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[Peticion]Algunos script VX

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[Peticion]Algunos script VX

Mensaje por serch el Mar Mayo 31, 2011 2:59 pm

Hola users de http://gamefactory.forogratuito.net/forum
queria pedir unos script que no e podido encontrar :S
El sistema de clima de CCO (la ultima version)
El sistema de nieblas de Woratana (y como usarlos :S)
El sistema de luces
El Draw Skills de YEM para melody (+ la explicacion de uso)

Les estaria agradecido de que me dieran alguno de ellos

serch
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Re: [Peticion]Algunos script VX

Mensaje por thekingofjokers el Mar Mayo 31, 2011 4:33 pm

Ya te los doy, cuando los tenga edito y los pongo ahi

Edito:

Ccoa's weather script [RMVX] [Solo Rpg maker vx 1.02]:


DEMO


Fog Effects [El de Falcao, el de Woratana's no lo encuentro]:

Script:
Spoiler:
#====================================================================#
# #*****************# Fog effect V1.5 Falcao script #
# #*** By Falcao ***# Permite efectos de niebla en el mapa #
# #*****************# #
# RMVX Instalation: Solo copiar y pegar el #
# makerpalace.onlinegoo.com scrirpt a sus proyectos #
#====================================================================#

#--------------------------------------------------------------------
# * Como usarlo?
#
# Llamar el script usando el siguiente comando
#
# $game_map.fog("Nombre", Opacidad, Zoom, scroll_x , scroll_y)
#
# Ejemplo usando una configuracion estandar
# $game_map.fog("sombra2",50,2,1,1)
#
# Si quieres desaparecer la niebla usar el siguiente comando
# $game_map.fog_clear
#
# Graficos de niebla deven estar en la carpeta Pictures
#
# Notas del author:
# Este script puede ser usado en juegos comerciales o no comerciales
# Creditos: By Falcao
#
#--------------------------------------------------------------------

module Falcao

# Activar el scroll dinamico, la niebla se mueve con el scroll de
# la pantalla (Cambiar true o false)
DinamicScroll = true

# ID de mapas en los que no habra efecto de niebla ideal dentro de las
# casas Ejemplo: FogMap_Disable = [2,3] separar cada ID con una coma,
FogMap_Disable = [2]

end

class Game_Map
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_reader :fog_ox
attr_reader :fog_oy
attr_accessor :empty
alias falcaofogSini initialize
def initialize
@fog_start = true
@empty = true
@dumper = [name = "", opacity = 0, zoom = 0, sx = 0, sy = 0]
falcaofogSini
end
alias falcao_setup setup
def setup(map_id)
falcao_setup(map_id)
setup_fog
end
def setup_fog
if @fog_start
@fog_name = ""
@fog_opacity = 0
@fog_zoom = 0
@fog_sx = 0
@fog_sy = 0
@fog_ox = 0
@fog_oy = 0
@fog_start = false
end
end
alias falcaofog_update update
def update
falcaofog_update
update_fog
end
def update_fog
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
end
def fog(name,opacity,zoom,scroll_x,scroll_y)
@fog_name = name
@fog_opacity = opacity
@fog_zoom = zoom
@fog_sx = scroll_x
@fog_sy = scroll_y
end
def fog_clear
@fog_name = ""
@fog_opacity = 0
@fog_zoom = 0
@fog_sx = 0
@fog_sy = 0
end
def memorize_fog
@dumper[0] = @fog_name
@dumper[1] = @fog_opacity
@dumper[2] = @fog_zoom
@dumper[3] = @fog_sx
@dumper[4] = @fog_sy
@empty = false
end
def restore_fog
@fog_name = @dumper[0]
@fog_opacity = @dumper[1]
@fog_zoom = @dumper[2]
@fog_sx = @dumper[3]
@fog_sy = @dumper[4]
@empty = true
end
end

class Spriteset_Map
alias falcaofogini initialize
def initialize
create_fog
falcaofogini
end
def create_fog
@fog = Plane.new(@viewport1)
@fog.z = 3000
end
alias falcaofog_dispose dispose
def dispose
falcaofog_dispose
dispose_fog
end
def dispose_fog
@fog.dispose
end
alias falcaofogSupdate update
def update
falcaofogSupdate
update_fog
end
def update_fog
if @fog_name != $game_map.fog_name
@fog_name = $game_map.fog_name
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = Cache.picture(@fog_name)
end
Graphics.frame_reset
end
@fog.zoom_x = $game_map.fog_zoom
@fog.zoom_y = $game_map.fog_zoom
@fog.opacity = $game_map.fog_opacity
if Falcao::DinamicScroll == true
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
else
@fog.ox = 4 + $game_map.fog_ox
@fog.oy = 4 + $game_map.fog_oy
end
end
end

class Game_Player < Game_Character
alias falcao_perform_transfer perform_transfer
def perform_transfer
return unless $game_player.transfer?
falcao_perform_transfer
if Falcao::FogMap_Disable.include?($game_map.map_id)
$game_map.memorize_fog if $game_map.empty
$game_map.fog_clear
else
$game_map.restore_fog
end
end
end

Instrucciones en el script.


