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Noor Xp
Map Effect Pack 1
by Noor Xp



About the Script:
A simple Fog system script that i had made,and easy to
use with new style for the weather system.


Screenshot:







How to use:
It very simple ,just make anew event and choose from event command ("Call Script")
and but this script on the line:
CODE
make_fog(fog_bitmap,x,y,opserv,opacity)


fog_bitmap = Fog bitmap that you want to use it on the map.
x = Moveing speed for X-coordinate.
y = Moveing speed for Y-coordinate.
opserv = (true or false) when true the picture blend type will be 1 else 0.
opacity = Fog bitmap opacity ,Values out of range are automatically corrected.


Demo Download:

THIS URL HAS BEEN REMOVED DUE TO IT'S CONTAINING A VIRUS ~Night5h4d3


That's all
Hope u like the script
and Iam sorry about my bad english happy.gif


Peace~~
drebenk
@Noor Xp I was looking for a good weather system and I think this is it. Thanks a lot I'm downloading and trying this right away.

Edit.

Just tried it out and it worked like a charm. One thing you should mention people is that they need to add lines for the fog at the end of the Game_Interpreter script. The lines that need to be added are these:

#--------------------------------------------------------------------------
# * Make Fog
#--------------------------------------------------------------------------
def make_fog(fog,x,y,opserv=true,opacity=64)
$game_map.fog_name = fog
$game_map.fog_sx = x
$game_map.fog_sy = y
$game_map.opserv = opserv
$game_map.opacity = opacity
end

Put them after this part:

#--------------------------------------------------------------------------
# * Script
#--------------------------------------------------------------------------
def command_355
script = @list[@index].parameters[0] + "\n"
loop do
if @list[@index+1].code == 655 # Second line of script and after
script += @list[@index+1].parameters[0] + "\n"
else
break
end
@index += 1
end
eval(script)
return true
end

Now your Game_Interpreter script should have 1699 lines total. The last line should be line 1699 and the text on it should be "end".
Lockheart
Hate to say it but you demo has viruses in it, the moment it downloaded to my computer I had to remove it since my anti-virus found at least 3 viruses in it. You should look into this or find a better file host.
drebenk
@Lockheart you're right I've installed the demo and now my firewall tells me there are apps that need Internet access all the time. Man I have to clean up my PC now.

Don't download the file from this link since it has spyware in it.
breadlord
Nooo, why does it have to have a virus, could anyone possible upload the demo WITHOUT viruses. Please.

drebenk
@breadlord I'm scanning my PC with NOD32 right now. The viruses are in the archive file I don't think they are in the demo itself. When the scan is over and if the extracted demo files are clear I'll upload them to another host. You need to wait for this. I don't want you to download and run the file the way it is right now since I did it and now my PC is full of spyware.
Contium
Wow,loved it biggrin.gif Cool efects biggrin.gif,but someone can post this without virus
twilight1300
Viruses everywhere... i think i'l avoid that upload site.
drebenk
I've finished scanning my PC the virus was Sality.NAR. It had infected almost all of my exe files so I had to delete tons of programs and info. I've also deleted all exe files of my RMVX projects and I don't know if they'll run now. Here is a link to the demo without the exe file since it was infected.

http://rapidshare.de/files/46545695/Weather_System.rar.html

You can open this demo via the Game.rvproj file in the archive. If you run this you can see the project and the script in it. You won't be able to run the demo since there is no Game.exe file. So for that matter you need to copy and paste a Game.exe file from one of your projects. This way you'll be able to run the demo.

So here are the insctructions once again.

1. Download archive. The one from my link not the one from the link in the first post.

2. Scan for viruses before extracting files!!! I've uploaded a clean archive but I don't guarantee that it won't be infected while staying on the file sharing server.

3. Extract the archive.

4. Copy a Game.exe file from one of your projects or from the System folder in which you installed RMVX to the folder in which you've extracted the archive. By doing this you'll have Game.exe in the folder with the Game.rvproj and you'll be able to run the demo.

5. Play.


I hope I was useful.
Contium
Thanks for uploading it without any viruses!!Loved it biggrin.gif
Lockheart
Works finally and safely, to my knowledge.

However I am slightly disappointed that the rain was merely a graphic overlay of what was already in the program to begin with, but other then that I love all the new map effects, well done!
breadlord
@drebenk : Thank you soo much thanks.gif But it is really sad that you got infected, people who pray on trusting forumgoers are just plain evil...

drebenk
@breadlord well I cleared the infection but with the cost of many programs and several hours of virus scans. ^^ NVM I'm glad that you can now download the demo and use the script.
miget man12
I could be wrong, but it seems like zshare is the one giving you the virus, another scripter here(I'm forgetting who... whoops!) has been uploading files to zshare and they seem to be infected with viruses as well, from what I've gathered. More what I'm getting at is that I don't think Noor was trying to infect you... I think it's Zshare.net that is 'just plain evil' biggrin.gif Hope you didn't lose too much stuffs drebenk! but thanks for helping everyone else not get infected!

