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Index du forum > Entraide > [VXAce] compatibilité entre 2 scripts. [Résolu]


Cactus - posté le 18/04/2015 à 15:28:55 (602 messages postés)

❤ 0

ADAKOR

Domaine concerné: Script
Logiciel utilisé: VXAce
Salut,

Le script "Character Effects" de Galv permet de faire ça:

Spoiler (cliquez pour afficher)



Le script est plutôt bien, mais il ne prend pas en compte les ajouts du "Extra Movement Frames"
de modern algebra qui permet d'avoir plus de 3 frames pour les sprites.

En gros le bug c'est ça:
image
Le sprite du joueur est divisé en 8
et le sprite du reflet est divisé en 3 comme un sprite classique...


Character Effects:

Portion de code : Tout sélectionner

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#------------------------------------------------------------------------------#
#  Galv's Character Effects
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 2.0
#------------------------------------------------------------------------------#
#  2013-12-07 - Version 2.0 - Added comments to more easily add event effects
#                           - Fixed shadow facing bug
#  2013-02-24 - Version 1.9 - added z level option for reflection and shadows
#  2013-02-23 - Version 1.8 - added multiple light sources for shadows
#  2013-02-22 - Version 1.7 - bug fixes
#  2013-02-22 - Version 1.6 - added icon effect
#  2013-02-22 - Version 1.5 - fixed mirror bug on large maps
#  2013-02-22 - Version 1.4 - added effects to vehicles
#  2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
#  2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
#  2013-02-21 - Version 1.1 - updated flicker effect
#  2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script was made to provide some additional effects for characters such
#  as events, followers and the player on the map.
#  Currently it includes:
#
#  Shadows
#  Shadows that appear under player and events in a directions depending on
#  a light source that you choose.
#
#  Parallax Reflect
#  Reflections that appear on the parallax layer for events and actors to be
#  used for things like reflections in the water or glass floor etc. To get
#  effects like the demo, you need to edit the charset graphic to make the water
#  partially transparent.
#
#  Parallax Mirrors
#  Much like reflect but are instead actors and event are reflected in a mirror
#  on a wall designated by a region. Both mirror and reflect effects can be
#  changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  NEW - First event command as a COMMENT
#------------------------------------------------------------------------------#
#  You can add a comment as the first event command on an event page to set if
#  that event has an icon, shadow or reflection active. The tags to use are
#  below, all must be on the same line in the comment.
#
# <icon:id,x,y>      # set the event to display an icon (x,y position offset)
# <shadow>           # set the event to display a shadow
# <reflect>          # set the event to display reflections
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
# <icon:1,0,0><shadow><reflect>    # to show reflect, shadow and icon 1 on event
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
#  char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
#  # each effect can be true or false to enable/disable them during the game.
#  # you can change multiples of effects at once, x being the effect number
#  # 0 = reflect    1 = shadows    2 = mirror    3 = icons
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  char_effects(0,true)              # turn reflections on
#  char_effects(0,2,true)            # turn reflections and mirror on
#  char_effects(1,3,false)           # turn shadows and icons off
#------------------------------------------------------------------------------#
#
#  reflect_sprite(actor_id,filename,pos)    # Change actor's reflect charset
#
#  reflect_esprite(event_id,filename,pos)   # Change event's reflect charset
#
#  reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  reflect_sprite(1,"Actor2",2)      # change actor 1's charset to use sprite
#                                    # in position 2 of "Actor2" charset.
#  reflect_esprite(3,"Actor4",5)     # event 3 will use sprite in position 5 of
#                                    # "Actor4" charset.
#  reflect_vsprite(1,"Vehicle",5)    # Ship will use sprite in position 5 of
#                                    # "Vehicle" charset.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
#  reflect(x,x,x,status)   # status can be true or false to turn on or off
#                          # use this to specify for mirror and reflect.
#  shadow(x,x,x,status)    # where x is the event ids you want to change
#                          # to change all events use :all
#  icon(x,x,x,icon_id)     # set which icon id to appear above character. Make
#                          # it 0 for no icon.
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
#  shadow(1,false)         # Turn event 1 shadow OFF
#  reflect(:all,true)      # Turn all event reflections ON
#  icon(1,2,3,4,38)        # Events 1,2,3 and 4 will have icon 38 appear
#
#  NOTE: All events will default to NO shadows and NO reflections when entering
#        a map. This is a design decision to try to keep lag to a minimum. You
#        should use these effects sparingly and only activate them on events
#        that require them.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
#  actor_reflect(actor_id,status)  # reflections and shadows are ON by default 
#  actor_shadow(actor_id,status)   # for actors and vehicles. Turning them off 
#  actor_icon(actor_id,icon_id)    # or on will permanently change them.
#
#  v_reflect(x,x,x,status)    # use these v_ calls for changing vehicle effects
#  v_shadow(x,x,x,status)     # on and off for vehicles.
#  v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
#  shadow_source(x,y,id)       # set the x,y location for the light. id is the 
#                              # light source number you wish to change (for
#                              # more than one). These are reset on map change.
#  shadow_source(event_id,id)  # use an event's x,y location for the light.
#                              # This will need to be in parallel process if you
#                              # want it to be a moving light.
#
#  shadow_options(intensity,fade,flicker)    # descriptions below
#
#    # intensity = opacity when standing next to the light source (255 is black)
#    # fade = amount shadow becomes more transparent the further away you are.
#    # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
#  shadow_options(80,10,false)    # This is the default setting.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
#  reflect_options(wave_pwr) 
#
#    # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
#  reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
#  <no_reflect>    # Actor will not have a reflection (for vampires of course!)
#
#  <reflect_sprite: FileName,pos>  # Actor will use this charset for reflections
#                                  # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  <reflect_sprite: Actor2,0>    # The first character from Actor2 charset
#  <reflect_sprite: Actor3,7>    # The last character from Actor2 charset
#------------------------------------------------------------------------------#
 
 
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
 
#------------------------------------------------------------------------------#  
#  SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  MIRROR_REGION = 4     # Region ID used to determine mirror walls. Paint the
                        # region on the wall you want to make reflective (and
                        # then use tiles/mapping that make the parallax visible)
 
  ICON_OFFSET = -60     # Y offset for icons that are displayed above characters
   
  REFLECT_Z = -10       # Z level of reflections
  SHADOW_Z = 0          # Z level of shadows
 
#------------------------------------------------------------------------------#  
#  END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
 
 
 
 
class Game_Map
  def do_icons(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
        e.icon = $1.to_i
        e.icon_offset = [$2.to_i,$3.to_i]
      else
        e.icon = 0
        e.icon_offset = [0,0]
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  
  def do_shadows(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
        e.shadow = true
      else
        e.shadow = false
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  def do_reflects(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
        e.reflect = true
      else
        e.reflect = false
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  def do_all_chareffects
    do_icons(false)
    do_shadows(false)
    do_reflects(false)
  end
  
end # Game_Map
 
 
 
 
class Game_Interpreter
  
  def remove_icon
    icon(@event_id,0)
  end
 
#-----------------------------------#
#  REFLECTIONS
#-----------------------------------#
 
  # Add/Remove Reflections from selected events
  def reflect(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e| e.reflect = status }
    else
      char_ids.each {|c| $game_map.events[c].reflect = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change forever actor's reflect status
  def actor_reflect(actor_id,status)
    $game_actors[actor_id].reflect = status
    $game_player.refresh
  end
   
  # Change forever vehicle's reflect status
  def v_reflect(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.reflect = status }
    else
      char_ids.each { |v| $game_map.vehicles[v].reflect = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
 
  def reflect_options(*args)
    $game_map.reflect_options = [*args]
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Actor reflect sprite change
  def reflect_sprite(actor_id,filename,pos)
    $game_actors[actor_id].reflect_sprite = [filename,pos]
    $game_player.refresh
  end
   
  # Event reflect sprite change
  def reflect_esprite(event_id,filename,pos)
    $game_map.events[event_id].reflect_sprite = [filename,pos]
    $game_map.events[event_id].reflect = true
    SceneManager.scene.spriteset.refresh_characters
  end
   
  # Vehicle reflect sprite change
  def reflect_vsprite(v_id,filename,pos)
    $game_map.vehicles[v_id].reflect_sprite = [filename,pos]
    SceneManager.scene.spriteset.refresh_characters
  end
 
#-----------------------------------#
#  SHADOWS
#-----------------------------------#
 
  # Add/Remove Shadows from selected characters
  def shadow(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e| e.shadow = status }
    else
      char_ids.each {|c| $game_map.events[c].shadow = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change player and follower shadows
  def actor_shadows(status)
    $game_player.shadow = status
    $game_player.followers.each { |f| f.shadow = status }
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change vehicle's shadow status
  def v_shadow(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.shadow = status }
    else
      char_ids.each { |v| $game_map.vehicles[v].shadow = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  def shadow_options(*args)
    $game_map.shadow_options = [*args]
    SceneManager.scene.spriteset.refresh_effects
  end
 
  def shadow_source(*args,shad_id)
    shadsource = [*args]
 
    if shadsource.count == 1
      $game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
        $game_map.events[shadsource[0]].real_y]
    elsif shadsource.count > 1
      $game_map.light_source[shad_id] = shadsource
    else
      $game_map.light_source = []
    end
  end
 
 
#-----------------------------------#
#  ICONS
#-----------------------------------#
 
  # Add/Remove Icons from selected events
  def icon(*args,icon_id)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e|
      if e.icon <= 0
        e.icon = nil
      else
        e.icon = icon_id
      end
    }
    else
      char_ids.each {|c| $game_map.events[c].icon = icon_id }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change forever actor's icon
  def actor_icon(actor_id,icon_id)
    $game_actors[actor_id].icon = icon_id
    $game_player.refresh
  end
   
  # Change forever vehicle's icon
  def v_icon(*args,icon_id)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.icon = icon_id }
    else
      char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
 
#-----------------------------------#
#  GENERAL
#-----------------------------------#
 
  # Turn on/off effects
    # 0 = reflect
    # 1 = shadow
    # 2 = mirror
    # 3 = icon
     
  def char_effects(*args,status)
    [*args].each { |e| $game_map.char_effects[e] = status }
    SceneManager.scene.spriteset.refresh_effects
  end
 
   
end # Game_Interpreter
 
 
#-------------------------------------------------------------------------------
#  Spriteset_Map
#-------------------------------------------------------------------------------
 
class Spriteset_Map
  alias galv_reflect_sm_initialize initialize
  def initialize
    create_effects
    galv_reflect_sm_initialize
    refresh_characters
  end
   
  alias galv_reflect_sm_refresh_characters refresh_characters
  def refresh_characters
    galv_reflect_sm_refresh_characters
    create_effects
  end
   
  def refresh_effects
    dispose_effects
    create_effects
  end
   
  def create_effects
    @shadow_sprites = []
    @reflect_sprites = []
    @mirror_sprites = []
    @icon_sprites = []
     
    # Do reflections
    if $game_map.char_effects[0]
      $game_map.events.values.each { |e|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
      }
      $game_player.followers.each { |f|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
      }
      if $game_player.reflect
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
      }
    end
     
    # Do mirrors
    if $game_map.char_effects[2]
      $game_map.events.values.each { |e|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
      }
      $game_player.followers.each { |f|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
      }
      if $game_player.reflect
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
      }
    end
     
