iVarlix Paysan (niveau 3)
Messages postés : 26 Date d'inscription : 03/05/2013 Jauge LPC :
| Sujet: Autolight Ultimatum System V.2.3.6. {SONDAGE} Ven 3 Mai 2013 - 15:54 | |
| Bonjour voici un script lumiére: Auteur: Kylock Modifier par: Varlix/iVarlix Logiciel:RPG Maker VX Ace Version Actuel: {2.3.6} Lumiére Total: 39 SCRIPT {2.3.6}: - Spoiler:
- Code:
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#=============================================================================== # AUTOLIGHT ULTIMATUM V:{2.3.6} NON OFFICIEL DE RPG MAKER VX ACE #------------------------------------------------------------------------------- # Crée le: 12.27.2008 # Par: Kylock # Citation: "Je veux pas étre créditer." #------------------------------------------------------------------------------- # Modifier le: 03.05.2013 # Par: Varlix/iVarlix #=============================================================================== # INSTRUCTIONS: # Pour le fonctionnement du script, il faut l'image a placer dans # Graphic/Picture # # ADRESSE: [01/pixéliser].http://i45.servimg.com/u/f45/16/05/23/10/le10.png # [02/non pixéliser].http://i41.servimg.com/u/f41/16/31/65/67/le10.png # # A nommer "le.png" # Sinon si vous voullez modifier le nom, aller a la ligne: # (L.922){@light.bitmap = Cache.picture("le.png")} et remplacer le.png entre "" # # Metter comme commentaire les Modes de Lumière en dessous, # si vous voullez la Lumière Blanche régulière (Petit) Mettez le Code qui # est avant la déscription. # # EXEMPLE: LIGHT 1 |- Lumière blanche régulière. (Petit) # Donc je met comme commentaire 'LIGHT 1' et j'aurais une Lumière # Blanche régulière. (Petit) # #=============================================================================== # ? Change Log #------------------------------------------------------------------------------- # 1.0 - Original Release # 1.1 - New light modes added: LIGHT2, TORCHLIT 1, TORCHLIT 2 # - Changed sprite blend mode to ADD # - Fire-based lights are now red in color # 1.2 - Bug fixed with looping maps and lights displaying above message boxes # 1.3 - More bugfixes #=============================================================================== # Version de Varlix/iVarlix: # (D.=Défauts A.=Ajouts T.=Totals) # NOMBRES DE LUMIERE: D.6 + A.33 = T.39 Lumières. #=============================================================================== # {1.4.1}/26.07.2012: # - Ajout 9 Lumières. # {1.5.0}/27.07.2012: # - Ajout 15 Lumières. # {1.7.3}/29.04.2013: # - Réorganisation des CODES. # - Ajout 4 Lumières. # - Modification des CODES. (1) #------------------------------------------------------------------------------- # {2.0.8}/03.05.2013: # - Réorganisation du Script. # - Modification des CODES. (23) ('Pour une version *futur*.') # - Correction des CODES. (5) # {2.3.6}/06.05.2013: # - Ajout les dates de sorti des versions. # - Ajout 5 Lumières. # - Réorganisation des CODES. (Remis dans l'ordre d'alphabet.) # - Ajout lien de la 2ème image + mise à jour des lignes des commentaires. # - Correction des CODES. (4) #=============================================================================== # MODE Lumière: # MODE |- DESCRIPTION #=============================================================================== # Lumière Défauts: #=============================================================================== #LIGHT 1 |- Lumière blanche régulière. (Petit) #FIREPIT |- Scintillement. #LIGHT 2 |- Lumière blanche régulière. (Grand) #LIGHT 3 |- Lumière blanche régulière. #TORCHLIT 1 |- Scintillement. (Lourd) #TORCHLIT 2 |- Scintillement. (Lumière) #=============================================================================== # Lumière Ajouter: #=============================================================================== #BLEUSCINTG |- Lumière Bleu Scintillement. (Grand) #JAUNESCINTG |- Lumière Jaune Scintillement. (Grand) #ROUGEFONCERSCINTG |- Lumière Rouge Foncer Scintillement. (Grand) #VERTECLAIRSCINTG |- Lumière Verte Clair Scintillement. (Grand) #VIOLETSCINTG |- Lumière Violet Peut-foncer Scintillement. (Grand) #------------------------------------------------------------------------------- #BELGESCINTM |- Lumière Belge Scintillement. (Moyen) #BLEUSCINTM |- Lumière Bleu Scintillement. (Moyen) #JAUNESCINTM |- Lumière Jaune Scintillement. (Moyen) #ORANGECLAIRSCINTM |- Lumière Orange Clair Scintillement. (Moyen) #ROSECLAIRSCINTM |- Lumière Rose Clair Scintillement. (Moyen) #ROSEFONCERSCINTM |- Lumière Rose Foncer Scintillement. (Moyen) NEWS! #ROUGECLAIRSCINTM |- Lumière Rouge Clair Scintillement. (Moyen) #VERTECLAIRSCINTM |- Lumière Verte Clair Scintillement. (Moyen) #------------------------------------------------------------------------------- #BLANCSCINTP |- Lumière Blanc Scintillement. (Petit) #GRISCINTP |- Lumière Gris Scintillement. (Petit) #JAUNECLAIRSCINTP |- Lumière Jaune Clair Scintillement. (Petit) #ROUGEFONCERSCINTP |- Lumière Rouge Foncer Scintillement. (Petit) #------------------------------------------------------------------------------- #ORANGECLAIREGUM |- Lumière Orange