RPGVX.net
RPGVX.net => RPGVX.net Service => Archiv => Thema gestartet von: Keyru am Oktober 28, 2008, 18:06:09
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Hallo :)
Ich habe mal im Internet etwas darüber gelesne, dass es per Skript möglich ist, mehr Tiles als nur bis TileE zu benutzen. Auch wenn dies etwas umständlich wäre, würde mich mal brennend interessierne, wie das funktioniert und ob das jemand bereits benutzt. Oder hat jemand sogar eine Deutsche Anleitung angefertigt?
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Ich bezweifle, dass man mehr als 5 Tiles nutzen kann, denn dafür müsste man das Programm verändern. Oder wie willst du neue Tabs einfügen?
Man kann die Tiles austauschen, das geht auch locker durch einfügen anderer Tilegrafiken, aber mehr als 5 Sets geht nicht, außer du mappst per Event, was sehr stressig ist.
Kyoshiro
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Hm aber ich meine irgendwo schon mal so ein Skript dafür gesehen zu haben, natürlich weiss ich, dass man dadurch das Programminterface nicht verändern kann.
Aber ich dachte halt durch etwas komplexere Arbeit könnte man das hinbekommen per Skript.
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Villeicht bringt ja Enterbrain ein Update raus oder ein Patch das es im Maker
das einfügen von mehr als 5 Tiles ermöglicht... Glaub ich aber kaum...
Ist eigentlich schade weil das ein fetter Minus Punkt ist beim VX...
WS
D.N.S
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du kannst einzelne tilesets während des laufenden spiels austauschen
ansonsten könnteste vllt mehr tilesets einbauen wenn die die ganzen parameter die für ein tileset benutzt werden manuell hinzufügt
wobei ich bezweifel das die interne struktur das annehmen wird
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wie kann cih die Tiles wärend des spiels austauschen?
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ich weiß wieviel man mit skripten machen kann aber ich glaub das man da schon n bissl was umprogrammieren muss...
aber ich hoffe das es iwie geht notfalls mit den fanmade patch oder so...
*grummel*^^das hab ich ja niiiee geschreiben -.-
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Es ist einfach nicht möglich mehr Tiles zu haben, von daher ist das Thema beendet. Wäre schön wenn ein Mod oder Admin hier dicht macht, denn das entartet sonst nur in Spam.
Zum Thema Fanmade-Patch: Das wäre eine Veränderung des Programmes und somit illegal, schließlich werden so auch diese Programme gecrackt. So etwas ist wie gesagt nicht zulässig und verstößt auch gegen unsere Regeln, da "Beiträge mit pornographischem, Beiträge mit rassistischem sowie Beiträge die in sonstiger Art und Weise gegen das geltende Recht der Bundesrepublik Deutschland verstoßen sind strengstens untersagt."
Und dieses Gespräch geht in die Richtung, deshalb bitte schließen.
Kyoshiro
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Warum beenden?
Man Diskutiert hier über etwas vom Maker....
Nach Spam siehts mir nicht aus!
Geb dir nur Recht mit dem Fan Made, das ist Illegal, hast schon Recht.
WS
D.N.S
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Nunja im Prinzip reden wir ja auch über die Möglichkeit anhand von Scripts.
Und nunja, im Moment sieht es eher schlecht aus, aber ich kann ja noch mal recherchieren. Ich bin mir sicher, etwas in einem Internationalen VX Forum gesehen zu haben ...
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vllt könnt sich ja mal jemand mit nem guten skripter zusammen setzten und mal gucken was da so möglich ist...
(^^wusst ja ned das ihr das so streng seid)
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So liebe Freunde.
Schaut euch das hier mal an, ich hab doch gesagt ich hab da mal was gesehen, sogar von KGC persönlich ;)
Aber nunja, ich hab's mir jez noch net angeschaut (also auch keine Anleitungen), weil ich jez zu Bett gehe - evtl. schau ich mir das ganze mal Morgen Nachmittag an! Aber in der Zwischenzeit könnt ihr ja schonmal schauen ;)
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? Tileset Expansion - KGC_TilesetExtension ? VX ?
#_/ ? Last Update: 2008/07/13 ?
#_/ ? Translation by Mr. Anonymous ?
#_/-----------------------------------------------------------------------------
#_/ This script restores some functionanlity pertaining to tilesets that were
#_/ originally included in previous RPG Makers.
