mar 24 2009

Hola! aqui os traigo otro aporte esta vez se trata de un megapost con el rpg maker, scripts, tilesets y tutoriales de que son y como utilizar cada uno comencemos....

Los RPG Maker permiten al usuario crear sus propios Videojuego de rol. Incluyen un editor de mapas, un editor de eventos y un editor de combates. Todas las versiones de RPG Maker de PC necesitan el RTP (Run Time Package) que incluye materiales como gráficos para mapeados, personajes, música, efectos de sonido, etc. que pueden ser utilizados para crear los nuevos juegos. es necesario el RTP para correr correctamente el programa, Una característica interesante de las versiones de PC de RPG Maker es que el usuario puede agregarle nuevos materiales gráficos y sonoros personalizados al proyecto. Muchos sitios y comunidades en la red se dedican a ayudar y compartir sus creaciones con los usuarios. Dentro de el rar biene un completo tutorial para usar el Rpg Maker XP.

1. Abrir archivos .exe

Aqui os dejo un script para abrir un archivo .exe en el juego:

Thread.new {system(“*.exe”)}

Simplemente dale al comando llamar script y pones el codigo^

2. Atacar sin armas

Con este script podras atacar sin necesidad de tener armas:

Pulsa F11 y busca el archivo Game_Actor...:
Despues buscamos la linea(266-296):

def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
end

Y lo cambiamos por:

def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : base_str
end

Luego buscamos(326-329):

def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 0
end

Y lo cambimos por:

def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 4
end

Y ya esta ya podremos atacar sin armas ¿facil verdad?

3. Script para correr

Con este script podras correr con tu personaje 100% funcional

Pulsa F11 y inserta un nuevo script encima de Main (abajo más info) y pega este codigo:

#################################################################
#######################  Autor PARA #############################
#################################################################
class Game_Player < Game_Character

SPEED_DASH = 5 #Velocidade da corrida
SPEED_NORMAL = 4 # Velocidade normal
KEY_DASH = Input::C #Definição do botão de corrida
NO_FILE_DASH = true #Ativar a animação de corrida
NO_DASH_SWITCH = 999

end

#=====================================================================
# ■ Game_Player
#=====================================================================

class Game_Player < Game_Character
alias dash_update update
def update
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if !($game_switches[NO_DASH_SWITCH];-)
if Input.press?(KEY_DASH)
if (dash_graphic_exist?($game_party.actors[0];-) or NO_FILE_DASH)
if @move_speed != SPEED_DASH
@move_speed = SPEED_DASH
@dash_on = true
$game_player.refresh
end
end
elsif @dash_on == nil or @dash_on
@move_speed = SPEED_NORMAL
@dash_on = nil
$game_player.refresh
end
end
end
dash_update
end
def dash_graphic_exist?(actor)
begin
RPG::Cache.character(actor.character_name.to_s + “_dash”, actor.character_hue)
rescue
return false
end
return true
end
alias dash_refresh refresh
def refresh
dash_refresh
if $game_party.actors.size != 0
actor = $game_party.actors[0]
if @dash_on and dash_graphic_exist?(actor)
fileplus = “_dash”
else
fileplus = “”
end
@character_name = actor.character_name + fileplus
@character_hue = actor.character_hue
end
end
end

y ya podremos correr con toda tranquilidad, a por cierto pulsa X para correr...

4. Alternacion entre día y noche

Con este script segun la hora que sea en realidad sera dia o noche en el juego.

