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[RMXP]Ayuda con XAS HERO
[RMXP]Ayuda con XAS HERO
Veran tengo una pequeña duda, esque no se si sea posibe implementar
el scipt de sombras en tiempo real de "angel of nightmar", es algo parecido
su nambre no estoy muy seguro, el caso esque para esta modifica el
sprite chara y tambien le da sombra, pero no se por que no se puede,
en el XAS HERO es como incompatible, pero se me hace algo muy tonto que no se
pueda poner ya que intente poner el script en otro sistema de batallas,
un poco mas feo que el XAS HERO pero casi es lo mismo, se llama
XMS-ABS, es identico, solo que este no tiene tantas armas, y no
entiendo como poner armas, es algo muy raro, en fin, si estos 2
sistemas de batalla son tan parecidos porque con el XAS HERO no
puedo poner el script y en el XMS-ABS si se puede, algo que tambien
me gustaria que me enseñasen, si se pudiera seria una guia del
XMS-ABS, si no no hay problma, gracias de antemano.
el scipt de sombras en tiempo real de "angel of nightmar", es algo parecido
su nambre no estoy muy seguro, el caso esque para esta modifica el
sprite chara y tambien le da sombra, pero no se por que no se puede,
en el XAS HERO es como incompatible, pero se me hace algo muy tonto que no se
pueda poner ya que intente poner el script en otro sistema de batallas,
un poco mas feo que el XAS HERO pero casi es lo mismo, se llama
XMS-ABS, es identico, solo que este no tiene tantas armas, y no
entiendo como poner armas, es algo muy raro, en fin, si estos 2
sistemas de batalla son tan parecidos porque con el XAS HERO no
puedo poner el script y en el XMS-ABS si se puede, algo que tambien
me gustaria que me enseñasen, si se pudiera seria una guia del
XMS-ABS, si no no hay problma, gracias de antemano.

ichcanziho- Novato

-

46
Re: [RMXP]Ayuda con XAS HERO
A ver... El script añade sombras variables o sombras inmobiles?
Si son inmobiles solo tendrías que editar tu el char del Xas y añadirselas (podrias hacer que el sprite cambiara al original en lugares con poca luz, donde no se vieran las sombras)
Si son inmobiles solo tendrías que editar tu el char del Xas y añadirselas (podrias hacer que el sprite cambiara al original en lugares con poca luz, donde no se vieran las sombras)

Vientos Sagrados RPG- Novato

-

67
Re: [RMXP]Ayuda con XAS HERO
No las sombras son perfectas, se mueven junto con la chara y para mejor, se van desvaneciendo si te vas alejando, checa te dejo el script
Sprite_Shadow*
Sprite_Sun*
Esos van encima de main.
ahora remplaza
Sprite_Character de rmxp por este otro
Sprite_Character*
Sprite_Shadow*
- Spoiler:
#==============================================================================
# ¦ Sprit_Ombre (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme by Rataime, extra features Boushy
#==============================================================================
class Sprite_Shadow < RPG::Sprite
attr_accessor :character # ??????
def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)
super(viewport)
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
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
@direct=@character.direction
if self.angle>90 or angle<-90
if @direct== 6
sy = ( 4- 2) / 2 * @ch
end
if @direct== 4
sy = ( 6- 2) / 2 * @ch
end
if @direct != 4 and @direct !=6
sy = (@character.direction - 2) / 2 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch)-1
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.x-self.x
@deltay= @source.y-self.y
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
self.opacity = 1200000/(@distance+6000)
@distance = @distance ** 0.5
if @distancemax !=0 and @distance>=@distancemax
self.opacity=0
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
end
end
end
end
Sprite_Sun*
- Spoiler:
#==============================================================================
# ¦ Sprite_Sun
# # Based on Sprite_Shadow, modified by Rataime
#==============================================================================
class Sprite_Sun < RPG::Sprite
attr_accessor :character
def initialize(viewport, character = nil, self_angle = 45,self_opacity = 128)
super(viewport)
@character = character
@self_angle=self_angle
@self_opacity=self_opacity
update
end
def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($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
@direct=@character.direction
if self.angle>90 or angle<-90
if @direct== 6
sy = ( 4- 2) / 2 * @ch#@character.direction
end
if @direct== 4
sy = ( 6- 2) / 2 * @ch
end
if @direct != 4 and @direct !=6
sy = (@character.direction - 2) / 2 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch)-1
self.opacity = @character.opacity
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-90
self.color = Color.new(0, 0, 0)
self.opacity = @self_opacity
end
end
Esos van encima de main.
ahora remplaza
Sprite_Character de rmxp por este otro
Sprite_Character*
- Spoiler:
#==============================================================================
# ¦ Sprite_Character modifié (See Sprite_Shadow and Sprite_Sun)
#==============================================================================
class Sprite_Character < RPG::Sprite
attr_accessor :character
def initialize(viewport, character = nil)
super(viewport)
@character = character
#------Sun edit----------
@sunlist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["sun"])
if (character.list[1]!=nil and character.list[1].code == 108)
@self_angle=character.list[1].parameters[0]
else
@self_angle=45
end
if (character.list[2]!=nil and character.list[2].code == 108)
@self_opacity=character.list[2].parameters[0]
else
@self_opacity=128
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@sunlist[i+1] = Sprite_Sun.new(viewport, $game_map.events[i],@self_angle,@self_opacity)
end
end
@sunlist[1] = Sprite_Sun.new(viewport, $game_player,@self_angle,@self_opacity)
end
#------/Sun edit----------
#------Shadows edit---------
@ombrelist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])
if (character.list[1]!=nil and character.list[1].code == 108)
@anglemin=character.list[1].parameters[0]
end
if (character.list[2]!=nil and character.list[2].code == 108)
@anglemax=character.list[2].parameters[0]
end
if (character.list[3]!=nil and character.list[3].code == 108)
@distancemax=character.list[3].parameters[0]
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)
end
#------/Shadows edit----------
update
end
def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($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
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
self.opacity = @character.opacity
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
#------Shadows edit----------
if @ombrelist!=[]
for i in 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
#------/Shadows edit----------
#------Shadows edit----------
if @sunlist!=[]
for i in 1..@sunlist.size
if @sunlist[i]!=nil
@sunlist[i].update
end
end
end
#------/Shadows edit----------
end
end