~Miget man12
Aureku
Yes, I believe zshare is giving the virus, I've had trouble there before.

Otherwise, great script!!! Exactly what I've been looking for biggrin.gif
TalesOf_Fantasy
this looks cool!
If gonna download the demo
too bad about those viruses...
DAMN I hate virus!
drebenk
@TalesOf_Fantasy you can download the demo from the link I've posted:

http://rapidshare.de/files/46545695/Weather_System.rar.html

Fallow the instructions in my post in which this link was adn you'll have no problems runing the demo.
carbajosa
Thanks drebenk for the reupload~
And for Noor who made the scripts biggrin.gif

@Drebenk
Nice pic lol :3
beelzibub
This script is definetely cool. Very nicely done sir, very nicely done. I will definetely use this in my upcoming work in progress lol. Good stuff.
Lost-Arac
Great script thanks alot !
Ill definately use this in my game, the only weather script i found that works and is easy to use.
Keep up the great work !
*Lost-Arac*
ClazZeal
Thanks for the virus! Lucky I just removed it!
Valnar
You should read through drebenk gave a clean upload...
Paulcell x
Thank you very mcuh!
Very usefull script. Of course i am using it on my game
Xeyla
Is there any way to make this compatible with the script Light Effects by Kylock? This script turns off the glow.
mortigneous
Not sure, but I'm downloading the demo atm... Hopefully I won't get a virus biggrin.gif lol (from the rapidshare link)

Don't expect an update from the creator, this topic has been his only post... so yes, it is quite possible that he did purposely infect computers, however I'm not going to say that it was him and not the host...

I'm nowhere near great at scripting, but I might be able to notice something...

After looking at it for a little bit, I couldn't really think of anything other than try changing the order of them, it might work, it might not. However, I'm guessing it probably is possible for those two to be compatible, but both display an overlayed image, so it might not be the simplest task...
buny
almost i download the first file of damn viruses
Midnight Assassin
Uh... I can't seem to find the script anywhere. Where is it? Did you forget to post it? Do we just use the Script Call? And how is this different from other weather systems?
buny
This Script Didn't work with Requiem ABS by vlad...
if i use this script the graphic of sword slash can't be shown
TakamiDaisuke
When I tryed to download I had virus alert. Can you post script, plase?
buny
@takami daisuke...
there is a post without viruses check it out.. in page 1
TakamiDaisuke
QUOTE (buny @ May 5 2009, 03:05 PM) *
@takami daisuke...
there is a post without viruses check it out.. in page 1


Thank u. I found rapidshare link. I didn't see it.
SoloHero
This script is awesome, and thank you so Drebenk, for purging the viruse(s) from file.
rural_monk
the download link died i think... mad.gif oh well
Valnar
http://rapidshare.com/files/264790861/Grafics.rar for the Grafics and teh Script for the ones who don´t need the demo download