    # Do Shadows
    if $game_map.char_effects[1]
      return if $game_map.light_source.empty?
      $game_map.light_source.count.times { |s|
        $game_map.events.values.each { |e|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
        }
        $game_player.followers.each { |f|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
        }
        if $game_player.shadow
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
        end
        $game_map.vehicles.each { |v|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
        }
      }
    end
     
    # Do icons
    if $game_map.char_effects[3]
      $game_map.events.values.each { |e|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
      }
      $game_player.followers.each { |f|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
      }
      if $game_player.icon
        @icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
      }
    end
  end
   
  alias galv_reflect_sm_update update
  def update
    galv_reflect_sm_update
    @reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
    @mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
    @shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
    @icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
  end
 
  alias galv_reflect_sm_dispose_characters dispose_characters
  def dispose_characters
    galv_reflect_sm_dispose_characters
    dispose_effects
  end
   
  def dispose_effects
    @reflect_sprites.each {|s| s.dispose}
    @shadow_sprites.each {|s| s.dispose}
    @mirror_sprites.each {|s| s.dispose}
    @icon_sprites.each {|s| s.dispose}
  end
end # Spriteset_Map
 
 
#-------------------------------------------------------------------------------
#  Sprite_Reflect 
#-------------------------------------------------------------------------------
 
class Sprite_Reflect < Sprite_Character
  def initialize(viewport, character = nil)
    super(viewport, character)
  end
 
  def update
    super
  end
   
  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.angle = 180
    self.opacity = 220
    self.z = Galv_CEffects::REFLECT_Z
    self.wave_amp = $game_map.reflect_options[0]
     
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_position
    self.x = @character.screen_x
    jump = @character.jumping? ? @character.jump_height * 2 : 0
    alt = @character.altitude ? @character.altitude * 2 : 0
    self.y = @character.screen_y - 3 + jump + alt
  end
 
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
   
  def update_src_rect
    if @character.reflect_sprite
      index = @character.reflect_sprite[1]
    else
      index = @character.character_index
    end
    pattern = @character.pattern < 3 ? @character.pattern : 1
    sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
end # Sprite_Reflect < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Mirror
#-------------------------------------------------------------------------------
 
class Sprite_Mirror < Sprite_Character
  def initialize(viewport, character = nil)
    @distance = 0
    super(viewport, character)
  end
 
  def update
    super
  end
   
  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.opacity = 255
    self.z = Galv_CEffects::REFLECT_Z
     
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_src_rect
    if @character.reflect_sprite
      index = @character.reflect_sprite[1]
    else
      index = @character.character_index
    end
    pattern = @character.pattern < 3 ? @character.pattern : 1
    sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
   
  def get_mirror_y
    20.times {|i|
      if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
        @distance = (i - 1) * 0.05
        @display = @character.y - i - $game_map.display_y + $game_map.height
        self.opacity = 255
        return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
      end
    }
    self.opacity = 0
    return @ch
  end
   
  def update_position
    self.x = @character.screen_x
    self.y = get_mirror_y - 6
    self.zoom_x = 1 - @distance
    self.zoom_y = 1 - @distance
  end
 
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
end # Sprite_Mirror < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Shadow
#-------------------------------------------------------------------------------
 
class Sprite_Shadow < Sprite_Character
  def initialize(viewport, character = nil, source)
    @flicker = 0
    @famount = 0
    @aamount = 0
    @source = source
    super(viewport, character)
  end
 
  def update
    super
    update_bitmap
    update_src_rect
    update_position
    update_other
    update_facing
  end
  
  def set_character_bitmap
    self.bitmap = Cache.character(@character_name)
    
    self.color = Color.new(0, 0, 0, 255)
    self.z = Galv_CEffects::SHADOW_Z
    self.wave_amp = 1 if $game_map.shadow_options[2]
    self.wave_speed = 1000
     
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_position
    self.x = @character.screen_x
    self.y = @character.screen_y - 10
    get_angle
  end
   
  def get_angle
    x = $game_map.light_source[@source][0] - @character.real_x
    y = $game_map.light_source[@source][1] - @character.real_y
    self.opacity = $game_map.shadow_options[0] - 
      Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
     
    if x == 0 && y == 0 || self.opacity <= 0
      self.opacity = 0
    else 
      self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
    end
  end
  
  def update_facing
    if @character.y < $game_map.light_source[@source][1]
      self.mirror = false
    else
      self.mirror = true
    end
  end
   
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
end # Sprite_Shadow < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Icon
#-------------------------------------------------------------------------------
 
class Sprite_Icon < Sprite_Character
  def initialize(viewport, character = nil)
    @icon_sprite ||= Sprite.new
    @icon_sprite.bitmap ||= Cache.system("Iconset")
    @icon = nil
    super(viewport, character)
  end
 
  def dispose
    super
    if @icon_sprite
      @icon_sprite.dispose
      @icon_sprite = nil
    end
  end
   
  def update
    super
    update_icon
  end
   
  def update_icon
    return if !@character.icon
    draw_icon(@character.icon)
  end
   
  def draw_icon(icon_index)
    return if !@icon.nil?
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    @icon_sprite.src_rect  = rect
    @icon = icon_index
  end
   
  def update_position
    @icon_sprite.x = @character.screen_x - 12
    @icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
  end
 
  def update_other
    self.blend_type = @character.blend_type
    @icon_sprite.visible = !@character.transparent
  end
end # Sprite_Icon < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Other Stuff
#-------------------------------------------------------------------------------
 
 
class Game_Character < Game_CharacterBase
  attr_reader    :altitude
  attr_accessor  :reflect
  attr_accessor  :reflect_sprite
  attr_accessor  :shadow
  attr_accessor  :icon
  attr_accessor  :icon_offset
end
 
 
class Game_Event < Game_Character
  alias galv_reflect_ge_initialize initialize
  def initialize(map_id, event)
    @reflect = false
    @shadow = false
    @icon_offset = [0,0]
    galv_reflect_ge_initialize(map_id, event)
  end
end # Game_Event < Game_Character
 
 
class Game_Vehicle < Game_Character
  attr_reader :map_id
   
  alias galv_reflect_gv_initialize initialize
  def initialize(type)
    @reflect = true
    @shadow = true
    @icon_offset = [0,0]
    galv_reflect_gv_initialize(type)
  end
end # Game_Vehicle < Game_Character
 
 
class Game_Follower < Game_Character
  alias galv_reflect_gf_initialize initialize
  def initialize(member_index, preceding_character)
    galv_reflect_gf_initialize(member_index, preceding_character)
    @reflect = true
    @shadow = true
  end
   
  alias galv_reflect_gf_refresh refresh
  def refresh
    galv_reflect_gf_refresh
    return if actor.nil?
    @reflect = actor.reflect
    @reflect_sprite = actor.reflect_sprite
    @icon = actor.icon
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
end # Game_Follower < Game_Character
 
 
class Game_Player < Game_Character
  alias galv_reflect_gp_initialize initialize
  def initialize
    galv_reflect_gp_initialize
    @reflect = true
    @shadow = true
  end
   
  alias galv_reflect_gp_refresh refresh
  def refresh
    galv_reflect_gp_refresh
    @reflect = actor.reflect
    @reflect_sprite = actor.reflect_sprite
    @icon = actor.icon
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
end # Game_Player < Game_Character
 
 
class Scene_Map < Scene_Base
  attr_accessor :spriteset
end # Scene_Map
 
 
class Game_Map
  attr_accessor :char_effects
  attr_accessor :light_source
  attr_accessor :shadow_options
  attr_accessor :reflect_options
   
  alias galv_reflect_game_map_initialize initialize
  def initialize
    @light_source = []
    @shadow_options = [80,10,false]
    @reflect_options = [0]
    @char_effects = [false,false,false,false]
    #[reflect,shadow,mirror,icon]
    galv_reflect_game_map_initialize
  end
  
   
  alias galv_reflect_game_map_setup setup
  def setup(map_id)
    galv_reflect_game_map_setup(map_id)
    reset_char_effects
    do_all_chareffects
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
   
  def reset_char_effects
    @light_source = []
    @events.values.each { |e|
      e.reflect = false
      e.icon = nil }
  end
end # Game_Map
 
 
class Game_Actor < Game_Battler
  attr_accessor :reflect
  attr_accessor :reflect_sprite
  attr_accessor :icon
   
  alias galv_reflect_game_actor_initialize initialize
  def initialize(actor_id)
    galv_reflect_game_actor_initialize(actor_id)
    @reflect = $data_actors[actor_id].reflect
    @reflect_sprite = $data_actors[actor_id].reflect_sprite
    @icon_offset = [0,0]
  end
end # Game_Actor < Game_Battler
 
 
class RPG::Actor
  def reflect_sprite
    if @reflect_sprite.nil?
      if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
        @reflect_sprite = [$1.to_s,$2.to_i]
      else
        @reflect_sprite = nil
      end
    end
    @reflect_sprite
  end
  def reflect
    if @reflect.nil?
      if @note =~ /<no_reflect>/i
        @reflect = false
      else
        @reflect = true
      end
    end
    @reflect
  end
end # RPG::Actor



Extra Movement Frames:

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#==============================================================================
#    Extra Movement Frames
#    Version: 1.0.1
#    Author: modern algebra (rmrk.net)
#    Date: 26 September 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#    
#    This script allows you to import character sprites with more than 3 frames 
#  for movement animation. In other words, it allows you to animate sprites a 
#  little more smoothly. One use for it is it allows RMXP format characters to 
#  be imported directly into a VXA game without editing (although you will need 
#  to rename the file).
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#    
#    Paste this script into its own slot in the Script Editor, above Main but
#   below Materials. If you are using my Composite Graphics script, then this
#   script must be placed in a slot below Composite Graphics.
#
#    To create a sprite with extra movement frames, all you need to do is 
#   rename the character graphic to something of the form:
#
#      Regular_Name%(x)
#        where:
#          x is the number of frames in each character sprite
#  
#  EXAMPLES:
#
#    $001-Fighter01%(4)
#      This graphic is a single character with four frames of animation. [XP]
#    022-Actors12%(6)
#      This graphic would be interpreted as a character sheet of 8 characters,
#      each having six frames of animation.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#    Additionally, this script also allows you to specify the "idle" frame (the
#   frame where the sprite is not moving), and also the pattern if wish to so
#   specify. In essence, all you need to do is add those integers after the
#   number of frames:
#
#      Regular_Name%(x y1 y2 y3 ... yx)
#        where:
#          x is the number of frames in each character sprite
#          y1 is the idle frame (the frame shown when sprite is not moving)
#          y2 ... yx are the pattern.
#
#   Keep in mind that the first frame in a sprite is index 0, the second frame
#   is index 1, etc.
#
#    Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,
#   the pattern is assumed to simply cycle through the frames one by one until
#   it repeats.
#
#  EXAMPLES:
#
#    $003-Fighter03%(4 2)
#      This graphic is a single character with four frames of animation. The 
#      idle frame is 2 (the third one over). The pattern when moving would be
#      2 3 0 1, 2 3 0 1, etc.
#    032-People05%(4 0 1 0 3 2 1)
#      This graphic would be interpreted as a character sheet of 8 characters,
#      each having four frames of animation. The idle frame is 0 (the first
#      in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.
#==============================================================================
 