ichcanziho- Novato

-

46
Re: [RMXP]Ayuda con XAS HERO
Ok lo probare en mi proyecto y luego veré si puedo arreglar lo del XAS o al menos decir las incompatiblidades (donde están).

Vientos Sagrados RPG- Novato

-

67
Re: [RMXP]Ayuda con XAS HERO
yo sufri del mismo problema ;) y dejame decirte algo, pero es un poquito complejo hacer que sean compatibles, estuve probando varias versiones de sprite shadow para xas, y la verdad es que cuando tu matas a un mounstro la sombra no desaparece y eso se debe a la frecuencia con que el script actualiza, en fin te paso la versión que uso en mi juego, trata de no abusar mucho de ella por que causa demasiada lag y es la unica version que es compatible con xas hero
las instrucciones estan arriba del script
espero que te sirva :D
- Código:
#==============================================================================
# ** 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 = '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'
#==============================================================================
# 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 = 10
SHADOWS_CATERPILLAR_COMPATIBLE = false
#==============================================================================
# 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
attr_reader :characters
end
#==============================================================================
# ** Sprite_Shadow, the meat of this script
#==============================================================================
class Sprite_Shadow < RPG::Sprite
attr_accessor :character
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport, character = nil,source = nil,anglemin=0, \
anglemax=0,distancemax=700)
super(viewport)
@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
@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 = true
self.x = @character.screen_x
self.y = @character.screen_y-8
self.z = @character.screen_z(@ch)-1
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 (2,4,6,8), 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 < RPG::Sprite
@@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 estan arriba del script
espero que te sirva :D

elisamuelps- Soñador

-

91
Re: [RMXP]Ayuda con XAS HERO
Disculpa mi gran ignorancia, pero tengo un par de dudas,
1 como hago para que el personaje tenga sombra, que la genera, osea como hago
para que algo genere la luz y le de a este sombra.
2 Que comando pongo para crear la sombra de un enemigo
3 Tengo que modificar algun otro script.
veras el script me corre bien y no me causa ningun error, pero no me hace ningun cambio en el juego.
P.D estoy usando la version 3.8 del has hero, no se si sirva de algo decirtelo pero
por si las moscas
1 como hago para que el personaje tenga sombra, que la genera, osea como hago
para que algo genere la luz y le de a este sombra.
2 Que comando pongo para crear la sombra de un enemigo
3 Tengo que modificar algun otro script.
veras el script me corre bien y no me causa ningun error, pero no me hace ningun cambio en el juego.
P.D estoy usando la version 3.8 del has hero, no se si sirva de algo decirtelo pero
por si las moscas

ichcanziho- Novato

-

46
Re: [RMXP]Ayuda con XAS HERO
hahhahahahaha se nota que no leistes las instrucciones del script ;)
no necesitas modificar nada y es la mejor version del script :P
creas una nota y pones
begin shadow source "para que un objeto genere sombras"
begin shadow "para que un objeto reciba sombra de una source"
y si lees el script hay una linea que dice:
# Comment "begin shadow source"
# Comment "anglemin 0"
# Comment "anglemax 0"
# Comment "distancemax 250"
ahi estan las instrucciones ;)
OJO no te olvides del anglemin y max y del distancemax para que cambies la forma en que una sombra se muestra, ya eso es gusto personal
Edito: hay un problema con el xas, cuando tu pones el comentario para que un enemigo genere sombras y atacas a 1 tile cerca del enemigo el personaje no atacara, para solucionarlo lo mejor que pude hacer fue poner a los enemigos con sombra que al pulsar aceptar mover evento(este evento) retroceder un paso
y listo! lo empujas hacia atras cuando estes muy cerca y lo atacas despues
no necesitas modificar nada y es la mejor version del script :P
creas una nota y pones
begin shadow source "para que un objeto genere sombras"
begin shadow "para que un objeto reciba sombra de una source"
y si lees el script hay una linea que dice:
# Comment "begin shadow source"
# Comment "anglemin 0"
# Comment "anglemax 0"
# Comment "distancemax 250"
ahi estan las instrucciones ;)
OJO no te olvides del anglemin y max y del distancemax para que cambies la forma en que una sombra se muestra, ya eso es gusto personal
Edito: hay un problema con el xas, cuando tu pones el comentario para que un enemigo genere sombras y atacas a 1 tile cerca del enemigo el personaje no atacara, para solucionarlo lo mejor que pude hacer fue poner a los enemigos con sombra que al pulsar aceptar mover evento(este evento) retroceder un paso
y listo! lo empujas hacia atras cuando estes muy cerca y lo atacas despues

