Phoenix Flame
Member
PANORAMA MAP SCRIPT
Credits: http://www.66rpg.com
What is this script?
This script will allow you to use Panorama to create a map. If you don't understand, see the screenshot.
Panorama_Layer2
Demo
http://vnup.org/files/1117/Demo.rar
Password to extract: makegamevn
How to use?
First, let me introduce it. The first script allow you to make the first layer. Events and characters will walk through this layer. The second script allow you to make the second layer. This layer will cover events and characters.
Now, how to use it? You only need to choose the panorama for the tileset of the map. This will be the layer 1. You should rename the layer 2 panorama's name to layer1name_2.png. For example, if the panorama 1 named Map1.png then the panorama 2 should be named Map1_2.png (see the demo).
The last thing to do: You should mark the passage for the tileset. I recommend you to use a tile set will a blank square and a X mark. Because you can't see the panorama in the Editor, you can use this software to find the co-ordinate: http://vnup.org/files/1117/GetGridMap1.rar (Credits to makegame.vn, need .NET Framework to work).
Why should I use this script?
You can see this game to know what can this script doing: http://www.mediafire.com/?lmpljytrpnm
Or see the screenshots:
This game is a vietnamese game. It use 45 degree panorama maps and 45 degree battle system (the Fantasy Sango Battle System that I have posted here: index.php?topic=35577.0 )
Note
-This script is shared by http://www.66rpg.com
-I'm vietnamese, so excuse me for many spelling and grammar errors
-Have fun
Credits: http://www.66rpg.com
What is this script?
This script will allow you to use Panorama to create a map. If you don't understand, see the screenshot.
Code:
[url=http://upload4free.co.cc/files/NQSH%20Map.JPG]http://upload4free.co.cc/files/NQSH%20Map.JPG[/url][/img][/spoiler]
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[u][b]Where is this script?[/b][/u]
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[i]Panorama_Layer1[/i]
#==============================================================================
# ++ 一枚絵を背景化 ver. 1.00 ++
#  Script by パラ犬
#------------------------------------------------------------------------------
# パノラマ画åƒã®ã‚¹ã‚¯ãƒãƒ¼ãƒ«ã‚’マップã®ã‚¹ã‚¯ãƒãƒ¼ãƒ«ã¨åŒæœŸã•ã›
# 背景画åƒã¨ã—ã¦ä½¿ãˆã‚‹ã‚ˆã†ã«ã—ã¾ã™ã€‚
#==============================================================================
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module PARA_PANORAMA
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  # パノラマã®ã‚¹ã‚¯ãƒãƒ¼ãƒ«ã‚’マップã¨åŒæœŸã•ã›ã‚‹ --- là m đồng kì của scroll của panorama và map
  #( 0:ã—ãªã„ 1:ã™ã‚‹ 2:イベントスイッãƒã§åˆ¶å¾¡ ) --- ( 0 : ko là m  1 là m  2 dùng event switch để chế ngá»±)
  FIX = 1
  # スイッãƒåˆ¶å¾¡ã«ä½¿ç”¨ã™ã‚‹ã‚¹ã‚¤ãƒƒãƒç•ªå· --- số hiệu switch sá» dụng itch chế ngá»±
  FIX_SWITCH = 999
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  # ç”»åƒãƒ•ã‚¡ã‚¤ãƒ«ã®ä¸€æ‹¬æŒ‡å®š --- sá»± chỉ định cùng lúc của file ảnh
  #( PANORAMA[ マップID ] = ファイルå ) --- ( PANORAMA[ map ID ] = tên file)
  PANORAMA=[]#â†ã“ã®è¡Œã¯å‰Šé™¤ã—ãªã„ã§ãã ã•ã„ --- không xóa dòng nà y
  PANORAMA[1] = "001-Sky01"
  PANORAMA[2] = "002-Sky02"
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end
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# ↑ è¨å®šé …ç›®ã“ã“ã¾ã§ --- thiết định hạng mục đến đây
#------------------------------------------------------------------------------
Â
#==============================================================================
# â– Spriteset_Map
#==============================================================================
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class Spriteset_Map
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  #--------------------------------------------------------------------------