Pulsa F11 e inserta un nuevo script encima de Main

#=======================================#
# ââ€â€œ¦nbsp; class Game_Title                                                                 #
#     written by Deke
#     Rewiten by Near Fantastica
#     Tweaked by Silentdragon
#------------------------------------------------------------------------------#
#=======================================#
class Game_Time

attr_accessor :minute_length
attr_accessor :hours
attr_accessor :minutess
attr_accessor :timess

def initialize
@minute_length= 60.0      #length of game minute in real seconds
@hour_length= 60.0      #minute in an hour
@day_length=24.0        #hours in a day
@month_length=30.0    #days in a month
@year_length=12.0       #months in a year
@minutes=0                 #starting minute count
@timess=Time.now           #Real-Time Tweak
@hours=timess.strftime(“%H”).to_i #Real Hours
@minutess=timess.strftime(“%M”).to_i #Real Min
end

def get_time
@timess=Time.now           #Real-Time Tweak
@hours=timess.strftime(“%H”).to_i #Real Hours
@minutess=timess.strftime(“%M”).to_i #Real Min
end
def get_tone
get_time
hour=hours
minutes=minutess + hour*@hour_length
phase_shift=Math::PI*(minutes/(@hour_length*@day_length))
illumination=  -150+ 165*Math.sin(phase_shift)
tone=Tone.new(illumination,illumination,illumination,0)
return tone
end

end # of class Game_Time

#=======================================#
# ââ€â€œ¦nbsp; class Window_Time                                                            #
# written by Deke                                                                      #
#------------------------------------------------------------------------------#
#=======================================#
class Window_Time < Window_Base

#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype  # “Time” window font
self.contents.font.size = $defaultfontsize
refresh
end

#--------------------------------------------------------------------------
def refresh
$game_time.get_time
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
@minute=$game_time.minutess
hour = $game_time.hours
pm_flag= hour >=12 ? true : false
hour= hour >= 12 ? hour-12 : hour
if hour.floor==0
text=sprintf(“%02d:%02d”,12,@minute)
else
text=sprintf(“%02d:%02d”,hour,@minute)
end
if pm_flag
text += ” PM”
else
text += ” AM”
end
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, text, 2)
end

#--------------------------------------------------------------------------
def update
$game_time.get_time
if $game_time.minutess != @minute
refresh
end
end
end # of class

#=======================================
class Game_Temp
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Game Temp
#--------------------------------------------------------------------------
alias dns_game_temp_initalize initialize
#--------------------------------------------------------------------------
# ââ€â€? Refer the Attr
#--------------------------------------------------------------------------
attr_reader    :map_infos  #Added Lines
attr_reader    :o utside_array  #Added Lines
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
def initialize
dns_game_temp_initalize
@outside_array = Array.new
@map_infos = load_data(“Data/MapInfos.rxdata”)
for key in @map_infos.keys
@outside_array[key] = @map_infos[key].name.include?(“*”)
end
end
end