[Show/Hide] The Script
CODE
#===============================================================
=
==============
# ▼ Map Effect Pack 1
# |-By Noor Xp
# |-For RPG Maker VX
# |-Version 1.0
# |-2009-March-30
#==============================================================================
# Script Option
#==============================================================================
module NXP
ENABLE_SHADOW = true
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :screen # map screen state
attr_reader :interpreter # map event interpreter
attr_reader :display_x # display X coordinate * 256
attr_reader :display_y # display Y coordinate * 256
attr_reader :parallax_name # parallax background filename
attr_reader :passages # passage table
attr_reader :events # events
attr_reader :vehicles # vehicle
attr_accessor :need_refresh # refresh request flag
attr_accessor :fog_name # fog file name
attr_accessor :fog_ox # fog x-coordinate starting point
attr_accessor :fog_oy # fog y-coordinate starting point
attr_accessor :fog_sx # fog x-coordinate starting point
attr_accessor :fog_sy # fog y-coordinate starting point
attr_accessor :opserv
attr_accessor :opacity
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@screen = Game_Screen.new
@interpreter = Game_Interpreter.new(0, true)
@map_id = 0
@display_x = 0
@display_y = 0
create_vehicles
end
#--------------------------------------------------------------------------
# * Setup
# map_id : map ID
#--------------------------------------------------------------------------
def setup(map_id)
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
@display_x = 0
@display_y = 0
@passages = $data_system.passages
referesh_vehicles
setup_events
setup_scroll
setup_parallax
@need_refresh = false
@fog_name = ""
@fog_ox = 0
@fog_oy = 0
@fog_sx = 0
@fog_sy = 0
@opserv = true
@opacity = 0
end
#--------------------------------------------------------------------------
# * Create Vehicles
#--------------------------------------------------------------------------
def create_vehicles
@vehicles = []
@vehicles[0] = Game_Vehicle.new(0) # Boat
@vehicles[1] = Game_Vehicle.new(1) # Ship
@vehicles[2] = Game_Vehicle.new(2) # Airship
end
#--------------------------------------------------------------------------
# * Refresh Vehicles
#--------------------------------------------------------------------------
def referesh_vehicles
for vehicle in @vehicles
vehicle.refresh
end
end
#--------------------------------------------------------------------------
# * Get Boat
#--------------------------------------------------------------------------
def boat
return @vehicles[0]
end
#--------------------------------------------------------------------------
# * Get Ship
#--------------------------------------------------------------------------
def ship
return @vehicles[1]
end
#--------------------------------------------------------------------------
# * Get Airship
#--------------------------------------------------------------------------
def airship
return @vehicles[2]
end
#--------------------------------------------------------------------------
# * Event Setup
#--------------------------------------------------------------------------
def setup_events
@events = {} # Map event
for i in @map.events.keys
@events[i] = Game_Event.new(@map_id, @map.events[i])
end
@common_events = {} # Common event
for i in 1...$data_common_events.size
@common_events[i] = Game_CommonEvent.new(i)
end
end
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
def setup_scroll
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
@margin_x = (width - 17) * 256 / 2 # Screen non-display width /2
@margin_y = (height - 13) * 256 / 2 # Screen non-display height /2
end
#--------------------------------------------------------------------------
# * Parallax Background Setup
#--------------------------------------------------------------------------
def setup_parallax
@parallax_name = @map.parallax_name
@parallax_loop_x = @map.parallax_loop_x
@parallax_loop_y = @map.parallax_loop_y
@parallax_sx = @map.parallax_sx
@parallax_sy = @map.parallax_sy
@parallax_x = 0
@parallax_y = 0
end
#--------------------------------------------------------------------------
# * Set Display Position
# x : New display X coordinate (*256)
# y : New display Y coordinate (*256)
#--------------------------------------------------------------------------
def set_display_pos(x, y)
@display_x = (x + @map.width * 256) % (@map.width * 256)
@display_y = (y + @map.height * 256) % (@map.height * 256)
@parallax_x = x
@parallax_y = y
end
#--------------------------------------------------------------------------
# * Calculate X coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
def calc_parallax_x(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_x
return @parallax_x / 16
elsif loop_horizontal?
return 0
else
w1 = bitmap.width - 544
w2 = @map.width * 32 - 544
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
def calc_parallax_y(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_y
return @parallax_y / 16
elsif loop_vertical?
return 0
else
h1 = bitmap.height - 416
h2 = @map.height * 32 - 416
if h1 <= 0 or h2 <= 0
return 0
else
return @parallax_y * h1 / h2 / 8
end
end
end
#--------------------------------------------------------------------------
# * Get Map ID
#--------------------------------------------------------------------------
def map_id
return @map_id
end
#--------------------------------------------------------------------------
# * Get Width
#--------------------------------------------------------------------------
def width
return @map.width
end
#--------------------------------------------------------------------------
# * Get Height
#--------------------------------------------------------------------------
def height
return @map.height
end
#--------------------------------------------------------------------------
# * Loop Horizontally?
#--------------------------------------------------------------------------
def loop_horizontal?
return (@map.scroll_type == 2 or @map.scroll_type == 3)
end
#--------------------------------------------------------------------------
# * Loop Vertically?
#--------------------------------------------------------------------------
def loop_vertical?
return (@map.scroll_type == 1 or @map.scroll_type == 3)
end
#--------------------------------------------------------------------------
# * Get Whether Dash is Disabled
#--------------------------------------------------------------------------
def disable_dash?
return @map.disable_dashing
end
#--------------------------------------------------------------------------
# * Get Encounter List
#--------------------------------------------------------------------------
def encounter_list
return @map.encounter_list
end
#--------------------------------------------------------------------------
# * Get Encounter Steps
#--------------------------------------------------------------------------
def encounter_step
return @map.encounter_step
end
#--------------------------------------------------------------------------
# * Get Map Data
#--------------------------------------------------------------------------
def data
return @map.data
end
#--------------------------------------------------------------------------
# * Calculate X coordinate, minus display coordinate
# x : x-coordinate
#--------------------------------------------------------------------------
def adjust_x(x)
if loop_horizontal? and x < @display_x - @margin_x
return x - @display_x + @map.width * 256
else
return x - @display_x
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate, minus display coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def adjust_y(y)
if loop_vertical? and y < @display_y - @margin_y
return y - @display_y + @map.height * 256
else
return y - @display_y
end
end
#--------------------------------------------------------------------------
