Wayk Mage (niveau 5)
Messages postés : 344 Date d'inscription : 07/10/2012 Jauge LPC :
| Sujet: [VX-Ace] Fogs animés Sam 8 Déc 2012 - 14:30 | |
| Bonjour, bonjour ! Aujourd'hui je viens quérir votre pitié pour obtenir un script qui me permettrait d'afficher les fogs et de les animés, tout ça pour VX ace évidemment . Merci d'avance . |
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Likali Ancien staffeux
Messages postés : 1905 Date d'inscription : 14/10/2012 Jauge LPC :
| Sujet: Re: [VX-Ace] Fogs animés Sam 8 Déc 2012 - 14:54 | |
| Perso, j'utilise pas de scripts pour ça. Je met mon fog en image, je règle l'opacité et je fais défiler l'image selon un réglage précis. |
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RitoJS Ancien staffeux
Messages postés : 1925 Date d'inscription : 22/02/2012 Jauge LPC :
| Sujet: Re: [VX-Ace] Fogs animés Sam 8 Déc 2012 - 15:01 | |
| - Code:
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#============================================================================== # ** Victor Engine - Fog and Overlay #------------------------------------------------------------------------------ # Author : Victor Sant # # Version History: # v 1.00 - 2011.12.19 > First relase # v 1.01 - 2011.12.30 > Faster Regular Expressions # v 1.02 - 2012.01.02 > Fixed fog dispose when changing maps # v 1.03 - 2012.01.04 > Fixed load fail when fog ON # v 1.04 - 2012.01.10 > Fixed fog movement y bug # v 1.05 - 2012.01.14 > Fixed the positive sign on some Regular Expressions # v 1.06 - 2012.01.15 > Fixed the Regular Expressions problem with "" and “” # v 1.07 - 2012.01.15 > Fixed fog position in maps with loop # v 1.08 - 2012.05.21 > Compatibility with Map Turn Battle # v 1.09 - 2012.05.24 > Fixed initial fog position # v 1.10 - 2012.07.02 > Fixed initial fog position with Map Turn Battle # v 1.11 - 2012.08.02 > Compatibility with Basic Module 1.27 #------------------------------------------------------------------------------ # This script allows to add varied of effects and overlays to the maps. # Differently from pictures the fog follows the map movement instead of the # screen (this behavior can be changed). You can add various fogs and/or # overlays to the map. #------------------------------------------------------------------------------ # Compatibility # Requires the script 'Victor Engine - Basic Module' v 1.27 or higher # # * Alias methods # class Game_Screen # def initialize # def clear # def update # # class Game_Map # def setup(map_id) # def scroll_down(distance) # def scroll_left(distance) # def scroll_right(distance) # def scroll_up(distance) # # class Spriteset_Map # def initialize # def dispose # def update # # class Game_Interpreter # def comment_call # #------------------------------------------------------------------------------ # Instructions: # To instal the script, open you script editor and paste this script on # a new section bellow the Materials section. This script must also # be bellow the script 'Victor Engine - Basic' # The images must be placed on the folder "Graphics/Fogs". Create a folder # named "Fogs" on the Graphics folder. # #------------------------------------------------------------------------------ # Maps and Comment calls note tags: # Tags to be used on the Maps note box in the database or in events # comment box, works like a script call # # <fog effect> # settings # </fog effect> # Create a fog effect on the map, add the following values to the info # the ID and name must be added, other values are optional. # id: x : fog ID # name: "x" : fog graphic filename ("filename") # opacity: x : fog opacity (0-255) # move: x : fog screen movement (32 = fog follows the map) # zoom: x : fog zoom (100 = default size) # hue: x : fog hue (0-360) # blend: x : fog blend type (0: normal, 1: add, 2: subtract) # depth: x : fog Z axis (300 = default value) # # <fog opacity id: o, d> # This tag allows to change the fog opacity gradually # id : fog ID # o : new opacity (0-255) # d : wait until complete change (60 frames = 1 second) # # <fog move id: x, y> # This tag adds fog continuous movement # id : fog ID # x : horizontal movement, can be positive or negative # y : vertical movement, can be positive or negative # # <fog tone id: r, g, b, y, d> # This tag allows to change the fog opacity gradually # id : fog ID # r : red tone (0-255, can be negative) # g : green tone (0-255, can be negative) # b : blue tone (0-255, can be negative) # y : gray tone (0-255) # d : wait until complete change (60 frames = 1 second) # #------------------------------------------------------------------------------ # Additional instructions: # # Map note tags commands are called right when enters the map, comment calls # are called during the event process. # #==============================================================================
#============================================================================== # ** Victor Engine #------------------------------------------------------------------------------ # Setting module for the Victor Engine #==============================================================================