#=======================================
class Scene_Map
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_map_main main
alias dns_scene_map_update update
#--------------------------------------------------------------------------
# ââ€â€? Main
#--------------------------------------------------------------------------
def main
if $game_temp.outside_array[$game_map.map_id]
tone=$game_time.get_tone
$game_time.get_time
@minute=$game_time.minutess
$game_screen.start_tone_change(tone, 0)
end
# スãÆ’â€â€ãÆ’©ã‚¤ãƒˆã‚»ãƒƒトをä½Å“æˆ?
@spriteset = Spriteset_Map.new
# ãÆ’¡ãÆ’Æ’ã‚»ãÆ’¼ã‚¸ã‚¦ã‚£ãÆ’³ãƒ‰ã‚¦ã‚’ä½Å“æˆ?
@message_window = Window_Message.new
# トãÆ’©ãÆ’³ã‚¸ã‚·ãÆ’§ãÆ’³å®Å¸è¡Å’
Graphics.transition
# ãÆ’¡ã‚¤ãÆ’³ãÆ’«ãÆ’¼ãÆ’â€â€
loop do
$light_effects.refresh
# ゲãÆ’¼ãÆ’ ç”»é?¢ã‚’æ›´æâ€â€œ°
Graphics.update
# 入力æÆ’â€¦å ±ã‚’æ›´æâ€â€œ°
Input.update
# ãĥãÆ’¬ãÆ’¼ãÆ’ æ›´æâ€â€œ°
update
# ç”»é?¢ã?Œ切り替ã‚?ã?£ã?Ÿã‚‰ãÆ’«ãÆ’¼ãÆ’â€â€ã‚’中æâ€â€œ­
if $scene != self
break
end
end
# トãÆ’©ãÆ’³ã‚¸ã‚·ãÆ’§ãÆ’³æºâ€â€œå‚™
Graphics.freeze
# スãÆ’â€â€ãÆ’©ã‚¤ãƒˆã‚»ãƒƒトを解放
@spriteset.dispose
# ãÆ’¡ãÆ’Æ’ã‚»ãÆ’¼ã‚¸ã‚¦ã‚£ãÆ’³ãƒ‰ã‚¦ã‚’解放
@message_window.dispose
# タイトãÆ’«ç”»é?¢ã?«åˆ‡ã‚Šæ›¿ã?ˆ中ã?®å ´å?ˆ
if $scene.is_a?(Scene_Title)
# ç”»é?¢ã‚’ãĥェãÆ’¼ãƒ‰ã‚¢ã‚¦ãƒˆ
Graphics.transition
Graphics.freeze
end
$light_effects.hide
end
#--------------------------------------------------------------------------
# ââ€â€? Update
#--------------------------------------------------------------------------
def update
$game_time.get_time
$light_effects.update
conditional1 =$game_temp.outside_array[$game_map.map_id] and $game_time.minutess != @minute
conditional2 =$game_temp.outside_array[$game_map.map_id] and @current_id != $game_map.map_id
if  conditional1 or conditional2
tone=$game_time.get_tone
$game_screen.start_tone_change(tone, 0)
@minute = $game_time.minutess
$game_map.need_refresh=true
@current_id=$game_map.map_id
end
if $game_temp.outside_array[$game_map.map_id] == false and @current_id != $game_map.map_id
$game_screen.start_tone_change(Tone.new(0,0,0,0),0)
@current_id=$game_map.map_id
end
dns_scene_map_update
end
end

#======================================================
class Scene_Title
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
alias dns_scene_title_update update
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Map
#--------------------------------------------------------------------------
def update
$game_time=Game_Time.new
#Dubealex Addition (from XRXS) to show Map Name on screen
dns_scene_title_update
end
end

class Game_Map
#--------------------------------------------------------------------------
# ââ€â€? Refer the attr
#--------------------------------------------------------------------------
attr_reader   :o utside
attr_reader   :map_id
#--------------------------------------------------------------------------
# ââ€â€? Outside
#--------------------------------------------------------------------------
def outside
return $game_temp.outside_array[@map_id]
end
end

#=====================================================================
# ââ€â€œ¦nbsp; Light Effect System
#------------------------------------------------------------------------------
#  By: Near Fantastica
#   Date: 13/2/05
#
#   Addes light Effects to the DNS so objects glow and have ground effect lighting...
#=====================================================================

