PortyGames Generation


 
IndiceÍndiceGaleríaFAQMiembrosBuscarPacksRegistrarseDonacionesConectarse
¡Buenas Invitado, Juega a los videojuegos gratuitos creados por otros PortyGamers!
¡Buenas Invitado, Lee online y totalmente gratis nuestra revista sobre PortyGames!
¡Buenas Invitado, Busca el programa más adecuado para crear tus propios videojuegos!
¡Buenas Invitado, Lee y aprende de los tutoriales de PortyGamers más avanzados!
Conectarse
Nombre de Usuario:
Contraseña:
Entrar automáticamente en cada visita: 
:: Recuperar mi contraseña
Últimos temas
» PortyGames generation cumple 2 años
por Zangetsu Dom Nov 13, 2011 1:02 am

» sugerencia publicidad
por Zangetsu Dom Nov 13, 2011 1:01 am

» PortyGamees aplica soluciones para soportar su crisis...
por Zangetsu Dom Nov 13, 2011 12:59 am

» Baja de ranking
por exellomas Dom Oct 23, 2011 8:06 pm

» wizard101 music xd
por Zangetsu Jue Sep 22, 2011 1:43 pm

» 6 curiosidades sobre la vida de Steve Jobs
por Zangetsu Jue Sep 15, 2011 7:35 pm

» Taller De Charsets Rpg maker 2000/2003
por HollowMaker Jue Ago 25, 2011 1:16 pm

» un pixelart
por Pokaranero Miér Jul 27, 2011 5:14 pm

» Almohadazo
por exellomas Mar Jul 26, 2011 1:07 am

» EmuPack
por Emmet Dom Jul 10, 2011 3:45 pm


CaosG Asistencia ForoActivo Foros Metal Slug FC Anime Supremo No Fansub Good Area




Comparte | 
 

  [RMXP] Emoticonos Mejorados

Ver el tema anterior Ver el tema siguiente Ir abajo 
AutorMensaje
exellomas
Miembro Prestigioso
Miembro Prestigioso
avatar

Especialidad : Jugador

Masculino

Tauro Tigre
Mensajes : 638
Monedas : 1138
Reputación : 6
Edad : 19
Localización : En la casa de caperuzita verde
Empleo /Ocio : crear juegos rol o juegos de plataforma sin pago

MensajeTema: [RMXP] Emoticonos Mejorados   Dom Nov 07, 2010 11:28 pm

Autor: Nechigawara Sanzenin
NombreEmoticon on Event
Instrucciones
Crear uno nuevo sobre MAIN y nombrarlo como sea y le ponen el script
Necesitan esta imagen en "Pictures"


Código:
#=====================================================================
#========
# Emoticon on Event for RMXP Ver. 2.0
#==============================================================================
# By Nechigawara Sanzenin
# Original VX Script by �Enterbrain
# WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support)
#==============================================================================
#Show Emo on event with easy control
#==============================================================================
#Version Log
#==============================================================================
#2.0 Add Emo name , Change Key Word , Move setting to module EMO
#==============================================================================
=begin

How to Use:
You will add "\Ei[Number Of Emoticon]" or "\En[Name Of Emoticon]" To Script
Control in "Set Move Route".

The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.

Row of emoticon are height 32 px
And width 256 px.
frame size is 32*32 px.

You will edit or add Emo name in module EMO.
You can set Emoticon's Picture Name at EMO_NAME.
You can set frame rate at BALLOON_WAIT.

