LIGHT EFFECT XP V 3.1
Descrizione
Non è altro che uno script che implementa delle luci nel gioco
Autori
Near Fantastica (versione base)
skky88(v 3.1)
Allegati
file immagine da inserire nella cartella pitcures , si deve chiamare"LE"(scritto in maiuscolo senza virgolette)
LE.png 1.46K
131 Numero di downloads
Istruzioni per l'uso
Basta crare un evento nella mappa e scrivere come commento "FIRE" o "TORCH" o "TORCH2" o "LIGHT" o "LIGHT2" o "GROUND" e sull evento verrà applicata la luce in questione...queste si possono anche rendre invisibili con l'ausilio della switch n°1(è possibile cambiare il valore di questa switch);fire e torch non vengono disattivate dalla switch perchè a me servono cosi(ma cmq e possibile dissativare pure queste o le altre basta chiedere e ve lo modifico)
Spoiler
#================================ # ■ Light Effects XP V.3.1 #================================ # By: Near Fantastica # Date: 28.06.05 # Version: 3 # modified by:SKKY88 # DATE: 05.08.09 # #================================ class Spriteset_Map alias les_spriteset_map_initalize initialize alias les_spriteset_map_dispose dispose alias les_spriteset_map_update update def initialize @light_effects = [] setup_lights les_spriteset_map_initalize update end def dispose les_spriteset_map_dispose for effect in @light_effects effect.light.dispose end @light_effects = [] end def update les_spriteset_map_update update_light_effects end def setup_lights for event in $game_map.events.values next if event.list == nil for i in 0...event.list.size if event.list[i].code == 108 and event.list[i].parameters == ["GROUND"] type = "GROUND" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 2 light_effects.light.zoom_y = 2 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["FIRE"] type = "FIRE" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 5 light_effects.light.zoom_y = 5 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT"] type = "LIGHT" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 1 light_effects.light.zoom_y = 1 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT2"] type = "LIGHT2" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 1 light_effects.light.zoom_y = 1 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["TORCH"] type = "TORCH" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 1 light_effects.light.zoom_y = 1 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["TORCH2"] type = "TORCH2" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 1 light_effects.light.zoom_y = 1 light_effects.light.opacity = 150 @light_effects.push(light_effects) end end end for effect in @light_effects case effect.type when "GROUND" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 48 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 48 effect.light.blend_type = 1 when "FIRE" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 146 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 146 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "LIGHT" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.blend_type = 1 when "LIGHT2" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.blend_type = 1 when "TORCH" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "TORCH2" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 end end end def update_light_effects if $game_switches[1] for effect in @light_effects next if effect.type == "FIRE" || effect.type == "TORCH" effect.light.visible = false end else for effect in @light_effects next if effect.type == "FIRE" || effect.type == "TORCH" effect.light.visible = true end end for effect in @light_effects case effect.type when "GROUND" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 48 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 48 when "FIRE" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 146 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 146 effect.light.opacity = rand(10) + 90 when "LIGHT" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 when "LIGHT2" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 when "TORCH" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.opacity = rand(30) + 70 when "TORCH2" effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15 effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.opacity = rand(10) + 90 end end end end #================================ # ■ Light Effects Class #================================ class Light_Effect #-------------------------------------------------------------- attr_accessor :light attr_accessor :event attr_accessor :type #-------------------------------------------------------------- def initialize(event, type) @light = Sprite.new @light.bitmap = RPG::Cache.picture("LE.PNG") @light.visible = true @light.z = 1000 @event = event @type = type end end
Bugs e Conflitti Noti
N/A (o almeno fino ad ora)
Modificato da Apo, 14 March 2013 - 21:28 PM.