XP 스크립트

http://www.rmxp.org/forums/showthread.php?t=7121
(로그인 필요)
이벤트에 지정된 스프라이트의 크기가 클 경우, 거기에 맞춰서 이벤트의 '크기'를 지정하는 것입니다.(여기서 말하는 이벤트의 '크기'는 해당 이벤트를 플레이어나 다른 이벤트가 통과할 수 있는가 여부와 관련있습니다) 일단 작동은 첨부된 데모를 참조하기 바랍니다.


class Game_Character

attr_accessor :size_x # event size x
attr_accessor :size_y # event size y
attr_accessor :tiles_left # sizing - tiles to the left
attr_accessor :tiles_right # sizing - tiles to the right

def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@size_x = 1
@size_y = 1
@tiles_left = 0
@tiles_right = 0
end

#--------------------------------------------------------------------------
# *** BEGIN Sized Events v1.0
#--------------------------------------------------------------------------
# By Toby Zerner
# USAGE:
# In a parallel process event, call this script-x:
# $game_map.events[ID].size(SIZE_X, SIZE_Y)
# Replacing the words in capitals with the actual details.
#--------------------------------------------------------------------------
def size(x, y)
# Set instance variables
@size_x = x
@size_y = y
# Work out the number of tiles either side of the event
tiles_x = (@size_x - 1) / 2
@tiles_left = tiles_x.floor
@tiles_right = tiles_x.ceil
end

#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
# EDITED FOR SIZED EVENTS
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end

# Check map passability settings
# Loop through each x tile
for i in 0...@size_x
# Check x coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y, d, self) then return false end
unless $game_map.passable?(new_x - @tiles_left + i, new_y, 10 - d) then return false end
# Loop through each y tile
for j in 0...@size_y
# Check y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y - j, 10 - d) then return false end
# Check x and y coordinates
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x - @tiles_left + i, y - j, d, self) then return false end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x - @tiles_left + i, new_y - j, 10 - d) then return false end
end
end

# Loop through map events
for event in $game_map.events.values
# If self is in range of [event]'s sizing, we can't pass
if event_collide?(self, event, new_x, new_y)
return false
end
end

# If player coordinates are consistent with move destination
if event_collide?(self, $game_player, new_x, new_y) and self != $game_player
return false
end

# passable
return true
end

#--------------------------------------------------------------------------
# * Check if two events collide (event sizing)
# event1 : the first event
# event2 : the second event
# new_x : the new x coordinate of event 1
# new_y : the new y coordinate of event 1
#--------------------------------------------------------------------------
def event_collide?(event1, event2, new_x, new_y)
if event1.id == event2.id then return false end
collision = false
# Check if there is a collision on the y axis
# Loop through each individual tile on both events and compare them
for i in (new_y - (event1.size_y - 1))..new_y
for j in (event2.y - (event2.size_y - 1))..event2.y
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
collision = true
end
end
end
end
end
# If there was a collision on the y axis...
if collision == true
# Check the x axis
# Loop through each individual tile on both events and compare them
for i in (new_x - event1.tiles_left)..(new_x + event1.tiles_right)
for j in (event2.x - event2.tiles_left)..(event2.x + event2.tiles_right)
# If event 1's tile is the same as event 2's tile, we have a collision
if i == j
unless event1.through or event2.through
# Make sure there is a graphic - if not, no collision
if event1.character_name != "" and event2.character_name != ""
# There was a collision
return true
end
end
end
end
end
end
# No collision
return false
end

end

class Game_Player

#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's coordinates collide with the event and its sizing
if @x >= event.x - event.tiles_left and @x <= event.x + event.tiles_right and
@y >= event.y - (event.size_y - 1) and @y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
# EDITED FOR SIZED EVENTS
# If player's new coordinates collide with the event and its sizing
if new_x >= event.x - event.tiles_left and new_x <= event.x + event.tiles_right and
new_y >= event.y - (event.size_y - 1) and new_y <= event.y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# EDITED FOR SIZED EVENTS
# If passed coordinates collide with the event and its sizing
if x >= event.x - event.tiles_left and x <= event.x + event.tiles_right and
y >= event.y - (event.size_y - 1) and y <= event.y and [1,2].include?(event.trigger)
event.start
result = true
end
end
return result
end

end


사용법: 맵에 병렬처리되는 이벤트를 하나 만들고 다음처럼 지정합니다 -
$game_map.events[ID].size(SIZE_X, SIZE_Y)
size_x/y는 이벤트의 가로/세로 크기(단위가 어떻게 되는지는 데모를 보세요).

Who's 백호

?

이상혁입니다.

http://elab.kr

Atachment
첨부 '1'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6202
981 HUD [게이지바]3.0버젼「현재시간, 플레이시간, 걸음수, 윈도우 이동 추가」(HelloCoa2Ver3.0) 63 file 코아 코스튬 2010.10.30 4921
980 메시지 메세지플러스3.1v스크립트(얼굴표시,메세지색상,속도등정하는스크립트) 8 백호 2009.02.21 4880
979 윈도우_게이지 (HP, SP, 경험치<소수점포함>… 12 WMN 2008.04.06 4859
978 메뉴 1인 캐릭터 메뉴 스크립트 27 file - 하늘 - 2009.08.06 4790
977 이동 및 탈것 아하! 그렇구나의 3D 신기술 체험 30 아하!잘봤어요. 2010.02.28 4772
976 전투 사이드뷰 배틀 (2003 형식으 전투)| 12 file 아방스 2007.11.09 4747
975 메시지 메세지 표시 업그레이드 11 file 백호 2009.02.21 4729
974 전투 사이드뷰 방식 스크립트. 8 file 백호 2009.02.21 4640
973 HUD 새로운방법의 맵이름 표시 31 file 백호 2009.02.21 4618
972 그래픽 부드럽게 화면이 움직이는 스크립트 입니다. 16 GangSin 2012.09.12 4594
971 전투 ABP 액알 (Action Battle Player) 14 file 백호 2009.02.22 4560
970 HUD HP과 SP 바 19 Man... 2008.11.04 4536
969 이름입력 한글 이름 입력 15 ok하승헌 2010.02.18 4487
968 게이지바 만들기 [헬악이님 제공] 12 file 아방스 2007.11.09 4419
967 메뉴 메뉴에 그림넣기 4 file 백호 2009.02.22 4415
966 퀘스트 퀘스트 다이어리 15 백호 2009.02.21 4408
965 전투 XAS 여러가지버전. 9 §포뇨§ 2010.02.23 4396
964 타이틀/게임오버 타이틀 화면 커스터마이즈 (타이틀 메뉴 바꾸는 스크립트) 9 file №1 2012.08.04 4392
963 온라인 온라인 스크립트입니다^^(예제파일) 7 캉쿤 2011.09.24 4390
962 미니맵 미니맵 만들기~! 14 file 블리치캐릭셋원함 2010.11.24 4354
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 52 Next
/ 52