- SpippasMembre
- Nombre de messages : 21
Distinction : aucune
Date d'inscription : 03/09/2015
Demande a la communaute [XAS + MultiFrame]
Dim 13 Sep 2015 - 22:59
Bonsoir à vous tous !
J'ai un petit soucis voyez vous. J'utilise le script XAS (Combat en A-RPG) et j'aimerais pouvoir augmenter le nombre de frame utilisable via un script mais le script qui augmente le nombre de frame (Extra movement) demande toujours de modifier le noms des fichiers.
En cherchant ici puis sur le net j'ai pu comprendre que cela étais compliqué si mes connaissance en codage n'étais pas excellente. Apparemment les Scripts MultiFrame perturbe le script XAS cherchant désespéramment des images introuvable..
Résultat, parfois cela fonctionne pour les déplacements, bugs au niveaux des compétences, bref.. LE BORDEL !!
Je fais donc appelle a la communauté et surtout au scripteur qui, si leur cœur les portes, prendrais le temps d'étudier la question et peut être trouver une solution.
Voici une piste, mon anglais est égal a google translate donc...
http://forums.rpgmakerweb.com/index.php?/topic/16262-auto-frame-script/
A vous
XAS
LIEN SITE : http://atelier-rgss.com/XAS/Web_Material/Manual7_Download.html
EXTRA MOVEMENT
J'ai un petit soucis voyez vous. J'utilise le script XAS (Combat en A-RPG) et j'aimerais pouvoir augmenter le nombre de frame utilisable via un script mais le script qui augmente le nombre de frame (Extra movement) demande toujours de modifier le noms des fichiers.
En cherchant ici puis sur le net j'ai pu comprendre que cela étais compliqué si mes connaissance en codage n'étais pas excellente. Apparemment les Scripts MultiFrame perturbe le script XAS cherchant désespéramment des images introuvable..
Résultat, parfois cela fonctionne pour les déplacements, bugs au niveaux des compétences, bref.. LE BORDEL !!
Je fais donc appelle a la communauté et surtout au scripteur qui, si leur cœur les portes, prendrais le temps d'étudier la question et peut être trouver une solution.
Voici une piste, mon anglais est égal a google translate donc...
http://forums.rpgmakerweb.com/index.php?/topic/16262-auto-frame-script/
A vous
XAS
LIEN SITE : http://atelier-rgss.com/XAS/Web_Material/Manual7_Download.html
EXTRA MOVEMENT
- Spoiler:
- Code:
#==============================================================================
# Extra Movement Frames
# Version: 1.0.1
# Author: modern algebra (rmrk.net)
# Date: 26 September 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to import character sprites with more than 3 frames
# for movement animation. In other words, it allows you to animate sprites a
# little more smoothly. One use for it is it allows RMXP format characters to
# be imported directly into a VXA game without editing (although you will need
# to rename the file).
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Paste this script into its own slot in the Script Editor, above Main but
# below Materials. If you are using my Composite Graphics script, then this
# script must be placed in a slot below Composite Graphics.
#
# To create a sprite with extra movement frames, all you need to do is
# rename the character graphic to something of the form:
#
# Regular_Name%(x)
# where:
# x is the number of frames in each character sprite
#
# EXAMPLES:
#
# $001-Fighter01%(4)
# This graphic is a single character with four frames of animation. [XP]
# 022-Actors12%(6)
# This graphic would be interpreted as a character sheet of 8 characters,
# each having six frames of animation.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Additionally, this script also allows you to specify the "idle" frame (the
# frame where the sprite is not moving), and also the pattern if wish to so
# specify. In essence, all you need to do is add those integers after the
# number of frames:
#
# Regular_Name%(x y1 y2 y3 ... yx)
# where:
# x is the number of frames in each character sprite
# y1 is the idle frame (the frame shown when sprite is not moving)
# y2 ... yx are the pattern.
#
# Keep in mind that the first frame in a sprite is index 0, the second frame
# is index 1, etc.
#
# Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,
# the pattern is assumed to simply cycle through the frames one by one until
# it repeats.
#
# EXAMPLES:
#
# $003-Fighter03%(4 2)
# This graphic is a single character with four frames of animation. The
# idle frame is 2 (the third one over). The pattern when moving would be
# 2 3 0 1, 2 3 0 1, etc.
# 032-People05%(4 0 1 0 3 2 1)
# This graphic would be interpreted as a character sheet of 8 characters,
# each having four frames of animation. The idle frame is 0 (the first
# in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.
#==============================================================================
$imported = {} unless $imported
$imported[:MA_ExtraMovementFrames] = true
#==============================================================================
# *** MA_ExtraMovementFrames
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This module holds a method for calculating width and height of an emf
# character frame
#==============================================================================
module MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check if Character has extra movement frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_char_is_emf_sprite?(character_name)
character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Derive Frames Array
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_get_frames(character_name)
character_name = "" unless character_name
frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
$1.scan(/\d+/).collect { |s| s.to_i }
frames[0] = 3 unless frames[0] # If empty, then set to default 3
frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
frames[1] = 0 unless frames[1] # Set idle frame
if frames.size < 3
# Create pattern
(frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
end
return frames
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Calculate Frame Size
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_calc_frame_size(character_name, bitmap, frames = [])
character_name = "" unless character_name
frames = maemf_get_frames(character_name) if frames.empty?