elisamuelps- Soñador

-

91
Re: [RMXP]Ayuda con XAS HERO
Esque no puedo, me desespera que tu amablemente me ayudes y siga como un asno sin poder hacerlo, hago exactamente todo lo que me dices, pero no genero ninguna sombra, pongo un evento, en este caso fuego por ejemplo, lo pongo como nota lo siguiente:
begin shadow source
anglemin 60
anglemax 70
distancemax 250
y no pasa nada, tambein intente solo ponerle
begin shadow source
para generar la sombra de un objeto en este caso un personaje X
le pongo como notas
begin shadow
begin shadow source
anglemin 60
anglemax 70
distancemax 250
y no pasa nada, tambein intente solo ponerle
begin shadow source
para generar la sombra de un objeto en este caso un personaje X
le pongo como notas
begin shadow

ichcanziho- Novato

-

46
Re: [RMXP]Ayuda con XAS HERO
que extraño D: lo acabo de probar en el mio y funciona... bueno te paso una screenshoot a ver si lo estas haciendo bien, a mi me funciona, prueba a ver y asegurate que el comentario este en la primera linea y uno por uno separado (ojo lo demas despues del script de sombras lo hize yo a mi gusto lo que quiero es que veas las primeras lineas :P

asegurate tambien de poner el script debajo del xas antes de los add-ons por que tambien esto causa otros problemas :P
edito: disculpame ahorita me acabo de acordar que edite el script de xas para que pudiera funcionar, sucede que las nuevas funciones no trabajan con el sprite shadow has esto vete al editor de scripts y ve a el que dice xas sprite y remplaza lo que tienes con esto:
luego pruebalo y me dices los reultados, ;)