#_/
#_/ ? Restored Functions ?
#_/ 1. Tilesets may be changed to different tileset files.
#_/ 2. 4-way Directional Passability
#_/ 3. Terrain tags. (Up to 99!)
#_/
#_/ Note: When the tileset is changed, it DOES NOT appear within the editor.
#_/ You may want to open the image in an external viewer for reference.
#_/-----------------------------------------------------------------------------
#_/ ? 2008/07/13 UPDATE [KGC] ?
#_/ Bugfix relating to loading extra tilesets.
#_/-----------------------------------------------------------------------------
#_/ ? 2008/05/29 UPDATE [MRA] ?
#_/ Added a method to designate a variable within the customization block of
#_/ this script that stores the terrain tag the player is currently standing
#_/ on. This should help a small bit with lag caused by parallel processes.
#_/=============================================================================
#_/ ? Instructions For Usage ?
#_/ To set up the 4-way directional passability properties and the terrain tag
#_/ features on a given tile, use the VXTilesetTool located in the Tileset Tool
#_/ folder of this project.
#_/
#_/ The following tags are to be entered after a map's name.
#_/ [SET "PresetName"]
#_/ Refer to the customization block to understand this feature.
#_/
#_/ [INHERIT]
#_/ Uses the same tileset settings as the parent map.
#_/
#_/ ? Script Commands ?
#_/ These commands are used in the "Script" function in the third page of event
#_/ commands under "Advanced". These commands are all terrain-related.
#_/
#_/ * get_terrain_tag(x, y, variable_id)
#_/ Obtains the terrain tag at the specified x/y coordinates and stores it
#_/ in the designated variable.
#_/
#_/ * get_event_terrain_tag(event_id, variable_id)
#_/ Obtains the terrain tag where a specified event is located and stores
#_/ it in the designated variable.
#_/
#_/ * get_player_terrain_tag(variable_id)
#_/ Obtains the terrain tag where a player is currently located and it in
#_/ the designated variable.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#==============================================================================#
# ? Customization ? #
#==============================================================================#
module KGC
module TilesetExtension
# ? Required Text String Prefix ?
# This is the text string the script searches for in regards to tilesets in
# your "Graphics\System" folder.
TILE_IMAGE_PREFIX = "Tile"
# ? Player Terrain Tag Variable ?
# The current terrain tag that the player is standing on is stored here.
PLAYER_TERRAIN_TAG = 1
# ? Tileset Image Preset ?
TILE_PRESET = {} # ? Do not remove or alter this!