module Victor_Engine #-------------------------------------------------------------------------- # * Set fogs visibility on battle # When true, fogs are visible on battle #-------------------------------------------------------------------------- VE_BATTLE_FOGS = false #-------------------------------------------------------------------------- # * required # This method checks for the existance of the basic module and other # VE scripts required for this script to work, don't edit this #-------------------------------------------------------------------------- def self.required(name, req, version, type = nil) if !$imported[:ve_basic_module] msg = "The script '%s' requires the script\n" msg += "'VE - Basic Module' v%s or higher above it to work properly\n" msg += "Go to http://victorscripts.wordpress.com/ to download this script." msgbox(sprintf(msg, self.script_name(name), version)) exit else self.required_script(name, req, version, type) end end #-------------------------------------------------------------------------- # * script_name # Get the script name base on the imported value, don't edit this #-------------------------------------------------------------------------- def self.script_name(name, ext = "VE") name = name.to_s.gsub("_", " ").upcase.split name.collect! {|char| char == ext ? "#{char} -" : char.capitalize } name.join(" ") end end
$imported ||= {} $imported[:ve_fog_and_overlay] = 1.11 Victor_Engine.required(:ve_fog_and_overlay, :ve_basic_module, 1.27, :above)
#============================================================================== # ** Cache #------------------------------------------------------------------------------ # This module loads each of graphics, creates a Bitmap object, and retains it. # To speed up load times and conserve memory, this module holds the created # Bitmap object in the internal hash, allowing the program to return # preexisting objects when the same bitmap is requested again. #==============================================================================
module Cache #-------------------------------------------------------------------------- # * New method: fogs #-------------------------------------------------------------------------- def self.fogs(filename) self.load_bitmap('Graphics/Fogs/', filename) end end
#============================================================================== # ** DataManager #------------------------------------------------------------------------------ # This module handles the game and database objects used in game. # Almost all global variables are initialized on this module #==============================================================================
class << DataManager #-------------------------------------------------------------------------- # * Alias method: setup_new_game #-------------------------------------------------------------------------- alias :setup_new_game_fog_and_overlay :setup_new_game def setup_new_game setup_new_game_fog_and_overlay $game_battle_fogs = VE_BATTLE_FOGS end #-------------------------------------------------------------------------- # * Alias method: setup_battle_test #-------------------------------------------------------------------------- alias :setup_battle_test_fog_and_overlay :setup_battle_test def setup_battle_test setup_battle_test_fog_and_overlay $game_battle_fogs = VE_BATTLE_FOGS end #-------------------------------------------------------------------------- # * Alias method: create_game_objects #-------------------------------------------------------------------------- alias :create_game_objects_fog_and_overlay :create_game_objects def create_game_objects create_game_objects_fog_and_overlay $game_battle_fogs = VE_BATTLE_FOGS end #-------------------------------------------------------------------------- # * Alias method: make_save_contents #-------------------------------------------------------------------------- alias :make_save_contents_fog_and_overlay :make_save_contents def make_save_contents contents = make_save_contents_fog_and_overlay contents[:battle_fogs] = $game_battle_fogs contents end #-------------------------------------------------------------------------- # * Alias method: extract_save_contents #-------------------------------------------------------------------------- alias :extract_save_contents_fog_and_overlay :extract_save_contents def extract_save_contents(contents) extract_save_contents_fog_and_overlay(contents) $game_battle_fogs = contents[:battle_fogs] end end
#============================================================================== # ** Game_Screen #------------------------------------------------------------------------------ # This class handles screen maintenance data, such as change in color tone, # flashes, etc. It's used within the Game_Map and Game_Troop classes. #==============================================================================
