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[RIGHT][FONT="Book Antiqua"][COLOR="Cyan"]Vice Admin was here ![/COLOR][/FONT] [IMG]http://cdn-u.kaskus.us/50/vlzdda28.

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Ngakak : [img]http://r17.imgfast.net/users/1712/29/57/59/smiles/202119.gif[/img] Hmph : [img]http://i24.servimg.com/u/f24/15/64/24/40/hmph10.gif[/img] hmm : [img]http://r17.imgfast.net/users/1712/29/57/59/smiles/727276.gif[/img] ngacay : [img]http://r17.imgfast.net/users/1712/29/57/59/smiles/874123957.gif[/i mg] Pertama ketemu, aku takut ngomong sama kamu. Pertama ngomong sama kamu, aku taku t kalau nanti suka sama kamu. Udah suka, aku makin takut kalau jatuh cinta. Setelah sekarang cinta sama kamu, aku jadi bener2 takut kehilangan kamu. Kamu em ang menakutkan! ________________________________ Tugas !! 1. Definisi jaringan. 2. Definisi topologi jaringan. 3. Karakteristik topologi. 4. Kelemahan dan kelebihan topologi jaringan. ________________________________ #============================================================================== # DeadlyDan_MapFog by DeadlyDan #-----------------------------------------------------------------------------# Allows maps to have fogs like in RPG Maker XP #============================================================================== # Usage: =begin To initialize a fog for a current map you must: 1) 2) 3) 4) Create a map event and set it to only come on when Self Switch A is on. Rename it to FOG. (Case sensitive, so it has to be FOG) Set it to a Parallel Process. Add for example, the following code into a Script Code event command: # Filename of fog image located in th # How much to zoom into the fog image # The scrolling speed across th # The scrolling speed across th # The opacity of the fog # Always call this after changi

$game_map.fog_name = "fog" e Pictures folder $game_map.fog_zoom = 300 $game_map.fog_sx = 1 e x axis $game_map.fog_sy = 1 e y axis $game_map.fog_target_opacity = 80 $game_map.fog_show ng fog variables

5) Then, add a Control Self Switch after that Script Code, and set it to turn A off. (Note) It is absolutely vital that you put the event name to FOG and set it to a Para llel Proccess and also set it to only run when Self-Switch A is on. Make sure you place this script after all other scripts except for Main.

(Extras) You can also use extra commands to change the fog settings, such as the follow ing example: $game_map.fog_tone = Tone.new ( 100, 0, 0, 0 ) $game_map.fog_blend_type = 1 # ( 0 = NONE, 1 = ADD, 2 = SUBTRACT ) (Important!) When you want to have a map with no fog, do all of the above but instead of se ting the fog options and then calling $game_map.fog_show, just add a Script Code event command and place in it $game_map.fog_clear. This will clear the fog settings and the fog will dissapear, every map has to have a fog event in it, else maps will keep all other maps fog settings that might be unintentional on the users side. =end class Game_Temp attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor :fog_name :fog_opacity :fog_target_opacity :fog_blend_type :fog_zoom :fog_sx :fog_sy :fog_tone

alias original_initialize initialize def initialize original_initialize @fog_name = "" @fog_tone = Tone.new ( 0, 0, 0, 0 ) @fog_opacity = 0 @fog_target_opacity = 0 @fog_blend_type = 0 @fog_zoom = 100 @fog_sx = 0 @fog_sy = 0 end end class Game_Map attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor attr_accessor :fog_name :fog_opacity :fog_target_opacity :fog_blend_type :fog_zoom :fog_sx :fog_sy :fog_ox :fog_oy :fog_tone :fog_start_loop :fog_eventid :fog_visible :fog