# The custom tilesets are defined below.
# In this example, the script would search for images in the system folder
# labeled XN-Castle, and appoints the appropriate tile category by name.
# Where X = Tile Category(A,B,C,D,E) Where N = Sub autotile Number
# Also of note that the text that appears after TILE_PRESET in the brackets []
# is what designates your preset Tile groupings.
# So all the tilesets defined after ["Castle"] in the example are bound to
# the "Castle" tag.
#
# TILE_PRESET["Castle"] = {
# "A1"=>"A1-Castle",
# "A2"=>"A2-Castle",
# "B"=>"B-Castle",
# "D"=>"D-Castle",
# }
#
# By entering [SET Castle] to the end of a map's name (in Map Properties), the
# map would use the tiles defined in the above expression for that particular
# map instead of the default tiles A1, A2, B, and D.
# ? Insert Custom Tileset Presets Below ?
# Note: The following is used as a sample for the Black and White Forest
# section of the KGC library demo. Please alter this to your needs.
TILE_PRESET["BW"] = {
"A1"=>"A1-BW",
"A2"=>"A2-BW",
"A3"=>"A3-BW",
"A4"=>"A4-BW",
"A5"=>"A5-BW",
"B"=>"B-BW",
"C"=>"C-BW",
"D"=>"D-BW",
}
# ? Insert Custom Tileset Presets Above ?
# ? Four-way Direction Passage and Terrain Tag Button ?
# (For debugging only, available in playtesting mode)
# To indicate the four-way directional passage setting of the current tile,
# you'd press this key (F7 by default).
# The terrain features tag is displayed in a popup dialog box.
# This function becomes invalid when setting it to nil.
DEBUG_INFO_BUTTON = Input::F7
end
end
#------------------------------------------------------------------------------#
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Unless you know what you're doing, it's best not to alter anything beyond #
# this point, as this only affects the tags used for the Map name and how #
# the script sets up the extra Tile sets. #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
$imported = {} if $imported == nil
$imported["TilesetExtension"] = true
if $data_mapinfos == nil
$data_mapinfos = load_data("Data/MapInfos.rvdata")
end
# Direction Flag Module(for four-way directional passability)
module DirectionFlag
DOWN = 0x01
LEFT = 0x02
RIGHT = 0x04
UP = 0x08
end
module KGC::TilesetExtension
# File name of extended tile set data.
EX_RVDATA = "TilesetEx.rvdata"
# Regular Expressions Defined
module Regexp
# Inherit tag string
INHERIT = /\[INHERIT\]/i
# Preset tag string
PRESET = /\[SET ([\w\-]+)\]/i
end
# Default tile set file names
# "File Suffix"=>"Full Filename"
DEFAULT_FILENAME = {
"A1"=>"TileA1", # This is the first and second rows of autotiles
"A2"=>"TileA2", # This is the 3rd-6th rows of autotiles
"A3"=>"TileA3", # This is the 7th-10th rows of autotiles
"A4"=>"TileA4", # This is the 11th-16th of the autotiles.
"A5"=>"TileA5", # This is the rest of the TileA tiles.
"B"=>"TileB", # TileB tiles.
"C"=>"TileC", # TileC tiles.
"D"=>"TileD", # TileD tiles.
"E"=>"TileE" # TileE tiles.
}
@@__filename = DEFAULT_FILENAME.dup
module_function
#--------------------------------------------------------------------------
# ? Initialize Tileset Filename
# map_id : Map ID
#--------------------------------------------------------------------------
def init_tileset_filename(map_id)
@@__filename = get_converted_tileset_filename(map_id)
end
#--------------------------------------------------------------------------
# ? Get Convertered Tileset Filename
# map_id : Map ID
#--------------------------------------------------------------------------
def get_converted_tileset_filename(map_id)
info = $data_mapinfos[map_id]
name = info.original_name
filename = DEFAULT_FILENAME.dup
if name =~ Regexp::INHERIT
# Retrieve parent map ID
parent_id = $data_mapinfos[map_id].parent_id
if parent_id > 0
filename = get_converted_tileset_filename(parent_id)
end
end
# Jump to Convert Tileset Filename method
return convert_tileset_filename(filename, name)
end
#--------------------------------------------------------------------------
# ? Convert Tileset Filename
# filename : Image Filename (Hash)
# map_name : Map Name
#--------------------------------------------------------------------------
def convert_tileset_filename(filename, map_name)
name_buf = filename.dup
# Determine Preset
presets = map_name.scan(Regexp::PRESET)
presets.each { |s|
if TILE_PRESET.has_key?(s[0])
TILE_PRESET[s[0]].each { |k, v|
name_buf[k] = TILE_IMAGE_PREFIX + v
}
end
}
# Convert Map Name
DEFAULT_FILENAME.keys.each { |key|
if map_name =~ /\[#{key} ([\w\-]+)\]/
name_buf[key] = TILE_IMAGE_PREFIX + $1
end
}
return name_buf
end
#--------------------------------------------------------------------------
# ? Get Tileset Filename
#--------------------------------------------------------------------------
def get_tileset_filename
return @@__filename
end
end
#==============================================================================
# ? KGC::Commands
#==============================================================================
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# ? Get Terrain Tag
# x : X Coordinate of Map
# y : Y Coordinate of Map
# variable_id : In-Game Variable ID
#--------------------------------------------------------------------------
def get_terrain_tag(x, y, variable_id = 0)
tag = $game_map.terrain_tag(x, y) # Assign the X/Y coordinate
if variable_id > 0
$game_variables[variable_id] = tag # Assign the tag to the variable
end
return tag
end
#--------------------------------------------------------------------------
# ? Get Event Terrain tag
# event_id : Event ID
# variable_id : In-Game Variable ID
#--------------------------------------------------------------------------
def get_event_terrain_tag(event_id, variable_id = 0)
event = $game_map.events.values.find { |e| e.id == event_id }
if event == nil
# If there is no event, the value is set to 0.
tag = 0
else
tag = $game_map.terrain_tag(event.x, event.y)