asegurate tambien de poner el script debajo del xas antes de los add-ons por que tambien esto causa otros problemas :P
edito: disculpame ahorita me acabo de acordar que edite el script de xas para que pudiera funcionar, sucede que las nuevas funciones no trabajan con el sprite shadow has esto vete al editor de scripts y ve a el que dice xas sprite y remplaza lo que tienes con esto:
- Código:
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# CT METER / SCENE TARGET / SPRITE SYSTEM / ANTI LAG
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#==============================================================================
# ■ Action_Meter_Sprite (CT METER)
#==============================================================================
class Action_Meter_Sprite < Sprite
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
def initialize
super
@actor = $game_party.actors[0]
hud_size_x = XAS_HUD::CT_SIZE_X
hud_size_y = XAS_HUD::CT_SIZE_Y
@oc_range_x = hud_size_x + XAS_HUD::WINDOW_CT_X
@oc_range_y = hud_size_y + XAS_HUD::WINDOW_CT_Y
#Action Meter--------------------------------------
@meter_flow = 0
@meter_image = RPG::Cache.windowskin("CT_Meter")
@meter_bitmap = Bitmap.new(@meter_image.width,@meter_image.height)
@meter_range = @meter_image.width / 3
@meter_width = @meter_range * $game_system.action_meter / 100
@meter_height = @meter_image.height / 4
@meter_width_old = @meter_width
@meter_src_rect = Rect.new(@meter_range, 0, @meter_width, @meter_height)
@meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)
@meter_sprite = Sprite.new
@meter_sprite.bitmap = @meter_bitmap
@meter_sprite.z = 5008
@meter_sprite.x = XAS_HUD::WINDOW_CT_X
@meter_sprite.y = XAS_HUD::WINDOW_CT_Y
meter_flow_update
@borde2_sprite = Sprite.new
@borde2_sprite.bitmap = RPG::Cache.windowskin("CT_Layout")
@borde2_x = 0
@borde2_y = 0
@borde2_z = 9998
@borde2_opacity = 255
#Number --------------------------------------
@number_image = RPG::Cache.windowskin("CT_Number")
@number_bitmap = Bitmap.new(@number_image.width, @number_image.height)
@number_sprite = Sprite.new
@number_sprite.bitmap = @number_bitmap
@number_sprite.z = 5009
@number_sprite.x = XAS_HUD::WINDOW_CT_X
@number_sprite.y = XAS_HUD::WINDOW_CT_Y
@number_cw = @number_image.width / 10
@number_ch = @number_image.height / 7
if $game_temp.cast_time > 0
number = $game_temp.cast_time / 10
number_y = @number_ch * 2
number_sup_y = @number_ch * 4
elsif $game_temp.xas_charge_time > 5
number = $game_temp.xas_charge_time.truncate
number_y = @number_ch * 2
number_sup_y = @number_ch * 3
else
number = $game_system.action_meter
if $game_system.action_meter <= XAS::DASH_ACTIVE_PERC
number_y = @number_ch * 1
else
number_y = @number_ch * 0
end
number_sup_y = @number_ch * 5
end
@number_text = number.abs.to_s.split(//)
for r in 0..@number_text.size - 1
@number_abs = @number_text[r].to_i
@number_src_rect = Rect.new(@number_cw * @number_abs, number_y, @number_cw, @number_ch)
@number_bitmap.blt(((@number_cw - 10) * r), 0, @number_image, @number_src_rect)
@number_src_rect = Rect.new(0, number_sup_y, @number_image.width, @number_ch)
@number_bitmap.blt(-55, -2, @number_image, @number_src_rect)
end
#HUD Visible----------------------------------------------------------------
visible_update
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
#@meter Dispose
@meter_image.dispose
@meter_sprite.bitmap.dispose
@meter_sprite.bitmap = nil
@meter_sprite.dispose
@meter_sprite = nil
@meter_bitmap.dispose
@meter_bitmap = nil
@borde2_sprite.bitmap.dispose
@borde2_sprite.dispose
#Text Dispose
@number_image.dispose
@number_sprite.bitmap.dispose
@number_sprite.bitmap = nil
@number_sprite.dispose
@number_sprite = nil
@number_bitmap.dispose
@number_bitmap = nil
end
#--------------------------------------------------------------------------
# * update
#--------------------------------------------------------------------------
def update
meter_flow_update
number_update
visible_update
fade_update
end
#--------------------------------------------------------------------------
# * fade_update
#--------------------------------------------------------------------------
def fade_update
if XAS_HUD::FADE == true
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
if x < @oc_range_x and x > XAS_HUD::WINDOW_CT_X - 5 and
y > XAS_HUD::WINDOW_CT_Y - 10 and y < @oc_range_y and
@meter_sprite.opacity > 120
@meter_sprite.opacity -= 10
@number_sprite.opacity -= 10
@borde2_sprite.opacity -= 10
elsif @meter_sprite.opacity < 255
@meter_sprite.opacity += 10
@number_sprite.opacity += 10
@borde2_sprite.opacity += 10
end
end
end
#--------------------------------------------------------------------------
# * visible_update
#--------------------------------------------------------------------------
def visible_update
if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] or
$game_switches[XAS::CT_DISABLE_SWITCH]
ct_visible = false
else
ct_visible = true
end
@meter_sprite.visible = ct_visible
@number_sprite.visible = ct_visible
@borde2_sprite.visible = ct_visible
end
#--------------------------------------------------------------------------
# * Number Update
#--------------------------------------------------------------------------
def number_update
@number_sprite.bitmap.clear
if $game_temp.cast_time > 0
number = $game_temp.cast_time / 10
number_y = @number_ch * 2
number_sup_y = @number_ch * 4
elsif $game_temp.xas_charge_time > 5
number = $game_temp.xas_charge_time.truncate
number_y = @number_ch * 2
number_sup_y = @number_ch * 3
elsif $game_temp.shield_active == true
number = $game_system.action_meter
number_y = @number_ch * 2
number_sup_y = @number_ch * 6
else
number = $game_system.action_meter
if $game_system.action_meter <= XAS::DASH_ACTIVE_PERC
number_y = @number_ch * 1
else
number_y = @number_ch * 0
end
number_sup_y = @number_ch * 5
end
@number_text = number.abs.to_s.split(//)
for r in 0..@number_text.size - 1
@number_abs = @number_text[r].to_i
@number_src_rect = Rect.new(@number_cw * @number_abs, number_y, @number_cw, @number_ch)
@number_bitmap.blt(((@number_cw - 10) * r), 0, @number_image, @number_src_rect)
@number_src_rect = Rect.new(0, number_sup_y, @number_image.width, @number_ch)
@number_bitmap.blt(-55, -2, @number_image, @number_src_rect)
end
end
#--------------------------------------------------------------------------
# * meter_flow_update
#--------------------------------------------------------------------------
def meter_flow_update
@meter_sprite.bitmap.clear
@meter_src_rect = Rect.new(0, @meter_height * 3, @meter_image.width / 3, @meter_height)
@meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)
if $game_temp.cast_time > 0
meter_max = Database_Bullet::PLAYER_CAST_TIME[$game_temp.cast_skill_id] * 10
meter_now = $game_temp.cast_time
mc_y = @meter_height
elsif $game_temp.xas_charge_time > 5
meter_max = 100
meter_now = $game_temp.xas_charge_time
