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Yami's Overlay Mapping

Iniciado por Link, 07/02/2013 às 09:44

07/02/2013 às 09:44 Última edição: 07/02/2013 às 09:48 por King Gerar
"Yami's Overlay Mapping"
Criado por "Hanzo Kimura" / Adaptado para VXAce por Yami


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Introdução
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Script que trabalha os Panomaps(Overlay Mapping) no RPG Maker VXAce, com mais utilidades que sua versão em RPG Maker VX, feita por Hanzo Kimura. Podendo criar mapas em várias camadas (4 a 6 camadas) e rapidamentes alteradas com alguns ajustes.
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Script
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#==============================================================================
#
# ▼ Yami Script Ace - Overlay Mapping
# -- Last Updated: 2011.12.29
# -- Level: Easy
# -- Requires: n/a
# -- Credit: Hanzo Kimura for Original Script
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YSA-OverlayMapping"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.29 - Bugfix for transfer.
# 2011.12.10 - Started and Finished Script.
#
#==============================================================================
# ▼ 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 = 1        # Turn on/off light layer
    SHADOW_SWITCH = 2       # Turn on/off shadow layer
    PARALLAX_SWITCH = 3     # Turn on/off parallax layer
    GROUND_SWITCH = 4       # 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)
    load_bitmap("Graphics/Overlay/", filename)
  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: check_file
  #--------------------------------------------------------------------------
  def check_file(type)
    filename = "Graphics/Overlay/"
    filename += YSA::OVERLAY::GROUND if type == "ground"
    filename += YSA::OVERLAY::LIGHT if type == "light"
    filename += YSA::OVERLAY::SHADOW if type == "shadow"
    filename += YSA::OVERLAY::PARALLAX if type == "par"
    filename += $game_map.map_id.to_s
    filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s if type == "ground"
    filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s if type == "light"
    filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s if type == "shadow"
    filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s if type == "par"
    filename += ".jpg" if type == "light" || type == "shadow"
    filename += ".png" if type == "par" || type == "ground"
    return FileTest.exist?(filename)
  end
 
  #--------------------------------------------------------------------------
  # new method: create_overlay_map
  #--------------------------------------------------------------------------
  def create_overlay_map
    w = Graphics.width
    h = Graphics.height
    @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_viewport = Viewport.new(0, 0, w, h)
    @light_viewport.z = 10
    @light = Sprite.new(@light_viewport)
    @light.opacity = YSA::OVERLAY::LIGHT_OPACITY
    @light.blend_type = 1
    # Shadow Layer
    @shadow_viewport = Viewport.new(0, 0, w, h)
    @shadow_viewport.z = 9
    @shadow = Sprite.new(@shadow_viewport)
    @shadow.opacity = YSA::OVERLAY::SHADOW_OPACITY
    @shadow.blend_type = 2
    # Parallax Layer
    @par_viewport = Viewport.new(0, 0, w, h)
    @par_viewport.z = 8
    @par = Sprite.new(@par_viewport)
    @par.opacity = YSA::OVERLAY::PARALLAX_OPACITY
  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
    @shadow_viewport.dispose
    @light_viewport.dispose
    @light.dispose
    @shadow.dispose
    @par_viewport.dispose
    @par.dispose
  end
 
  #--------------------------------------------------------------------------
  # alias method: update_parallax
  #--------------------------------------------------------------------------
  alias overlay_update_parallax update_parallax
  def update_parallax
    overlay_update_parallax
    # Parallax
    if @ground != nil
      if check_file("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
        @ground.tone = $game_map.screen.tone
        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
      else
        @ground.visible = false
      end
    end
    # Light
    if @light != nil && @light_viewport != nil
      if check_file("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
        @light.tone = $game_map.screen.tone
        @light_viewport.ox = $game_map.screen.shake
        @light_viewport.color = $game_map.screen.flash_color
        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
      else
        @light.visible = false
      end   
    end
    # Shadow
    if @shadow != nil && @shadow_viewport != nil
      if check_file("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
        @shadow.tone = $game_map.screen.tone
        @shadow_viewport.ox = $game_map.screen.shake
        @shadow_viewport.color = $game_map.screen.flash_color
        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
      else
        @shadow.visible = false
      end
    end
    # Parallax
    if @par != nil && @par_viewport != nil
      if check_file("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
        @par.tone = $game_map.screen.tone
        @par_viewport.ox = $game_map.screen.shake
        @par_viewport.color = $game_map.screen.flash_color
        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
      else
        @par.visible = false
      end
    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
#
#==============================================================================
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Intruções
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Cole o código acima do Main, crie uma nova pasta nomeada de "Overlay" dentro da pasta "Graphics" de seu projeto, e lá, coloque as imagens que serão usadas nos mapas.(Lembrando do limite de imagens, que no caso são 6).
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Imagens
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Script desativado

Script ativado
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Download
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Para download
Clique aqui!
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Créditos
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Hanzo Kimura por criar.
Yami por adaptar para VX Ace.
A Dungeon Maker aonde eu achei.
E a min por colocar aqui na CRM.
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Poderia me dizer,oque mudaria na hora da criação do Mapa,com esse script e sem? :derp:
Spoiler
+Gold. :pare:
[close]
RPG Maker Vx Ace.

O link do download tá quebrado  :hm:

Por favor, evite reviver tópicos. Este em questão é de 2013.

Citação de: Burandon online 01/04/2017 às 14:56
O link do download tá quebrado  :hm:

Vide o que o [user]Alisson[/user] disse. Todavia não é necessário download, afinal o script já está no tópico.