Light Effects [KGC]:

Spoiler:
#==============================================================================
# ¦ Light Effects VX 1.1
# 5.21.2008
#------------------------------------------------------------------------------
# Script by: Kylock (originally for RMXP by Near Fantastica)
#==============================================================================
# To make an event glow, give it a Comment: with any of the supported light
# modes.
# The SWITCH setting below will disable light effects from updating with the
# switch is on.
#==============================================================================
# ? Change Log
#------------------------------------------------------------------------------
# 1.0 - Original Release
# 1.1 - New light modes added: LIGHT2, TORCH, TORCH2
# - Changed sprite blend mode to ADD (looks slightly better)
# - Fire-based lights are now red in color
#==============================================================================
# ? Light Modes
#------------------------------------------------------------------------------
# GROUND - Medium steady white light.
# FIRE - Large red light with a slight flicker.
# LIGHT - Small steady white light.
# LIGHT2 - X-Large steady white light.
# TORCH - X-Large red light with a heavy flicker.
# TORCH2 - X-Large red light with a sleight flicker.
#==============================================================================

class Spriteset_Map
alias les_spriteset_map_initalize initialize
alias les_spriteset_map_dispose dispose
alias les_spriteset_map_update update
def initialize
@light_effects = []
setup_lights
les_spriteset_map_initalize
update
end
def dispose
les_spriteset_map_dispose
for effect in @light_effects
effect.light.dispose
end
@light_effects = []
end
def update
les_spriteset_map_update
update_light_effects
end
def setup_lights
for event in $game_map.events.values
next if event.list == nil
for i in 0...event.list.size
if event.list[i].code == 108 and event.list[i].parameters == ["GROUND"]
type = "GROUND"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 100
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["FIRE"]
type = "FIRE"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 300 / 100.0
light_effects.light.zoom_y = 300 / 100.0
light_effects.light.opacity = 100
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT"]
type = "LIGHT"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 1
light_effects.light.zoom_y = 1
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT2"]
type = "LIGHT2"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 6
light_effects.light.zoom_y = 6
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["TORCH"]
type = "TORCH"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 6
light_effects.light.zoom_y = 6
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["TORCH2"]
type = "TORCH2"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 6
light_effects.light.zoom_y = 6
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
end
end
for effect in @light_effects
case effect.type
when "GROUND"
effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
effect.light.blend_type = 1
when "FIRE"
effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
effect.light.tone = Tone.new(255,-100,-255, 0)
effect.light.blend_type = 1
when "LIGHT"
effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
effect.light.blend_type = 1
when "LIGHT2"
effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
effect.light.blend_type = 1
when "TORCH"
effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
effect.light.tone = Tone.new(255,-100,-255, 0)
effect.light.blend_type = 1
when "TORCH2"
effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
effect.light.tone = Tone.new(255,-100,-255, 0)
effect.light.blend_type = 1
end
end
end
def update_light_effects
if $game_switches[1]
for effect in @light_effects
next if effect.type == "FIRE" || effect.type == "TORCH"
effect.light.visible = false
end
else
for effect in @light_effects
next if effect.type == "FIRE" || effect.type == "TORCH"
effect.light.visible = true
end
end
for effect in @light_effects
case effect.type
when "GROUND"
effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
when "FIRE"
effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
effect.light.opacity = rand(10) + 90
when "LIGHT"
effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
when "LIGHT2"
effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
when "TORCH"
effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10
effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 + rand(20) - 10
effect.light.opacity = rand(30) + 70
when "TORCH2"
effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
effect.light.opacity = rand(10) + 90
end
end
end
end

class Light_Effect
attr_accessor :light
attr_accessor :event
attr_accessor :type
def initialize(event, type)
@light = Sprite.new
@light.bitmap = Cache.picture("le.png")
@light.visible = true
@light.z = 1000
@event = event
@type = type
end
end

Instrucciones en el script

thekingofjokers
Baneado
Baneado

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Re: [Peticion]Algunos script VX

Mensaje por Gate el Vie Jun 10, 2011 7:57 pm

serch,esos son los scripts que necesitabas? así cierro el tema


avatar
Gate
Experto
Experto

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Re: [Peticion]Algunos script VX

Mensaje por Contenido patrocinado


Contenido patrocinado


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