if $game_temp.xas_charge_time.truncate >= 100
mc_y = @meter_height
else
mc_y = @meter_height * 2
end
else
meter_max = 100
meter_now = $game_system.action_meter
if $game_system.action_meter <= XAS::DASH_ACTIVE_PERC
mc_y = @meter_height
else
mc_y = 0
end
end
@meter_width = @meter_range * meter_now / meter_max
@meter_src_rect = Rect.new(@meter_flow, mc_y, @meter_width, @meter_height)
@meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)
@meter_flow += 5
if @meter_flow >= @meter_image.width - @meter_range
@meter_flow = 0
end
end
end
#-------------------------------------------------------------------------------
# ■ Scene_Map
#-------------------------------------------------------------------------------
class Scene_Map
alias ct_main main
def main
@ctmeter = Action_Meter_Sprite.new
ct_main
@ctmeter.dispose
end
alias ct_update update
def update
ct_update
@ctmeter.update
end
end
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# SCENE TARGET
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :xas_target_x
attr_accessor :xas_target_y
attr_accessor :xas_target_time
attr_accessor :xas_target_shoot_id
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias xas_target_initialize initialize
def initialize
xas_target_initialize
@xas_target_x = 0
@xas_target_y = 0
@xas_target_time = 0
@xas_target_shoot_id = 0
end
end
#==============================================================================
# ■ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● target_range
#--------------------------------------------------------------------------
def battler_in_range?(event)
event.target = false
sensor_range = -1
px = ($game_map.display_x / 128).truncate
py = ($game_map.display_y / 128).truncate
distance_x = (px - (event.x - 10)).abs
distance_y = (py - (event.y - 7)).abs
return true if distance_x >= sensor_range + 11
return true if distance_y >= sensor_range + 9
event.target = true
return false
end
#--------------------------------------------------------------------------
# ● check_battler_on_map
#--------------------------------------------------------------------------
def check_battler_on_map
for i in $game_map.events.values
battler_in_range?(i)
end
end
end
#==============================================================================
# ■ Scene Target Select
#==============================================================================
class Scene_Target_Select
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
def main
$game_temp.xas_target_x = 0
$game_temp.xas_target_y = 0
$game_temp.xas_target_time = 0
@new_x = $game_player.screen_x
@new_y = $game_player.screen_y
@index_max = -1
@target_index = 0
@spriteset = Spriteset_Map.new
@text_string = ""
@fy = 0
@fy_time = 0
for event in $game_map.events.values
if event.target and event.battler and not (event.dead? or event.erased or event.battler.e_object)
@index_max += 1
end
end
$game_system.se_play($data_system.equip_se)
if @index_max == -1
cancel_select
else
create_layout
create_layout_skill
create_cusrsor
create_text
create_skill_name
select_target(0)
end
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
dispose
end
#--------------------------------------------------------------------------
# ● Create Layout
#--------------------------------------------------------------------------
def create_layout
@layout_1 = Plane.new
@layout_1.bitmap = RPG::Cache.windowskin("XAS_Target_Layout1")
@layout_1.z = 9998
@layout_1.opacity = 255
end
#--------------------------------------------------------------------------
# ● Create Layout
#--------------------------------------------------------------------------
def create_layout_skill
@skill_layout = Sprite.new
@skill_layout.bitmap = RPG::Cache.windowskin("XAS_Active_Help")
@skill_layout.z = 10001
@skill_layout.x = -100
@skill_layout.y = 32
@skill_layout.opacity = 0
end
#--------------------------------------------------------------------------
# ● Create Cursor
#--------------------------------------------------------------------------
def create_cusrsor
@cursor = Sprite.new
@cursor.bitmap = RPG::Cache.windowskin("Cursor")
@cursor.z = 9999
@cursor.x = @new_x
@cursor.y = @new_y
@cursor.opacity = 255
@cursor.visible = true
end
#--------------------------------------------------------------------------
# ● Create Text
#--------------------------------------------------------------------------
def create_text
@text = Sprite.new
@text.bitmap = Bitmap.new(200,40)
@text.z = 10000
@text.bitmap.font.size = 20
@text.bitmap.font.bold = true
@text.bitmap.font.name = "Georgia"
@text.bitmap.draw_hemming_text(0, 0, 200, 40, @text.to_s,1)
@text.opacity = 255
@text.x = @new_x
@text.y = @new_y
end
#--------------------------------------------------------------------------
# ● Create Text
#--------------------------------------------------------------------------
def create_skill_name
@skill_name = Plane.new
@skill_name.bitmap = Bitmap.new(640,480)
@skill_name.z = 10002
@skill_name.bitmap.font.size = 20
@skill_name.bitmap.font.bold = true
@skill_name.bitmap.font.name = "Georgia"
@skill_name.oy = -40
skill = $data_skills[$game_temp.xas_target_shoot_id]
skill_text = skill.name.to_s + " - " + skill.description.to_s
@skill_name.bitmap.draw_hemming_text(0, 0, 640, 40, skill_text,1)
@skill_name.opacity = 0
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
Graphics.freeze
@spriteset.dispose
if @cursor != nil
@cursor.bitmap.dispose
@cursor.dispose
@text.bitmap.dispose
@text.dispose
@skill_layout.bitmap.dispose
@skill_layout.dispose
@skill_name.bitmap.dispose
@skill_name.dispose
@layout_1.bitmap.dispose
@layout_1.dispose
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
return if @index_max == -1
update_cursor_slide
update_layout_slide
update_targe_select
end
#--------------------------------------------------------------------------
# ● Update Layout Slide
#--------------------------------------------------------------------------
def update_layout_slide
@layout_1.ox += 3
if @skill_layout.x < 0
@skill_layout.x += 10
@skill_layout.opacity += 25
@skill_name.opacity += 25
else
@skill_layout.x = 0
@skill_layout.opacity = 255
@skill_name.opacity = 255
@skill_name.ox -= 3
end
end
#--------------------------------------------------------------------------
# ● Refresh Text
#--------------------------------------------------------------------------
def refresh_text
@text.bitmap.clear
@text.bitmap.draw_hemming_text(0, 0, 200, 40, @text_string.to_s,1)
end
#--------------------------------------------------------------------------
# ● Update Cursor Slide
#--------------------------------------------------------------------------
def update_cursor_slide
@speed_x = [[(@cursor.x - @new_x / 40), 1].max, 40].min
@speed_y = [[(@cursor.y - @new_y / 40), 1].max, 40].min
if @cursor.x > @new_x
@cursor.x -= @speed_x.abs
@cursor.x = @new_x if @cursor.x < @new_x
elsif @cursor.x < @new_x
