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Fix Picture to Map

Iniciado por Darkrafa, 30/03/2020 às 17:30

Boa tarde.

Estava dando progressão no meu projeto criando uma cutscene um pouco mais elaborada, para tal utilizei este script:
#==============================================================================
#    Fix Picture to Map 
#    Version: 1.0.2 [VXA]
#    Author: modern algebra (rmrk.net)
#    Date: 8 September, 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This allows you to set the position of a picture by the X and Y position
#   of the map, rather than the screen, so that the picture won't move with you
#   when the screen scrolls. Additionally, the script lets you set the Z value 
#   to show below characters, or even below the tiles or below the parallax.
#
#    This script has no effect in battle and pictures there behave normally.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Paste this script into its own slot in the Script Editor, above Main but 
#   below Materials.
#
#    To specify that a picture should be fixed to a map and not follow the
#   screen, all you need to do is turn an in-game switch on before showing the 
#   picture. To specify which switch, all you need to do is change the value of
#   SWITCH_ID at line 60. Alternatively, you can include the code [Fixed] 
#   somewhere in the name of the picture.
# 
#    For the fixed pictures, you also have the option of assigning it to grid
#   coordinates instead of pixel coordinates. This means that if you wanted it
#   to show up at (3, 5) in the map, you could set it to that directly instead
#   of (96, 160). You can turn on this feature using another switch, again one
#   which you choose by changing the value of COORDINATES_SWITCH_ID at line 63.
#
#    To specify the layer of the tilemap (what shows above it and what shows
#   below it), all you need to do is change the value of a variable. Which 
#   variable is also specifed by you by changing Z_VARIABLE_ID at line 69.
#   The value to which that in-game variable is set at the time a picture is
#   shown determines where the picture will show up. If the variable is set to
#   0 then it will be in its normal place; if set to -1, it will show below 
#   the tilemap but above the parallax; if set to -2, it will show below the 
#   parallax; if set to 1, it will show above all non-star tiles but star tiles
#   and characters with normal priority; if set to 2, it will show above 
#   characters with normal priority but below characters with "Above 
#   Characters" priority. If set to any other value, the z value of the picture 
#   will be set to that directly. 
#==============================================================================

$imported = {} unless $imported
$imported[:MA_FixPictureToMap] = true

#==============================================================================
# *** MA_FixPicture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds some relevant configuration Data
#==============================================================================

module MA_FixPicture
  #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  #  Editable Region
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  SWITCH_ID - set this to the ID of the in-game switch that you want to 
  # use to control whether pictures should be fixed. 
  SWITCH_ID = 2 
  #  COORDINATES_SWITCH_ID - Set this to the ID of the in-game switch that you 
  # want to use to control how coordinates are set. If this switch is ON, then
  # for fixed pictures, you can just use the grid x and y coordinates (ie: you
  # would set (1, 4) instead of (32, 128). If you always want this feature to 
  # be on when the FPM Switch is on, you can set it to have the same ID.
  COORDINATES_SWITCH_ID = 2
  #  Z_VARIABLE_ID - set this to the ID of the in-game variable that you 
  # want to use to control the z-value priority of the picture.
  Z_VARIABLE_ID = 3
  #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  #  End Editable Region
  #////////////////////////////////////////////////////////////////////////////
  class << self
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Public Instance Variables
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    attr_accessor :spriteset_vp1
    attr_accessor :spriteset_vp2 
  end
end
#==============================================================================
# ** Game Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new public instance variables - mafpm_vp_id; mafpm_fixed; mafpm_z
#    aliased method - initialize; show; move
#==============================================================================

class Game_Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :mafpm_vp_id
  attr_accessor :mafpm_fixed
  attr_accessor :mafpm_z
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mafpm_iniz_2fg6 initialize
  def initialize(*args, &block)
    @mafpm_fixed = false
    @mafpm_vp_id = 2
    mafpm_iniz_2fg6(*args, &block) # Call Original Method
    @mafpm_z = self.number
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mafpm_showpic_3jb7 show
  def show(name, *args, &block)
    # Only fix pictures if in Scene_Map
    if SceneManager.scene_is?(Scene_Map)
      @mafpm_fixed = (MA_FixPicture::SWITCH_ID == true || 
        $game_switches[MA_FixPicture::SWITCH_ID] || !name[/\[FIXED\]/i].nil?)
      z_var = $game_variables[MA_FixPicture::Z_VARIABLE_ID]
      # If 0 or less than 300, then it should belong to the viewport1 
      @mafpm_vp_id = (z_var != 0 && z_var < 300) ? 1 : 2 
      # Set Z shortcuts
      @mafpm_z = case z_var
      when -1 then -50         # Below tilemap but above parallax
      when -2 then -150        # Below parallax
      when 0 then self.number  # Normal position
      when 1 then 50           # Above tilemap but below normal characters
      when 2 then 150          # Above normal characters but below Above Characters
      else
        @mafpm_z = z_var < 300 ? z_var : z_var - 300 # Directly set to value
      end
    end
    mafpm_showpic_3jb7(name, *args, &block) # Call Original Method
    if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
      @x *= 32
      @y *= 32
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Move Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mafpm_movepctr_2js1 move
  def move(*args, &block)
    mafpm_movepctr_2js1(*args, &block)
    if @mafpm_fixed && (MA_FixPicture::COORDINATES_SWITCH_ID == true || $game_switches[MA_FixPicture::COORDINATES_SWITCH_ID])
      @target_x *= 32
      @target_y *= 32
    end
  end
end