$imported = {} unless $imported
$imported[:MA_ExtraMovementFrames] = true
 
#==============================================================================
# *** MA_ExtraMovementFrames
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds a method for calculating width and height of an emf
# character frame
#==============================================================================
 
module MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Character has extra movement frames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_char_is_emf_sprite?(character_name)
    character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Derive Frames Array
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_get_frames(character_name)
    character_name = "" unless character_name
    frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] : 
      $1.scan(/\d+/).collect { |s| s.to_i }
    frames[0] = 3 unless frames[0] # If empty, then set to default 3
    frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
    frames[1] = 0 unless frames[1] # Set idle frame
    if frames.size < 3
      # Create pattern 
      (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) } 
    end
    return frames
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Frame Size
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_calc_frame_size(character_name, bitmap, frames = [])
    character_name = "" unless character_name
    frames = maemf_get_frames(character_name) if frames.empty?
    cw = bitmap.width / (frames[0] ? frames[0] : 3)
    ch = bitmap.height / 4
    sign = character_name[/^[\!\$]./]
    if !sign || !sign.include?('$')
      cw /= 4
      ch /= 2
    end
    return cw, ch
  end
end
 
# Compatibility with Composite Graphics
if $imported[:MA_CompositeGraphics]
  #============================================================================
  # *** Cache
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    aliased method - macgve_make_unique_name
  #============================================================================
  class << Cache
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Make Unique Name
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias macgemf_uniqname_3tc8 macgve_make_unique_name
    def macgve_make_unique_name(cg_array = [], *args)
      result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method
      # Add %(x) code to name if the first graphic in the array contains it.
      result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]
      result
    end
  end
end
 
#==============================================================================
# ** Game_CharacterBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - straighten; update_anime_pattern; initialize;
#      set_graphic; character_name=
#    new methods - maemf_init_char_frames
#==============================================================================
 
class Game_CharacterBase
  include MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Straighten
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_straghtn_5sb3 straighten
  def straighten(*args, &block)
    maemf_straghtn_5sb3(*args, &block) # Run original method
    @pattern = @original_pattern if @walk_anime || @step_anime
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Anime Pattern
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_updanim_ptrn_2yv5 update_anime_pattern
  def update_anime_pattern(*args)
    if @ma_char_is_emf_sprite # If an emf sprite
      if !@step_anime && @stop_count > 0 # Reset to stationary
        @maemf_frame_index = 0
        @pattern = @original_pattern
      else
        # Next Pattern
        @maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size
        @pattern = @maemf_character_pattern[@maemf_frame_index]
      end
    else
      maemf_updanim_ptrn_2yv5(*args) # Call original method
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Initialize Character Frames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_init_char_frames
    @maemf_frame_index = 0 # Initialize Index
    # Save this value for faster reference
    @ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)
    if @ma_char_is_emf_sprite
      # Get pattern
      @maemf_character_pattern = maemf_get_frames(character_name)
      @maemf_character_pattern.shift # Remove frame number
      @original_pattern = @maemf_character_pattern[0]
    else
      @maemf_character_pattern = []
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Initialize Character Frames Proc
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def self.maemf_init_char_frames_proc
    Proc.new { |method_name|
      alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias
      define_method(method_name) do |*args| # Define method
        send(:"maemf_#{method_name}_2ev9", *args) # Call original method
        maemf_init_char_frames
      end
    }
  end
  proc = maemf_init_char_frames_proc
  [:initialize, :set_graphic].each { |name| proc.call(name) }
end
 
#==============================================================================
# ** Game_Player/Follower/Vehicle/Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This aliases methods in these classes that change @character_name in order
# to call maemf_init_char_frames
#==============================================================================
 
class Game_Player
  # Refresh
  maemf_init_char_frames_proc.call(:refresh)
end
 
class Game_Follower
  # Refresh
  maemf_init_char_frames_proc.call(:refresh)
end
 
class Game_Vehicle
  # Load System Settings
  maemf_init_char_frames_proc.call(:load_system_settings)
end
 
class Game_Event  
  proc = maemf_init_char_frames_proc
  # Clear Page Settings & Setup Page Settings
  [:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }
end
 
#==============================================================================
# ** Sprite_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - set_character_bitmap; update_src_rect
#    new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect
#==============================================================================
 
class Sprite_Character
  include MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Character Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_setcharbmp_4rm6 set_character_bitmap
  def set_character_bitmap(*args)
    @emf_char = ma_char_is_emf_sprite?(@character_name)
    @emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Transfer Origin Rectangle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_updtsrcrect_2kq5 update_src_rect
  def update_src_rect(*args)
    @emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Character Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_set_emf_character_bitmap
    self.bitmap = Cache.character(@character_name)
    @emf_char_frames = maemf_get_frames(@character_name)
    @cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)
    self.ox = @cw / 2
    self.oy = @ch
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Transfer Origin Rectangle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_update_emf_src_rect
    if @tile_id == 0
      index = @character.character_index
      pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]
      sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw
      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
  end
end
 
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes: 
#    aliased method - draw_character
#    new method - ma_draw_emf_character
#==============================================================================
 
class Window_Base
  include MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Character Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_drawcharct_3kq6 draw_character
  def draw_character(character_name, *args)
    character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :
      maemf_drawcharct_3kq6(character_name, *args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Extra Movement Frames Character Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_draw_emf_character(character_name, character_index, x, y)
    return unless character_name
    if !ma_char_is_emf_sprite?(character_name)
      # Draw regular if there is no frame specification in the name
      maemf_drawcharct_3kq6(character_name, *args)
    else
      bitmap = Cache.character(character_name)
      frames = maemf_get_frames(character_name)
      cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)
      n = character_index
      src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)
      contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
  end
end



Un CactusPoints pour celui qui parvient a corriger le problème.

Merci d'avance ! :)

CAKTUS SUR YOUTUBE


cortez - posté le 19/04/2015 à 21:56:19 (433 messages postés)

❤ 0

Si je ne dis pas de bêtise : (je ne peux pas tester car j'ai pas VXace)

A la ligne 642 du script de reflet tu as :

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    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch



Tu le remplace par :

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    #On récupère le nombres frames du personnage
    character_name = "" unless character_name
    frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] : 
      $1.scan(/\d+/).collect { |s| s.to_i }
    frames[0] = 3 unless frames[0] # If empty, then set to default 3
    frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
    frames[1] = 0 unless frames[1] # Set idle frame
    if frames.size < 3
      # Create pattern 
      (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) } 
    end
    return frames
 
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      if frames == 3 # Uniquement si le charset est de 3 frames.
         @cw = bitmap.width / 3
         @ch = bitmap.height / 4
      else # Pour les charset de plus de 3 frames.
         @cw = bitmap.width / (frames[0] ? frames[0] : 3)
         @ch = bitmap.height / 4
      end
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch



Cette manipulation devrait fonctionner. Si s'est le cas tu peux aussi faire le même remplacement dans la Classe Reflect (ligne 577) et la Classe Shadow (ligne 723)

Le principe est simple, c'est aux endroits que j'ai indiqué que je script reflect & Co
calcule la taille des frames du reflet/ombre/mirroir donc si j’introduis le calcul d'
extra frames dans ces méthodes, on obtient logiquement un bon découpage.


Cactus - posté le 19/04/2015 à 22:44:37 (602 messages postés)

❤ 0

ADAKOR

Merci cortez !

Cependant un petit problème persiste encore.
image
Apres il n'est pas impossible que j'ai merdé quelques part...

CAKTUS SUR YOUTUBE


cortez - posté le 19/04/2015 à 23:48:16 (433 messages postés)

❤ 0

Quel est le nom complet du chara de tes perso. Sont-ils regroupé sur 1 planche de 12 character ?

J'attends ta réponse avant de modifier le script.


Cactus - posté le 20/04/2015 à 00:08:51 (602 messages postés)

❤ 0

ADAKOR

tst%(8)

Spoiler (cliquez pour afficher)


Ils sont sur une planche de 8.

CAKTUS SUR YOUTUBE


cortez - posté le 20/04/2015 à 10:23:29 (433 messages postés)

❤ 0

Ok je comprends essaye ça : (remplace le code précédent par celui-ci)

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    #On récupère le nombres frames du personnage
    character_name = "" unless character_name
    frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] : 
      $1.scan(/\d+/).collect { |s| s.to_i }
    frames[0] = 3 unless frames[0] # If empty, then set to default 3
    frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
    frames[1] = 0 unless frames[1] # Set idle frame
    if frames.size < 3
      # Create pattern 
      (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) } 
    end
    return frames
 
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      if frames == 3 # Uniquement si le charset est de 3 frames.
         @cw = bitmap.width / 3
         @ch = bitmap.height / 4
      else # Pour les charset de plus de 3 frames.
         @cw = bitmap.width / (frames[0] ? frames[0] : 3)
         @ch = bitmap.height / 4
      end
    else
    @cw = bitmap.width / (frames[0] ? frames[0] : 3)
    @ch = bitmap.height / 4
      @cw /= 4
      @ch /= 2
    end
    self.ox = @cw / 2
    self.oy = @ch
 



Le problème venais du fait que tu as placé les chara en planche donc avec la
modification tout devrais marcher.


Cactus - posté le 20/04/2015 à 21:31:59 (602 messages postés)

❤ 0

ADAKOR

Merci de prendre de ton temps pour m'aider.
image
L'erreur apparaît des que j'appelle:

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char_effects(2,3,true)
char_effects(0,1,false)



:-/

CAKTUS SUR YOUTUBE


cortez - posté le 20/04/2015 à 23:20:18 (433 messages postés)

❤ 0

Reprends un script de reflet neuf et on vas le modifier.
Une fois la modification faite, teste juste l'affichage du
mirroir seul sans les autres effets, Et dis moi ce que tu
obtiens.
Je pense que mon erreur est corrigée, maintenant les
arguments de "frames" sont tous définis.