@cursor.x += @speed_x.abs
@cursor.x = @new_x if @cursor.x > @new_x
end
if @cursor.y > @new_y
@cursor.y -= @speed_y.abs
@cursor.y = @new_y if @cursor.y < @new_y
elsif @cursor.y < @new_y
@cursor.y += @speed_y.abs
@cursor.y = @new_y if @cursor.y > @new_y
end
@text.x = - 85 + @cursor.x
@text.y = 20 + @cursor.y
if @fy_time > 25
@fy += 1
elsif @fy_time > 0
@fy -= 1
else
@fy = 0
@fy_time = 50
end
@fy_time -= 1
@cursor.oy = @fy
end
#--------------------------------------------------------------------------
# ● Select Target(type)
#--------------------------------------------------------------------------
def select_target(type)
return if @index_max < 0
check_index
valor = 0
for event in $game_map.events.values
if event.target and event.battler and not (event.dead? or event.erased or event.battler.e_object)
if valor == @target_index
@new_x = event.screen_x - 10
@new_y = event.screen_y
@text_string = event.battler.name
$game_temp.xas_target_x = event.x
$game_temp.xas_target_y = event.y
$game_temp.xas_target_time = 1
end
valor += 1
end
end
refresh_text
end
#--------------------------------------------------------------------------
# ● Cancel Select
#--------------------------------------------------------------------------
def cancel_select
$game_system.se_play($data_system.buzzer_se)
$game_temp.xas_target_x = 0
$game_temp.xas_target_y = 0
$game_temp.xas_target_time = 0
$game_temp.xas_target_shoot_id = 0
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● Update Target Select
#--------------------------------------------------------------------------
def update_targe_select
if Input.trigger?(Input::B)
cancel_select
elsif Input.trigger?(Input::DOWN) or Input.trigger?(Input::RIGHT)
@target_index += 1
select_target(0)
$game_system.se_play($data_system.cursor_se)
elsif Input.trigger?(Input::UP) or Input.trigger?(Input::LEFT)
@target_index -= 1
select_target(1)
$game_system.se_play($data_system.cursor_se)
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# ● Check Index
#--------------------------------------------------------------------------
def check_index
if @target_index > @index_max
@target_index = 0
end
if @target_index < 0
@target_index = @index_max
end
end
end
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# HOOKSHOT SPRITE
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :hook_x
attr_accessor :hook_y
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias hookshot_initialize initialize
def initialize
@hook_x = 0
@hook_y = 0
hookshot_initialize
end
end
#==============================================================================
# ■ Hookshot
#==============================================================================
class Hookshot < Sprite
#--------------------------------------------------------------------------
# ● Intialize
#--------------------------------------------------------------------------
def initialize
super
create_hook
end
#--------------------------------------------------------------------------
# ● Create Hook
#--------------------------------------------------------------------------
def create_hook
@hook_image = RPG::Cache.windowskin("Hook_Shoot")
@hook_bitmap = Bitmap.new(640,480)
@hook_sprite = Sprite.new
@hook_sprite.bitmap = @hook_bitmap
@hook_cw = @hook_bitmap.width
@hook_ch = @hook_bitmap.height
@hook_src_rect = Rect.new(0, 0,@hook_cw , @hook_ch)
@hook_bitmap.blt(0,0, @hook_image, @hook_src_rect)
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
@hook_image.dispose
@hook_bitmap.dispose
@hook_bitmap = nil
@hook_sprite.bitmap.dispose
@hook_sprite.bitmap = nil
@hook_sprite.dispose
@hook_sprite = nil
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
update_visible
return if @hook_sprite.visible == false
update_draw_chain
end
#--------------------------------------------------------------------------
# ● Update Visible
#--------------------------------------------------------------------------
def update_visible
if $game_temp.hook_x == 0 and $game_temp.hook_y == 0
@hook_sprite.visible = false
else
@hook_sprite.visible = true
end
end
#--------------------------------------------------------------------------
# ● Update Draw Chain
#--------------------------------------------------------------------------
def update_draw_chain
@hook_sprite.bitmap.clear
d = $game_player.direction
case d
when 2
ex = 15
ey = 20
ex2 = 0
ey2 = 0
when 4
ex = 38
ey = 38
ex2 = 16
ey2 = 0
when 6
ex = -5
ey = 38
ex2 = -16
ey2 = 0
when 8
ex = 15
ey = 70
ex2 = 0
ey2 = 32
end
range_x = $game_temp.hook_x.truncate - $game_player.screen_x.truncate + ex2
range_y = $game_temp.hook_y.truncate - $game_player.screen_y.truncate + ey2
if $game_player.direction == 2 or $game_player.direction == 6
ry = 0
rx = 0
else
ry = 450
rx = 610
end
x_range = (range_x / 6).truncate
y_range = (range_y / 6).truncate
for i in 0...6
@hook_src_rect = Rect.new(0, 0,@hook_cw , @hook_ch)
@hook_bitmap.blt(rx + (x_range * i), ry + (y_range * i), @hook_image, @hook_src_rect)
end
@hook_sprite.x = $game_player.screen_x.truncate - rx - ex
@hook_sprite.y = $game_player.screen_y.truncate - ry - ey
@hook_sprite.z = $game_player.screen_z
if $game_temp.hook_x == 0 and
$game_temp.hook_y == 0
@hook_sprite.visible = false
else
@hook_sprite.visible = true
end
end
end
#-------------------------------------------------------------------------------
# ■ Scene_Map
#-------------------------------------------------------------------------------
class Scene_Map
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
alias hookshot_main main
def main
@hook = Hookshot.new
hookshot_main
@hook.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias hookshot_update update
def update
hookshot_update
@hook.update
end
end
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# SPRITE SHADOW
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# ■ Spriteset_Map
#===============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
alias background_effect_update update
def update
background_effect_update
if $game_temp.background_effect_time > 0
$game_temp.background_effect_time -= 1
@panorama.z = 1000
@fog.z = -1000
if $game_temp.background_effect_time == 0
@panorama.z = -1000
$game_map.panorama_name = $game_temp.pre_panorama_name
$game_map.panorama_hue = $game_temp.pre_panorama_hue
@fog.z = 3000
end
end
end
end
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# PLAYER SPRITE NAME SYSTEM
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player
#--------------------------------------------------------------------------
# ● Check Character Pose
#--------------------------------------------------------------------------
def update_character_pose
return unless can_refresh_pose?
check_character_pose
end
#--------------------------------------------------------------------------
# ● Can Refresh Pose?
#--------------------------------------------------------------------------
def can_refresh_pose?