# * Calculate X coordinate after loop adjustment
# x : x-coordinate
#--------------------------------------------------------------------------
def round_x(x)
if loop_horizontal?
return (x + width) % width
else
return x
end
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate after loop adjustment
# y : y-coordinate
#--------------------------------------------------------------------------
def round_y(y)
if loop_vertical?
return (y + height) % height
else
return y
end
end
#--------------------------------------------------------------------------
# * Calculate X coordinate one square in a particular direction
# x : x-coordinate
# direction : direction (2,4,6,8)
#--------------------------------------------------------------------------
def x_with_direction(x, direction)
return round_x(x + (direction == 6 ? 1 : direction == 4 ? -1 : 0))
end
#--------------------------------------------------------------------------
# * Calculate Y coordinate one square in a particular direction
# y : y-coordinate
# direction : direction (2,4,6,8)
#--------------------------------------------------------------------------
def y_with_direction(y, direction)
return round_y(y + (direction == 2 ? 1 : direction == 8 ? -1 : 0))
end
#--------------------------------------------------------------------------
# * Get array of event at designated coordinates
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def events_xy(x, y)
result = []
for event in $game_map.events.values
result.push(event) if event.pos?(x, y)
end
return result
end
#--------------------------------------------------------------------------
# * Automatically Switch BGM and BGS
#--------------------------------------------------------------------------
def autoplay
@map.bgm.play if @map.autoplay_bgm
@map.bgs.play if @map.autoplay_bgs
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if @map_id > 0
for event in @events.values
event.refresh
end
for common_event in @common_events.values
common_event.refresh
end
end
@need_refresh = false
end
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
@display_y = [@display_y + distance, (height - 13) * 256].min
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# * Scroll Left
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_left(distance)
if loop_horizontal?
@display_x += @map.width * 256 - distance
@display_x %= @map.width * 256
@parallax_x -= distance
else
last_x = @display_x
@display_x = [@display_x - distance, 0].max
@parallax_x += @display_x - last_x
end
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
@display_x = [@display_x + distance, (width - 17) * 256].min
@parallax_x += @display_x - last_x
end
end
#--------------------------------------------------------------------------
# * Scroll Up
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_up(distance)
if loop_vertical?
@display_y += @map.height * 256 - distance
@display_y %= @map.height * 256
@parallax_y -= distance
else
last_y = @display_y
@display_y = [@display_y - distance, 0].max
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# * Determine Valid Coordinates
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def valid?(x, y)
return (x >= 0 and x < width and y >= 0 and y < height)
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x coordinate
# y : y coordinate
# flag : The impassable bit to be looked up
# (normally 0x01, only changed for vehicles)
#--------------------------------------------------------------------------
def passable?(x, y, flag = 0x01)
for event in events_xy(x, y) # events with matching coordinates
next if event.tile_id == 0 # graphics are not tiled
next if event.priority_type > 0 # not [Below characters]
next if event.through # pass-through state
pass = @passages[event.tile_id] # get passable attribute
next if pass & 0x10 == 0x10 # *: Does not affect passage
return true if pass & flag == 0x00 # o: Passable
return false if pass & flag == flag # x: Impassable
end
for i in [2, 1, 0] # in order from on top of layer
tile_id = @map.data[x, y, i] # get tile ID
return false if tile_id == nil # failed to get tile: Impassable
pass = @passages[tile_id] # get passable attribute
next if pass & 0x10 == 0x10 # *: Does not affect passage
return true if pass & flag == 0x00 # o: Passable
return false if pass & flag == flag # x: Impassable
end
return false # Impassable
end
#--------------------------------------------------------------------------
# * Determine if Boat is Passable
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def boat_passable?(x, y)
return passable?(x, y, 0x02)
end
#--------------------------------------------------------------------------
# * Determine if Ship is Passable
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def ship_passable?(x, y)
return passable?(x, y, 0x04)
end
#--------------------------------------------------------------------------
# * Determine if Airship can Land
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
return passable?(x, y, 0x08)
end
#--------------------------------------------------------------------------
# * Determine bush
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def bush?(x, y)
return false unless valid?(x, y)
return @passages[@map.data[x, y, 1]] & 0x40 == 0x40
end
#--------------------------------------------------------------------------
# * Determine Counter
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def counter?(x, y)
return false unless valid?(x, y)
return @passages[@map.data[x, y, 0]] & 0x80 == 0x80
end
#--------------------------------------------------------------------------
# * Start Scroll
# direction : scroll direction
# distance : scroll distance
# speed : scroll speed
#--------------------------------------------------------------------------
def start_scroll(direction, distance, speed)
@scroll_direction = direction
@scroll_rest = distance * 256
@scroll_speed = speed
end
#--------------------------------------------------------------------------
# * Determine if Scrolling
#--------------------------------------------------------------------------
def scrolling?
return @scroll_rest > 0
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
refresh if $game_map.need_refresh
update_scroll
update_events
update_vehicles
update_parallax
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
@screen.update
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll
if @scroll_rest > 0 # If scrolling
distance = 2 ** @scroll_speed # Convert to distance
case @scroll_direction
when 2 # Down
scroll_down(distance)
when 4 # Left
scroll_left(distance)
when 6 # Right
scroll_right(distance)
when 8 # Up
scroll_up(distance)
end
@scroll_rest -= distance # Subtract scrolled distance
end
end
#--------------------------------------------------------------------------
# * Update Events
#--------------------------------------------------------------------------
def update_events
for event in @events.values
event.update
end
for common_event in @common_events.values
common_event.update
end
end
#--------------------------------------------------------------------------
# * Update Vehicles
#--------------------------------------------------------------------------
def update_vehicles
for vehicle in @vehicles
vehicle.update
end
end
#--------------------------------------------------------------------------
# * Update Parallax
#--------------------------------------------------------------------------
def update_parallax
@parallax_x += @parallax_sx * 4 if @parallax_loop_x
@parallax_y += @parallax_sy * 4 if @parallax_loop_y
end
end
#==============================================================================
# ** Spriteset_Weather
#------------------------------------------------------------------------------
# Weather effect (rain, storm, snow) class. This class is used within the
# Spriteset_Map class.
#==============================================================================