  # ◠オブジェクトåˆæœŸåŒ– --- objet shokika
  #--------------------------------------------------------------------------
  alias initialize_parapano initialize
  def initialize
   initialize_parapano
   #パノラマ画åƒã‚’è¨å®š --- panorama
   if PARA_PANORAMA::PANORAMA[$game_map.map_id] != nil
    $game_map.panorama_name = PARA_PANORAMA::PANORAMA[$game_map.map_id]
    @panorama_name = $game_map.panorama_name
    @panorama_hue = $game_map.panorama_hue
    @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
   end
   # フレーム更新 ---  frame henshin
   update
  end
  #--------------------------------------------------------------------------
  # ◠フレーム更新 ---  frame henshin
  #--------------------------------------------------------------------------
  alias update_parapano update
  def update
   update_parapano
   if PARA_PANORAMA::FIX == 1 or (PARA_PANORAMA::FIX==2 and $game_switches[PARA_PANORAMA::FIX_SWITCH])
    # パノラマプレーンを更新 --- panorama plain
    @panorama.ox = $game_map.display_x / 4
    @panorama.oy = $game_map.display_y / 4
   end
  end
end
Panorama_Layer2
Code:
#==============================================================================
# â– Game_Map
#------------------------------------------------------------------------------
#  处ç†åœ°å›¾çš„类。包å«å·åŠ¨ä»¥åŠå¯ä»¥é€šè¡Œçš„判æ–功能。
# 本类的实例请å‚考 $game_map 。
#==============================================================================
class Game_Map
  attr_accessor :map
  attr_accessor :map_id
end
#==============================================================================
# â– Spriteset_Map
#------------------------------------------------------------------------------
#  处ç†åœ°å›¾ç”»é¢æ´»åŠ¨å—和元件的类。本类在
# Scene_Map 类的内部使用。
#==============================================================================
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class Spriteset_Map
  #--------------------------------------------------------------------------
  # â— åˆå§‹åŒ–对åƒ
  #--------------------------------------------------------------------------
  def initialize
   # 生æˆæ˜¾ç¤ºç«¯å£
   @viewport1 = Viewport.new(0, 0, 640, 480)
   @viewport2 = Viewport.new(0, 0, 640, 480)
   @viewport3 = Viewport.new(0, 0, 640, 480)
   @viewport2.z = 200
   @viewport3.z = 5000
   # 生æˆå…ƒä»¶åœ°å›¾
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
    autotile_name = $game_map.autotile_names[i]
    @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   # 生æˆè¿œæ™¯å¹³é¢
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   @panorama2 = Plane.new(@viewport1)
   @panorama2.z = 3000 Â
   # 生æˆé›¾å¹³é¢
   @fog = Plane.new(@viewport1)
   @fog.z = 3000
   # 生æˆè§’色活动å—
   @character_sprites = []
   for i in $game_map.events.keys.sort
    sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
    @character_sprites.push(sprite)
   end
   @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
   # 生æˆå¤©æ°”
   @weather = RPG::Weather.new(@viewport1)
   # 生æˆå›¾ç‰‡
   @picture_sprites = []
   for i in 1..50
    @picture_sprites.push(Sprite_Picture.new(@viewport2,
     $game_screen.pictures[i]))
   end
   # 生æˆè®¡æ—¶å™¨å—
   @timer_sprite = Sprite_Timer.new
   # 刷新画é¢
   update
  end
  #--------------------------------------------------------------------------
  # ◠释放
  #--------------------------------------------------------------------------
  def dispose
   # 释放元件地图
   @tilemap.tileset.dispose
   for i in 0..6
    @tilemap.autotiles[i].dispose
   end
   @tilemap.dispose
   # 释放远景平é¢
   @panorama.dispose
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   # 释放雾平é¢
   @fog.dispose
   # 释放角色活动å—
   for sprite in @character_sprites
    sprite.dispose
   end
   # 释放天候
   @weather.dispose
   # 释放图片
   for sprite in @picture_sprites
    sprite.dispose
   end
   # 释放计时器å—
   @timer_sprite.dispose
   # 释放显示端å£
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
  end
  #--------------------------------------------------------------------------