=end
#==============================================================================
module EMO
#Setting
BALLOON_WAIT = 12
EMO_NAME = "Balloon"
#Name data
NAME = {
#Add Name And Number Here
"Surprise" => 1 ,
"Confusion" => 2 ,
"Musical" => 3 ,
"Love" => 4 ,
"Anger" => 5 ,
"Awkward" => 6 ,
"Crushed" => 7 ,
"Silence" => 8 ,
"Creative" => 9 ,
"Zzz" => 10 ,
#End
}
#Change Name to ID
def self.add_id(text)
if NAME.include?(text)
return NAME[text]
else
return 0
end
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
attr_accessor :balloon_id
#--------------------------------------------------------------------------
alias inc_initialize initialize
def initialize
inc_initialize
@balloon_id = 0
end
#--------------------------------------------------------------------------
def move_type_custom
# If it is not in the midst of stopping, discontinuance
if jumping? or moving?
return
end
# Until the list of portable command it arrives lastly, the loop
while @move_route_index < @move_route.list.size
# Acquiring portable command
command = @move_route.list[@move_route_index]
# When the command cord/code 0th (list) is last
if command.code == 0
# Option [ repeats operation ] in case of ON
if @move_route.repeat
# The index of the portable route first is reset
@move_route_index = 0
end
# Option [ repeats operation ] in case of OFF
unless @move_route.repeat
# When it is in the midst of movement route forcing
if @move_route_forcing and not @move_route.repeat
# Cancelling forcing the portable route
@move_route_forcing = false
# Return original portable route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
# Clearing stop count
@stop_count = 0
end
return
end
# Portable type command (it moves under? When jump) is
if command.code <= 14
# It diverges with the command cord/code
case command.code
when 1 # It moves down
move_down
when 2 # It moves left
move_left
when 3 # It moves right
move_right
when 4 # It moves up
move_up
when 5 # It moves left-down
move_lower_left
when 6 # It moves right-down
move_lower_right
when 7 # It moves left-up
move_upper_left
when 8 # It moves right-up
move_upper_right
when 9 # It moves random
move_random
when 10 # It moves toward player
move_toward_player
when 11 # It moves away form hero
move_away_from_player
when 12 # It moves forward
move_forward
when 13 # It moves backword
move_backward
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# Option [ when it cannot move, disregard ] with OFF, in case of the failure of movement
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index  = 1
return
end
# In case of weight
if command.code == 15
# Setting weight count
@wait_count = command.parameters[0] * 2 - 1
@move_route_index  = 1
return
end
# In case of command of direction modification type
if command.code >= 16 and command.code <= 26
# It diverges with the command cord/code
case command.code
when 16 # Face down
turn_down
when 17 # Face left
turn_left
when 18 # Face right
turn_right
when 19 # Face up
turn_up
when 20 # Turn 90 right
turn_right_90
when 21 # Turn 90 left
turn_left_90
when 22 # 180 Turn
turn_180
when 23 # Left-right 90 turn
turn_right_or_left_90
when 24 # Face random
turn_random
when 25 # Face to hero
turn_toward_player
when 26 # Face away from hero
turn_away_from_player
end
@move_route_index  = 1
return
end
# In case of other commands
if command.code >= 27
# It diverges with the command cord/code
case command.code
when 27 # Switch ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # Switch OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # Modification of drift speed
@move_speed = command.parameters[0]
when 30 # Modification of portable frequency
@move_frequency = command.parameters[0]
when 31 # When moving animation ON
@walk_anime = true
when 32 # When moving animation OFF
@walk_anime = false
when 33 # When stepping animation ON
@step_anime = true
when 34 # When stepping animation OFF
@step_anime = false
when 35 # Direction fixing ON
@direction_fix = true
when 36 # Direction fixing OFF
@direction_fix = false
when 37 # Through ON
@through = true
when 38 # Through OFF
@through = false
when 39 # Always on top ON
@always_on_top = true
when 40 # Always on top OFF
@always_on_top = false
when 41 # Graphic modification
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # Modification of opacity
@opacity = command.parameters[0]
when 43 # Modification of synthetic method
@blend_type = command.parameters[0]
when 44 # Play SE
$game_system.se_play(command.parameters[0])
when 45 # Script
script = command.parameters[0].clone
# Emoticon With Name Command
if (/\A\\[Ee]n\[(. ?)\]/.match(script)) != nil then
text = $1
@balloon_id = EMO.add_id(text)
script.gsub!(/\\[Ee]n\[(. ?)\]/) { "" }
end
# Emoticon With ID Command
if (/\A\\[Ee]i\[([0-9] )\]/.match(script)) != nil then
id = $1.to_i
@balloon_id = id
script.gsub!(/\\[Ee]i\[([0-9] )\]/) { "" }
end
# Clear Syntax
script.gsub!(/\\[Ee]n\[(. ?)\]/) { "" }
script.gsub!(/\\[Ee]i\[([0-9] )\]/) { "" }
result = eval(script)
end
@move_route_index  = 1
end
end
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
BALLOON_WAIT = EMO::BALLOON_WAIT
EMO_NAME = EMO:: EMO_NAME
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport)
@character = character
@balloon_duration = 0
update
end
#--------------------------------------------------------------------------
alias inc_update update
def update
inc_update
# Update Balloon
update_balloon
# Check Balloon
if @character.balloon_id != 0
@balloon_id = @character.balloon_id
start_balloon
@character.balloon_id = 0
end
end
#--------------------------------------------------------------------------
def start_balloon
dispose_balloon
@balloon_duration = 8 * 8  BALLOON_WAIT
@balloon_sprite = Sprite.new(viewport)
@balloon_sprite.bitmap = RPG::Cache.picture(EMO_NAME)
@balloon_sprite.ox = 16
@balloon_sprite.oy = 32
update_balloon
end
#--------------------------------------------------------------------------
def update_balloon
if @balloon_duration > 0
@balloon_duration -= 1
if @balloon_duration == 0
@balloon_id = 0
dispose_balloon
else
@balloon_sprite.x = x
if @tile_id >= 384
he = 32
else
he = self.bitmap.height/4
end
@balloon_sprite.y = y - he
@balloon_sprite.z = z  200
if @balloon_duration < BALLOON_WAIT
sx = 7 * 32
else
sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
end
sy = (@balloon_id - 1) * 32
@balloon_sprite.src_rect.set(sx, sy, 32, 32)
end
end
end
#--------------------------------------------------------------------------
def dispose_balloon
if @balloon_sprite != nil
@balloon_sprite.dispose
@balloon_sprite = nil
end
end
#--------------------------------------------------------------------------
end
Volver arriba Ir abajo
http://ciudad-rpg-maker.foroactivo.com
Pokaranero
ADMINISTRADOR
ADMINISTRADOR
avatar