class Light_Effect_System
#--------------------------------------------------------------------------
# ââ€â€? Refer the attr
#--------------------------------------------------------------------------
attr_accessor    :picture_le
attr_accessor    :event_list
attr_accessor    :type_list
#--------------------------------------------------------------------------
# ââ€â€? Initialization
#--------------------------------------------------------------------------
def initialize
@event_counter = 0
@picture_le = Array.new
@event_list = Array.new
@type_list = Array.new
end
#--------------------------------------------------------------------------
# ââ€â€? Setup Light Effects on Map Change
#--------------------------------------------------------------------------
def setup
# Setup Event Max
@event_counter = 0
for i in 1..999
if $game_map.map.events[i].id > @event_counter
@event_counter = $game_map.map.events[i].id
end
end
#
for i in 1..@event_counter
if  $game_map.map.events[i] == nil
next
end
case $game_map.map.events[i].name
when “Ground”
ground(i)
when “Fire”
fire(i)
when “Lamp Post”
lamp(i)
when “Left Lantern”
left_lantern(i)
when “Right Lantern”
right_lantern(i)
end
end
end
#--------------------------------------------------------------------------
# ââ€â€? Updates the Array based on time of day
#--------------------------------------------------------------------------
def update
$game_time.get_time
if $game_time.hours > 7 and $game_time.hours < 14
hide
else
show
end
end
#--------------------------------------------------------------------------
# ââ€â€? Updates the XY of the sprites
#--------------------------------------------------------------------------
def refresh
for i in 0..$light_effects.picture_le.size - 1
case $light_effects.type_list[i]
when “Ground”
$light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 200 - $game_map.display_x) / 4
$light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 200 - $game_map.display_y) / 4
$light_effects.picture_le[i].visible = true
when “Fire”
$light_effects.picture_le[i].x = ($game_map.events[$light_effects.event_list[i]].real_x - 300 - $game_map.display_x) / 4
$light_effects.picture_le[i].y = ($game_map.events[$light_effects.event_list[i]].real_y - 300 - $game_map.display_y) / 4
$light_effects.picture_le[i].visible = true
when “Left Lamp Post”
$light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 5
$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15
when “Right Lamp Post”
$light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 25
$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 15
$light_effects.picture_le[i].visible = true
when “Left Lantern”
$light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 20
$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5
$light_effects.picture_le[i].visible = true
when “Right Lantern”
$light_effects.picture_le[i].x = (-0.25 * $game_map.display_x) + ($game_map.events[$light_effects.event_list[i]].x * 32) - 10
$light_effects.picture_le[i].y = (-0.25 * $game_map.display_y) + ($game_map.events[$light_effects.event_list[i]].y * 32) - 5
$light_effects.picture_le[i].visible = true
end
end
end
#--------------------------------------------------------------------------
# ââ€â€? Redraws the Array
#--------------------------------------------------------------------------
def redraw
if @picture_le != []
for i in 0..@picture_le.size - 1
@picture_le[i].bitmap.dispose
end
@picture_le = Array.new
@event_list = Array.new
@type_list = Array.new
end
end
#--------------------------------------------------------------------------
# ââ€â€? Shows Array
#--------------------------------------------------------------------------
def show
if @picture_le != []
for i in 0..@picture_le.size - 1
@picture_le[i].visible = true
end
end
end
#--------------------------------------------------------------------------
# ââ€â€? Hides Array
#--------------------------------------------------------------------------
def hide
if @picture_le != []
for i in 0..@picture_le.size - 1
@picture_le[i].visible = false
end
end
end
#--------------------------------------------------------------------------
# ââ€â€? Setup Light Effects for Ground
#--------------------------------------------------------------------------
def ground(event_index)
light_effects = Sprite.new
light_effects.bitmap = RPG::Cache.picture(“LE.PNG”)
light_effects.zoom_x = 200 / 100.0
light_effects.zoom_y = 200 / 100.0
light_effects.z = 1000
light_effects.opacity = 50
light_effects.visible = false
@picture_le.push(light_effects)
@event_list.push(event_index)
@type_list.push(“Ground”)
end
#--------------------------------------------------------------------------
# ââ€â€? Setup Light Effects for Fire
#--------------------------------------------------------------------------
def fire(event_index)
light_effects = Sprite.new
light_effects.bitmap = RPG::Cache.picture(“LE.PNG”)
light_effects.zoom_x = 300 / 100.0
light_effects.zoom_y = 300 / 100.0
light_effects.z = 1000
light_effects.opacity = 100
light_effects.visible = false
@picture_le.push(light_effects)
@event_list.push(event_index)
@type_list.push(“Fire”)
end
#--------------------------------------------------------------------------
# ââ€â€? Setup Light Effects for Lamp
#--------------------------------------------------------------------------
def lamp(event_index)
light_effects = Sprite.new
light_effects.bitmap = RPG::Cache.picture(“LE.PNG”)
light_effects.z = 1000
light_effects.opacity = 100
light_effects.visible = false
@picture_le.push(light_effects)
@event_list.push(event_index)
@type_list.push(“Left Lamp Post”)
light_effects = Sprite.new
light_effects.bitmap = RPG::Cache.picture(“LE.PNG”)
light_effects.z = 1000
light_effects.opacity = 100
light_effects.visible = false
@picture_le.push(light_effects)
@event_list.push(event_index)
@type_list.push(“Right Lamp Post”)
end
#--------------------------------------------------------------------------
# ââ€â€? Setup Light Effects for Lantern
#--------------------------------------------------------------------------
def left_lantern(event_index)
light_effects = Sprite.new
light_effects.bitmap = RPG::Cache.picture(“LE.PNG”)
light_effects.z = 1000
light_effects.opacity = 150
light_effects.visible = false
@picture_le.push(light_effects)
@event_list.push(event_index)
@type_list.push(“Left Lantern”)
end
#--------------------------------------------------------------------------
# ââ€â€? Setup Light Effects for Lantern
#--------------------------------------------------------------------------
def right_lantern(event_index)
light_effects = Sprite.new
light_effects.bitmap = RPG::Cache.picture(“LE.PNG”)
light_effects.z = 1000
light_effects.opacity = 150
light_effects.visible = false
@picture_le.push(light_effects)
@event_list.push(event_index)
@type_list.push(“Right Lantern”)
end
end

