Ta aqui:
#==============================================================================
#
# ¥ Yami Engine Ace - Basic Module
# -- Last Updated: 2012.04.27
# -- Level: Nothing
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-BasicModule"] = true
#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.04.27 - Added Notetags Initializer.
# 2012.03.24 - Added Parse Range Keys.
# 2012.03.17 - Updated Load Data Method.
# 2012.03.13 - Remove requirements mechanic.
# 2012.03.11 - Change in requirements mechanic.
# 2012.03.02 - Added Message Box.
# 2012.03.01 - Started and Finished Script.
#
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides many methods for Yami Engine Ace.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
#
#==============================================================================
# ¥ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
#==============================================================================
# ¥ Configuration
#==============================================================================
module YSE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - External Data Configuration -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DATA_CONFIGURATION = { # Start here.
:ext => "rvdata2", # Data File Extension.
:salt => "cl", # Salt. Make an unique two-character phrase.
# Must be 2 characters.
:unique => "z8x8273ac", # Unique phrase. Must be at least 1 character.
:comp_level => 9, # Level from 1 to 9. Best Speed at 1, Best
# Compress at 9.
} # Do not delete this.
end
#==============================================================================
# ¥ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ¡ YSE - Basic Module
#==============================================================================
module YSE
#--------------------------------------------------------------------------
# message_box
#--------------------------------------------------------------------------
def self.message_box(title, message)
api = Win32API.new('user32','MessageBox',['L', 'P', 'P', 'L'],'I')
api.call(0,message,title,0)
end
#--------------------------------------------------------------------------
# charset
#--------------------------------------------------------------------------
def self.charset
result = "abcdefghjkmnpqrstuvwxyzABCDEFGHJKLMNPQRSTUVWXYZ0123456789"
result
end
#--------------------------------------------------------------------------
# make_random_string
#--------------------------------------------------------------------------
def self.make_random_string(length = 6)
result = ""
while result.size < length
result << charset[rand(charset.size)]
end
result
end
#--------------------------------------------------------------------------
# make_filename
#--------------------------------------------------------------------------
def self.make_filename(filename, dir = "")
ext = DATA_CONFIGURATION[:ext]
result = "#{dir}/#{filename}.#{ext}"
result
end
#--------------------------------------------------------------------------
# compress_data
#--------------------------------------------------------------------------
def self.compress_data(data, comp_level = nil)
compress_level = comp_level.nil? ? DATA_CONFIGURATION[:comp_level] : comp_level
result = Zlib::Deflate.deflate(Marshal.dump(data), compress_level)
result
end
#--------------------------------------------------------------------------
# decompress_data
#--------------------------------------------------------------------------
def self.decompress_data(data)
result = Zlib::Inflate.inflate(Marshal.load(data))
result
end
#--------------------------------------------------------------------------
# make_hash
#--------------------------------------------------------------------------
def self.make_hash(string = "")
salt = DATA_CONFIGURATION[:salt]
result = string.crypt(salt)
result = result + DATA_CONFIGURATION[:unique]
result
end
#--------------------------------------------------------------------------
# save_data
#--------------------------------------------------------------------------
def self.save_data(filename, data_hash)
File.open(filename, "wb") do |file|
Marshal.dump(compress_data(data_hash), file)
end
return true
end
#--------------------------------------------------------------------------
# save_data
#--------------------------------------------------------------------------
def self.load_data(filename, method, index = 0, ext = nil)
File.open(filename, "rb") do |file|
index.times { Marshal.load(file) }
if ext
case ext
when :mtime
method.call(Marshal.load(decompress_data(file)), file.mtime)
end
else
method.call(Marshal.load(decompress_data(file)))
end
end
return true
end
#--------------------------------------------------------------------------
# parse_range
#--------------------------------------------------------------------------
def self.parse_range(hash)
result = {}
hash.each { |key, value|
if key.is_a?(Range)
key.each { |id| result[id] = value }
else
result[key] = value
end
}
result
end
#--------------------------------------------------------------------------
# patch_start
#--------------------------------------------------------------------------
def self.patch_start
return unless $imported["YSE-PatchSystem"]
SceneManager.call(Scene_Patch_YSE)
end
end # YSE - Basic Module
#==============================================================================
# ¡ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_yebm load_database; end
def self.load_database
load_database_yebm
load_notetags_ye
end
#--------------------------------------------------------------------------
# new method: load_notetags_ye
#--------------------------------------------------------------------------
def self.load_notetags_ye
groups = [$data_actors, $data_classes, $data_skills, $data_items, $data_weapons,
$data_armors, $data_enemies, $data_states]
groups.each { |group|
group.each { |obj|
next if obj.nil?