Clair régulière. (Moyen) #ORANGEFONCEREGUM |- Lumière Orange Foncer régulière. (Moyen) NEWS! #ROSEFONCEREGUM |- Lumière Rose Foncer Scintillement. (Moyen) NEWS! #ROUGEREGUM |- Lumière Rouge régulière. (Moyen) #------------------------------------------------------------------------------- #BELGEREGUP |- Lumière Belge régulière. (Petit) #BLANCREGUP |- Lumière Blanche Clair régulière. (Petit) #BLEUREGUP |- Lumière Bleu régulière. (Petit) #GRISREGUP |- Lumière Gris régulière. (Petit) #JAUNECLAIREGUP |- Lumière Jaune Clair régulière. (Petit) #JAUNEREGUP |- Lumière Jaune Clair régulière. (Petit) #ORANGECLAIREGUP |- Lumière Orange Clair régulière. (Petit) NEWS! #ORANGEFONCEREGUP |- Lumière Orange Foncer régulière. (Petit) NEWS! #ROSECLAIRREGUP |- Lumière Rose Clair régulière. (Petit) #ROUGEFONCEREGUP |- Lumière Rouge Foncer régulière. (Petit) #VERTECLAIREGUP |- Lumière Verte Clair régulière. (Petit) #VIOLETREGUP |- Lumière Violet Peut-foncer régulière. (Petit) #=============================================================================== module LES SWITCH = 30 #Interrupteur Activer/Désactiver = Lumière Eteind/Allumer end #=============================================================================== # ¦ Spriteset_Map #=============================================================================== class Spriteset_Map alias les_spriteset_map_initalize initialize def initialize initialize_effects les_spriteset_map_initalize update end def initialize_effects @light_effects = [] setup_lights end alias les_spriteset_map_dispose dispose def dispose les_spriteset_map_dispose dispose_effects end def dispose_effects for effect in @light_effects effect.light.dispose end @light_effects = [] end alias les_spriteset_map_update update 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 #=============================================================================== # Défauts: #=============================================================================== if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT 1"] type = "LIGHT 1" 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 == ["FIREPIT"] type = "FIREPIT" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT 2"] type = "LIGHT 2" 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 == ["LIGHT 3"] type = "LIGHT 3" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 6 light_effects.light.zoom_y = 6 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["TORCHLIT 1"] type = "TORCHLIT 1" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 6 light_effects.light.zoom_y = 6 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["TORCHLIT 2"] type = "TORCHLIT 2" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 6 light_effects.light.zoom_y = 6 light_effects.light.opacity = 150 @light_effects.push(light_effects) end #=============================================================================== # Rajouters: #=============================================================================== if event.list[i].code == 108 and event.list[i].parameters == ["JAUNESCINTM"] type = "JAUNESCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["BLEUSCINTM"] type = "BLEUSCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROUGECLAIRSCINTM"] type = "ROUGECLAIRSCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["VERTECLAIRSCINTM"] type = "VERTECLAIRSCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["BELGESCINTM"] type = "BELGESCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROSECLAIRESCINTM"] type = "ROSECLAIRESCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["VIOLETSCINTG"] type = "VIOLETSCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ORANGECLAIRSCINTM"] type = "ORANGECLAIRSCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["JAUNECLAIRSCINTP"] type = "JAUNECLAIRSCINTP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["JAUNEREGUP"] type = "JAUNEREGUP" 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 == ["BLANCSCINTP"] type = "BLANCSCINTP" 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 == ["ROUGEFONCERSCINTP"] type = "ROUGEFONCERSCINTP" 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 == ["GRISCINTP"] type = "GRISCINTP" 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 == ["BLEUREGUP"] type = "BLEUREGUP" 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 == ["VERTECLAIREGUP"] type = "VERTECLAIREGUP" 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 == ["BELGEREGUP"] type = "BELGEREGUP" 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 == ["ROSECLAIREGUP"] type = "ROSECLAIREGUP" 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 == ["VIOLETREGUP"] type = "VIOLETREGUP" 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 == ["ORANGECLAIREGUM"] type = "ORANGECLAIREGUM" 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 == ["JAUNECLAIREGUP"] type = "JAUNECLAIREGUP" 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 == ["ROUGEREGUM"] type = "ROUGEREGUM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["BLANCREGUP"] type = "BLANCREGUP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROUGEFONCEREGUP"] type = "ROUGEFONCEREGUP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["GRISREGUP"] type = "GRISREGUP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["BLEUSCINTG"] type = "BLEUSCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["JAUNESCINTG"] type = "JAUNESCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["VERTECLAIRSCINTG"] type = "VERTECLAIRSCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROUGEFONCERSCINTG"] type = "ROUGEFONCERSCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ORANGEFONCEREGUP"] type = "ORANGEFONCEREGUP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ORANGEFONCEREGUM"] type = "ORANGEFONCEREGUM" 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 == ["ORANGECLAIREGUP"] type = "ORANGECLAIREGUP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROUGEFONCERSCINTM"] type = "ROUGEFONCERSCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["BELGESCINTG"] type = "BELGESCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROSEFONCERSCINTM"] type = "ROSEFONCERSCINTM" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROSEFONCERSCINTG"] type = "ROSEFONCERSCINTG" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROSEFONCEREGUM"] type = "ROSEFONCEREGUM" 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 == ["ROSEFONCEREGUP"] type = "ROSEFONCEREGUP" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["ROSEFONCERSCINTP"] type = "ROSEFONCERSCINTP" 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 #=============================================================================== end end for effect in @light_effects case effect.type #=============================================================================== # Défauts: #=============================================================================== when "LIGHT 1" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.blend_type = 1 when "FIREPIT" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "LIGHT 2" effect.light.x = effect.event.screen_x - 32 effect.light.y = effect.event.screen_y - 54 effect.light.blend_type = 1 when "LIGHT 3" effect.light.x = effect.event.screen_x - 182 - 20 effect.light.y = effect.event.screen_y - 214 effect.light.blend_type = 1 when "TORCHLIT 1" effect.light.x = effect.event.screen_x - 182 - 20 + rand(20) - 10 effect.light.y = effect.event.screen_y - 214 + rand(20) - 10 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "TORCHLIT 2" effect.light.x = effect.event.screen_x - 182 - 20 effect.light.y = effect.event.screen_y - 214 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 #=============================================================================== # Rajouters: # effect.light.tone = Tone.new( JAUNE(255)/VERT(-255)) #=============================================================================== when "ORANGECLAIRSCINTM" effect.light.x = effect.event.screen_x - 1200 + rand(6) - 20 effect.light.y = effect.event.screen_y - 1400 + rand(6) - 3 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "BLEUSCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-238,0,0, 0) effect.light.blend_type = 1 when "ROUGECLAIRSCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-68,-255,-255, 0) effect.light.blend_type = 1 when "JAUNESCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-69,-17,-136, 68) effect.light.blend_type = 1 when "BELGESCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(34,-34,-68, 170) effect.light.blend_type = 1 when "ROSECLAIRESCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(0,-1,68, 119) effect.light.blend_type = 1 when "VIOLETSCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(85,-120,119, 0) effect.light.blend_type = 1 when "VERTECLAIRSCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-245,0,-170, 0) effect.light.blend_type = 1 when "JAUNECLAIRSCINTP" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-68,-68,-68, 0) effect.light.blend_type = 1 when "JAUNEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-69,-17,-136, 68) effect.light.blend_type = 1 when "BLANCSCINTP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255,255,255, 255) effect.light.blend_type = 1 when "ROUGEFONCERSCINTP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(0,-255,-255, 255) effect.light.blend_type = 1 when "GRISCINTP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-100,-60,200, 0) effect.light.blend_type = 1 when "BLEUREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-238,0,0, 0) effect.light.blend_type = 1 when "VERTECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-245,0,-170, 0) effect.light.blend_type = 1 when "BELGELIGHT" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(34,-34,-68, 170) effect.light.blend_type = 1 when "ROSECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(0,-85,68, 119) effect.light.blend_type = 1 when "VIOLETREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(85,-120,119, 0) effect.light.blend_type = 1 when "ORANGECLAIREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "JAUNECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-68,-68,-68, 