#==============================================================================
# ** Sprite Picture
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - update
#==============================================================================

class Sprite_Picture
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mafpm_updt_5fw1 update
  def update(*args, &block)
    mafpm_updt_5fw1(*args, &block) # Call original method
    # If picture is fixed to map
    if @picture.mafpm_fixed
      # Scroll the picture appropriately
      self.x = @picture.x - ($game_map.display_x * 32)
      self.y = @picture.y - ($game_map.display_y * 32)
    end
    self.z = @picture.mafpm_z # Update Z to the correct Z
    # If the viewport has changed
    if @mafpm_vp_id != @picture.mafpm_vp_id && MA_FixPicture.send(:"spriteset_vp#{@picture.mafpm_vp_id}")
      @mafpm_vp_id = @picture.mafpm_vp_id
      # Change viewport
      self.viewport = MA_FixPicture.send(:"spriteset_vp#{@mafpm_vp_id}")
    end
  end
end

#==============================================================================
# ** Spriteset Map
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - create_viewports; dispose_viewports
#==============================================================================

class Spriteset_Map
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Viewports
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mafpm_creatviewpor_3dk8 create_viewports
  def create_viewports(*args, &block)
    mafpm_creatviewpor_3dk8(*args, &block) # Call original method
    # Set the viewports to be globally accessible
    MA_FixPicture.spriteset_vp1 = @viewport1
    MA_FixPicture.spriteset_vp2 = @viewport2
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose Viewports
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mafpm_disposevps_2nr5 dispose_viewports
  def dispose_viewports(*args, &block)
    # Nullify the variables in MA_FixPicture
    MA_FixPicture.spriteset_vp1 = nil
    MA_FixPicture.spriteset_vp2 = nil
    mafpm_disposevps_2nr5(*args, &block) # Call original method
  end
end


Para acompanhar certinho, passo a passo, da cena eu simplesmente criava o evento e testava iniciando o jogo.
Mas quando eu fui jogá-la para valer, no meu save, ocorreu este erro aqui:
Spoiler
[close]

Normalmente eu apenas recomeçaria o jogo, porque parece ser um daqueles casos em que o script/jogo só vai funcionar agora se vc reiniciar um file, como ocorre as vezes quando se coloca um novo script. No entanto dessa vez eu estou com sérias horas jogadas, será contraproducente se eu reiniciá-lo, então há a possibilidade desse erro ser corrigido, eu conseguir dar load no meu save e continuá-lo, visualizando a nova cena???

Obrigado!

Bom pelo menos vc mesmo respondeu o problema haha, você testou recomençando o jogo para ver se dá o mesmo problema?

Bom supondo que não dê, e que seja apenas esse o caso.

Talvez isso de baixo funcione, ou talvez não, como não tenho como testar no seu jogo, tentai.

#==============================================================================
# ** Game_Pictures
#------------------------------------------------------------------------------
#  Esta classe gerencia as imagens. Esta classe é utilizada dentro da classe
# Game_Screen. Imagens de mapa e batalha são tratadas separadamente
#==============================================================================

class Game_Pictures
  def data
    @data
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  Esta classe executa o processamento da tela de mapa.
#==============================================================================

class Scene_Map < Scene_Base
  alias :deleta_isso_pfvr_nao_esqueca :start
  #--------------------------------------------------------------------------
  # * Inicialização do processo
  #--------------------------------------------------------------------------
  def start(*args, &block)
    for n in 0..$game_map.screen.pictures.data.length
      $game_map.screen.pictures[n].mafpm_vp_id = 2
      $game_map.screen.pictures[n].mafpm_fixed = false
      $game_map.screen.pictures[n].mafpm_z = n
    end
    deleta_isso_pfvr_nao_esqueca(*args, &block)
  end
end


Caso funcione, salva o seu jogo e ai você pode deletar esse script meu XD.