Cette fois remplace le code : (ligne 629)

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  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.opacity = 255
    self.z = Galv_CEffects::REFLECT_Z
     
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end
    self.ox = @cw / 2
    self.oy = @ch
  end



Par celui-ci :

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  def update_balloon; end
  def setup_new_effect; end
 
  def maemf_get_frames(character_name)
    character_name = "" unless character_name
    frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] : 
      $1.scan(/\d+/).collect { |s| s.to_i }
    frames[0] = 3 unless frames[0] # If empty, then set to default 3
    frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
    frames[1] = 0 unless frames[1] # Set idle frame
    if frames.size < 3
      # Create pattern 
      (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) } 
    end
    return frames
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Frame Size
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_calc_frame_size(character_name, bitmap, frames = [])
    character_name = "" unless character_name
    frames = maemf_get_frames(character_name) if frames.empty?
    @cw = bitmap.width / (frames[0] ? frames[0] : 3)
    @ch = bitmap.height / 4
    sign = character_name[/^[\!\$]./]
    if !sign || !sign.include?('$')
      @cw /= 4
      @ch /= 2
    end
    return @cw, @ch
  end
 
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.opacity = 255
    self.z = Galv_CEffects::REFLECT_Z
    self.ox = @cw / 2
    self.oy = @ch
  end




Cactus - posté le 20/04/2015 à 23:31:29 (602 messages postés)

❤ 0

ADAKOR

image
En appelant seulement

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char_effects(2,true)



CAKTUS SUR YOUTUBE


cortez - posté le 21/04/2015 à 17:08:09 (433 messages postés)

❤ 0

J'ai résolu le problème !
Dans le script d'extra frames remplace ça : (ligne 102)

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  def maemf_calc_frame_size(character_name, bitmap, frames = [])
    character_name = "" unless character_name
    frames = maemf_get_frames(character_name) if frames.empty?
    cw = bitmap.width / (frames[0] ? frames[0] : 3)
    ch = bitmap.height / 4
    sign = character_name[/^[\!\$]./]
    if !sign || !sign.include?('$')
      cw /= 4
      ch /= 2
    end
    return cw, ch
  end
end



par ceci :

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  def maemf_calc_frame_size(character_name, bitmap, frames = [])
    character_name = "" unless character_name
    frames = maemf_get_frames(character_name) if frames.empty?
    $cw = bitmap.width / (frames[0] ? frames[0] : 3)
    $ch = bitmap.height / 4
    sign = character_name[/^[\!\$]./]
    if !sign || !sign.include?('$')
      $cw /= 4
      $ch /= 2
    end
    return $cw, $ch
  end
end



J'ai aussi modifié le script de reflet : (remplace-le en entier)

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#------------------------------------------------------------------------------#
#  Galv's Character Effects
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 2.0
#------------------------------------------------------------------------------#
#  2013-12-07 - Version 2.0 - Added comments to more easily add event effects
#                           - Fixed shadow facing bug
#  2013-02-24 - Version 1.9 - added z level option for reflection and shadows
#  2013-02-23 - Version 1.8 - added multiple light sources for shadows
#  2013-02-22 - Version 1.7 - bug fixes
#  2013-02-22 - Version 1.6 - added icon effect
#  2013-02-22 - Version 1.5 - fixed mirror bug on large maps
#  2013-02-22 - Version 1.4 - added effects to vehicles
#  2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
#  2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
#  2013-02-21 - Version 1.1 - updated flicker effect
#  2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script was made to provide some additional effects for characters such
#  as events, followers and the player on the map.
#  Currently it includes:
#
#  Shadows
#  Shadows that appear under player and events in a directions depending on
#  a light source that you choose.
#
#  Parallax Reflect
#  Reflections that appear on the parallax layer for events and actors to be
#  used for things like reflections in the water or glass floor etc. To get
#  effects like the demo, you need to edit the charset graphic to make the water
#  partially transparent.
#
#  Parallax Mirrors
#  Much like reflect but are instead actors and event are reflected in a mirror
#  on a wall designated by a region. Both mirror and reflect effects can be
#  changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  NEW - First event command as a COMMENT
#------------------------------------------------------------------------------#
#  You can add a comment as the first event command on an event page to set if
#  that event has an icon, shadow or reflection active. The tags to use are
#  below, all must be on the same line in the comment.
#
# <icon:id,x,y>      # set the event to display an icon (x,y position offset)
# <shadow>           # set the event to display a shadow
# <reflect>          # set the event to display reflections
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
# <icon:1,0,0><shadow><reflect>    # to show reflect, shadow and icon 1 on event
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
#  char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
#  # each effect can be true or false to enable/disable them during the game.
#  # you can change multiples of effects at once, x being the effect number
#  # 0 = reflect    1 = shadows    2 = mirror    3 = icons
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  char_effects(0,true)              # turn reflections on
#  char_effects(0,2,true)            # turn reflections and mirror on
#  char_effects(1,3,false)           # turn shadows and icons off
#------------------------------------------------------------------------------#
#
#  reflect_sprite(actor_id,filename,pos)    # Change actor's reflect charset
#
#  reflect_esprite(event_id,filename,pos)   # Change event's reflect charset
#
#  reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  reflect_sprite(1,"Actor2",2)      # change actor 1's charset to use sprite
#                                    # in position 2 of "Actor2" charset.
#  reflect_esprite(3,"Actor4",5)     # event 3 will use sprite in position 5 of
#                                    # "Actor4" charset.
#  reflect_vsprite(1,"Vehicle",5)    # Ship will use sprite in position 5 of
#                                    # "Vehicle" charset.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
#  reflect(x,x,x,status)   # status can be true or false to turn on or off
#                          # use this to specify for mirror and reflect.
#  shadow(x,x,x,status)    # where x is the event ids you want to change
#                          # to change all events use :all
#  icon(x,x,x,icon_id)     # set which icon id to appear above character. Make
#                          # it 0 for no icon.
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
#  shadow(1,false)         # Turn event 1 shadow OFF
#  reflect(:all,true)      # Turn all event reflections ON
#  icon(1,2,3,4,38)        # Events 1,2,3 and 4 will have icon 38 appear
#
#  NOTE: All events will default to NO shadows and NO reflections when entering
#        a map. This is a design decision to try to keep lag to a minimum. You
#        should use these effects sparingly and only activate them on events
#        that require them.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
#  actor_reflect(actor_id,status)  # reflections and shadows are ON by default 
#  actor_shadow(actor_id,status)   # for actors and vehicles. Turning them off 
#  actor_icon(actor_id,icon_id)    # or on will permanently change them.
#
#  v_reflect(x,x,x,status)    # use these v_ calls for changing vehicle effects
#  v_shadow(x,x,x,status)     # on and off for vehicles.
#  v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
#  shadow_source(x,y,id)       # set the x,y location for the light. id is the 
#                              # light source number you wish to change (for
#                              # more than one). These are reset on map change.
#  shadow_source(event_id,id)  # use an event's x,y location for the light.
#                              # This will need to be in parallel process if you
#                              # want it to be a moving light.
#
#  shadow_options(intensity,fade,flicker)    # descriptions below
#
#    # intensity = opacity when standing next to the light source (255 is black)
#    # fade = amount shadow becomes more transparent the further away you are.
#    # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
#  shadow_options(80,10,false)    # This is the default setting.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
#  reflect_options(wave_pwr) 
#
#    # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
#  reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
#  <no_reflect>    # Actor will not have a reflection (for vampires of course!)
#
#  <reflect_sprite: FileName,pos>  # Actor will use this charset for reflections
#                                  # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  <reflect_sprite: Actor2,0>    # The first character from Actor2 charset
#  <reflect_sprite: Actor3,7>    # The last character from Actor2 charset
#------------------------------------------------------------------------------#
 
 
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
 
#------------------------------------------------------------------------------#  
#  SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  MIRROR_REGION = 4     # Region ID used to determine mirror walls. Paint the
                        # region on the wall you want to make reflective (and
                        # then use tiles/mapping that make the parallax visible)
 
  ICON_OFFSET = -60     # Y offset for icons that are displayed above characters
   
  REFLECT_Z = -10       # Z level of reflections
  SHADOW_Z = 0          # Z level of shadows
 
#------------------------------------------------------------------------------#  
#  END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
 
 
 
 
class Game_Map
  def do_icons(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
        e.icon = $1.to_i
        e.icon_offset = [$2.to_i,$3.to_i]
      else
        e.icon = 0
        e.icon_offset = [0,0]
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  
  def do_shadows(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
        e.shadow = true
      else
        e.shadow = false
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  def do_reflects(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
        e.reflect = true
      else
        e.reflect = false
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  def do_all_chareffects
    do_icons(false)
    do_shadows(false)
    do_reflects(false)
  end
  
end # Game_Map
 
 
 
 
class Game_Interpreter
  
  def remove_icon
    icon(@event_id,0)
  end
 
#-----------------------------------#
#  REFLECTIONS
#-----------------------------------#
 
  # Add/Remove Reflections from selected events
  def reflect(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e| e.reflect = status }
    else
      char_ids.each {|c| $game_map.events[c].reflect = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change forever actor's reflect status
  def actor_reflect(actor_id,status)
    $game_actors[actor_id].reflect = status
    $game_player.refresh
  end
   
  # Change forever vehicle's reflect status
  def v_reflect(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.reflect = status }
    else
      char_ids.each { |v| $game_map.vehicles[v].reflect = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
 
  def reflect_options(*args)
    $game_map.reflect_options = [*args]
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Actor reflect sprite change
  def reflect_sprite(actor_id,filename,pos)
    $game_actors[actor_id].reflect_sprite = [filename,pos]
    $game_player.refresh
  end
   
  # Event reflect sprite change
  def reflect_esprite(event_id,filename,pos)
    $game_map.events[event_id].reflect_sprite = [filename,pos]
    $game_map.events[event_id].reflect = true
    SceneManager.scene.spriteset.refresh_characters
  end
   
  # Vehicle reflect sprite change
  def reflect_vsprite(v_id,filename,pos)
    $game_map.vehicles[v_id].reflect_sprite = [filename,pos]
    SceneManager.scene.spriteset.refresh_characters
  end
 
#-----------------------------------#
#  SHADOWS
#-----------------------------------#
 
  # Add/Remove Shadows from selected characters
  def shadow(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e| e.shadow = status }
    else
      char_ids.each {|c| $game_map.events[c].shadow = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change player and follower shadows
  def actor_shadows(status)
    $game_player.shadow = status
    $game_player.followers.each { |f| f.shadow = status }
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change vehicle's shadow status
  def v_shadow(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.shadow = status }
    else
      char_ids.each { |v| $game_map.vehicles[v].shadow = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  def shadow_options(*args)
    $game_map.shadow_options = [*args]
    SceneManager.scene.spriteset.refresh_effects
  end
 
  def shadow_source(*args,shad_id)
    shadsource = [*args]
 
    if shadsource.count == 1
      $game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
        $game_map.events[shadsource[0]].real_y]
    elsif shadsource.count > 1
      $game_map.light_source[shad_id] = shadsource
    else
      $game_map.light_source = []
    end
  end
 
 
#-----------------------------------#
#  ICONS
#-----------------------------------#
 
  # Add/Remove Icons from selected events
  def icon(*args,icon_id)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e|
      if e.icon <= 0
        e.icon = nil
      else
        e.icon = icon_id
      end
    }
    else
      char_ids.each {|c| $game_map.events[c].icon = icon_id }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change forever actor's icon
  def actor_icon(actor_id,icon_id)
    $game_actors[actor_id].icon = icon_id
    $game_player.refresh
  end
   
  # Change forever vehicle's icon
  def v_icon(*args,icon_id)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.icon = icon_id }
    else
      char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
 
#-----------------------------------#
#  GENERAL
#-----------------------------------#
 
  # Turn on/off effects
    # 0 = reflect
    # 1 = shadow
    # 2 = mirror
    # 3 = icon
     
  def char_effects(*args,status)
    [*args].each { |e| $game_map.char_effects[e] = status }
    SceneManager.scene.spriteset.refresh_effects
  end
 
   
end # Game_Interpreter
 
 
#-------------------------------------------------------------------------------
#  Spriteset_Map
#-------------------------------------------------------------------------------
 
class Spriteset_Map
  alias galv_reflect_sm_initialize initialize
  def initialize
    create_effects
    galv_reflect_sm_initialize
    refresh_characters
  end
   
  alias galv_reflect_sm_refresh_characters refresh_characters
  def refresh_characters
    galv_reflect_sm_refresh_characters
    create_effects
  end
   
  def refresh_effects
    dispose_effects
    create_effects
  end
   
  def create_effects
    @shadow_sprites = []
    @reflect_sprites = []
    @mirror_sprites = []
    @icon_sprites = []
     