end
# If the variable is assigned, the tag is stored there.
if variable_id > 0
$game_variables[variable_id] = tag
end
return tag
end
#--------------------------------------------------------------------------
# ? Get Player Terrain Tag
# variable_id : In-Game Variable ID
#--------------------------------------------------------------------------
def get_player_terrain_tag(variable_id = 0)
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
# If the variable is assigned, the tag is stored there.
if variable_id > 0
$game_variables[variable_id] = tag
end
return tag
end
end
class Game_Interpreter
include KGC::Commands
end
#==============================================================================
# ¦ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
#--------------------------------------------------------------------------
# ? Map Name
#--------------------------------------------------------------------------
def name
return @name.gsub(/\[.*\]/) { "" }
end
#--------------------------------------------------------------------------
# ? Original Map Name
#--------------------------------------------------------------------------
def original_name
return @name
end
end
#==============================================================================
# ? RPG::Tileset
#------------------------------------------------------------------------------
# Define new properties to the Tileset class
#==============================================================================
class RPG::Tileset
#--------------------------------------------------------------------------
# ? Table Size
#--------------------------------------------------------------------------
TABLE_SIZE = 8192 # ??·????????????
#--------------------------------------------------------------------------
# ? Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :version # Map Version
attr_accessor :passages # 4-Way Directional Passages
attr_accessor :terrain_tags # Terrain Tags
#--------------------------------------------------------------------------
# ? Initialize
#--------------------------------------------------------------------------
def initialize
@version = 1
@passages = Table.new(TABLE_SIZE)
@terrain_tags = Table.new(TABLE_SIZE)
end
end
#==============================================================================
# ¦ Game_Map
#==============================================================================
class Game_Map
LAYERS = [2, 1, 0]
#--------------------------------------------------------------------------
# ? Setup
# map_id : Map ID
#--------------------------------------------------------------------------
alias setup_KGC_TilesetExtension setup
def setup(map_id)
@map_id = map_id
init_tileset_filename
setup_KGC_TilesetExtension(map_id)
end
#--------------------------------------------------------------------------
# ? Initialize Tileset Filename
#--------------------------------------------------------------------------
def init_tileset_filename
KGC::TilesetExtension.init_tileset_filename(@map_id)
end
#--------------------------------------------------------------------------
# ? Define Passage
# x : X Position
# y : Y Position
#--------------------------------------------------------------------------
def passage(x, y)
LAYERS.each { |i|
tile_id = @map.data[x, y, i]
return 0 if tile_id == nil
return $data_tileset.passages[tile_id]
}
return 0
end
#--------------------------------------------------------------------------
# ? Define Terrain Tag
# x : X Position
# y : Y Position
#--------------------------------------------------------------------------
def terrain_tag(x, y)
LAYERS.each { |i|
tile_id = @map.data[x, y, i] # ??? ID ???
return 0 if tile_id == nil # ??? ID ???? : ????
tag = $data_tileset.terrain_tags[tile_id] # ???????
return tag if tag > 0 # ????????????
}
return 0
end
#--------------------------------------------------------------------------
# ? Define Passable Direction Flag
# x : X Position
# y : Y Position
# d : Direction
#--------------------------------------------------------------------------
def passable_dir?(x, y, d)
# ?? (0,2,4,6,8,10) ?? ????? (0,1,2,4,8,0) ???
flag = (1 << (d / 2 - 1)) & 0x0F
LAYERS.each { |i| # ?????????????
tile_id = @map.data[x, y, i] # ??? ID ???
return false if tile_id == nil # ??? ID ???? : ????
pass = $data_tileset.passages[tile_id] # ??????????????
return false if pass & flag != 0x00 # ??????????????
}
return true
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ? ??????
# x : X ??
# y : Y ??
# d : ???? (???: 10)
#--------------------------------------------------------------------------
def passable?(x, y, d = 10)
nx = moved_x(x, d)
ny = moved_y(y, d)
nx = $game_map.round_x(nx) # ????????
ny = $game_map.round_y(ny) # ????????
return false unless $game_map.valid?(nx, ny) # ?????
return true if @through or debug_through? # ???? ON?
return false unless map_passable?(x, y, d) # ??????????
return false unless map_passable?(nx, ny, 10 - d) # ?????????
return false if collide_with_characters?(nx, ny) # ??????????
return true # ???