return false if $game_system.map_interpreter.running?
return false if self.action != nil
return false if self.dead?
return false if self.battler.stop
return true
end
#--------------------------------------------------------------------------
# ● Check Character Pose
#--------------------------------------------------------------------------
def check_character_pose
if @fall
@pose_type = ""
elsif @pickup_lock_time > 0
@pose_type = "_Throw"
elsif @pickup_lock
@pose_type = "_Pickup"
elsif self.knockbacking? or (self.battler != nil and self.battler.state_sleep)
@pose_type = "_Hit"
elsif @collision_attack
@pose_type = "_Act"
elsif $game_temp.xas_charge_time > 10
@pose_type = "Charge"
elsif jumping? or $game_temp.dodge_time_real > 0
@pose_type = "_Jump"
elsif @dash
@pose_type = "_Dash"
elsif @quarter
@pose_type = "_Quarter"
else
@pose_type = "Normal"
end
change_character_graphic_pose
end
#--------------------------------------------------------------------------
# ● Update Character Graphic Pose
#--------------------------------------------------------------------------
def change_character_graphic_pose
return if @pose_type_old == @pose_type
@pose_type_old = @pose_type
name = @actor.character_name
file_name(name)
if RPG_FileTest.character_exist?(@character_file_name)
@character_name = @character_file_name
else
@character_name = name
end
end
#--------------------------------------------------------------------------
# ● File Name
#--------------------------------------------------------------------------
def file_name(name)
case @pose_type
when "Normal"
@character_file_name = name
when "Charge"
suffix = Database_Bullet::SELF_MOTIONS[@wp_tool_id]
@character_file_name = name + suffix.to_s + "_Charge"
when ""
@character_file_name = ""
when @pose_type
@character_file_name = name + @pose_type.to_s
else
@character_file_name = name
end
end
end
#===============================================================================
# ■ Sprite_Character
#===============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● Update Opacity
#--------------------------------------------------------------------------
def update_char_effects
# Zoom
if @zoom_x != @character.zoom_x or
@zoom_y != @character.zoom_y
@zoom_x = @character.zoom_x
@zoom_y = @character.zoom_y
self.zoom_x = @character.zoom_x
self.zoom_y = @character.zoom_y
end
# Angle
if @character.angle != @character.angle_new
@character.angle = @character.angle_new
self.angle = @character.angle_new
end
# Fly
if $game_system.fly == true and @character.is_a?(Game_Player)
self.z = 999
self.bush_depth = 0
# Swimming
elsif @character.swimming
self.z = @character.screen_z(@ch) + 1
self.bush_depth = 25
end
# Background Effect
if $game_temp.background_effect_time > 0
if @character.battler != nil or @character.tool_id > 0
self.z = @character.screen_z + 1500
end
end
if @character.icon_name != nil
create_treasure_icon
update_treasure_icon_frame
update_treasure_icon_float(self.bitmap.height)
#update_treasure_icon_blink
if @character.alwaly_on_target_id != 0
event = $game_map.events[@character.alwaly_on_target_id]
if event == nil
@character.move_toward_player
@character.alwaly_on_target_id = 0
@character.start
return
end
@character.x = event.x
@character.y = event.y
@character.move_speed = 6
self.x = event.screen_x
self.y = event.screen_y
end
self.z = 0
return
# Pickup
elsif @character.throw_active and $game_player.pickup_lock_time == 0
self.x = $game_player.screen_x
self.y = $game_player.screen_y - XAS::OBJECT_Y
self.z = $game_player.screen_z + 32
self.bush_depth = 0
@character.x = $game_player.x
@character.y = $game_player.y
return
#Alwaly on Target Position
elsif @character.alwaly_on_target_id != 0
if @character.alwaly_on_target_id < 0
@character.x = $game_player.x
@character.y = $game_player.y
@character.move_speed = 6
if @character_name[/\((\d+)\)/]
self.x = $game_player.screen_x
self.y = $game_player.screen_y + $1.to_i
else
self.x = $game_player.screen_x
self.y = $game_player.screen_y
end
return
else
event = $game_map.events[@character.alwaly_on_target_id]
return if event == nil
unless @character.hooked
@character.x = event.x
@character.y = event.y
end
@character.move_speed = event.move_speed
if @character_name[/\((\d+)\)/]
self.x = event.screen_x
self.y = event.screen_y + $1.to_i
else
self.x = event.screen_x
self.y = event.screen_y
end
end
# Height Correction
elsif @character_name[/\((\d+)\)/]
self.x = @character.screen_x
self.y = @character.screen_y + $1.to_i
end
@character.z = self.z
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias xas_charsprite_update update
def update
xas_charsprite_update
@battler = @character.battler if @battler == nil
update_char_effects
if @battler == nil or @_collapse_duration > 0 or
@character.collapse_done
return
end
if @battler.hiblink_duration.is_a?(Numeric)
if XAS_BA::BLINK_ON == true
@character.opacity = (@character.opacity + 70) % 190 + 40
end
if XAS_ABS_SETUP::BATTLER_SHAKE_EFFECT == true and @character.knockbacking?
self.x = @character.screen_x + rand(5)
end
@battler.hiblink_duration -= 1
if @battler.hiblink_duration <= 0
@battler.hiblink_duration = nil
@character.opacity = 255
end
end
end
end
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# Anti Lag
#===============================================================================
# ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
#===============================================================================
# ■ Game_Character
#===============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ● Can Update
#--------------------------------------------------------------------------
def can_update?
return false if self.is_a?(Game_Player)
return false if @trigger == 3 or @trigger == 4
return false if self.battler != nil and self.battler.sensor_range > 15
return false if self.tool_id != 0
@visible = false
sensor_range = $game_system.anti_lag_range
px = ($game_map.display_x / 128).truncate
py = ($game_map.display_y / 128).truncate
distance_x = (px - (self.x - 10)).abs
distance_y = (py - (self.y - 7)).abs
return true if distance_x >= sensor_range + 11
return true if distance_y >= sensor_range + 9
@visible = true
return false
end
end
#===============================================================================
# ■ Game_Event
#===============================================================================
class Game_Character
alias character_anti_lag_update update
def update
return if can_update?
character_anti_lag_update
end
end
#===============================================================================
# ■ Sprite_Character
#===============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias xas_anti_update update
def update
return if @character.visible == false and self.visible == false
xas_anti_update
self.visible = @character.visible
end
end
luego pruebalo y me dices los reultados, ;)