  # ◠刷新画é¢
  #--------------------------------------------------------------------------
  def update
   # 远景与现在的情况有差异å‘情况下
   if @panorama_name != $game_map.panorama_name or
    @panorama_hue != $game_map.panorama_hue
    @panorama_name = $game_map.panorama_name
    @panorama_hue = $game_map.panorama_hue
    if @panorama.bitmap != nil
     @panorama.bitmap.dispose
     @panarama2.bitmap.dispose
     @panorama2.bitmap = nil
     @panarama.bitmap = nil
    end
    if @panorama_name != ""
     @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
     @panorama2.bitmap = RPG::Cache.panorama(@panorama_name+"_2", @panorama_hue)
    end
    Graphics.frame_reset
   end
   # 雾与现在的情况有差异的情况下
   if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
    @fog_name = $game_map.fog_name
    @fog_hue = $game_map.fog_hue
    if @fog.bitmap != nil
     @fog.bitmap.dispose
     @fog.bitmap = nil
    end
    if @fog_name != ""
     @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
    end
    Graphics.frame_reset
   end
   # 刷新元件地图
   @tilemap.ox = $game_map.display_x / 4
   @tilemap.oy = $game_map.display_y / 4
   @tilemap.update
   # 刷新远景平é¢
   @panorama.ox = $game_map.display_x / 4
   @panorama.oy = $game_map.display_y / 4
   @panorama2.ox = @panorama.ox
   @panorama2.oy = @panorama.oy
   # 刷新雾平é¢
   @fog.zoom_x = $game_map.fog_zoom / 100.0
   @fog.zoom_y = $game_map.fog_zoom / 100.0
   @fog.opacity = $game_map.fog_opacity
   @fog.blend_type = $game_map.fog_blend_type
   @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
   @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
   @fog.tone = $game_map.fog_tone
   # 刷新角色活动å—
   for sprite in @character_sprites
    sprite.update
   end
   # 刷新天候图形
   @weather.type = $game_screen.weather_type
   @weather.max = $game_screen.weather_max
   @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
   @weather.update
   # 刷新图片
   for sprite in @picture_sprites
    sprite.update
   end
   # 刷新计时器å—
   @timer_sprite.update
   # 设置画é¢çš„色调与震动ä½ç½®
   @viewport1.tone = $game_screen.tone
   @viewport1.ox = $game_screen.shake
   # 设置画é¢çš„é—ªçƒè‰²
   @viewport3.color = $game_screen.flash_color
   # 刷新显示端å£
   @viewport1.update
   @viewport3.update
  end
end
Demo
http://vnup.org/files/1117/Demo.rar
Password to extract: makegamevn
How to use?
First, let me introduce it. The first script allow you to make the first layer. Events and characters will walk through this layer. The second script allow you to make the second layer. This layer will cover events and characters.
Now, how to use it? You only need to choose the panorama for the tileset of the map. This will be the layer 1. You should rename the layer 2 panorama's name to layer1name_2.png. For example, if the panorama 1 named Map1.png then the panorama 2 should be named Map1_2.png (see the demo).
The last thing to do: You should mark the passage for the tileset. I recommend you to use a tile set will a blank square and a X mark. Because you can't see the panorama in the Editor, you can use this software to find the co-ordinate: http://vnup.org/files/1117/GetGridMap1.rar (Credits to makegame.vn, need .NET Framework to work).
Why should I use this script?
You can see this game to know what can this script doing: http://www.mediafire.com/?lmpljytrpnm
Or see the screenshots:
http://pic20.picturetrail.com/VOL1567/7256319/19842753/320571613.jpg[/img]
http://pic20.picturetrail.com/VOL1567/7 ... 571614.jpg[/img]
http://pic20.picturetrail.com/VOL1567/7 ... 571612.jpg[/img]
http://pic20.picturetrail.com/VOL1567/7 ... 571611.jpg[/img]
http://pic20.picturetrail.com/VOL1567/7 ... 571614.jpg[/img]
http://pic20.picturetrail.com/VOL1567/7 ... 571612.jpg[/img]
http://pic20.picturetrail.com/VOL1567/7 ... 571611.jpg[/img]
Note
-This script is shared by http://www.66rpg.com
-I'm vietnamese, so excuse me for many spelling and grammar errors
-Have fun