class Spriteset_Weather
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :type
attr_reader :max
attr_reader ohmy.gifx
attr_reader ohmy.gify
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(viewport = nil)
@type = 0
@max = 0
@ox = 0
@oy = 0
@rain_bitmap = Cache.system("rain.png")
@storm_bitmap = Cache.system("wind#{rand(2)}")
@snow_bitmap = Cache.system("snow#{rand(2)}")
@snow_counter = 0
@sprites = []
for i in 1..300
sprite = Sprite.new(viewport)
sprite.visible = false
sprite.opacity = 0
@sprites.push(sprite)
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
#--------------------------------------------------------------------------
# * Set weather type
# type : new weather type
#--------------------------------------------------------------------------
def type=(type)
return if @type == type
@type = type
case @type
when 1
bitmap = @rain_bitmap
when 2
bitmap = @storm_bitmap
when 3
bitmap = @snow_bitmap
else
bitmap = nil
end
for i in 0...@sprites.size
sprite = @sprites[i]
sprite.visible = (i <= @max)
sprite.bitmap = bitmap
end
end
#--------------------------------------------------------------------------
# * Set starting point X coordinate
# ox : starting point X coordinate
#--------------------------------------------------------------------------
def ox=(ox)
return if @ox == ox;
@ox = ox
for sprite in @sprites
sprite.ox = @ox
end
end
#--------------------------------------------------------------------------
# * Set starting point Y coordinate
# oy : starting point Y coordinate
#--------------------------------------------------------------------------
def oy=(oy)
return if @oy == oy;
@oy = oy
for sprite in @sprites
sprite.oy = @oy
end
end
#--------------------------------------------------------------------------
# * Set maximum number of sprites
# max : maximum number of sprites
#--------------------------------------------------------------------------
def max=(max)
return if @max == max;
@max = [[max, 0].max, 300].min
for i in 1..300
sprite = @sprites[i]
sprite.visible = (i <= @max) if sprite != nil
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
return if @type == 0
for i in 1..@max
sprite = @sprites[i]
if sprite == nil
break
end
if @type == 1
sprite.x -= 2
sprite.y += 9
sprite.opacity -= 5
sprite.blend_type = 1
end
if @type == 2
@snow_counter = (@snow_counter+1) % 40
if @snow_counter > 10 and @snow_counter < 20
sprite.x -= 9
elsif @snow_counter > 20 and @snow_counter < 30
sprite.x -= 10
elsif @snow_counter > 30
sprite.x -= 12
end
#sprite.y += 16
sprite.opacity -= 0.9
sprite.blend_type = 0
end
if @type == 3
if Graphics.frame_count % 2 == 0
@snow_counter = (@snow_counter+1) % 8
if @snow_counter > 4
sprite.x -= 0.7
elsif @snow_counter < 4
sprite.x += 1.7
sprite.y += 0.7
end
sprite.y +=2
sprite.opacity -= 1
sprite.blend_type = 1
end
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 45 or x < -10 or x > 600 or y < -100 or y > 480
if @type == 3
sprite.bitmap = Cache.system("snow#{rand(2)}")
sprite.opacity = 255
end
if @type == 2
sprite.x = (500 + rand(44)) - 100 + @ox
sprite.y = rand(600) - 200 + @oy
sprite.bitmap = Cache.system("wind#{rand(2)}")
sprite.opacity = 100
else
sprite.x = rand(800) - 100 + @ox
sprite.y = rand(600) - 200 + @oy
end
if @type == 1
sprite.opacity = 180
end
end
end
end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
create_viewports
create_tilemap
create_parallax
if NXP::ENABLE_SHADOW
create_playershadow
end
create_characters
create_shadow
create_weather
create_pictures
create_timer
create_fog
update
end
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, 544, 416)
@viewport2 = Viewport.new(0, 0, 544, 416)
@viewport3 = Viewport.new(0, 0, 544, 416)
@viewport2.z = 50
@viewport3.z = 100
end
#--------------------------------------------------------------------------
# * Create Tilemap
#--------------------------------------------------------------------------
def create_tilemap
@tilemap = Tilemap.new(@viewport1)
@tilemap.bitmaps[0] = Cache.system("TileA1")
@tilemap.bitmaps[1] = Cache.system("TileA2")
@tilemap.bitmaps[2] = Cache.system("TileA3")
@tilemap.bitmaps[3] = Cache.system("TileA4")
@tilemap.bitmaps[4] = Cache.system("TileA5")
@tilemap.bitmaps[5] = Cache.system("TileB")
@tilemap.bitmaps[6] = Cache.system("TileC")
@tilemap.bitmaps[7] = Cache.system("TileD")
@tilemap.bitmaps[8] = Cache.system("TileE")
@tilemap.map_data = $game_map.data
@tilemap.passages = $game_map.passages
end
#--------------------------------------------------------------------------
# * Create Fog
#--------------------------------------------------------------------------
def create_fog
@fog = Plane.new(@viewport1)
@fog.opacity = $game_map.opacity
@fog.z = 3000
end
#--------------------------------------------------------------------------
# * Create Parallax
#--------------------------------------------------------------------------
def create_parallax
@parallax = Plane.new(@viewport1)
@parallax.z = -100
end
#--------------------------------------------------------------------------
# * Create Character Sprite
#--------------------------------------------------------------------------
def create_characters
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
for vehicle in $game_map.vehicles
sprite = Sprite_Character.new(@viewport1, vehicle)
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
end
#--------------------------------------------------------------------------
# * Create Airship Shadow Sprite
#--------------------------------------------------------------------------
def create_shadow
@shadow_sprite = Sprite.new(@viewport1)
@shadow_sprite.bitmap = Cache.system("Shadow")
@shadow_sprite.ox = @shadow_sprite.bitmap.width / 2
@shadow_sprite.oy = @shadow_sprite.bitmap.height
@shadow_sprite.z = 180
end
#--------------------------------------------------------------------------
# * Create Airship Shadow Sprite
#--------------------------------------------------------------------------
def create_playershadow
@shadow_psprite = Sprite.new(@viewport1)
@shadow_psprite.bitmap = Cache.system("Shadow")
@shadow_psprite.ox = @shadow_psprite.bitmap.width / 2
@shadow_psprite.oy = @shadow_psprite.bitmap.height
@shadow_psprite.opacity = 160
end
#--------------------------------------------------------------------------
# * Create Weather
#--------------------------------------------------------------------------
def create_weather
@weather = Spriteset_Weather.new(@viewport2)
end
#--------------------------------------------------------------------------
# * Create Picture Sprite
#--------------------------------------------------------------------------
def create_pictures
@picture_sprites = []
for i in 1..20