alias original_initialize initialize def initialize original_initialize @fog = Plane.new ( @viewport1 ) @fog_ox = 0 @fog_oy = 0 end alias original_setup setup def setup ( map_id ) original_setup ( map_id ) fog_event end alias original_update update def update original_update if ( @fog_visible and @fog ) fog_update end end def fog_init @fog_name = $game_temp.fog_name @fog_tone = $game_temp.fog_tone @fog_opacity = $game_temp.fog_opacity @fog_target_opacity = $game_temp.fog_target_opacity @fog_blend_type = $game_temp.fog_blend_type @fog_zoom = $game_temp.fog_zoom @fog_sx = $game_temp.fog_sx @fog_sy = $game_temp.fog_sy @fog_tone_target = Tone.new ( 0, 0, 0, 0 ) @fog_tone_duration = 0 @fog_opacity_duration = 0 @fog_opacity_target = 0 @fog_previous_name = "" fog_setup end def fog_setup fog_hide if ( ( @fog_previous_name != @fog_name ) and ( @fog_name != "" ) ) @fog.bitmap = Cache.picture ( @fog_name ) @fog_name_previous = @fog_name @fog_opacity = @fog_target_opacity @fog.opacity = @fog_opacity @fog.blend_type = @fog_blend_type @fog.zoom_x = @fog_zoom / 100 @fog.zoom_y = @fog_zoom / 100 @fog.ox = @fog_ox @fog.oy = @fog_oy @fog.tone = @fog_tone @fog.z = 99 @fog_visible = true else fog_hide end end

def fog_update @fog_ox -= @fog_sx / 8.0 @fog_oy -= @fog_sy / 8.0 if ( @fog_tone_duration >= 1 ) d = @fog_tone_duration target = @fog_tone_target @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d @fog_tone_duration -= 1 end if ( @fog_opacity_duration >= 1 ) d = @fog_opacity_duration @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d @fog_opacity_duration -= 1 end @fog.opacity = @fog_opacity @fog.blend_type = @fog_blend_type @fog.zoom_x = @fog_zoom / 100 @fog.zoom_y = @fog_zoom / 100 @fog.ox = @fog_ox @fog.oy = @fog_oy @fog.tone = @fog_tone end def fog_show fog_init end def fog_hide @fog_visible = false @fog_opacity = 0 $game_temp.fog_opacity = 0 end def fog_clear @fog_visible = false @fog_opacity = 0 $game_temp.fog_opacity = 0 @fog_target_opacity = 0 $game_temp.fog_target_opacity = 0 fog_show end def scroll_up ( distance ) if ( loop_vertical? ) @display_y += @map.height * 256 - distance @display_y %= @map.height * 256 @parallax_y -= distance @fog_oy -= distance / 8.0 else last_y = @display_y @display_y = [@display_y - distance, 0].max @parallax_y += @display_y - last_y @fog_oy += ( @display_y - last_y ) / 8.0 end end

def scroll_down ( distance ) if ( loop_vertical? ) @display_y += distance @display_y %= @map.height * 256 @parallax_y += distance @fog_oy += distance / 8.0 else last_y = @display_y @display_y = [@display_y + distance, (height - 13) * 256].min @parallax_y += @display_y - last_y @fog_oy += ( @display_y - last_y ) / 8.0 end end def scroll_left ( distance ) if ( loop_horizontal? ) @display_x += @map.width * 256 - distance @display_x %= @map.width * 256 @parallax_x -= distance @fog_ox -= distance / 8.0 else last_x = @display_x @display_x = [@display_x - distance, 0].max @parallax_x += @display_x - last_x @fog_ox += ( @display_x - last_x ) / 8.0 end end def scroll_right ( distance ) if ( loop_horizontal? ) @display_x += distance @display_x %= @map.width * 256 @parallax_x += distance @fog_ox += distance / 8.0 else last_x = @display_x @display_x = [@display_x + distance, (width - 17) * 256].min @parallax_x += @display_x - last_x @fog_ox += ( @display_x - last_x ) / 8.0 end end def setup_events @fog_eventid = 0 @events = {} for i in @map.events.keys @events[i] = Game_Event.new(@map_id, @map.events[i]) if ( @events[i].name == "FOG" ) @fog_eventid = i end end @common_events = {} for i in 1...$data_common_events.size @common_events[i] = Game_CommonEvent.new(i) end end def fog_event if ( @fog_eventid != 0 ) key = @events[@fog_eventid].selfswitch

$game_self_switches[key] = true end end end class Scene_Map < Scene_Base alias original_start start def start original_start $game_map.fog_show $game_map.fog_event end alias original_terminate terminate def terminate original_terminate $game_map.fog_hide end end class Game_Player < Game_Character alias original_perform_transfer perform_transfer def perform_transfer original_perform_transfer $game_map.setup_events $game_map.fog_event $game_map.fog_show end end class Game_Event < Game_Character def name return @event.name end def selfswitch key = [@map_id, @event.id, 'A'] return key end end

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