#=====================================================================
# ââ€â€œ¦nbsp; Game_Map
#------------------------------------------------------------------------------
#  Add defenision of the names to Game Map Class
#=====================================================================

class Game_Map
#--------------------------------------------------------------------------
# ââ€â€? Refer the attr
#--------------------------------------------------------------------------
attr_accessor :map
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Game Map
#--------------------------------------------------------------------------
alias les_game_map_setup setup
#--------------------------------------------------------------------------
# ââ€â€? Refers the Map Setup
#--------------------------------------------------------------------------
def setup(map_id)
$light_effects.redraw
les_game_map_setup(map_id)
$light_effects.setup
end
end

#=====================================================================
# ââ€â€œ¦nbsp; Scene_Title
#------------------------------------------------------------------------------
#  It is the class which processes the title picture
#=====================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ââ€â€? Refer setup to Scene Title
#--------------------------------------------------------------------------
alias les_scene_title_update update
#--------------------------------------------------------------------------
# ââ€â€? Sets up the ABS
#--------------------------------------------------------------------------
def update
$light_effects = Light_Effect_System.new
les_scene_title_update
end
end

5. Efectos de luces de colores dentro de el juego

Este script permite crear efectos de lucecitas de colores en el juego

Pulsa F11 y inserta un nuevo script encima de Main... como hacerlos funcionar en el script[abajo]

#=====================================================================

# Nuevo Motor de Partículas
#   por arevulopapo
#   15 de Nov de 2007
#
# Este script permite crear efectos de partículas en tu juego.
# Las partículas se integran en “Spriteset_Map,
# para poder ser mostradas sobre/bajo un evento.
# Los efectos son usados desde “Llamar script” de esta forma:
# $scene.effect(ID_EVENTO, EFECTO, LOCK, X, Y)
# ID_EVENTO  - ID del evento en el que se moverán las partículas
#             (-1) para el personaje, (1) y superior para los eventos.
# EFECTO    - Nombre del efecto a llamar. Los nombres se definen en Spriteset_Map.
# LOCK      - Alineación de las partículas. ‘event’ para alinear partículas
#             con la posición del evento en el mapa, y ‘screen’ para alinear con la
#             posición del evento en pantalla.
#             Para eventos estáticos, como fireplaces, teletransportes, etc. se
#             recomienda la alineación’event’.
#             Para eventos en movimiento usa el modo ‘screen’.
# X, Y      - Número de Píxeles que se añadirán a la posición del evento
#             para determinar el punto inicial de partículas.
#             esa es tu arma más poderosa;) Mira el demo para los ejemplos..
#=====================================================================

class Scene_Map

def effect(event=1, effect='’, lock=’event’, x=0, y=0)
@spriteset.add_effect(event, effect, lock, x, y)
end

