Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: #Cacher l'interface lors des animations Dim 18 Mar - 19:44 | |
| #Cacher l'interface lors des animations Ce script permet de cacher l'interface lors des animations, cependant cela va remplacer l'interface par un rectangle noire pour enlever le rectangle rendez vous au script "Spriteset_Battle" çà se passe à la ligne 19 : - Code:
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@viewport1 = Viewport.new(0, 0, 640, 320) Vous devez remplacer 320 par 480 et vous devez répéter la même opération à la ligne 106 Il va donc vous falloir un "Battleback" plus grand Maintenant place au script ! Il est à placé au dessus de Main : - Code:
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#=============================================================================== # Module RPG, classe Sprite # Modification de l'original par The Metroid #===============================================================================
module RPG class Sprite < ::Sprite @@_animations = [] @@_reference_count = {} def initialize(viewport = nil) super(viewport) @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 @_damage_duration = 0 @_animation_duration = 0 @_blink = false end def dispose dispose_damage dispose_animation dispose_loop_animation super end def whiten self.blend_type = 0 self.color.set(255, 255, 255, 128) self.opacity = 255 @_whiten_duration = 16 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end def appear self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 0 @_appear_duration = 16 @_whiten_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end def escape self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 255 @_escape_duration = 32 @_whiten_duration = 0 @_appear_duration = 0 @_collapse_duration = 0 end def collapse self.blend_type = 1 self.color.set(255, 64, 64, 255) self.opacity = 255 @_collapse_duration = 48 @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 end def damage(value, critical) dispose_damage if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end bitmap = Bitmap.new(160, 48) bitmap.font.name = "Arial Black" bitmap.font.size = 32 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color.set(255, 255, 255) end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1) end @_damage_sprite = ::Sprite.new(self.viewport) @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 @_damage_sprite.oy = 20 @_damage_sprite.x = self.x @_damage_sprite.y = self.y - self.oy / 2 @_damage_sprite.z = 3000 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def dispose_damage if @_damage_sprite != nil @_damage_sprite.bitmap.dispose @_damage_sprite.dispose @_damage_sprite = nil @_damage_duration = 0 end end def dispose_animation if @_animation_sprites != nil sprite = @_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_animation_sprites sprite.dispose end @_animation_sprites = nil @_animation = nil end end def dispose_loop_animation if @_loop_animation_sprites != nil sprite = @_loop_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_loop_animation_sprites sprite.dispose end @_loop_animation_sprites = nil @_loop_animation = nil end end def blink_on unless @_blink @_blink = true @_blink_count = 0 end end def blink_off if @_blink @_blink = false self.color.set(0, 0, 0, 0) end end def blink? @_blink end def effect? @_whiten_duration > 0 or @_appear_duration > 0 or @_escape_duration > 0 or @_collapse_duration > 0 or @_damage_duration > 0 or @_animation_duration > 0 end def update super if @_whiten_duration > 0 @_whiten_duration -= 1 self.color.alpha = 128 - (16 - @_whiten_duration) * 10 end if @_appear_duration > 0 @_appear_duration -= 1 self.opacity = (16 - @_appear_duration) * 16 end if @_escape_duration > 0 @_escape_duration -= 1 self.opacity = 256 - (32 - @_escape_duration) * 10 end if @_collapse_duration > 0 @_collapse_duration -= 1 self.opacity = 256 - (48 - @_collapse_duration) * 6 end if @_damage_duration > 0 @_damage_duration -= 1 case @_damage_duration when 38..39 @_damage_sprite.y -= 4 when 36..37 @_damage_sprite.y -= 2 when 34..35 @_damage_sprite.y += 2 when 28..33 @_damage_sprite.y += 4 end @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32 if @_damage_duration == 0 dispose_damage end end if @_animation != nil and (Graphics.frame_count % 2 == 0) @_animation_duration -= 1 update_animation end if @_loop_animation != nil and (Graphics.frame_count % 2 == 0) update_loop_animation @_loop_animation_index += 1 @_loop_animation_index %= @_loop_animation.frame_max end if @_blink @_blink_count = (@_blink_count + 1) % 32 if @_blink_count < 16 alpha = (16 - @_blink_count) * 6 else alpha = (@_blink_count - 16) * 6 end self.color.set(255, 255, 255, alpha) end @@_animations.clear end def update_animation if @_animation_duration > 0 $animation_en_cours = true frame_index = @_animation.frame_max - @_animation_duration cell_data = @_animation.frames[frame_index].cell_data position = @_animation.position animation_set_sprites(@_animation_sprites, cell_data, position) for timing in @_animation.timings if timing.frame == frame_index animation_process_timing(timing, @_animation_hit) end end else $animation_en_cours = false dispose_animation end end def update_loop_animation frame_index = @_loop_animation_index cell_data = @_loop_animation.frames[frame_index].cell_data position = @_loop_animation.position animation_set_sprites(@_loop_animation_sprites, cell_data, position) for timing in @_loop_animation.timings if timing.frame == frame_index animation_process_timing(timing, true) end end end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x - self.ox + self.src_rect.width / 2 sprite.y = self.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end def animation_process_timing(timing, hit) if (timing.condition == 0) or (timing.condition == 1 and hit == true) or (timing.condition == 2 and hit == false) if timing.se.name != "" se = timing.se Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) end case timing.flash_scope when 1 self.flash(timing.flash_color, timing.flash_duration * 2) when 2 if self.viewport != nil self.viewport.flash(timing.flash_color, timing.flash_duration * 2) end when 3 self.flash(nil, timing.flash_duration * 2) end end end def x=(x) sx = x - self.x if sx != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].x += sx end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].x += sx end end end super end def y=(y) sy = y - self.y if sy != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].y += sy end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].y += sy end end end super end end end
#=============================================================================== # Class Scene_Battle # Alias et modification de la méthode update par The Metroid #===============================================================================
class Scene_Battle alias ancien_update update def update if $animation_en_cours == true @status_window.visible = false else @status_window.visible = true end ancien_update end end | |
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Lucifer Uchiwa
Messages : 42 Points d'Aide : 58 Réputation : 0 Date d'inscription : 18/03/2012
| Sujet: Re: #Cacher l'interface lors des animations Mar 20 Mar - 23:25 | |
| Il va donc vous falloir un "Battleback" plus grand pas comris la phras la et je vois poas sa que sa change peut tu meclercire se mystere | |
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Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: Re: #Cacher l'interface lors des animations Mar 20 Mar - 23:31 | |
| Quand tu fais une attaque spéciale, il y a une animation cependant ton animation est trop grosse donc tu la vois pas en entier. Et bien ce script permet de cacher l'interface en dessous quand tu combat. Pour les "Batlleback" c'est le fond qui se trouve derrière il en faut un qui fait tout l'écran sinon sa fait un carré noir. Après c'est juste une question d'esthétique | |
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Lucifer Uchiwa
Messages : 42 Points d'Aide : 58 Réputation : 0 Date d'inscription : 18/03/2012
| Sujet: ^^^^^^^^ Mar 20 Mar - 23:40 | |
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Lucifer Uchiwa
Messages : 42 Points d'Aide : 58 Réputation : 0 Date d'inscription : 18/03/2012
| Sujet: ^^^^^^ Mer 21 Mar - 14:30 | |
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Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: Re: #Cacher l'interface lors des animations Mer 21 Mar - 14:36 | |
| Tien pour l'instant j'en ai fais qu'un seul - Spoiler:
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Skaaz
Messages : 30 Points d'Aide : 26 Réputation : 0 Date d'inscription : 23/03/2012
| Sujet: Re: #Cacher l'interface lors des animations Dim 20 Mai - 11:30 | |
| Merci du partage ! Encore une fois ! | |
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