else, but they
# work quite well here.
#======================================================================
class Sprite_Character < Sprite_Base
@@regexp_source = nil
@@regexp_source_short = nil
@@regexp_char = nil
@@regexp_char_short = nil
alias rataime_shadow_initialize initialize
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
if @@regexp_source == nil
regexp_initialize
end
@character = character
super(viewport)
@ombrelist=[]
if (character.is_a?(Game_Event) and character.list!=nil)
# Let's check the comments in our event list
for j_list in 0..character.list.size-1
#p [@@regexp_source_short, character.list[j_list].parameters[0]]
if (character.list[j_list].code == 108 and \
@@regexp_source_short.match(character.list[j_list].parameters[0])!= nil)
# Haha ! We found a trigger tag ! Time to retrieve the parameters !
parameter_string = character.list[j_list].parameters[0]
j_list += 1
while j_list < character.list.size and \
(character.list[j_list].code == 108 or \
character.list[j_list].code == 408)
parameter_string = parameter_string + "\n" + \
character.list[j_list].parameters[0]
j_list += 1
end
# The following line is a nifty piece of code. Really.
@anglemin,@anglemax,@distancemax = \
(regexp_get_parameters(parameter_string, true)+[nil]*3)[0..2]
# We have our source parameters. Let's find which events we should
# make have a shadow
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and \
$game_map.events[i].list!=nil)
for i_list in 0..$game_map.events[i].list.size-1
if (($game_map.events[i].list[i_list].code == 108 or \
$game_map.events[i].list[i_list].code == 408 )and \
@@regexp_char_short.match( \
$game_map.events[i].list[i_list].parameters[0])!= nil)
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],\
self,@anglemin,@anglemax,@distancemax)
break # no need to add more than one shadow per source per event
end
end # end for
end
end # end for
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,\
@anglemax,@distancemax)
#===================================================
# Compatibility with fukuyama's caterpillar script
#===================================================
if SHADOWS_CATERPILLAR_COMPATIBLE and $game_party.characters!=nil
for member in $game_party.characters
@ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,\
@anglemax,@distancemax))
end
end
#===================================================
# End of the compatibility
#===================================================
end
break # We don't need to go further in the source's list
end # end for
end
rataime_shadow_initialize(viewport, @character)
end
alias rataime_shadow_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
rataime_shadow_update
if @ombrelist!=[]
for i in 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
end
#--------------------------------------------------------------------------
# * Real_x : it just returns the character's real_x
#--------------------------------------------------------------------------
def real_x
return @character.real_x
end
#--------------------------------------------------------------------------
# * Real_y : it just returns the character's real_y
#--------------------------------------------------------------------------
def real_y
return @character.real_y
end
#--------------------------------------------------------------------------
# * regexp_initialize : the brand new configuration function
# This function generate the regexps based on the configuration
#--------------------------------------------------------------------------
def regexp_initialize
@@regexp_source = regexp_generate(true)
@@regexp_char = regexp_generate(false)
@@regexp_source_short = @@regexp_source
@@regexp_char_short = @@regexp_char
if SHADOWS_SOURCE_COMMENT_PATTERN.is_a?(Array)
@@regexp_source_short = regexp_generate_short(@@regexp_source)
end
if SHADOWS_CHAR_COMMENT_PATTERN.is_a?(Array)
@@regexp_char_short = regexp_generate_short(@@regexp_char)
end
end
#--------------------------------------------------------------------------
# * regexp_generate generate a full length regexp including the arguments
# detection.
#--------------------------------------------------------------------------
def regexp_generate(source = false)
if source
pattern = SHADOWS_SOURCE_COMMENT_PATTERN
trigger = SHADOWS_SOURCE_COMMENT_TRIGGER
@@argument_indexes_source = []
indexes = @@argument_indexes_source
else
pattern = SHADOWS_CHAR_COMMENT_PATTERN
trigger = SHADOWS_CHAR_COMMENT_TRIGGER
@@argument_indexes_char = []
indexes = @@argument_indexes_char
end
if pattern.is_a?(Array)
string = Regexp.escape(pattern.join("\n"))
else
string = Regexp.escape(pattern)
end
string = string.gsub('trigger',')('+trigger+')(')
splitted = string.split('arg')
regexp = '\A(' + splitted[0] + '(\d+)){0,1}'
for i in 1..splitted.size-1
if splitted[i][0..0].to_i == 0
p 'Error : You probably forgot a digit after an arg'
raise
else
indexes.push(splitted[i][0..0].to_i)
regexp = regexp + '(' + splitted[i][1..splitted[i].size-1] + '(\d+)){0,1}'
end
end
return Regexp.new(regexp.chomp('(\d+)){0,1}') + ')')
end
#--------------------------------------------------------------------------
# * Will return a shorter regexp, but still able to identify the trigger
#--------------------------------------------------------------------------
def regexp_generate_short(regexp)
string = regexp.inspect
string = string.split('\n')[0]
string = string[1..string.size-2]
return Regexp.new(string)
end
#--------------------------------------------------------------------------
# * regexp_get_parameters is called whenever a trigger has been identify,
# and the script wants to know the arguments. It returns an array in the
# right orger [arg1,arg2,arg3]
#--------------------------------------------------------------------------
def regexp_get_parameters(string, source = false)
if source
regexp = @@regexp_source
indexes = @@argument_indexes_source.dup
else
regexp = @@regexp_char
indexes = @@argument_indexes_char.dup
end
indexes = indexes.reverse!
match_array = regexp.match(string).captures
return_array = Array.new
if match_array.size > 3
for i in 2..match_array.size-1
if ((i.to_f/2).ceil)*2 != i and match_array[i]!=nil
return_array[indexes.pop-1] = match_array[i]
end
end
end
return return_array
end
end
Las instrucciones son simples, crear un evento con un comentario con la palabra "Shadow" sin comillas, que es el evento generara la luz y los eventos que quieres que tengan sombra deben llevar un comentario con la letra "o" sin comillas.
Posm eso seria todo .D
Nos Vemos