end
#--------------------------------------------------------------------------
# ? ???? X ????
# x : X ??
# d : ????
# ???? X ????????
#--------------------------------------------------------------------------
def moved_x(x, d)
return x + (d == 6 ? 1 : d == 4 ? -1 : 0)
end
#--------------------------------------------------------------------------
# ? ???? Y ????
# y : Y ??
# d : ????
# ???? Y ????????
#--------------------------------------------------------------------------
def moved_y(y, d)
return y + (d == 2 ? 1 : d == 8 ? -1 : 0)
end
#--------------------------------------------------------------------------
# ? ?????????
# x : X ??
# y : Y ??
# d : ????
# ???????????????????????
#--------------------------------------------------------------------------
def map_passable?(x, y, d)
return $game_map.passable?(x, y) && $game_map.passable_dir?(x, y, d)
end
#--------------------------------------------------------------------------
# ? ????
# turn_ok : ????????????
#--------------------------------------------------------------------------
def move_down(turn_ok = true)
if passable?(@x, @y, 2) # ????
turn_down
@y = $game_map.round_y(@y+1)
@real_y = (@y-1)*256
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else # ?????
turn_down if turn_ok
check_event_trigger_touch(@x, @y+1) # ???????????
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_ok : ????????????
#--------------------------------------------------------------------------
def move_left(turn_ok = true)
if passable?(@x, @y, 4) # ????
turn_left
@x = $game_map.round_x(@x-1)
@real_x = (@x+1)*256
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else # ?????
turn_left if turn_ok
check_event_trigger_touch(@x-1, @y) # ???????????
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_ok : ????????????
#--------------------------------------------------------------------------
def move_right(turn_ok = true)
if passable?(@x, @y, 6) # ????
turn_right
@x = $game_map.round_x(@x+1)
@real_x = (@x-1)*256
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else # ?????
turn_right if turn_ok
check_event_trigger_touch(@x+1, @y) # ???????????
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_ok : ????????????
#--------------------------------------------------------------------------
def move_up(turn_ok = true)
if passable?(@x, @y, 8) # ????
turn_up
@y = $game_map.round_y(@y-1)
@real_y = (@y+1)*256
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else # ?????
turn_up if turn_ok
check_event_trigger_touch(@x, @y-1) # ???????????
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_lower_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
if (passable?(@x, @y, 2) && passable?(@x, @y+1, 4)) ||
(passable?(@x, @y, 4) && passable?(@x-1, @y, 2))
@x -= 1
@y += 1
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_lower_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
if (passable?(@x, @y, 2) && passable?(@x, @y+1, 6)) ||
(passable?(@x, @y, 6) && passable?(@x+1, @y, 2))
@x += 1
@y += 1
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_upper_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
if (passable?(@x, @y, 8) && passable?(@x, @y-1, 4)) ||
(passable?(@x, @y, 4) && passable?(@x-1, @y, 8))
@x -= 1
@y -= 1
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else
@move_failed = true
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_upper_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
if (passable?(@x, @y, 8) && passable?(@x, @y-1, 6)) ||
(passable?(@x, @y, 6) && passable?(@x+1, @y, 8))
@x += 1
@y -= 1
increase_steps
@move_failed = false
#------------------------------------------------------------------
# ? Check Player's Terrain Tag
# * Added by Mr. Anonymous 5/29/2008
#------------------------------------------------------------------
tag = $game_map.terrain_tag($game_player.x, $game_player.y)
$game_variables[KGC::TilesetExtension::PLAYER_TERRAIN_TAG] = tag
return tag
else
@move_failed = true
end
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ? ?????????
# x : X ??
# y : Y ??
# d : ????
# ???????????????????????
#--------------------------------------------------------------------------
alias map_passable_KGC_TilesetExtension? map_passable?
def map_passable?(x, y, d)
return false unless map_passable_KGC_TilesetExtension?(x, y)
return $game_map.passable_dir?(x, y, d)
end
if $TEST && KGC::TilesetExtension::DEBUG_INFO_BUTTON != nil
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias update_KGC_TilesetExtension update
def update
update_KGC_TilesetExtension
if Input.trigger?(KGC::TilesetExtension::DEBUG_INFO_BUTTON)
show_passage_and_terrain_tag
end
end
#--------------------------------------------------------------------------
# ? ?????????????·???????
#--------------------------------------------------------------------------
def show_passage_and_terrain_tag
passage = $game_map.passage(x, y)
tag = $game_map.terrain_tag(x, y)
# ????????
s = "????: "
s += "?" if passage & DirectionFlag::DOWN == 0x00
s += "?" if passage & DirectionFlag::LEFT == 0x00
s += "?" if passage & DirectionFlag::RIGHT == 0x00
s += "?" if passage & DirectionFlag::UP == 0x00
s += " ????: #{tag}"
p s
end
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Sprite_Character
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# ? ????????????????????????