class Game_Screen #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :fogs #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_fog_and_overlay :initialize def initialize @fogs = Game_Fogs.new initialize_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: clear #-------------------------------------------------------------------------- alias :clear_ve_fog_and_overlay :clear def clear clear_ve_fog_and_overlay clear_fogs end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_fog_and_overlay :update def update update_ve_fog_and_overlay update_fogs end #-------------------------------------------------------------------------- # * New method: fogs #-------------------------------------------------------------------------- def fogs @fogs ||= Game_Fogs.new end #-------------------------------------------------------------------------- # * New method: clear_fogs #-------------------------------------------------------------------------- def clear_fogs fogs.each {|fog| fog.erase } end #-------------------------------------------------------------------------- # * New method: update_fogs #-------------------------------------------------------------------------- def update_fogs fogs.each {|fog| fog.update } end #-------------------------------------------------------------------------- # * New method: create_fog #-------------------------------------------------------------------------- def create_fog(*args) fogs[args.first].show(*args) end #-------------------------------------------------------------------------- # * New method: set_fog_move #-------------------------------------------------------------------------- def set_fog_move(id, sx, sy) fogs[id].start_movement(sx, sy) end #-------------------------------------------------------------------------- # * New method: set_fog_tone #-------------------------------------------------------------------------- def set_fog_tone(id, red, green, blue, gray, duration = 0) tone = Tone.new(red, green, blue, gray) fogs[id].start_tone_change(tone, duration) end #-------------------------------------------------------------------------- # * New method: set_fog_opacity #-------------------------------------------------------------------------- def set_fog_opacity(id, opacity, duration = 0) fogs[id].start_opacity_change(opacity, duration) end end
#============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #==============================================================================
class Game_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :fog_x attr_accessor :fog_y #-------------------------------------------------------------------------- # * Alias method: setup #-------------------------------------------------------------------------- alias :setup_ve_fog_and_overlay :setup def setup(map_id) setup_ve_fog_and_overlay(map_id) setup_fogs_effect end #-------------------------------------------------------------------------- # * Alias method: scroll_down #-------------------------------------------------------------------------- alias :scroll_down_ve_fog_and_overlay :scroll_down def scroll_down(distance) last_y = @display_y scroll_down_ve_fog_and_overlay(distance) @fog_y += loop_vertical? ? distance : @display_y - last_y end #-------------------------------------------------------------------------- # * Alias method: scroll_left #-------------------------------------------------------------------------- alias :scroll_left_ve_fog_and_overlay :scroll_left def scroll_left(distance) last_x = @display_x scroll_left_ve_fog_and_overlay(distance) @fog_x += loop_horizontal? ? -distance : @display_x - last_x end #-------------------------------------------------------------------------- # * Alias method: scroll_right #-------------------------------------------------------------------------- alias :scroll_right_ve_fog_and_overlay :scroll_right def scroll_right(distance) last_x = @display_x scroll_right_ve_fog_and_overlay(distance) @fog_x += loop_horizontal? ? distance : @display_x - last_x end #-------------------------------------------------------------------------- # * Alias method: scroll_up #-------------------------------------------------------------------------- alias :scroll_up_ve_fog_and_overlay :scroll_up def scroll_up(distance) last_y = @display_y scroll_up_ve_fog_and_overlay(distance) @fog_y += loop_vertical? ? -distance : @display_y - last_y end #-------------------------------------------------------------------------- # * New method: setup_fogs_effect #-------------------------------------------------------------------------- def setup_fogs_effect @fog_x = 0 @fog_y = 0 create_fog(note) set_fog_opacity(note) set_fog_move(note) set_fog_tone(note) end #-------------------------------------------------------------------------- # * New method: create_fog #-------------------------------------------------------------------------- def create_fog(note) regexp = get_all_values("FOG EFFECT") note.scan(regexp) { setup_fog($1) } end #-------------------------------------------------------------------------- # * New method: set_fog_opacity #-------------------------------------------------------------------------- def set_fog_opacity(note) regexp = /<FOG OPACITY (\d+): (\d+) *, *(\d+)>/i note.scan(regexp) do |id, o, d| @screen.set_fog_opacity(id.to_i, o.to_i, d.to_i) end end #-------------------------------------------------------------------------- # * New method: set_fog_move #-------------------------------------------------------------------------- def set_fog_move(note) regexp = /<FOG MOVE (\d+): ([+-]?