obj.notetags_initialize
}
}
end
end # DataManager
#==============================================================================
# ¡ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# new method: notetags_initialize
#--------------------------------------------------------------------------
def notetags_initialize
@notelines = []
#---
self.note.split(/[\r\n]+/).each { |line|
@notelines.push(line)
} # self.note.split
#---
notetags_reader
end
#--------------------------------------------------------------------------
# new method: notetags_reader
#--------------------------------------------------------------------------
def notetags_reader
# Reading Notetags.
end
end # RPG::BaseItem
#==============================================================================
# ¡ System Errors
#==============================================================================
if YSE::DATA_CONFIGURATION[:salt].size < 2
YSE.message_box("YSE - Basic Module", "Salt must have at least 2 characters.")
exit
end
if YSE::DATA_CONFIGURATION[:unique].size < 1
YSE.message_box("YSE - Basic Module", "Unique phrase must have at least 1 character.")
exit
end
#==============================================================================
#
# ¥ End of File
#
#==============================================================================
#==============================================================================
#
# ¥ Yami Engine Ace - Overlay Mapping
# -- Last Updated: 2012.04.16
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSE-OverlayMapping"] = true
#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.04.16 - Reworked with Encrypted Game.
# 2012.04.13 - Ported into Yami Engine.
#
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script based on Hanzo Kimura's idea. This will automatically load map's
# overlay by map ID, and a map can have more than one image per layer, so you
# don't have to create two or more map just for day/night or when an event occur.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Create a folder in Graphics and name it Overlay.
# Put all of your overlay into Graphics/Overlay.
# Your overlay file will have the name: "Filename Prefix" + Map-ID + "-" + Number
# which "Filename Prefix" is the one you will config below
# Map-ID is your map's ID
# Number is 1, 2, 3, ... using for Overlay Variables.
#
# Example: Graphics/Overlay/ground2-1.png
# Which means this will be ground layer, for map 2, variable = 1
#
# Light/Shadow must be .jpg
# Parallax/Ground must be .png
#
#==============================================================================
module YSA
module OVERLAY
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Overlay Switches -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are switches which are enable overlay layers. Turn them on to show
# them in your maps.
#--------------------------------------------------------------------------
# Default: ON
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHT_SWITCH = 70 # Turn on/off light layer
SHADOW_SWITCH = 71 # Turn on/off shadow layer
PARALLAX_SWITCH = 72 # Turn on/off parallax layer
GROUND_SWITCH = 73 # Turn on/off ground layer
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Overlay Variables -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# A map can have more than one image per layer, that means you can have a
# different light/shadow for day and night, or have a different ground when
# an event occured.
#--------------------------------------------------------------------------
# Default: 1
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHT_VARIABLE = 2 # Switch to another light
SHADOW_VARIABLE = 2 # Switch to another shadow
PARALLAX_VARIABLE = 1 # Switch to another parallax
GROUND_VARIABLE = 1 # Switch to another ground
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Filename Prefix -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This will make this script automatic, it will check if there are layers in
# overlay folder
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHT = "light" # Light layer's filename prefix
SHADOW = "shadow" # Shadow layer's filename prefix
PARALLAX = "par" # Parallax layer's filename prefix
GROUND = "ground" # Ground layer's filename prefix
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Overlay Opacity -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This will make this script automatic, it will check if there are layers in
# overlay folder
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
GROUND_OPACITY = 255
PARALLAX_OPACITY = 255
LIGHT_OPACITY = 128
SHADOW_OPACITY = 96
end #OVERLAY
end # YSA
#==============================================================================
# ¥ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ¡ Cache
#==============================================================================
module Cache
#--------------------------------------------------------------------------
# new method: overlay
#--------------------------------------------------------------------------
def self.overlay(filename)
begin
self.load_bitmap("Graphics/Overlay/", filename)
rescue
self.empty_bitmap
end
end
end # Cache
#==============================================================================
# ¡ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: setup_new_game
#--------------------------------------------------------------------------
class <<self; alias ovm_setup_new_game setup_new_game; end
def self.setup_new_game
ovm_setup_new_game
setup_overlay_mapping
end
#--------------------------------------------------------------------------
# new method: setup_overlay_mapping
#--------------------------------------------------------------------------
def self.setup_overlay_mapping
# Control switches
$game_switches[YSA::OVERLAY::LIGHT_SWITCH] = true