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_map.screen.pictures[i]))
end
end
#--------------------------------------------------------------------------
# * Create Timer Sprite
#--------------------------------------------------------------------------
def create_timer
@timer_sprite = Sprite_Timer.new(@viewport2)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
dispose_tilemap
dispose_parallax
dispose_characters
dispose_shadow
dispose_weather
dispose_pictures
dispose_timer
dispose_viewports
if NXP::ENABLE_SHADOW
dispose_playershadow
end
@fog.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Tilemap
#--------------------------------------------------------------------------
def dispose_tilemap
@tilemap.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Parallax
#--------------------------------------------------------------------------
def dispose_parallax
@parallax.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Character Sprite
#--------------------------------------------------------------------------
def dispose_characters
for sprite in @character_sprites
sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Dispose of Airship Shadow Sprite
#--------------------------------------------------------------------------
def dispose_shadow
@shadow_sprite.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Airship Shadow Sprite
#--------------------------------------------------------------------------
def dispose_playershadow
@shadow_psprite.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Weather
#--------------------------------------------------------------------------
def dispose_weather
@weather.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Picture Sprite
#--------------------------------------------------------------------------
def dispose_pictures
for sprite in @picture_sprites
sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Dispose of Timer Sprite
#--------------------------------------------------------------------------
def dispose_timer
@timer_sprite.dispose
end
#--------------------------------------------------------------------------
# * Dispose of Viewport
#--------------------------------------------------------------------------
def dispose_viewports
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_tilemap
update_parallax
update_characters
update_shadow
update_weather
update_pictures
update_timer
update_viewports
if NXP::ENABLE_SHADOW
update_playershadow
end
update_fog
end
#--------------------------------------------------------------------------
# * Update Tilemap
#--------------------------------------------------------------------------
def update_tilemap
@tilemap.ox = $game_map.display_x / 8
@tilemap.oy = $game_map.display_y / 8
@tilemap.update
end
#--------------------------------------------------------------------------
# * Update Parallax
#--------------------------------------------------------------------------
def update_parallax
if @parallax_name != $game_map.parallax_name
@parallax_name = $game_map.parallax_name
if @parallax.bitmap != nil
@parallax.bitmap.dispose
@parallax.bitmap = nil
end
if @parallax_name != ""
@parallax.bitmap = Cache.parallax(@parallax_name)
end
Graphics.frame_reset
end
@parallax.ox = $game_map.calc_parallax_x(@parallax.bitmap)
@parallax.oy = $game_map.calc_parallax_y(@parallax.bitmap)
end
#--------------------------------------------------------------------------
# * Update Character Sprite
#--------------------------------------------------------------------------
def update_characters
for sprite in @character_sprites
sprite.update
end
end
#--------------------------------------------------------------------------
# * Update Airship Shadow Sprite
#--------------------------------------------------------------------------
def update_shadow
airship = $game_map.airship
@shadow_sprite.x = airship.screen_x
@shadow_sprite.y = airship.screen_y + airship.altitude
@shadow_sprite.opacity = airship.altitude * 8
@shadow_sprite.update
end
#--------------------------------------------------------------------------
# * Update Airship Shadow Sprite
#--------------------------------------------------------------------------
def update_playershadow
@shadow_psprite.x = $game_player.screen_x
@shadow_psprite.y = $game_player.screen_y + 5
@shadow_psprite.opacity = 160
@shadow_psprite.update
end
#--------------------------------------------------------------------------
# * Update Fog
#--------------------------------------------------------------------------
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.system(@fog_name)
end
Graphics.frame_reset
end
if $game_map.opserv
@fog.ox = $game_map.display_x / 6 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 6 + $game_map.fog_oy
@fog.opacity = $game_map.opacity
@fog.blend_type = 0
else
@fog.ox = $game_map.display_x / 8 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 8 + $game_map.fog_oy
@fog.opacity = $game_map.opacity
@fog.blend_type = 1
end
@fog.opacity = $game_map.opacity
end
#--------------------------------------------------------------------------
# * Update Weather
#--------------------------------------------------------------------------
def update_weather
@weather.type = $game_map.screen.weather_type
@weather.max = $game_map.screen.weather_max
@weather.ox = $game_map.display_x / 8
@weather.oy = $game_map.display_y / 8
@weather.update
end
#--------------------------------------------------------------------------
# *Update Picture Sprite
#--------------------------------------------------------------------------
def update_pictures
for sprite in @picture_sprites
sprite.update
end
end
#--------------------------------------------------------------------------
# * Update Timer Sprite
#--------------------------------------------------------------------------
def update_timer
@timer_sprite.update
end
#--------------------------------------------------------------------------
# * Update Viewport
#--------------------------------------------------------------------------
def update_viewports
@viewport1.tone = $game_map.screen.tone
@viewport1.ox = $game_map.screen.shake
@viewport2.color = $game_map.screen.flash_color
@viewport3.color.set(0, 0, 0, 255 - $game_map.screen.brightness)
@viewport1.update
@viewport2.update
@viewport3.update
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
#--------------------------------------------------------------------------
# * Make Fog
#--------------------------------------------------------------------------
def make_fog(fog,x,y,opserv=true,opacity=64)
$game_map.fog_name = fog
$game_map.fog_sx = x
$game_map.fog_sy = y
$game_map.opserv = opserv
$game_map.opacity = opacity
end
end