    # Do reflections
    if $game_map.char_effects[0]
      $game_map.events.values.each { |e|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
      }
      $game_player.followers.each { |f|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
      }
      if $game_player.reflect
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
      }
    end
     
    # Do mirrors
    if $game_map.char_effects[2]
      $game_map.events.values.each { |e|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
      }
      $game_player.followers.each { |f|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
      }
      if $game_player.reflect
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
      }
    end
     
    # Do Shadows
    if $game_map.char_effects[1]
      return if $game_map.light_source.empty?
      $game_map.light_source.count.times { |s|
        $game_map.events.values.each { |e|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
        }
        $game_player.followers.each { |f|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
        }
        if $game_player.shadow
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
        end
        $game_map.vehicles.each { |v|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
        }
      }
    end
     
    # Do icons
    if $game_map.char_effects[3]
      $game_map.events.values.each { |e|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
      }
      $game_player.followers.each { |f|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
      }
      if $game_player.icon
        @icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
      }
    end
  end
   
  alias galv_reflect_sm_update update
  def update
    galv_reflect_sm_update
    @reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
    @mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
    @shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
    @icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
  end
 
  alias galv_reflect_sm_dispose_characters dispose_characters
  def dispose_characters
    galv_reflect_sm_dispose_characters
    dispose_effects
  end
   
  def dispose_effects
    @reflect_sprites.each {|s| s.dispose}
    @shadow_sprites.each {|s| s.dispose}
    @mirror_sprites.each {|s| s.dispose}
    @icon_sprites.each {|s| s.dispose}
  end
end # Spriteset_Map
 
 
#-------------------------------------------------------------------------------
#  Sprite_Reflect 
#-------------------------------------------------------------------------------
 
class Sprite_Reflect < Sprite_Character
  def initialize(viewport, character = nil)
    super(viewport, character)
  end
 
  def update
    super
  end
   
  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.angle = 180
    self.opacity = 220
    self.z = Galv_CEffects::REFLECT_Z
    self.wave_amp = $game_map.reflect_options[0]
    
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw
      @ch = bitmap.height / 4
    else
      @cw = $cw
      @ch = bitmap.height / 8
    end
  else
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end 
  end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_position
    self.x = @character.screen_x
    jump = @character.jumping? ? @character.jump_height * 2 : 0
    alt = @character.altitude ? @character.altitude * 2 : 0
    self.y = @character.screen_y - 3 + jump + alt
  end
 
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
   
  def update_src_rect
    if @character.reflect_sprite
      index = @character.reflect_sprite[1]
    else
      index = @character.character_index
    end
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    pattern = @character.pattern < @cw ? @character.pattern : 1
  else
    pattern = @character.pattern < 3 ? @character.pattern : 1
  end
    sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
end # Sprite_Reflect < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Mirror
#-------------------------------------------------------------------------------
 
class Sprite_Mirror < Sprite_Character
  def initialize(viewport, character = nil)
    @distance = 0
    super(viewport, character)
  end
 
  def update
    super
  end
   
  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.opacity = 255
    self.z = Galv_CEffects::REFLECT_Z
     
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw
      @ch = bitmap.height / 4
    else
      @cw = $cw
      @ch = bitmap.height / 8
    end
  else
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end 
  end
    self.ox = @cw / 2
    self.oy = @ch
 
  end
 
  def update_src_rect
    if @character.reflect_sprite
      index = @character.reflect_sprite[1]
    else
      index = @character.character_index
    end
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    pattern = @character.pattern < @cw ? @character.pattern : 1
  else
    pattern = @character.pattern < 3 ? @character.pattern : 1
  end
    sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
   
  def get_mirror_y
    20.times {|i|
      if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
        @distance = (i - 1) * 0.05
        @display = @character.y - i - $game_map.display_y + $game_map.height
        self.opacity = 255
        return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
      end
    }
    self.opacity = 0
    return @ch
  end
   
  def update_position
    self.x = @character.screen_x
    self.y = get_mirror_y - 6
    self.zoom_x = 1 - @distance
    self.zoom_y = 1 - @distance
  end
 
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
end # Sprite_Mirror < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Shadow
#-------------------------------------------------------------------------------
 
class Sprite_Shadow < Sprite_Character
  def initialize(viewport, character = nil, source)
    @flicker = 0
    @famount = 0
    @aamount = 0
    @source = source
    super(viewport, character)
  end
 
  def update
    super
    update_bitmap
    update_src_rect
    update_position
    update_other
    update_facing
  end
  
  def set_character_bitmap
    self.bitmap = Cache.character(@character_name)
    
    self.color = Color.new(0, 0, 0, 255)
    self.z = Galv_CEffects::SHADOW_Z
    self.wave_amp = 1 if $game_map.shadow_options[2]
    self.wave_speed = 1000
     
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw
      @ch = bitmap.height / 4
    else
      @cw = $cw
      @ch = bitmap.height / 8
    end
  else
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end 
  end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_position
    self.x = @character.screen_x
    self.y = @character.screen_y - 10
    get_angle
  end
   
  def get_angle
    x = $game_map.light_source[@source][0] - @character.real_x
    y = $game_map.light_source[@source][1] - @character.real_y
    self.opacity = $game_map.shadow_options[0] - 
      Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
     
    if x == 0 && y == 0 || self.opacity <= 0
      self.opacity = 0
    else 
      self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
    end
  end
  
  def update_facing
    if @character.y < $game_map.light_source[@source][1]
      self.mirror = false
    else
      self.mirror = true
    end
  end
   
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
end # Sprite_Shadow < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Icon
#-------------------------------------------------------------------------------
 
class Sprite_Icon < Sprite_Character
  def initialize(viewport, character = nil)
    @icon_sprite ||= Sprite.new
    @icon_sprite.bitmap ||= Cache.system("Iconset")
    @icon = nil
    super(viewport, character)
  end
 
  def dispose
    super
    if @icon_sprite
      @icon_sprite.dispose
      @icon_sprite = nil
    end
  end
   
  def update
    super
    update_icon
  end
   
  def update_icon
    return if !@character.icon
    draw_icon(@character.icon)
  end
   
  def draw_icon(icon_index)
    return if !@icon.nil?
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    @icon_sprite.src_rect  = rect
    @icon = icon_index
  end
   
  def update_position
    @icon_sprite.x = @character.screen_x - 12
    @icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
  end
 
  def update_other
    self.blend_type = @character.blend_type
    @icon_sprite.visible = !@character.transparent
  end
end # Sprite_Icon < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Other Stuff
#-------------------------------------------------------------------------------
 
 
class Game_Character < Game_CharacterBase
  attr_reader    :altitude
  attr_accessor  :reflect
  attr_accessor  :reflect_sprite
  attr_accessor  :shadow
  attr_accessor  :icon
  attr_accessor  :icon_offset
end
 
 
class Game_Event < Game_Character
  alias galv_reflect_ge_initialize initialize
  def initialize(map_id, event)
    @reflect = false
    @shadow = false
    @icon_offset = [0,0]
    galv_reflect_ge_initialize(map_id, event)
  end
end # Game_Event < Game_Character
 
 
class Game_Vehicle < Game_Character
  attr_reader :map_id
   
  alias galv_reflect_gv_initialize initialize
  def initialize(type)
    @reflect = true
    @shadow = true
    @icon_offset = [0,0]
    galv_reflect_gv_initialize(type)
  end
end # Game_Vehicle < Game_Character
 
 
class Game_Follower < Game_Character
  alias galv_reflect_gf_initialize initialize
  def initialize(member_index, preceding_character)
    galv_reflect_gf_initialize(member_index, preceding_character)
    @reflect = true
    @shadow = true
  end
   
  alias galv_reflect_gf_refresh refresh
  def refresh
    galv_reflect_gf_refresh
    return if actor.nil?
    @reflect = actor.reflect
    @reflect_sprite = actor.reflect_sprite
    @icon = actor.icon
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
end # Game_Follower < Game_Character
 
 
class Game_Player < Game_Character
  alias galv_reflect_gp_initialize initialize
  def initialize
    galv_reflect_gp_initialize
    @reflect = true
    @shadow = true
  end
   
  alias galv_reflect_gp_refresh refresh
  def refresh
    galv_reflect_gp_refresh
    @reflect = actor.reflect
    @reflect_sprite = actor.reflect_sprite
    @icon = actor.icon
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
end # Game_Player < Game_Character
 
 
class Scene_Map < Scene_Base
  attr_accessor :spriteset
end # Scene_Map
 
 
class Game_Map
  attr_accessor :char_effects
  attr_accessor :light_source
  attr_accessor :shadow_options
  attr_accessor :reflect_options
   
  alias galv_reflect_game_map_initialize initialize
  def initialize
    @light_source = []
    @shadow_options = [80,10,false]
    @reflect_options = [0]
    @char_effects = [false,false,false,false]
    #[reflect,shadow,mirror,icon]
    galv_reflect_game_map_initialize
  end
  
   
  alias galv_reflect_game_map_setup setup
  def setup(map_id)
    galv_reflect_game_map_setup(map_id)
    reset_char_effects
    do_all_chareffects
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
   
  def reset_char_effects
    @light_source = []
    @events.values.each { |e|
      e.reflect = false
      e.icon = nil }
  end
end # Game_Map
 
 
class Game_Actor < Game_Battler
  attr_accessor :reflect
  attr_accessor :reflect_sprite
  attr_accessor :icon
   
  alias galv_reflect_game_actor_initialize initialize
  def initialize(actor_id)
    galv_reflect_game_actor_initialize(actor_id)
    @reflect = $data_actors[actor_id].reflect
    @reflect_sprite = $data_actors[actor_id].reflect_sprite
    @icon_offset = [0,0]
  end
end # Game_Actor < Game_Battler
 
 
class RPG::Actor
  def reflect_sprite
    if @reflect_sprite.nil?
      if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
        @reflect_sprite = [$1.to_s,$2.to_i]
      else
        @reflect_sprite = nil
      end
    end
    @reflect_sprite
  end
  def reflect
    if @reflect.nil?
      if @note =~ /<no_reflect>/i
        @reflect = false
      else
        @reflect = true
      end
    end
    @reflect
  end
end # RPG::Actor




zeus81 - posté le 21/04/2015 à 17:28:04 (11071 messages postés)

❤ 0

:moinsun


Cactus - posté le 21/04/2015 à 21:20:30 (602 messages postés)

❤ 0

ADAKOR

Désolé de répondre si tard (je finis a 20h :triste2 )
J'ai essayé... et ça marche !
Merci beaucoup cortez, c'est vraiment sympas de ta part. :)

Edit: Ah bah non, c'est pas encore bon :F
image
Tu me dis si je te fais chier.

CAKTUS SUR YOUTUBE


cortez - posté le 22/04/2015 à 10:47:27 (433 messages postés)

❤ 0

J'ai encore un bug d'affichage pour des évent avec un $ (1 seul par planche) mais
pour les event en planche de 8 aucun souci ! Donc je te propose cette version,
elle fonctionne pour tes perso et les character uniquement en planche.