end
#=====================================================================

#
#=====================================================================

class Spriteset_Map

attr_reader :particles

alias particle_ssm_init initialize
alias particle_ssm_update update
alias particle_ssm_dispose dispose
#-----------------------------------------------------------------------------
def initialize
@particles = []
particle_ssm_init
end
#-----------------------------------------------------------------------------
def dispose
@particles.each{ |d| d.dispose }
particle_ssm_dispose
end
#-----------------------------------------------------------------------------
def update
@particles.each_with_index{ |p,i|
@particles[i].update
if p.opacity == 0
p.dispose
@particles.delete_at(i)
end
}
particle_ssm_update
end
#-----------------------------------------------------------------------------
def add_effect(event=1, effect='’, lock=’event’, x=0, y=0)

case event
when -1
object = $game_player
else
object = $game_map.events[event]
end

case effect
# (sprite, acceleration[x,y], gravity[x,y], opacity[base,loss], blending)
when ‘blue’
sprite=’star_blue’
add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
when ‘red’
sprite=’star_red’
add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
when ‘green’
sprite=’star_green’
add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
when ‘yellow’
sprite=’star_yellow’
add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
when ‘smash’
sprite=’smash’
add_particles(object, x, y, sprite, [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10], [0,0], [160,5+rand(15)], lock, 1)
when ‘fire’
sprite=’particle_yellow’
add_particles(object, x, y, sprite, [(rand(7)-3)*0.2, 0], [0,0.15], [255,8+rand(5)], lock, 1)
when ‘fire2′
sprite=’particle_orange’
add_particles(object, x, y, sprite, [(rand(7)-3)*0.2, 0], [0,0.15], [255,8+rand(5)], lock, 1)
when ‘sparks’
sprite=’particle_red’
add_particles(object, x, y, sprite, [0.5*(-25+rand(50))/10, -4], [0,-0.5], [255,20], lock, 1)
when ‘smoke’
sprite=’smoke’
add_particles(object, x, y, sprite, [0.1*(-25+rand(50))/10, 0], [0,0.13], [128,3], lock, 1)
when ‘cells’
sprite=’particle_red’
dx = 1.00*(-100 + rand(200))/100
dy = 1.00*(-100 + rand(200))/100
add_particles(object, x, y, sprite, [5*dx, 5*dy], [0.3*dx,0.3*dy], [255,10], lock, 1)
end

end
#-----------------------------------------------------------------------------
def add_particles(object=$game_player, x=0, y=0, sprite='’, acc=[0,0], grav=[0,0], opacity=[255,0], lock=’event’, blend=0)
if lock==’event’
@particles << Particle_Event.new(@viewport1, object, x, y, sprite, acc, grav, opacity, blend)
elsif lock==’screen’
@particles << Particle_Screen.new(@viewport1, object, x, y, sprite, acc, grav, opacity, blend)
end
end

end
#=====================================================================

#
#=====================================================================

class Particle_Screen < Sprite

def initialize(viewport=Viewport.new(0,0,800,600), object=$game_player, x=0, y=0, sprite='’, acc=[0,0], grav=[0,0], opacity=[255,3], blend=0)
super(viewport)
self.bitmap = RPG::Cache.picture(‘Particles/’ + sprite)
self.x = object.screen_x + x
self.y = object.screen_y - 16 + y
self.ox = self.oy = self.bitmap.width/2
self.blend_type = blend
self.opacity = opacity[0]
@object = object
@origin = [self.x, self.y]
@acceleration = acc
@gravity = grav
@coords = [0.00, 0.00]
@opacity = opacity[1]
update
end

def update
@acceleration[0] -= @gravity[0] if @gravity[0] != 0
@acceleration[1] -= @gravity[1] if @gravity[1] != 0
@coords[0] += @acceleration[0]
@coords[1] += @acceleration[1]
self.opacity -= @opacity
self.x = @origin[0] + @coords[0]
self.y = @origin[1] + @coords[1]
if self.y > (@object.screen_y - 16)
self.z = @object.screen_z + 32
else
self.z = @object.screen_z - 32
end
end

