VX에서 포그 그래픽을 사용하자
스크립트의 사용법입니다. ^^;
[강좌보기] <--강좌 원본??
우선 아래 스크립트를 MAIN섹션 위쪽에 추가한다.
그리고나서 포그를 표시하고픈 맵이 벤트 커맨드로 아래 스크립트 명령어를 추가한다.
위의 스크립트가 화면에 포그 그래픽을 표시하는 명령인데.
보시면 대략 어떤 의미지는 알거라고 생각된다.
그리고 이벤트로 포그그래픽을 표시하다보니.
자동 또는 병렬처리로 이벤트를 시작하게 하고 셀프스위치로 꺼줘야겠죠?
굳이 말하지 않아도 다 아시겟지만 ^^
포그 그래픽은 Graphics/Pictures 폴더에 넣어준다.
스크립트의 사용법입니다. ^^;
[강좌보기] <--강좌 원본??
우선 아래 스크립트를 MAIN섹션 위쪽에 추가한다.
class Game_Temp
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_target_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :fog_tone
alias original_initialize initialize
def initialize
original_initialize
@fog_name = ""
@fog_tone = Tone.new ( 0, 0, 0, 0 )
@fog_opacity = 0
@fog_target_opacity = 80
@fog_blend_type = 0
@fog_zoom = 100
@fog_sx = 1
@fog_sy = 1
end
end
class Game_Map
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_target_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :fog_ox
attr_accessor :fog_oy
attr_accessor :fog_tone
attr_accessor :fog_start_loop
attr_accessor :fog_eventid
attr_accessor :fog_visible
attr_accessor :fog
alias original_initialize initialize
def initialize
original_initialize
@fog = Plane.new ( @viewport1 )
@fog_ox = 0
@fog_oy = 0
end
alias original_setup setup
def setup ( map_id )
original_setup ( map_id )
#fog_event
end
alias original_update update
def update
original_update
if ( @fog_visible and @fog )
fog_update
end
end
def fog_init
@fog_name = $game_temp.fog_name
@fog_tone = $game_temp.fog_tone
@fog_opacity = $game_temp.fog_opacity
@fog_target_opacity = $game_temp.fog_target_opacity
@fog_blend_type = $game_temp.fog_blend_type
@fog_zoom = $game_temp.fog_zoom
@fog_sx = $game_temp.fog_sx
@fog_sy = $game_temp.fog_sy
@fog_tone_target = Tone.new ( 0, 0, 0, 0 )
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@fog_previous_name = ""
fog_setup
end
def fog_setup
fog_hide
if ( ( @fog_previous_name != @fog_name ) and ( @fog_name != "" ) )
@fog.bitmap = Cache.picture ( @fog_name )
@fog_name_previous = @fog_name
@fog_opacity = @fog_target_opacity
@fog.opacity = @fog_opacity
@fog.blend_type = @fog_blend_type
@fog.zoom_x = @fog_zoom / 100
@fog.zoom_y = @fog_zoom / 100
@fog.ox = @fog_ox
@fog.oy = @fog_oy
@fog.tone = @fog_tone
@fog.z = 99
@fog_visible = true
else
fog_hide
end
end
def fog_update
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if ( @fog_tone_duration >= 1 )
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
if ( @fog_opacity_duration >= 1 )
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
@fog.opacity = @fog_opacity
@fog.blend_type = @fog_blend_type
@fog.zoom_x = @fog_zoom / 100
@fog.zoom_y = @fog_zoom / 100
@fog.ox = @fog_ox
@fog.oy = @fog_oy
@fog.tone = @fog_tone
end
def fog_show
fog_init
end
def fog_hide
@fog_visible = false
@fog_opacity = 0
$game_temp.fog_opacity = 0
end
def fog_clear
@fog_visible = false
@fog_opacity = 0
$game_temp.fog_opacity = 0
@fog_target_opacity = 0
$game_temp.fog_target_opacity = 0
fog_show
end
def scroll_up ( distance )
if ( loop_vertical? )
@display_y += @map.height * 256 - distance
@display_y %= @map.height * 256
@parallax_y -= distance
@fog_oy -= distance / 8.0
else
last_y = @display_y
@display_y = [@display_y - distance, 0].max
@parallax_y += @display_y - last_y
@fog_oy += ( @display_y - last_y ) / 8.0
end
end
def scroll_down ( distance )
if ( loop_vertical? )
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
@fog_oy += distance / 8.0
else
last_y = @display_y
@display_y = [@display_y + distance, (height - 13) * 256].min
@parallax_y += @display_y - last_y
@fog_oy += ( @display_y - last_y ) / 8.0
end
end
def scroll_left ( distance )
if ( loop_horizontal? )
@display_x += @map.width * 256 - distance
@display_x %= @map.width * 256
@parallax_x -= distance
@fog_ox -= distance / 8.0
else
last_x = @display_x
@display_x = [@display_x - distance, 0].max
@parallax_x += @display_x - last_x
@fog_ox += ( @display_x - last_x ) / 8.0
end
end
def scroll_right ( distance )
if ( loop_horizontal? )
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
@fog_ox += distance / 8.0
else
last_x = @display_x
@display_x = [@display_x + distance, (width - 17) * 256].min
@parallax_x += @display_x - last_x
@fog_ox += ( @display_x - last_x ) / 8.0
end
end
end
class Scene_Map < Scene_Base
alias original_start start
def start
original_start
$game_map.fog_show
end
alias original_terminate terminate
def terminate
original_terminate
$game_map.fog_hide
end
end
class Game_Player < Game_Character
alias original_perform_transfer perform_transfer
def perform_transfer
original_perform_transfer
$game_map.fog_show
end
end