Nouveau script Extra frames :

Portion de code : Tout sélectionner

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#==============================================================================
#    Extra Movement Frames
#    Version: 1.0.1
#    Author: modern algebra (rmrk.net)
#    Date: 26 September 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#    
#    This script allows you to import character sprites with more than 3 frames 
#  for movement animation. In other words, it allows you to animate sprites a 
#  little more smoothly. One use for it is it allows RMXP format characters to 
#  be imported directly into a VXA game without editing (although you will need 
#  to rename the file).
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#    
#    Paste this script into its own slot in the Script Editor, above Main but
#   below Materials. If you are using my Composite Graphics script, then this
#   script must be placed in a slot below Composite Graphics.
#
#    To create a sprite with extra movement frames, all you need to do is 
#   rename the character graphic to something of the form:
#
#      Regular_Name%(x)
#        where:
#          x is the number of frames in each character sprite
#  
#  EXAMPLES:
#
#    $001-Fighter01%(4)
#      This graphic is a single character with four frames of animation. [XP]
#    022-Actors12%(6)
#      This graphic would be interpreted as a character sheet of 8 characters,
#      each having six frames of animation.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#    Additionally, this script also allows you to specify the "idle" frame (the
#   frame where the sprite is not moving), and also the pattern if wish to so
#   specify. In essence, all you need to do is add those integers after the
#   number of frames:
#
#      Regular_Name%(x y1 y2 y3 ... yx)
#        where:
#          x is the number of frames in each character sprite
#          y1 is the idle frame (the frame shown when sprite is not moving)
#          y2 ... yx are the pattern.
#
#   Keep in mind that the first frame in a sprite is index 0, the second frame
#   is index 1, etc.
#
#    Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,
#   the pattern is assumed to simply cycle through the frames one by one until
#   it repeats.
#
#  EXAMPLES:
#
#    $003-Fighter03%(4 2)
#      This graphic is a single character with four frames of animation. The 
#      idle frame is 2 (the third one over). The pattern when moving would be
#      2 3 0 1, 2 3 0 1, etc.
#    032-People05%(4 0 1 0 3 2 1)
#      This graphic would be interpreted as a character sheet of 8 characters,
#      each having four frames of animation. The idle frame is 0 (the first
#      in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.
#==============================================================================
 
$imported = {} unless $imported
$imported[:MA_ExtraMovementFrames] = true
 
#==============================================================================
# *** MA_ExtraMovementFrames
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds a method for calculating width and height of an emf
# character frame
#==============================================================================
 
module MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Character has extra movement frames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_char_is_emf_sprite?(character_name)
    character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Derive Frames Array
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_get_frames(character_name)
    character_name = "" unless character_name
    frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] : 
      $1.scan(/\d+/).collect { |s| s.to_i }
    frames[0] = 3 unless frames[0] # If empty, then set to default 3
    frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
    frames[1] = 0 unless frames[1] # Set idle frame
    if frames.size < 3
      # Create pattern 
      (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) } 
    end
    return frames
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Frame Size
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_calc_frame_size(character_name, bitmap, frames = [])
    character_name = "" unless character_name
    frames = maemf_get_frames(character_name) if frames.empty?
    $cw = bitmap.width / (frames[0] ? frames[0] : 3)
    $ch = bitmap.height / 4
    sign = character_name[/^[\!\$]./]
    if !sign || !sign.include?('$')
      $cw /= 4
      $ch /= 2
    end
    return $cw, $ch
  end
end
 
# Compatibility with Composite Graphics
if $imported[:MA_CompositeGraphics]
  #============================================================================
  # *** Cache
  #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  #  Summary of Changes:
  #    aliased method - macgve_make_unique_name
  #============================================================================
  class << Cache
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Make Unique Name
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    alias macgemf_uniqname_3tc8 macgve_make_unique_name
    def macgve_make_unique_name(cg_array = [], *args)
      result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method
      # Add %(x) code to name if the first graphic in the array contains it.
      result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]
      result
    end
  end
end
 
#==============================================================================
# ** Game_CharacterBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - straighten; update_anime_pattern; initialize;
#      set_graphic; character_name=
#    new methods - maemf_init_char_frames
#==============================================================================
 
class Game_CharacterBase
  include MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Straighten
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_straghtn_5sb3 straighten
  def straighten(*args, &block)
    maemf_straghtn_5sb3(*args, &block) # Run original method
    @pattern = @original_pattern if @walk_anime || @step_anime
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Anime Pattern
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_updanim_ptrn_2yv5 update_anime_pattern
  def update_anime_pattern(*args)
    if @ma_char_is_emf_sprite # If an emf sprite
      if !@step_anime && @stop_count > 0 # Reset to stationary
        @maemf_frame_index = 0
        @pattern = @original_pattern
      else
        # Next Pattern
        @maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size
        @pattern = @maemf_character_pattern[@maemf_frame_index]
      end
    else
      maemf_updanim_ptrn_2yv5(*args) # Call original method
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Initialize Character Frames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def maemf_init_char_frames
    @maemf_frame_index = 0 # Initialize Index
    # Save this value for faster reference
    @ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)
    if @ma_char_is_emf_sprite
      # Get pattern
      @maemf_character_pattern = maemf_get_frames(character_name)
      @maemf_character_pattern.shift # Remove frame number
      @original_pattern = @maemf_character_pattern[0]
    else
      @maemf_character_pattern = []
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Initialize Character Frames Proc
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def self.maemf_init_char_frames_proc
    Proc.new { |method_name|
      alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias
      define_method(method_name) do |*args| # Define method
        send(:"maemf_#{method_name}_2ev9", *args) # Call original method
        maemf_init_char_frames
      end
    }
  end
  proc = maemf_init_char_frames_proc
  [:initialize, :set_graphic].each { |name| proc.call(name) }
end
 
#==============================================================================
# ** Game_Player/Follower/Vehicle/Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This aliases methods in these classes that change @character_name in order
# to call maemf_init_char_frames
#==============================================================================
 
class Game_Player
  # Refresh
  maemf_init_char_frames_proc.call(:refresh)
end
 
class Game_Follower
  # Refresh
  maemf_init_char_frames_proc.call(:refresh)
end
 
class Game_Vehicle
  # Load System Settings
  maemf_init_char_frames_proc.call(:load_system_settings)
end
 
class Game_Event  
  proc = maemf_init_char_frames_proc
  # Clear Page Settings & Setup Page Settings
  [:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }
end
 
#==============================================================================
# ** Sprite_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - set_character_bitmap; update_src_rect
#    new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect
#==============================================================================
 
class Sprite_Character
  include MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Character Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_setcharbmp_4rm6 set_character_bitmap
  def set_character_bitmap(*args)
    @emf_char = ma_char_is_emf_sprite?(@character_name)
    @emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Transfer Origin Rectangle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_updtsrcrect_2kq5 update_src_rect
  def update_src_rect(*args)
    @emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Character Bitmap
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_set_emf_character_bitmap
    self.bitmap = Cache.character(@character_name)
    @emf_char_frames = maemf_get_frames(@character_name)
    $emf_char_frames = @emf_char_frames
    @cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)
    self.ox = @cw / 2
    self.oy = @ch
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Transfer Origin Rectangle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_update_emf_src_rect
    if @tile_id == 0
      index = @character.character_index
      pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]
      sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw
      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
  end
end
 
#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes: 
#    aliased method - draw_character
#    new method - ma_draw_emf_character
#==============================================================================
 
class Window_Base
  include MA_ExtraMovementFrames
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Character Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias maemf_drawcharct_3kq6 draw_character
  def draw_character(character_name, *args)
    character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :
      maemf_drawcharct_3kq6(character_name, *args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Extra Movement Frames Character Graphic
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def ma_draw_emf_character(character_name, character_index, x, y)
    return unless character_name
    if !ma_char_is_emf_sprite?(character_name)
      # Draw regular if there is no frame specification in the name
      maemf_drawcharct_3kq6(character_name, *args)
    else
      bitmap = Cache.character(character_name)
      frames = maemf_get_frames(character_name)
      cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)
      n = character_index
      src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)
      contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
  end
end



Nouveau script Reflet :

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#------------------------------------------------------------------------------#
#  Galv's Character Effects
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 2.0
#------------------------------------------------------------------------------#
#  2013-12-07 - Version 2.0 - Added comments to more easily add event effects
#                           - Fixed shadow facing bug
#  2013-02-24 - Version 1.9 - added z level option for reflection and shadows
#  2013-02-23 - Version 1.8 - added multiple light sources for shadows
#  2013-02-22 - Version 1.7 - bug fixes
#  2013-02-22 - Version 1.6 - added icon effect
#  2013-02-22 - Version 1.5 - fixed mirror bug on large maps
#  2013-02-22 - Version 1.4 - added effects to vehicles
#  2013-02-21 - Version 1.3 - fixed jump reflection and other minor tweaks
#  2013-02-21 - Version 1.2 - bug with less than 4 actors (oops)
#  2013-02-21 - Version 1.1 - updated flicker effect
#  2013-02-21 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script was made to provide some additional effects for characters such
#  as events, followers and the player on the map.
#  Currently it includes:
#
#  Shadows
#  Shadows that appear under player and events in a directions depending on
#  a light source that you choose.
#
#  Parallax Reflect
#  Reflections that appear on the parallax layer for events and actors to be
#  used for things like reflections in the water or glass floor etc. To get
#  effects like the demo, you need to edit the charset graphic to make the water
#  partially transparent.
#
#  Parallax Mirrors
#  Much like reflect but are instead actors and event are reflected in a mirror
#  on a wall designated by a region. Both mirror and reflect effects can be
#  changed so actors and events can use different charsets for their reflections
#
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  NEW - First event command as a COMMENT
#------------------------------------------------------------------------------#
#  You can add a comment as the first event command on an event page to set if
#  that event has an icon, shadow or reflection active. The tags to use are
#  below, all must be on the same line in the comment.
#
# <icon:id,x,y>      # set the event to display an icon (x,y position offset)
# <shadow>           # set the event to display a shadow
# <reflect>          # set the event to display reflections
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
# <icon:1,0,0><shadow><reflect>    # to show reflect, shadow and icon 1 on event
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS:
#------------------------------------------------------------------------------#
#
#  char_effects(x,x,x,status)
#
#------------------------------------------------------------------------------#
#  # each effect can be true or false to enable/disable them during the game.
#  # you can change multiples of effects at once, x being the effect number
#  # 0 = reflect    1 = shadows    2 = mirror    3 = icons
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  char_effects(0,true)              # turn reflections on
#  char_effects(0,2,true)            # turn reflections and mirror on
#  char_effects(1,3,false)           # turn shadows and icons off
#------------------------------------------------------------------------------#
#
#  reflect_sprite(actor_id,filename,pos)    # Change actor's reflect charset
#
#  reflect_esprite(event_id,filename,pos)   # Change event's reflect charset
#
#  reflect_vsprite(vehicle_id,filename,pos) # Change vehicle's reflect charset
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  reflect_sprite(1,"Actor2",2)      # change actor 1's charset to use sprite
#                                    # in position 2 of "Actor2" charset.
#  reflect_esprite(3,"Actor4",5)     # event 3 will use sprite in position 5 of
#                                    # "Actor4" charset.
#  reflect_vsprite(1,"Vehicle",5)    # Ship will use sprite in position 5 of
#                                    # "Vehicle" charset.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS to turn effects ON or OFF for chosen EVENTS
#------------------------------------------------------------------------------#
#
#  reflect(x,x,x,status)   # status can be true or false to turn on or off
#                          # use this to specify for mirror and reflect.
#  shadow(x,x,x,status)    # where x is the event ids you want to change
#                          # to change all events use :all
#  icon(x,x,x,icon_id)     # set which icon id to appear above character. Make
#                          # it 0 for no icon.
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  reflect(14,17,3,1,true) # Turn events 14, 17, 3 and 1 reflections ON
#  shadow(1,false)         # Turn event 1 shadow OFF
#  reflect(:all,true)      # Turn all event reflections ON
#  icon(1,2,3,4,38)        # Events 1,2,3 and 4 will have icon 38 appear
#
#  NOTE: All events will default to NO shadows and NO reflections when entering
#        a map. This is a design decision to try to keep lag to a minimum. You
#        should use these effects sparingly and only activate them on events
#        that require them.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS to turn effects ON or OFF for ACTORS and VEHICLES
#------------------------------------------------------------------------------#
#
#  actor_reflect(actor_id,status)  # reflections and shadows are ON by default 
#  actor_shadow(actor_id,status)   # for actors and vehicles. Turning them off 
#  actor_icon(actor_id,icon_id)    # or on will permanently change them.
#
#  v_reflect(x,x,x,status)    # use these v_ calls for changing vehicle effects
#  v_shadow(x,x,x,status)     # on and off for vehicles.
#  v_icon(x,x,x,icon_id)
#
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS for shadow options
#------------------------------------------------------------------------------#
#
#  shadow_source(x,y,id)       # set the x,y location for the light. id is the 
#                              # light source number you wish to change (for
#                              # more than one). These are reset on map change.
#  shadow_source(event_id,id)  # use an event's x,y location for the light.
#                              # This will need to be in parallel process if you
#                              # want it to be a moving light.
#
#  shadow_options(intensity,fade,flicker)    # descriptions below
#
#    # intensity = opacity when standing next to the light source (255 is black)
#    # fade = amount shadow becomes more transparent the further away you are.
#    # flicker = true or false. Shadows will flicker as if being cast by fire.
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
#  shadow_options(80,10,false)    # This is the default setting.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALLS for reflect options
#------------------------------------------------------------------------------#
#
#  reflect_options(wave_pwr) 
#
#    # wave_pwr = how strong the wave movement is. 0 is off
#
#------------------------------------------------------------------------------#
#  EXAMPLE:
#  reflect_options(1) # Turn wave power to 1
#------------------------------------------------------------------------------#
 