elisamuelps- Soñador

-

91
Re: [RMXP]Ayuda con XAS HERO
disculpa la ultima bueno eso creo yo, pregunta que tengo,
donde esta el xas sprite, lo e buscado por todas partes y no lo encuentro, o no en la
version 3.8, porque en la 3.9 encontre algo parecido, dise
XAS - Window/Sprite
pero como tambien tiene window, no lo puedo modificar bien,
asi que donde esta el xas sprite, por ejemplo abajo de otro script, o encima de otro,
esque no lo encuentro..
donde esta el xas sprite, lo e buscado por todas partes y no lo encuentro, o no en la
version 3.8, porque en la 3.9 encontre algo parecido, dise
XAS - Window/Sprite
pero como tambien tiene window, no lo puedo modificar bien,
asi que donde esta el xas sprite, por ejemplo abajo de otro script, o encima de otro,
esque no lo encuentro..

ichcanziho- Novato

-

46
Re: [RMXP]Ayuda con XAS HERO
necesitas la ultima version de xas xD lo que yo pude modificar en mi proyecto fue apartir de la version 3.91 que tiene mejor organización D: si quieres trata de actualizar la versión y te daras cuenta que al entrar en el xas 3.91 con sombras te tira un error por que existen dos modulos con el mismo nombre, pero como el circulo con la sombra del xas 3.91 en realidad es muy inutil se lo elimine del script para que pudiera funcionar, en las versiones anteriores es un poco mas dificil eliminarlo, y causa mas incompatibilidad xD y si editas el window sprite vas a terminar editando la hud y esas cosas, es mejor que no las jurunges mucho xD prueba con un proyecto nuevo de xas 3.91

elisamuelps- Soñador

-

91
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por ichcanziho el Vie Ene 27, 2012 3:51 am