0) effect.light.blend_type = 1 when "ROUGEREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-68,-255,-255, 0) effect.light.blend_type = 1 when "BLANCREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255,255,255, 255) effect.light.blend_type = 1 when "ROUGEFONCEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(0,-255,-255, 255) effect.light.blend_type = 1 when "GRISREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-100,-60,200, 0) effect.light.blend_type = 1 when "BLEUSCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-238,0,0, 0) effect.light.blend_type = 1 when "JAUNESCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-69,-17,-136, 68) effect.light.blend_type = 1 when "VERTECLAIRSCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-245,0,-170, 0) effect.light.blend_type = 1 when "ROUGEFONCERSCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(0,-255,-255, 255) effect.light.blend_type = 1 when "ORANGEFONCEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-255, 51, 60, 52) effect.light.blend_type = 2 when "ORANGEFONCEREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(-255, 51, 60, 52) effect.light.blend_type = 1 when "ORANGECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "BELGESCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(85,-120,119, 0) effect.light.blend_type = 1 when "ROUGEFONCERSCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(-245,0,-170, 0) effect.light.blend_type = 1 when "ROSEFONCERSCINTM" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(255, -255, 0, 0) effect.light.blend_type = 1 when "ROSEFONCERSCINTG" effect.light.x = effect.event.screen_x - 490 + rand(8) - 20 effect.light.y = effect.event.screen_y - 650 + rand(8) - 3 effect.light.tone = Tone.new(255, -255, 0, 0) effect.light.blend_type = 1 when "ROSEFONCEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255, -255, 0, 0) effect.light.blend_type = 1 when "ROSEFONCEREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255, -255, 0, 0) effect.light.blend_type = 1 when "ROSEFONCERSCINTP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 effect.light.tone = Tone.new(255, -255, 0, 0) effect.light.blend_type = 1 #=============================================================================== end end end #def setup_lights
def update_light_effects if $game_switches[LES::SWITCH] for effect in @light_effects effect.light.visible = false end else for effect in @light_effects effect.light.visible = true end end for effect in @light_effects case effect.type #=============================================================================== # Défauts: #=============================================================================== when "LIGHT 1" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "FIREPIT" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "LIGHT 2" effect.light.x = effect.event.screen_x - 32 effect.light.y = effect.event.screen_y - 54 when "LIGHT 3" effect.light.x = effect.event.screen_x - 182 - 20 effect.light.y = effect.event.screen_y - 214 when "TORCHLIT 1" effect.light.x = effect.event.screen_x - 182 - 20 + rand(20) - 10 effect.light.y = effect.event.screen_y - 214 + rand(20) - 10 effect.light.opacity = rand(30) + 70 when "TORCHLIT 2" effect.light.x = effect.event.screen_x - 182 - 20 effect.light.y = effect.event.screen_y - 214 effect.light.opacity = rand(10) + 90 #=============================================================================== # Rajouters: #=============================================================================== when "ORANGECLAIRSCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "BLEUSCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "ROUGECLAIRSCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "JAUNESCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "BELGESCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "ROSECLAIRESCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "VIOLETSCINTG" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "VERTECLAIRSCINTM" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "JAUNECLAIRSCINTP" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "JAUNEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "BLANCSCINTP" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "ROUGEFONCERSCINTP" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "GRISCINTP" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 when "BLEUREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "VERTECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "BELGEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ROSECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "VIOLETREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ORANGECLAIREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "JAUNECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ROUGEREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "BLANCREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ROUGEFONCEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "GRISREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "BLEUSCINTG" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "JAUNESCINTG" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "VERTECLAIRCINTG" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "ROUGEFONCERSCINTG" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "ORANGEFONCEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ORANGECLAIREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ORANGEFONCEREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ROSEFONCERSCINTM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ROSEFONCERSCINTG" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when "ROSEFONCERSCINTP" effect.light.x = effect.event.screen_x - 96 + rand(6) - 3 effect.light.y = effect.event.screen_y - 118 + rand(6) - 3 when "ROSEFONCEREGUP" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 when "ROSEFONCEREGUM" effect.light.x = effect.event.screen_x - 64 effect.light.y = effect.event.screen_y - 86 #=============================================================================== end end end #def update_light_effects end #class Spriteset_Map #=============================================================================== # ¦ Light_Effect #=============================================================================== class Light_Effect attr_accessor :light attr_accessor :event attr_accessor :type def initialize(event, type) @light = Sprite.new @light.bitmap = Cache.picture("le.png") @light.visible = true @light.z = 190 @event = event @type = type end end #class Light_Effect #=============================================================================== # ¦ Scene_Map #=============================================================================== class Scene_Map alias les_pre_transfer pre_transfer def pre_transfer les_pre_transfer @spriteset.dispose_effects end alias les_post_transfer post_transfer def post_transfer @spriteset.initialize_effects les_post_transfer end end #Scene_Map #=============================================================================== # END OF FILE #===============================================================================
Mettais un des deux images dans picture, renommé en " le.png"! [01] [02] A mettre dans un commentaire:Ajout/Modification{2.3.6}: - Spoiler:
-------------------------------AJOUT------------------------------------------ -VIOLETSCINTG |- Lumière Violet Peut-foncer Scintillement. (Grand) -BLEUSCINTG |- Lumière Bleu Scintillement. (Grand) -JAUNESCINTG |- Lumière Jaune Scintillement. (Grand) -ROUGEFONCERSCINTG |- Lumière Rouge Foncer Scintillement. (Grand) -VERTECLAIRSCINTG |- Lumière Verte Clair Scintillement. (Grand) -VIOLETSCINTG |- Lumière Violet Peut-foncer Scintillement. (Grand) -------------------------------------------------------------------------------- -BELGESCINTM |- Lumière Belge Scintillement. (Moyen) -BLEUSCINTM |- Lumière Bleu Scintillement. (Moyen) -JAUNESCINTM |- Lumière Jaune Scintillement. (Moyen) -ORANGECLAIRSCINTM |- Lumière Orange Clair Scintillement. (Moyen) -ROSECLAIRSCINTM |- Lumière Rose Clair Scintillement. (Moyen) -ROSEFONCERSCINTM |- Lumière Rose Foncer Scintillement. (Moyen) -ROUGECLAIRSCINTM |- Lumière Rouge Clair Scintillement. (Moyen) -VERTECLAIRSCINTM |- Lumière Verte Clair Scintillement. (Moyen) -------------------------------------------------------------------------------- -BLANCSCINTP |- Lumière Blanc Scintillement. (Petit) -GRISCINTP |- Lumière Gris Scintillement. (Petit) -JAUNECLAIRSCINTP |- Lumière Jaune Clair Scintillement. (Petit) -ROUGEFONCERSCINTP |- Lumière Rouge Foncer Scintillement. (Petit) -------------------------------------------------------------------------------- -ORANGECLAIREGUM |- Lumière Orange Clair régulière. (Moyen) -ORANGEFONCEREGUM |- Lumière Orange Foncer régulière. (Moyen) -ROSEFONCEREGUM |- Lumière Rose Foncer Scintillement. (Moyen) -ROUGEREGUM |- Lumière Rouge régulière. (Moyen) -------------------------------------------------------------------------------- -BELGEREGUP |- Lumière Belge régulière. (Petit) -BLANCREGUP |- Lumière Blanche Clair régulière. (Petit) -BLEUREGUP |- Lumière Bleu régulière. (Petit) -GRISREGUP |- Lumière Gris régulière. (Petit) -JAUNECLAIREGUP |- Lumière Jaune Clair régulière. (Petit) -JAUNEREGUP |- Lumière Jaune Clair régulière. (Petit) -ORANGECLAIREGUP |- Lumière Orange Clair régulière. (Petit) -ORANGEFONCEREGUP |- Lumière Orange Foncer régulière. (Petit) -ROSECLAIRREGUP |- Lumière Rose Clair régulière. (Petit) -ROUGEFONCEREGUP |- Lumière Rouge Foncer régulière. (Petit) -VERTECLAIREGUP |- Lumière Verte Clair régulière. (Petit) -VIOLETREGUP |- Lumière Violet Peut-foncer régulière. (Petit) -------------------------------MODIFICATION------------------------------- -Réorganisation des CODES. -Réorganisation du Script -Modification des CODES. (24) -Correction des CODES. (9) -Réorganisation des CODES. (Remis dans l'ordre) -Ajout les dates de sorti des versions.
IMAGE- Spoiler:
Dernière édition par iVarlix le Lun 13 Mai 2013 - 19:01, édité 10 fois |
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