end

class Particle_Event < Sprite

def initialize(viewport=Viewport.new(0,0,800,600), object=$game_player, x=0, y=0, sprite='’, acc=[0,0], grav=[0,0], opacity=[255,3], blend=0)
super(viewport)
self.bitmap = RPG::Cache.picture(‘Particles/’ + sprite)
self.x = object.x*32 + 16 - $game_map.display_x / 4 + x
self.y = object.y*32 + 32 - $game_map.display_y / 4 + y
self.ox = self.oy = self.bitmap.width/2
self.blend_type = blend
self.opacity = opacity[0]
@object = object
@origin = [object.x*32 + x + 16, object.y*32 + y + 32]
@acceleration = acc
@gravity = grav
@coords = [0.00, 0.00]
@opacity = opacity[1]
update
end

def update
@acceleration[0] -= @gravity[0] if @gravity[0] != 0
@acceleration[1] -= @gravity[1] if @gravity[1] != 0
@coords[0] += @acceleration[0]
@coords[1] += @acceleration[1]
self.opacity -= @opacity
self.x = @origin[0] + @coords[0] - $game_map.display_x / 4
self.y = @origin[1] + @coords[1] - $game_map.display_y / 4 - 16
if self.y > (@object.screen_y - 16)
self.z = @object.screen_z + 32
else
self.z = @object.screen_z - 32
end
end

end

6. Script de felicitacion

Con este script podras poner un mensaje de felicitacion.

Pulsa F11 e inserta un nuevo script debajo de Main

###############################################################################
# SCRIPT FELICITACION #
# Version: 1.0 #
# #
# Autor: Lood y HYRULEOFLINK #
# #
# Descripción: Este script te felicita cuando juegas un dia concreto. #
# #
###############################################################################

begin
#declaracion de las variables de fecha
@Fecha = Time.now
@Dia = @Fecha.day
@Mes = @Fecha.mon
#declaracion de las variables de felicitacion
@dia = 28 # DIA EN QUE QUIERES QUE TE FELICITE
@mes = 4 # MES EN QUE QUIERES QUE TE FELICITE
if @Mes == @mes
if @Dia == @dia
print “FELICIDADES”
end
end
end

Hasta aqui llegan los Scripts si veo que a la gente le gusta esto pondre más sino...pues eso que no...

Bueno se preguntaran ¿Que son los Tilesets? pues son los suelos, paredes, objetos y demas de la parte izquierda de cuando estas dibujando el mapa ¿entiendes? espero que sí xDxD

Bueno comienzo son imagenes simplemente Click derecho=>guardar imagen como... y lo importas al juego (como importar abajo)

1.Estilo campestre

2. Estilo mediaval

3. Estilo mago

4. Estilo mediaval 2

5. Estilo Harry Potter

6. Estilo mercado

7. Bosque

8. Interior de Arbol

8. Estilo Fantastico

9. Estilo antiguo

10. Estilo antiguo 2

11. Iglesia en ruinas

12. Estilo Battefield

13. Estilo Graffitero

Bueno hasta aqui los tilesets lo mismo que los scripts

1. Como insertar un Script

Pulsa F11 y busca Main debajo del todo y dale un click derecho y haz click en insertar...y alli ya puedes copiar el codigo

2. Como insertar un Tileset

Ve a Herramientas=>Gestor de archivos y en el menu de la izquierda vete a la opcion Tilesets=>Haz click en importar y busca el Tileset y haz click en aceptar

Bueno hasta aqui llego el post espero que les alla gustado y sepan valorar mi esfuerzo porque me costo mucho hacer este post y un simple “gracias” ayuda a los uploaders a seguir posteando!!

EL FUTURO DE GRATISJUEGOS DEPENDE DE TI XDXD

o

RECUERDA:

Todo save bien hasta que llega la cuenta xDxD

Salu2 y hasta la proxima


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