elfyelf
I tried to download it but my computer quarantined it, your file is effected by viruses, for the
demo.

I really like the wind in the last screenshot , nice.

I still get the script though :]], Thanx biggrin.gif

by the way, where do I put the graphix Valnar?
Valnar
into system,if anyone is intreset i can makea new clean demo
Malexos
Okay, It's my fault for not reading the other posts first, but why hasn't a mod or admin deleted that link? Norton deleted the virus, but still!
Can someone PLEASE delete that linjk for future members' computer safety?
Sartory
Valnar, a clean demo would be nice. It seems that this script actually alters the default weather settings via the "set weather effects" event option. I cannot seem to figure out how he got those forest shadows or the clouds on the first page screenies. I would love to use this in my project.
MrGamer
Uh, ya a mod should remove that link. How long has this been up here and isn't any of this readable to understand that XpNoor's link is full of spyware? Come on, delete the link already. Don't want other people to get infected ya know. Also, everytime I click on my RTP, it says "File corrupted, Please run a virus check and re-install the application". Whenever I do uninstall the application and re-install it, the corruption thing just comes back. I'm trying to see if I can remove it with Windows Defender so, I hope that works.
Malexos
I just reported it-- hopefully a mod will delete it soon
OrigamiRose
The link has been removed.
slifer644
ugh, I hate rapidshare, my computer automaticaly blocks it.
Valnar
i make a new demo then tommrow (will be my first one xD) as i don´t got the normal 1 but ok.
casue i think this script is at least worth be downloaded!