$game_switches[YSA::OVERLAY::SHADOW_SWITCH] = true
$game_switches[YSA::OVERLAY::GROUND_SWITCH] = true
$game_switches[YSA::OVERLAY::PARALLAX_SWITCH] = true
# Control variables
$game_variables[YSA::OVERLAY::LIGHT_VARIABLE] = 1
$game_variables[YSA::OVERLAY::SHADOW_VARIABLE] = 1
$game_variables[YSA::OVERLAY::GROUND_VARIABLE] = 1
$game_variables[YSA::OVERLAY::PARALLAX_VARIABLE] = 1
end
end # DataManager
#==============================================================================
# ¡ Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias overlay_initialize initialize
def initialize
overlay_initialize
create_overlay_map
update
end
#--------------------------------------------------------------------------
# new method: create_overlay_map
#--------------------------------------------------------------------------
def create_overlay_map
@current_light = 0
@current_shadow = 0
@current_par = 0
@current_ground = 0
# Ground Layer
@ground = Sprite.new(@viewport1)
@ground.z = 1
@ground.opacity = YSA::OVERLAY::GROUND_OPACITY
# Light Layer
@light = Sprite.new(@viewport1)
@light.opacity = YSA::OVERLAY::LIGHT_OPACITY
@light.blend_type = 1
@light.z = 299
# Shadow Layer
@shadow = Sprite.new(@viewport1)
@shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
@shadow.blend_type = 2
@shadow.z = 298
# Parallax Layer
@par = Sprite.new(@viewport1)
@par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
@par.z = 297
end
#--------------------------------------------------------------------------
# alias method: dispose_parallax
#--------------------------------------------------------------------------
alias overlay_dispose_parallax dispose_parallax
def dispose_parallax
overlay_dispose_parallax
dispose_overlay_map
end
#--------------------------------------------------------------------------
# new method: dispose_overlay_map
#--------------------------------------------------------------------------
def dispose_overlay_map
@ground.dispose
@light.dispose
@shadow.dispose
@par.dispose
end
#--------------------------------------------------------------------------
# alias method: update_parallax
#--------------------------------------------------------------------------
alias overlay_update_parallax update_parallax
def update_parallax
overlay_update_parallax
update_overlay
end
#--------------------------------------------------------------------------
# new method: update_overlay
#--------------------------------------------------------------------------
def update_overlay
update_om_ground
update_om_par
update_om_light
update_om_shadow
end
#--------------------------------------------------------------------------
# new method: update_om_ground
#--------------------------------------------------------------------------
def update_om_ground
return unless @ground
@ground.visible = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::OVERLAY::GROUND_SWITCH]
@ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * 32
@ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32
if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
filename = YSA::OVERLAY::GROUND
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
@ground.bitmap = Cache.overlay(filename)
@current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
end
end
#--------------------------------------------------------------------------
# new method: update_om_par
#--------------------------------------------------------------------------
def update_om_par
return unless @par
@par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
@par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
@par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
filename = YSA::OVERLAY::PARALLAX
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
@par.bitmap = Cache.overlay(filename)
@current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
end
end
#--------------------------------------------------------------------------
# new method: update_om_light
#--------------------------------------------------------------------------
def update_om_light
return unless @light
@light.visible = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
@light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 32
@light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32
if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
filename = YSA::OVERLAY::LIGHT
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
@light.bitmap = Cache.overlay(filename)
@current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
end
end
#--------------------------------------------------------------------------
# new method: update_om_shadow
#--------------------------------------------------------------------------
def update_om_shadow
return unless @shadow
@shadow.visible = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
@shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * 32
@shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32
if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
filename = YSA::OVERLAY::SHADOW
filename += $game_map.map_id.to_s
filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
@shadow.bitmap = Cache.overlay(filename)
@current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
end
end
end # Spriteset_Map
#==============================================================================
# ¡ Scene_Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# alias method: post_transfer
#--------------------------------------------------------------------------
alias overlay_post_transfer post_transfer
def post_transfer
@spriteset.dispose_overlay_map
@spriteset.create_overlay_map
@spriteset.update
overlay_post_transfer
end
end # Scene_Map
#==============================================================================
#
# ¥ End of File
#
#==============================================================================