# tile_id : ??? ID
#--------------------------------------------------------------------------
def tileset_bitmap(tile_id)
filename = KGC::TilesetExtension.get_tileset_filename
set_number = tile_id / 256
return Cache.system(filename["B"]) if set_number == 0
return Cache.system(filename["C"]) if set_number == 1
return Cache.system(filename["D"]) if set_number == 2
return Cache.system(filename["E"]) if set_number == 3
return nil
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def create_tilemap
filename = KGC::TilesetExtension.get_tileset_filename
@tilemap = Tilemap.new(@viewport1)
@tilemap.bitmaps[0] = Cache.system(filename["A1"])
@tilemap.bitmaps[1] = Cache.system(filename["A2"])
@tilemap.bitmaps[2] = Cache.system(filename["A3"])
@tilemap.bitmaps[3] = Cache.system(filename["A4"])
@tilemap.bitmaps[4] = Cache.system(filename["A5"])
@tilemap.bitmaps[5] = Cache.system(filename["B"])
@tilemap.bitmaps[6] = Cache.system(filename["C"])
@tilemap.bitmaps[7] = Cache.system(filename["D"])
@tilemap.bitmaps[8] = Cache.system(filename["E"])
@tilemap.map_data = $game_map.data
@tilemap.passages = $game_map.passages
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
alias load_database_KGC_TilesetExtension load_database
def load_database
load_database_KGC_TilesetExtension
load_tileset
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def load_tileset
begin
$data_tileset = load_data("Data/#{KGC::TilesetExtension::EX_RVDATA}")
rescue
$data_tileset = RPG::Tileset.new
end
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Scene_File
#==============================================================================
class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# ? ???????????
# file : ??????????????? (??????)
#--------------------------------------------------------------------------
alias read_save_data_KGC_TilesetExtension read_save_data
def read_save_data(file)
read_save_data_KGC_TilesetExtension(file)
$game_map.init_tileset_filename
Graphics.frame_reset
end
end
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/map&tech=tileset_extension
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
-
Bist du sicher das man dadurch mehr tilesets nehmen kann
mir siehts so aus als könnte man die mit dem script nur
austauschen.
-
Ich habe es so verstanden, das ein Tileset dann durch ein anderes ersetzt wird und dadurch kann man theoretisch mehr als 5 Tilesets nehmen, da man sie jederzeit per Skript austauschen kann. Ich denke, es ist etwas umständlich, aber machbar.
-
man tauscht sie aus also sind mehrere verschiedene möglich, ABER nicht mehr als die normalen 5 zur gleichen zeit
-
Ja sieht so aus.
Wenn du einen Wald mappst, und einen Bauernhof reinstellen willst,
dafür das Skript benutzt um zu versuchen die tiles auszutauschen, haste zwar dann ein
Schönes Bauernhofhäusschen, aber keinen Wald mehr.
Erscheint mir sehr suspekt oO
Sk!p
-
Ne wieso, so wie ichs verstanden habe kann man die tilesets umtauschen aber mehr als die 5
gehen halt net auf einer Map...
Also, wenn du ein Dorf machst mit 5 tiles und dann zu nem Wald gehst das andere 5 Tiles nutzt dann wechselt es einfach die Tiles und Fertig, solltest
du wieder ins Dorf gehen dann wechselt es wieder, bzw du stellst ein wo es wechseln soll.. :)
Korrigiert mich falls ich mich Irre... :)
WS
D.N.S
-
oder man macht dafür halt verschiedene Maps 8)
-
Habs schon gesucht, das Script.
Aber kurze frage:
An wen gehn die Credits?
Da steht nur was vom "Translator" namens "Mr. Anonymous" (ich bezweifle, dass das sein richtiger name ist °lol°).
Aber an wen gehen jetzt die Credits?
Anonymous + ?
-
die credits gehen an
KGC Software und Mr. Anonymous
-
Jep :) KGC Software und Mr.Anonymous für die Übersetzung!
-
Erzengel hat auch eins gemacht, was so aehnlich ablaeuft. :)
http://rpgvx.dekay-games.de/forum?topic=746.0