-------------------------------------------------------------------------------------------------------------------------------------------


So i don´t double Post xD

So demo is ready: http://sharebee.com/501bcf09

This Demo include Noor XPs Script+The needed Grafics and it got also worotanas "missing file script" for missing stuff which i migth have removed(but nothing important for the demo)
Maps i kidna edit to normal Demo cuase i used them but all is explained in the demo,hope this helped


and hwould be good if a mod whould edit the Title maybe so it says Demo is on Page 3
VladMan99
hey noor!!
Good too see your communiting in other forums...

Its GameFan99

Rings any bells?
anyway...the map pack owns...i sued to ahve it
but...i cant download it anymore sad.gif
Valnar
pff you at least looked in the last post by me?
Otaku Son
Okay, I can usually put up with file-sharing sites' ads and whatever, but this Sharebee is horrible. I'm getting a mess of pop-ups, and since I've never been to Sharebee before, I don't even know if it's a "worksafe" place. And I'm getting a blank page now, allowing the pop-up to pop up just takes me to Google...

Would someone re-upload this to somewhere else, please? Rapidshare, MegaUpload, EasyShare, MediaFire, I don't care where. Just as long as it's not Bondango or Megarotic.

Edit
Nevermind. I'll do it myself. And while I'm at it, I'll provide the links for everyone else who doesn't want a headache.
http://www.zshare.net/download/639019586f3c39d3/
http://depositfiles.com/files/8cf63pbyz
http://www.badongo.com/file/16493302
http://rapidshare.com/files/265754517/Wetter_Script.rar.html
http://www.megaupload.com/?d=EW0SNHV6
power200
QUOTE (Otaku Son @ Oct 28 2009, 11:04 AM) *
Okay, I can usually put up with file-sharing sites' ads and whatever, but this Sharebee is horrible. I'm getting a mess of pop-ups, and since I've never been to Sharebee before, I don't even know if it's a "worksafe" place. And I'm getting a blank page now, allowing the pop-up to pop up just takes me to Google...

Would someone re-upload this to somewhere else, please? Rapidshare, MegaUpload, EasyShare, MediaFire, I don't care where. Just as long as it's not Bondango or Megarotic.

Edit
Nevermind. I'll do it myself. And while I'm at it, I'll provide the links for everyone else who doesn't want a headache.
http://www.zshare.net/download/639019586f3c39d3/
http://depositfiles.com/files/8cf63pbyz
http://www.badongo.com/file/16493302
http://rapidshare.com/files/265754517/Wetter_Script.rar.html
http://www.megaupload.com/?d=EW0SNHV6

Thanks. I needed this xD
Valnar
QUOTE (Otaku Son @ Oct 28 2009, 11:04 AM) *
Okay, I can usually put up with file-sharing sites' ads and whatever, but this Sharebee is horrible. I'm getting a mess of pop-ups, and since I've never been to Sharebee before, I don't even know if it's a "worksafe" place. And I'm getting a blank page now, allowing the pop-up to pop up just takes me to Google...

Would someone re-upload this to somewhere else, please? Rapidshare, MegaUpload, EasyShare, MediaFire, I don't care where. Just as long as it's not Bondango or Megarotic.

Edit
Nevermind. I'll do it myself. And while I'm at it, I'll provide the links for everyone else who doesn't want a headache.
http://www.zshare.net/download/639019586f3c39d3/
http://depositfiles.com/files/8cf63pbyz
http://www.badongo.com/file/16493302
http://rapidshare.com/files/265754517/Wetter_Script.rar.html
http://www.megaupload.com/?d=EW0SNHV6


well if you looked rigth sharebee is a file sharesytem which automatically uplaod to rapidhsare,megauploud,zshare and 2 more so the downloader can choose where he wanna download rolleyes.gif
Otaku Son
Valnar, I couldn't "look" at all. I was having problems getting it to function correctly, and I eventually looked on a different site to see if I could find links. And I did.

Anyway, in other news, I need some help. Namely, I want to turn the player shadow off in this script. It's okay when the player's on the land, but in vehicles, no. The boat and ship look like they're hovering above the water (which, if my vessels were hovercrafts, wouldn't be too bad), and the airship has a double shadow. How do I either

A ) Turn player shadow off while in vehicles
or
B ) Turn player shadow off all together
?

Edit
G-D smileys!
Makin
Is this compatible with Omegezion Roguelike Battle System?
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