cw = bitmap.width / (frames[0] ? frames[0] : 3)
ch = bitmap.height / 4
sign = character_name[/^[\!\$]./]
if !sign || !sign.include?('$')
cw /= 4
ch /= 2
end
return cw, ch
end
end
# Compatibility with Composite Graphics
if $imported[:MA_CompositeGraphics]
#============================================================================
# *** Cache
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - macgve_make_unique_name
#============================================================================
class << Cache
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Make Unique Name
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias macgemf_uniqname_3tc8 macgve_make_unique_name
def macgve_make_unique_name(cg_array = [], *args)
result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method
# Add %(x) code to name if the first graphic in the array contains it.
result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]
result
end
end
end
#==============================================================================
# ** Game_CharacterBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - straighten; update_anime_pattern; initialize;
# set_graphic; character_name=
# new methods - maemf_init_char_frames
#==============================================================================
class Game_CharacterBase
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Straighten
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_straghtn_5sb3 straighten
def straighten(*args, &block)
maemf_straghtn_5sb3(*args, &block) # Run original method
@pattern = @original_pattern if @walk_anime || @step_anime
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Anime Pattern
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_updanim_ptrn_2yv5 update_anime_pattern
def update_anime_pattern(*args)
if @ma_char_is_emf_sprite # If an emf sprite
if !@step_anime && @stop_count > 0 # Reset to stationary
@maemf_frame_index = 0
@pattern = @original_pattern
else
# Next Pattern
@maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size
@pattern = @maemf_character_pattern[@maemf_frame_index]
end
else
maemf_updanim_ptrn_2yv5(*args) # Call original method
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Initialize Character Frames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def maemf_init_char_frames
@maemf_frame_index = 0 # Initialize Index
# Save this value for faster reference
@ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)
if @ma_char_is_emf_sprite
# Get pattern
@maemf_character_pattern = maemf_get_frames(character_name)
@maemf_character_pattern.shift # Remove frame number
@original_pattern = @maemf_character_pattern[0]
else
@maemf_character_pattern = []
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Initialize Character Frames Proc
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.maemf_init_char_frames_proc
Proc.new { |method_name|
alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias
define_method(method_name) do |*args| # Define method
send(:"maemf_#{method_name}_2ev9", *args) # Call original method
maemf_init_char_frames
end
}
end
proc = maemf_init_char_frames_proc
[:initialize, :set_graphic].each { |name| proc.call(name) }
end
#==============================================================================
# ** Game_Player/Follower/Vehicle/Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This aliases methods in these classes that change @character_name in order
# to call maemf_init_char_frames
#==============================================================================
class Game_Player
# Refresh
maemf_init_char_frames_proc.call(:refresh)
end
class Game_Follower
# Refresh
maemf_init_char_frames_proc.call(:refresh)
end
class Game_Vehicle
# Load System Settings
maemf_init_char_frames_proc.call(:load_system_settings)
end
class Game_Event
proc = maemf_init_char_frames_proc
# Clear Page Settings & Setup Page Settings
[:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }
end
#==============================================================================
# ** Sprite_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - set_character_bitmap; update_src_rect
# new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect
#==============================================================================
class Sprite_Character
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Character Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_setcharbmp_4rm6 set_character_bitmap
def set_character_bitmap(*args)
@emf_char = ma_char_is_emf_sprite?(@character_name)
@emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Rectangle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_updtsrcrect_2kq5 update_src_rect
def update_src_rect(*args)
@emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Character Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_set_emf_character_bitmap
self.bitmap = Cache.character(@character_name)
@emf_char_frames = maemf_get_frames(@character_name)
@cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)
self.ox = @cw / 2
self.oy = @ch
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Rectangle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_update_emf_src_rect
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]
sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - draw_character
# new method - ma_draw_emf_character
#==============================================================================
class Window_Base
include MA_ExtraMovementFrames
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Character Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias maemf_drawcharct_3kq6 draw_character
def draw_character(character_name, *args)
character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :
maemf_drawcharct_3kq6(character_name, *args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Extra Movement Frames Character Graphic
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_draw_emf_character(character_name, character_index, x, y)
return unless character_name
if !ma_char_is_emf_sprite?(character_name)
# Draw regular if there is no frame specification in the name
maemf_drawcharct_3kq6(character_name, *args)
else
bitmap = Cache.character(character_name)
frames = maemf_get_frames(character_name)
cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)
n = character_index
src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)
contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
end
Permission de ce forum:
Vous ne pouvez pas répondre aux sujets dans ce forum
|
|