 
#------------------------------------------------------------------------------#
#  NOTETAG for ACTORS
#------------------------------------------------------------------------------#
#
#  <no_reflect>    # Actor will not have a reflection (for vampires of course!)
#
#  <reflect_sprite: FileName,pos>  # Actor will use this charset for reflections
#                                  # and use the character in position 'pos'
#
#------------------------------------------------------------------------------#
#  EXAMPLES:
#  <reflect_sprite: Actor2,0>    # The first character from Actor2 charset
#  <reflect_sprite: Actor3,7>    # The last character from Actor2 charset
#------------------------------------------------------------------------------#
 
 
($imported ||= {})["Galv_Character_Effects"] = true
module Galv_CEffects
 
#------------------------------------------------------------------------------#  
#  SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  MIRROR_REGION = 4     # Region ID used to determine mirror walls. Paint the
                        # region on the wall you want to make reflective (and
                        # then use tiles/mapping that make the parallax visible)
 
  ICON_OFFSET = -60     # Y offset for icons that are displayed above characters
   
  REFLECT_Z = -10       # Z level of reflections
  SHADOW_Z = 0          # Z level of shadows
 
#------------------------------------------------------------------------------#  
#  END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
 
 
 
 
class Game_Map
  def do_icons(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<icon:(.*),(.*),(.*)>/
        e.icon = $1.to_i
        e.icon_offset = [$2.to_i,$3.to_i]
      else
        e.icon = 0
        e.icon_offset = [0,0]
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  
  def do_shadows(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<shadow>/
        e.shadow = true
      else
        e.shadow = false
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  def do_reflects(refresh = true)
    @events.values.each { |e|
      next if !e.list
      if e.list[0].code == 108 && e.list[0].parameters[0] =~ /<reflect>/
        e.reflect = true
      else
        e.reflect = false
      end
    }
    SceneManager.scene.spriteset.refresh_effects if refresh
  end
  
  def do_all_chareffects
    do_icons(false)
    do_shadows(false)
    do_reflects(false)
  end
  
end # Game_Map
 
 
 
 
class Game_Interpreter
  
  def remove_icon
    icon(@event_id,0)
  end
 
#-----------------------------------#
#  REFLECTIONS
#-----------------------------------#
 
  # Add/Remove Reflections from selected events
  def reflect(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e| e.reflect = status }
    else
      char_ids.each {|c| $game_map.events[c].reflect = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change forever actor's reflect status
  def actor_reflect(actor_id,status)
    $game_actors[actor_id].reflect = status
    $game_player.refresh
  end
   
  # Change forever vehicle's reflect status
  def v_reflect(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.reflect = status }
    else
      char_ids.each { |v| $game_map.vehicles[v].reflect = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
 
  def reflect_options(*args)
    $game_map.reflect_options = [*args]
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Actor reflect sprite change
  def reflect_sprite(actor_id,filename,pos)
    $game_actors[actor_id].reflect_sprite = [filename,pos]
    $game_player.refresh
  end
   
  # Event reflect sprite change
  def reflect_esprite(event_id,filename,pos)
    $game_map.events[event_id].reflect_sprite = [filename,pos]
    $game_map.events[event_id].reflect = true
    SceneManager.scene.spriteset.refresh_characters
  end
   
  # Vehicle reflect sprite change
  def reflect_vsprite(v_id,filename,pos)
    $game_map.vehicles[v_id].reflect_sprite = [filename,pos]
    SceneManager.scene.spriteset.refresh_characters
  end
 
#-----------------------------------#
#  SHADOWS
#-----------------------------------#
 
  # Add/Remove Shadows from selected characters
  def shadow(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e| e.shadow = status }
    else
      char_ids.each {|c| $game_map.events[c].shadow = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change player and follower shadows
  def actor_shadows(status)
    $game_player.shadow = status
    $game_player.followers.each { |f| f.shadow = status }
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change vehicle's shadow status
  def v_shadow(*args,status)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.shadow = status }
    else
      char_ids.each { |v| $game_map.vehicles[v].shadow = status }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  def shadow_options(*args)
    $game_map.shadow_options = [*args]
    SceneManager.scene.spriteset.refresh_effects
  end
 
  def shadow_source(*args,shad_id)
    shadsource = [*args]
 
    if shadsource.count == 1
      $game_map.light_source[shad_id] = [$game_map.events[shadsource[0]].real_x,
        $game_map.events[shadsource[0]].real_y]
    elsif shadsource.count > 1
      $game_map.light_source[shad_id] = shadsource
    else
      $game_map.light_source = []
    end
  end
 
 
#-----------------------------------#
#  ICONS
#-----------------------------------#
 
  # Add/Remove Icons from selected events
  def icon(*args,icon_id)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.events.values.each { |e|
      if e.icon <= 0
        e.icon = nil
      else
        e.icon = icon_id
      end
    }
    else
      char_ids.each {|c| $game_map.events[c].icon = icon_id }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
   
  # Change forever actor's icon
  def actor_icon(actor_id,icon_id)
    $game_actors[actor_id].icon = icon_id
    $game_player.refresh
  end
   
  # Change forever vehicle's icon
  def v_icon(*args,icon_id)
    char_ids = [*args]
    if char_ids == [:all]
      $game_map.vehicles.each { |v| v.icon = icon_id }
    else
      char_ids.each { |v| $game_map.vehicles[v].icon = icon_id }
    end
    SceneManager.scene.spriteset.refresh_effects
  end
 
#-----------------------------------#
#  GENERAL
#-----------------------------------#
 
  # Turn on/off effects
    # 0 = reflect
    # 1 = shadow
    # 2 = mirror
    # 3 = icon
     
  def char_effects(*args,status)
    [*args].each { |e| $game_map.char_effects[e] = status }
    SceneManager.scene.spriteset.refresh_effects
  end
 
   
end # Game_Interpreter
 
 
#-------------------------------------------------------------------------------
#  Spriteset_Map
#-------------------------------------------------------------------------------
 
class Spriteset_Map
  alias galv_reflect_sm_initialize initialize
  def initialize
    create_effects
    galv_reflect_sm_initialize
    refresh_characters
  end
   
  alias galv_reflect_sm_refresh_characters refresh_characters
  def refresh_characters
    galv_reflect_sm_refresh_characters
    create_effects
  end
   
  def refresh_effects
    dispose_effects
    create_effects
  end
   
  def create_effects
    @shadow_sprites = []
    @reflect_sprites = []
    @mirror_sprites = []
    @icon_sprites = []
     
    # Do reflections
    if $game_map.char_effects[0]
      $game_map.events.values.each { |e|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, e)) if e.reflect
      }
      $game_player.followers.each { |f|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, f)) if f.reflect
      }
      if $game_player.reflect
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @reflect_sprites.push(Sprite_Reflect.new(@viewport1, v)) if v.reflect
      }
    end
     
    # Do mirrors
    if $game_map.char_effects[2]
      $game_map.events.values.each { |e|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, e)) if e.reflect
      }
      $game_player.followers.each { |f|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, f)) if f.reflect
      }
      if $game_player.reflect
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @mirror_sprites.push(Sprite_Mirror.new(@viewport1, v)) if v.reflect
      }
    end
     
    # Do Shadows
    if $game_map.char_effects[1]
      return if $game_map.light_source.empty?
      $game_map.light_source.count.times { |s|
        $game_map.events.values.each { |e|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, e, s)) if e.shadow
        }
        $game_player.followers.each { |f|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, f, s)) if f.shadow
        }
        if $game_player.shadow
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, $game_player, s))
        end
        $game_map.vehicles.each { |v|
          @shadow_sprites.push(Sprite_Shadow.new(@viewport1, v, s)) if v.shadow
        }
      }
    end
     
    # Do icons
    if $game_map.char_effects[3]
      $game_map.events.values.each { |e|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, e)) if e.icon
      }
      $game_player.followers.each { |f|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, f)) if f.icon
      }
      if $game_player.icon
        @icon_sprites.push(Sprite_Icon.new(@viewport1, $game_player))
      end
      $game_map.vehicles.each { |v|
        @icon_sprites.push(Sprite_Icon.new(@viewport1, v)) if v.icon
      }
    end
  end
   
  alias galv_reflect_sm_update update
  def update
    galv_reflect_sm_update
    @reflect_sprites.each {|s| s.update} if $game_map.char_effects[0]
    @mirror_sprites.each {|s| s.update} if $game_map.char_effects[2]
    @shadow_sprites.each {|s| s.update} if $game_map.char_effects[1]
    @icon_sprites.each {|s| s.update} if $game_map.char_effects[3]
  end
 
  alias galv_reflect_sm_dispose_characters dispose_characters
  def dispose_characters
    galv_reflect_sm_dispose_characters
    dispose_effects
  end
   
  def dispose_effects
    @reflect_sprites.each {|s| s.dispose}
    @shadow_sprites.each {|s| s.dispose}
    @mirror_sprites.each {|s| s.dispose}
    @icon_sprites.each {|s| s.dispose}
  end
end # Spriteset_Map
 