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_target_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :fog_tone
alias original_initialize initialize
def initialize
original_initialize
@fog_name = ""
@fog_tone = Tone.new ( 0, 0, 0, 0 )
@fog_opacity = 0
@fog_target_opacity = 80
@fog_blend_type = 0
@fog_zoom = 100
@fog_sx = 1
@fog_sy = 1
end
end
class Game_Map
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_target_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :fog_ox
attr_accessor :fog_oy
attr_accessor :fog_tone
attr_accessor :fog_start_loop
attr_accessor :fog_eventid
attr_accessor :fog_visible
attr_accessor :fog
alias original_initialize initialize
def initialize
original_initialize
@fog = Plane.new ( @viewport1 )
@fog_ox = 0
@fog_oy = 0
end
alias original_setup setup
def setup ( map_id )
original_setup ( map_id )
#fog_event
end
alias original_update update
def update
original_update
if ( @fog_visible and @fog )
fog_update
end
end
def fog_init
@fog_name = $game_temp.fog_name
@fog_tone = $game_temp.fog_tone
@fog_opacity = $game_temp.fog_opacity
@fog_target_opacity = $game_temp.fog_target_opacity
@fog_blend_type = $game_temp.fog_blend_type
@fog_zoom = $game_temp.fog_zoom
@fog_sx = $game_temp.fog_sx
@fog_sy = $game_temp.fog_sy
@fog_tone_target = Tone.new ( 0, 0, 0, 0 )
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@fog_previous_name = ""
fog_setup
end
def fog_setup
fog_hide
if ( ( @fog_previous_name != @fog_name ) and ( @fog_name != "" ) )
@fog.bitmap = Cache.picture ( @fog_name )
@fog_name_previous = @fog_name
@fog_opacity = @fog_target_opacity
@fog.opacity = @fog_opacity
@fog.blend_type = @fog_blend_type
@fog.zoom_x = @fog_zoom / 100
@fog.zoom_y = @fog_zoom / 100
@fog.ox = @fog_ox
@fog.oy = @fog_oy
@fog.tone = @fog_tone
@fog.z = 99
@fog_visible = true
else
fog_hide
end
end
def fog_update
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if ( @fog_tone_duration >= 1 )
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
if ( @fog_opacity_duration >= 1 )
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
@fog.opacity = @fog_opacity
@fog.blend_type = @fog_blend_type
@fog.zoom_x = @fog_zoom / 100
@fog.zoom_y = @fog_zoom / 100
@fog.ox = @fog_ox
@fog.oy = @fog_oy
@fog.tone = @fog_tone
end
def fog_show
fog_init
end
def fog_hide
@fog_visible = false
@fog_opacity = 0
$game_temp.fog_opacity = 0
end
def fog_clear
@fog_visible = false
@fog_opacity = 0
$game_temp.fog_opacity = 0
@fog_target_opacity = 0
$game_temp.fog_target_opacity = 0
fog_show
end
def scroll_up ( distance )
if ( loop_vertical? )
@display_y += @map.height * 256 - distance
@display_y %= @map.height * 256
@parallax_y -= distance
@fog_oy -= distance / 8.0
else
last_y = @display_y
@display_y = [@display_y - distance, 0].max
@parallax_y += @display_y - last_y
@fog_oy += ( @display_y - last_y ) / 8.0
end
end
def scroll_down ( distance )
if ( loop_vertical? )
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
@fog_oy += distance / 8.0
else
last_y = @display_y
@display_y = [@display_y + distance, (height - 13) * 256].min
@parallax_y += @display_y - last_y
@fog_oy += ( @display_y - last_y ) / 8.0
end
end
def scroll_left ( distance )
if ( loop_horizontal? )
@display_x += @map.width * 256 - distance
@display_x %= @map.width * 256
@parallax_x -= distance
@fog_ox -= distance / 8.0
else
last_x = @display_x
@display_x = [@display_x - distance, 0].max
@parallax_x += @display_x - last_x
@fog_ox += ( @display_x - last_x ) / 8.0
end
end
def scroll_right ( distance )
if ( loop_horizontal? )
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
@fog_ox += distance / 8.0
else
last_x = @display_x
@display_x = [@display_x + distance, (width - 17) * 256].min
@parallax_x += @display_x - last_x
@fog_ox += ( @display_x - last_x ) / 8.0
end
end
end
class Scene_Map < Scene_Base
alias original_start start
def start
original_start
$game_map.fog_show
end
alias original_terminate terminate
def terminate
original_terminate
$game_map.fog_hide
end
end
class Game_Player < Game_Character
alias original_perform_transfer perform_transfer
def perform_transfer
original_perform_transfer
$game_map.fog_show
end
end
그리고나서 포그를 표시하고픈 맵이 벤트 커맨드로 아래 스크립트 명령어를 추가한다.
$game_temp.fog_name = "포그그래픽 파일명"
$game_temp.fog_zoom = 300
$game_temp.fog_sx = 1
$game_temp.fog_sy = 1
$game_temp.fog_target_opacity = 80
$game_map.fog_show
$game_temp.fog_zoom = 300
$game_temp.fog_sx = 1
$game_temp.fog_sy = 1
$game_temp.fog_target_opacity = 80
$game_map.fog_show
위의 스크립트가 화면에 포그 그래픽을 표시하는 명령인데.
보시면 대략 어떤 의미지는 알거라고 생각된다.
그리고 이벤트로 포그그래픽을 표시하다보니.
자동 또는 병렬처리로 이벤트를 시작하게 하고 셀프스위치로 꺼줘야겠죠?
굳이 말하지 않아도 다 아시겟지만 ^^
포그 그래픽은 Graphics/Pictures 폴더에 넣어준다.