Especialidad : Mapeador

Masculino

Escorpio Cabra
Mensajes : 769
Monedas : 1955
Reputación : 14
Edad : 25
Localización : España
Empleo /Ocio : Artista

MensajeTema: Re: [RMXP] Emoticonos Mejorados   Vie Dic 31, 2010 12:52 am

No entiendo el script, se supone que ya puedes hacer que salgan emoticonos con un comando en el PRG Maker VX... ¿Que tiene de mejorado este script? O.o"
Volver arriba Ir abajo
http://portygames.foroweb.org
exellomas
Miembro Prestigioso
Miembro Prestigioso
avatar

Especialidad : Jugador

Masculino

Tauro Tigre
Mensajes : 638
Monedas : 1138
Reputación : 6
Edad : 19
Localización : En la casa de caperuzita verde
Empleo /Ocio : crear juegos rol o juegos de plataforma sin pago

MensajeTema: Re: [RMXP] Emoticonos Mejorados   Vie Dic 31, 2010 1:39 am

lo que tiene es que es para el RMXP Very Happy
Volver arriba Ir abajo
http://ciudad-rpg-maker.foroactivo.com
Contenido patrocinado




MensajeTema: Re: [RMXP] Emoticonos Mejorados   

Volver arriba Ir abajo
 

[RMXP] Emoticonos Mejorados

Ver el tema anterior Ver el tema siguiente Volver arriba 

Temas similares

+
Página 1 de 1.

Permisos de este foro:No puedes responder a temas en este foro.
PortyGames Generation :: Categoria de Ayuda y Tutoriales :: Sección de Scripting-