시각적 효과
2007.12.06 19:20

물가에 모습비치게 하기

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#==============================================================================
# ■ Sprite_Reflection
# Based on Sprite_Mirror, Modified By: JmsPlDnl, rewritten entirely by Rataime
#==============================================================================
CATERPILLAR_COMPATIBLE = true

class Game_Party
attr_reader :characters
end

class Sprite_Reflection < RPG::Sprite

attr_accessor :character

def initialize(viewport=nil, character=nil,self_angle = 180)
  super(viewport)
  @character = character
  @self_angle=self_angle
  self.opacity=0
  @reflected=false
  @former=false
  @moving=false
  if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7
    @reflected=true
    @former=true
  end
  update
end

def update
  super
  if @tile_id != @character.tile_id or
     @character_name != @character.character_name or
     @character_hue != @character.character_hue
    @tile_id = @character.tile_id
    @character_name = @character.character_name
    @character_hue = @character.character_hue
    if @tile_id >= 384
      self.bitmap = RPG::Cache.tile($game_map.tileset_name,
        @tile_id, @character.character_hue)
      self.src_rect.set(0, 0, 32, 32)
      self.ox = 16
      self.oy = 32
    else
      self.bitmap = RPG::Cache.character(@character.character_name,
        @character.character_hue)
      @cw = bitmap.width / 4
      @ch = bitmap.height / 4
      self.ox = @cw / 2
      self.oy = @ch
    end
  end
  
  self.visible = (not @character.transparent)
  if @tile_id == 0
    sx = (@character.pattern) * @cw
    sy = (@character.direction - 2) / 2 * @ch
    if @character.direction== 6
          sy = ( 4- 2) / 2 * @ch
    end
    if @character.direction== 4
          sy = ( 6- 2) / 2 * @ch
   end
   if @character.direction != 4 and @character.direction != 6
         sy = (@character.direction - 2) / 2 * @ch
   end
  end
  
  self.x = @character.screen_x
  self.y = @character.screen_y-5
  @moving=!(@character.real_x%128==0 and @character.real_y%128==0)
  @d=@character.direction
  @rect=[sx, sy, @cw, @ch]
  if !(@moving)
    if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7
      @reflected=true
      @former=true
    else
      @reflected=false  
      @former=false
    end
    
  else
      case @d
      
      when 2
      if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
        @reflected=true
        if @former==false
          @offset = (@character.screen_y%32)*@ch/32
          @rect=[sx, sy, @cw, @offset]
          self.y=@character.screen_y-5
        end
      else
        @reflected=false  
      end
      
      when 4
      if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
        @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
        @rect=[sx, sy, @offset, @ch]
        self.x=@character.screen_x
      else
        @reflected=true
        if @former==false
          @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
          @rect=[sx+@offset, sy, @cw-@offset, @ch]
          self.x=@character.screen_x-@offset
        end
      end
      
      when 6
      if $game_map.terrain_tag(@character.real_x/128+1,@character.real_y/128+1)!=7
        @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
        @rect=[sx+@offset, sy, @cw-@offset, @ch]
        self.x=@character.screen_x-@offset
      else
        @reflected=true
        if @former==false
          @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
          @rect=[sx, sy, @offset, @ch]
          self.x=@character.screen_x
        end
      end
      
      when 8
      if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
        @reflected=true
        if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
          @offset = (@character.screen_y%32)*@ch/32
          @rect=[sx, sy, @cw, @offset]
          self.y=@character.screen_y-5
        end
      else
        @reflected=false  
      end
      
      end

  end
  if @reflected
    self.opacity=128
  else
   @rect=[sx, sy, @cw, @ch]
   self.opacity=0
  end
  
  if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
    if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
      @rect[1]= @rect[1]+@ch/2
      @rect[3]= @rect[3]/2
      self.y = self.y - @ch/2
    else
      @reflected=false
    end
  end
    
  self.src_rect.set(@rect[0],@rect[1],@rect[2],@rect[3])
  
  @character.is_a?(Game_Player) ? self.z = 9 : self.z = 5
  self.blend_type = @character.blend_type
  self.bush_depth = @character.bush_depth
  if @character.animation_id != 0
    animation = $data_animations[@character.animation_id]
    animation(animation, true)
    @character.animation_id = 0
  end

  self.angle = @self_angle
end
end

#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================

class Sprite_Character < RPG::Sprite
alias reflect_initialize initialize

def initialize(viewport, character = nil)
   @character = character
   @reflection = []
   super(viewport)
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["r"])
    @reflection.push(Sprite_Reflection.new(viewport,@character))
   end
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["hero_r"])
    @reflection.push(Sprite_Reflection.new(viewport,$game_player))
#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

for member in $game_party.characters
   @reflection.push(Sprite_Reflection.new(viewport,member))
end

end
#===================================================
# ● End of the compatibility
#===================================================
   end
   reflect_initialize(viewport, @character)
end

alias reflect_update update

def update
  reflect_update
  if @reflection!=nil
    for reflect in @reflection
      reflect.update
    end
  end
end

end

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