\d+) *, *([+-]?\d+)>/i note.scan(regexp) do |id, sx, sy| @screen.set_fog_move(id.to_i, sx.to_i, sy.to_i) end end #-------------------------------------------------------------------------- # * New method: set_fog_tone #-------------------------------------------------------------------------- def set_fog_tone(note) values = "(\\d+) *, *(\\d+) *, *(\\d+) *, *(\\d+)(?: *, *(\\d+))?" regexp = /<FOG TONE (\d+): #{values}>/i note.scan(regexp) do |i, r, g, b, a, d| info = [i.to_i, r.to_i, g.to_i, b.to_i, a.to_i, d ? d.to_i : 0] @screen.set_fog_tone(*info) end end #-------------------------------------------------------------------------- # * New method: setup_fog #-------------------------------------------------------------------------- def setup_fog(info) id = info =~ /ID: (\d+)/i ? $1.to_i : 0 name = info =~ /NAME: #{get_filename}/i ? $1.dup : "" op = info =~ /OPACITY: (\d+)/i ? $1.to_i : 192 move = info =~ /MOVE: (\d+)/i ? $1.to_i : 32 zoom = info =~ /ZOOM: (\d+)/i ? $1.to_f : 100.0 hue = info =~ /HUE: (\d+)/i ? $1.to_i : 0 blend = info =~ /BLEND: (\d+)/i ? $1.to_i : 0 depth = info =~ /DEPTH: ([+-]?\d+)/i ? $1.to_i : 300 @screen.create_fog(id, name, op, move, zoom, hue, blend, depth) end end
#============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #==============================================================================
class Game_Interpreter #-------------------------------------------------------------------------- # * Alias method: comment_call #-------------------------------------------------------------------------- alias :comment_call_ve_fog_and_overlay :comment_call def comment_call call_create_fog_effect comment_call_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * New method: call_create_fog_effect #-------------------------------------------------------------------------- def call_create_fog_effect $game_map.create_fog(note) $game_map.set_fog_opacity(note) $game_map.set_fog_move(note) $game_map.set_fog_tone(note) end end
#============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # Esta classe reune os sprites da tela de mapa e tilesets. Esta classe é # usada internamente pela classe Scene_Map. #==============================================================================
class Spriteset_Map #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_fog_and_overlay :initialize def initialize create_fogs initialize_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: dispose #-------------------------------------------------------------------------- alias :dispose_ve_fog_and_overlay :dispose def dispose dispose_ve_fog_and_overlay dispose_fogs end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_fog_and_overlay :update def update update_ve_fog_and_overlay update_fogs end #-------------------------------------------------------------------------- # * New method: create_fogs #-------------------------------------------------------------------------- def create_fogs @fog_sprites = [] end #-------------------------------------------------------------------------- # * New method: dispose_fogs #-------------------------------------------------------------------------- def dispose_fogs if @fog_sprites @fog_sprites.compact.each {|sprite| sprite.dispose } @fog_sprites.clear end end #-------------------------------------------------------------------------- # * New method: update_fogs #-------------------------------------------------------------------------- def update_fogs $game_map.screen.fogs.each do |fog| @fog_sprites[fog.id] ||= Sprite_Fog.new(@viewport1, fog) @fog_sprites[fog.id].update end end end
#============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within the # Scene_Battle class. #==============================================================================