 
#-------------------------------------------------------------------------------
#  Sprite_Reflect 
#-------------------------------------------------------------------------------
 
class Sprite_Reflect < Sprite_Character
  def initialize(viewport, character = nil)
    super(viewport, character)
  end
 
  def update
    super
  end
   
  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.angle = 180
    self.opacity = 220
    self.z = Galv_CEffects::REFLECT_Z
    self.wave_amp = $game_map.reflect_options[0]
    
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw
      @ch = bitmap.height / 4
    else
      @cw = $cw
      @ch = bitmap.height / 8
    end
  else
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end 
  end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_position
    self.x = @character.screen_x
    jump = @character.jumping? ? @character.jump_height * 2 : 0
    alt = @character.altitude ? @character.altitude * 2 : 0
    self.y = @character.screen_y - 3 + jump + alt
  end
 
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
   
  def update_src_rect
    if @character.reflect_sprite
      index = @character.reflect_sprite[1]
    else
      index = @character.character_index
    end
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    pattern = @character.pattern < @cw ? @character.pattern : 1
  else
    pattern = @character.pattern < 3 ? @character.pattern : 1
  end
    sx = (index % 4 * $emf_char_frames[0] + pattern) * @cw
    #sx = (index % 4 * @cw + pattern) * @cw
    sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
end # Sprite_Reflect < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Mirror
#-------------------------------------------------------------------------------
 
class Sprite_Mirror < Sprite_Character
  def initialize(viewport, character = nil)
    @distance = 0
    super(viewport, character)
  end
 
  def update
    super
  end
   
  def update_balloon; end
  def setup_new_effect; end
   
  def set_character_bitmap
    if @character.reflect_sprite
      self.bitmap = Cache.character(@character.reflect_sprite[0])
    else
      self.bitmap = Cache.character(@character_name)
    end
    self.mirror = true
    self.opacity = 255
    self.z = Galv_CEffects::REFLECT_Z
     
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw
      @ch = bitmap.height / 4
    else
      @cw = $cw
      @ch = bitmap.height / 8
    end
  else
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw#bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = $cw#bitmap.width / 12
      @ch = bitmap.height / 8
    end 
  end
    self.ox = @cw / 2
    self.oy = @ch
 
  end
 
  def update_src_rect
    if @character.reflect_sprite
      index = @character.reflect_sprite[1]
    else
      index = @character.character_index
    end
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    pattern = @character.pattern < @cw ? @character.pattern : 1
  else
    pattern = @character.pattern < 3 ? @character.pattern : 1
  end
    sx = (index % 4 * $emf_char_frames[0] + pattern) * @cw
    #sx = (index % 4 * 3 + pattern) * @cw
    sy = (index / 4 * 4 + (10 - @character.direction - 2) / 2) * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
   
  def get_mirror_y
    20.times {|i|
      if $game_map.region_id(@character.x, @character.y - i) == Galv_CEffects::MIRROR_REGION
        @distance = (i - 1) * 0.05
        @display = @character.y - i - $game_map.display_y + $game_map.height
        self.opacity = 255
        return (@character.y - i + 1 - $game_map.display_y) * 32 - i * 4
      end
    }
    self.opacity = 0
    return @ch
  end
   
  def update_position
    self.x = @character.screen_x
    self.y = get_mirror_y - 6
    self.zoom_x = 1 - @distance
    self.zoom_y = 1 - @distance
  end
 
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
end # Sprite_Mirror < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Shadow
#-------------------------------------------------------------------------------
 
class Sprite_Shadow < Sprite_Character
  def initialize(viewport, character = nil, source)
    @flicker = 0
    @famount = 0
    @aamount = 0
    @source = source
    super(viewport, character)
  end
 
  def update
    super
    update_bitmap
    update_src_rect
    update_position
    update_other
    update_facing
  end
  
  def set_character_bitmap
    self.bitmap = Cache.character(@character_name)
    
    self.color = Color.new(0, 0, 0, 255)
    self.z = Galv_CEffects::SHADOW_Z
    self.wave_amp = 1 if $game_map.shadow_options[2]
    self.wave_speed = 1000
     
    sign = @character_name[/\%[\(\[](.+?)[\)\]]/]
  if sign && sign.include?('%')
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = $cw
      @ch = bitmap.height / 4
    else
      @cw = $cw
      @ch = bitmap.height / 8
    end
  else
    sign = @character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      @cw = bitmap.width / 3
      @ch = bitmap.height / 4
    else
      @cw = bitmap.width / 12
      @ch = bitmap.height / 8
    end 
  end
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_position
    self.x = @character.screen_x
    self.y = @character.screen_y - 10
    get_angle
  end
   
  def get_angle
    x = $game_map.light_source[@source][0] - @character.real_x
    y = $game_map.light_source[@source][1] - @character.real_y
    self.opacity = $game_map.shadow_options[0] - 
      Math::sqrt(x * x + y * y) * $game_map.shadow_options[1]
     
    if x == 0 && y == 0 || self.opacity <= 0
      self.opacity = 0
    else 
      self.angle = Math::atan2(x, y) * 180 / Math::PI + @aamount
    end
  end
  
  def update_facing
    if @character.y < $game_map.light_source[@source][1]
      self.mirror = false
    else
      self.mirror = true
    end
  end
   
  def update_other
    self.blend_type = @character.blend_type
    self.visible = !@character.transparent
  end
end # Sprite_Shadow < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Sprite_Icon
#-------------------------------------------------------------------------------
 
class Sprite_Icon < Sprite_Character
  def initialize(viewport, character = nil)
    @icon_sprite ||= Sprite.new
    @icon_sprite.bitmap ||= Cache.system("Iconset")
    @icon = nil
    super(viewport, character)
  end
 
  def dispose
    super
    if @icon_sprite
      @icon_sprite.dispose
      @icon_sprite = nil
    end
  end
   
  def update
    super
    update_icon
  end
   
  def update_icon
    return if !@character.icon
    draw_icon(@character.icon)
  end
   
  def draw_icon(icon_index)
    return if !@icon.nil?
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    @icon_sprite.src_rect  = rect
    @icon = icon_index
  end
   
  def update_position
    @icon_sprite.x = @character.screen_x - 12
    @icon_sprite.y = @character.screen_y + Galv_CEffects::ICON_OFFSET
  end
 
  def update_other
    self.blend_type = @character.blend_type
    @icon_sprite.visible = !@character.transparent
  end
end # Sprite_Icon < Sprite_Character
 
 
#-------------------------------------------------------------------------------
#  Other Stuff
#-------------------------------------------------------------------------------
 
 
class Game_Character < Game_CharacterBase
  attr_reader    :altitude
  attr_accessor  :reflect
  attr_accessor  :reflect_sprite
  attr_accessor  :shadow
  attr_accessor  :icon
  attr_accessor  :icon_offset
end
 
 
class Game_Event < Game_Character
  alias galv_reflect_ge_initialize initialize
  def initialize(map_id, event)
    @reflect = false
    @shadow = false
    @icon_offset = [0,0]
    galv_reflect_ge_initialize(map_id, event)
  end
end # Game_Event < Game_Character
 
 
class Game_Vehicle < Game_Character
  attr_reader :map_id
   
  alias galv_reflect_gv_initialize initialize
  def initialize(type)
    @reflect = true
    @shadow = true
    @icon_offset = [0,0]
    galv_reflect_gv_initialize(type)
  end
end # Game_Vehicle < Game_Character
 
 
class Game_Follower < Game_Character
  alias galv_reflect_gf_initialize initialize
  def initialize(member_index, preceding_character)
    galv_reflect_gf_initialize(member_index, preceding_character)
    @reflect = true
    @shadow = true
  end
   
  alias galv_reflect_gf_refresh refresh
  def refresh
    galv_reflect_gf_refresh
    return if actor.nil?
    @reflect = actor.reflect
    @reflect_sprite = actor.reflect_sprite
    @icon = actor.icon
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
end # Game_Follower < Game_Character
 
 
class Game_Player < Game_Character
  alias galv_reflect_gp_initialize initialize
  def initialize
    galv_reflect_gp_initialize
    @reflect = true
    @shadow = true
  end
   
  alias galv_reflect_gp_refresh refresh
  def refresh
    galv_reflect_gp_refresh
    @reflect = actor.reflect
    @reflect_sprite = actor.reflect_sprite
    @icon = actor.icon
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
end # Game_Player < Game_Character
 
 
class Scene_Map < Scene_Base
  attr_accessor :spriteset
end # Scene_Map
 
 
class Game_Map
  attr_accessor :char_effects
  attr_accessor :light_source
  attr_accessor :shadow_options
  attr_accessor :reflect_options
   
  alias galv_reflect_game_map_initialize initialize
  def initialize
    @light_source = []
    @shadow_options = [80,10,false]
    @reflect_options = [0]
    @char_effects = [false,false,false,false]
    #[reflect,shadow,mirror,icon]
    galv_reflect_game_map_initialize
  end
  
   
  alias galv_reflect_game_map_setup setup
  def setup(map_id)
    galv_reflect_game_map_setup(map_id)
    reset_char_effects
    do_all_chareffects
    if SceneManager.scene_is?(Scene_Map)
      SceneManager.scene.spriteset.refresh_effects
    end
  end
   
  def reset_char_effects
    @light_source = []
    @events.values.each { |e|
      e.reflect = false
      e.icon = nil }
  end
end # Game_Map
 
 
class Game_Actor < Game_Battler
  attr_accessor :reflect
  attr_accessor :reflect_sprite
  attr_accessor :icon
   
  alias galv_reflect_game_actor_initialize initialize
  def initialize(actor_id)
    galv_reflect_game_actor_initialize(actor_id)
    @reflect = $data_actors[actor_id].reflect
    @reflect_sprite = $data_actors[actor_id].reflect_sprite
    @icon_offset = [0,0]
  end
end # Game_Actor < Game_Battler
 
 
class RPG::Actor
  def reflect_sprite
    if @reflect_sprite.nil?
      if @note =~ /<reflect_sprite:[ ](.*),(.*)>/i
        @reflect_sprite = [$1.to_s,$2.to_i]
      else
        @reflect_sprite = nil
      end
    end
    @reflect_sprite
  end
  def reflect
    if @reflect.nil?
      if @note =~ /<no_reflect>/i
        @reflect = false
      else
        @reflect = true
      end
    end
    @reflect
  end
end # RPG::Actor




Cactus - posté le 22/04/2015 à 20:59:47 (602 messages postés)

❤ 0

ADAKOR

Ah! cette fois c'est parfait

Citation:

J'ai encore un bug d'affichage pour des évent avec un $ (1 seul par planche)


Pas grave t'as déjà fait beaucoup et puis au pire je réadapte les charas en planche.

Encore merci ! :)

CAKTUS SUR YOUTUBE

Index du forum > Entraide > [VXAce] compatibilité entre 2 scripts. [Résolu]


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