class Spriteset_Battle #-------------------------------------------------------------------------- # * Alias method: initialize #-------------------------------------------------------------------------- alias :initialize_ve_fog_and_overlay :initialize def initialize create_fogs if $game_battle_fogs initialize_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: dispose #-------------------------------------------------------------------------- alias :dispose_ve_fog_and_overlay :dispose def dispose dispose_fogs if $game_battle_fogs dispose_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * Alias method: update #-------------------------------------------------------------------------- alias :update_ve_fog_and_overlay :update def update update_fogs if $game_battle_fogs update_ve_fog_and_overlay end #-------------------------------------------------------------------------- # * New method: create_fogs #-------------------------------------------------------------------------- def create_fogs @fog_sprites = [] end #-------------------------------------------------------------------------- # * New method: dispose_fogs #-------------------------------------------------------------------------- def dispose_fogs if @fog_sprite $game_map.screen.fogs.clear @fog_sprites.compact.each {|sprite| sprite.dispose } @fog_sprites.clear end end #-------------------------------------------------------------------------- # * New method: update_fogs #-------------------------------------------------------------------------- def update_fogs $game_map.screen.fogs.each do |fog| @fog_sprites[fog.id] ||= Sprite_Fog.new(@viewport1, fog) @fog_sprites[fog.id].update end end end
#============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #==============================================================================
class Scene_Map #-------------------------------------------------------------------------- # * Alias method: pre_transfer #-------------------------------------------------------------------------- alias :pre_transfer_ve_fog_and_overlay :pre_transfer def pre_transfer pre_transfer_ve_fog_and_overlay if $game_player.new_map_id != $game_map.map_id @spriteset.dispose_fogs $game_map.screen.clear_fogs $game_map.screen.fogs.clear end end end
#============================================================================== # ** Game_Fog #------------------------------------------------------------------------------ # This class handles fog data. This class is used within the Game_Fogs class. #==============================================================================
class Game_Fog #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :id attr_reader :name attr_reader :hue attr_reader :sx attr_reader :sy attr_reader :ox attr_reader :oy attr_reader :depth attr_reader :move attr_reader :zoom_x attr_reader :zoom_y attr_reader :opacity attr_reader :blend_type attr_reader :tone #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(id) @id = id init_basic init_target init_tone end #-------------------------------------------------------------------------- # * init_basic #-------------------------------------------------------------------------- def init_basic @name = "" @depth = 300 @zoom_x = 1.0 @zoom_y = 1.0 @move = 32 @opacity = 255.0 @blend_type = 1 @sx = 0 @sy = 0 @ox = 0 @oy = 0 @hue = 0 @opacity_duration = 0 @tone_duration = 0 end #-------------------------------------------------------------------------- # * init_target #-------------------------------------------------------------------------- def init_target @target_x = @x @target_y = @y @target_zoom_x = @zoom_x @target_zoom_y = @zoom_y @target_opacity = @opacity end #-------------------------------------------------------------------------- # * init_tone #-------------------------------------------------------------------------- def init_tone @tone = Tone.new @tone_target = Tone.new @tone_duration = 0 end #-------------------------------------------------------------------------- # * show #-------------------------------------------------------------------------- def show(id, name, opacity, move, zoom, hue, blend, depth) @id = id @name = name @move = move @zoom_x = zoom.to_f @zoom_y = zoom.to_f @depth = depth @opacity = opacity.to_f @blend_type = blend @ox = 0 @oy = 0 init_target init_tone end #-------------------------------------------------------------------------- # * start_movement #-------------------------------------------------------------------------- def start_movement(sx, sy) @sx = sx @sy = sy end #-------------------------------------------------------------------------- # * start_tone_change #-------------------------------------------------------------------------- def start_tone_change(tone, duration) @tone_target = tone.clone @tone_duration = [duration.to_i, 0].max @tone = @tone_target.clone if @tone_duration == 0 end #-------------------------------------------------------------------------- # * start_opacity_change #-------------------------------------------------------------------------- def start_opacity_change(opacity, duration) @opacity_target = opacity @opacity_duration = [duration.to_i, 0].max @opacity = @opacity_target if @opacity_duration == 0 end #-------------------------------------------------------------------------- # * erase #-------------------------------------------------------------------------- def erase @name = "" end #-------------------------------------------------------------------------- # * update #-------------------------------------------------------------------------- def update update_move update_tone update_opacity end #-------------------------------------------------------------------------- # * update_move #-------------------------------------------------------------------------- def update_move @ox -= @sx / 16.0 @oy -= @sy / 16.0 end #-------------------------------------------------------------------------- # * update_opacity #-------------------------------------------------------------------------- def update_opacity return if @opacity_duration == 0 d = @opacity_duration @opacity = (@opacity * (d - 1) + @opacity_target) / d @opacity_duration -= 1 end #-------------------------------------------------------------------------- # * update_tone #-------------------------------------------------------------------------- def update_tone return if @tone_duration == 0 d = @tone_duration @tone.red = (@tone.red * (d - 1) + @tone_target.red) / d @tone.green = (@tone.green * (d - 1) + @tone_target.green) / d @tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d @tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d @tone_duration -= 1 end end
#============================================================================== # ** Game_Fogs #------------------------------------------------------------------------------ # This class handles fogs. This class is used within the Game_Screen class. #==============================================================================
class Game_Fogs #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize @data = [] end #-------------------------------------------------------------------------- # * [] #-------------------------------------------------------------------------- def [](number) @data[number] ||= Game_Fog.new(number) end #-------------------------------------------------------------------------- # * each #-------------------------------------------------------------------------- def each @data.compact.each {|fog| yield fog } if block_given? end #-------------------------------------------------------------------------- # * clear #-------------------------------------------------------------------------- def clear @data.clear end end
#============================================================================== # ** Sprite_Fog #------------------------------------------------------------------------------ # This sprite is used to display fgos. It observes a instance of the # Game_Fog class and automatically changes sprite conditions. #==============================================================================
class Sprite_Fog < Plane #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- def initialize(viewport, fog) super(viewport) @fog = fog @x = 0 @y = 0 $game_map.fog_x = 0 $game_map.fog_y = 0 @initi_ox = $game_map.display_x * 32 @initi_oy = $game_map.display_y * 32 update end #-------------------------------------------------------------------------- # * dispose #-------------------------------------------------------------------------- def dispose bitmap.dispose if bitmap super end #-------------------------------------------------------------------------- # * update #-------------------------------------------------------------------------- def update update_bitmap update_position update_zoom update_other end #-------------------------------------------------------------------------- # * update bitmap #-------------------------------------------------------------------------- def update_bitmap if @fog_name != @fog.name self.bitmap = Cache.fogs(@fog.name) @fog_name = @fog.name.dup end end #-------------------------------------------------------------------------- # * update_position #-------------------------------------------------------------------------- def update_position self.ox = $game_map.fog_x * @fog.move + @fog.ox + @initi_ox self.oy = $game_map.fog_y * @fog.move + @fog.oy + @initi_oy self.z = @fog.depth end #-------------------------------------------------------------------------- # * update_zoom #-------------------------------------------------------------------------- def update_zoom self.zoom_x = @fog.zoom_x / 100.0 self.zoom_y = @fog.zoom_y / 100.0 end #-------------------------------------------------------------------------- # * update_other #-------------------------------------------------------------------------- def update_other self.opacity = @fog.opacity self.blend_type = @fog.blend_type self.tone.set(@fog.tone) end end Plus d'instruction ici: http://victorscripts.wordpress.com/rpg-maker-vx-ace/field-scripts/fog-and-overlay/ |
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Wayk Mage (niveau 5)
Messages postés : 344 Date d'inscription : 07/10/2012 Jauge LPC :
| Sujet: Re: [VX-Ace] Fogs animés Sam 8 Déc 2012 - 16:02 | |
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Likali Ancien staffeux
Messages postés : 1905 Date d'inscription : 14/10/2012 Jauge LPC :
| Sujet: Re: [VX-Ace] Fogs animés Sam 8 Déc 2012 - 16:18 | |
| Wayk, quand on résoud une demande, l'auteur du sujet doit mettre "résolu" pour donner une indiquation au staff. Bref, je déplace et j'ajoute des points à Rito. |
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