Invité Invité
| Sujet: [VX] Effet de lumière ultime Dim 12 Juin 2011 - 21:34 | |
| Vous allez me dire que ce script existe déjà ici, je suis bien d'accord seulement, j'ai réussi a trouvé d'autre script de lumière et à les réunir en un seul script ainsi les choix sont gargantuesques Auteur : Kylock, BulletXt et Garruk (anciennement Cloudstrife) Description du script- Ce script ajoute des effets de lumières sur vos maps. - Vous avez 26 choix au lieu de 8. ^^ - Possibilité d'éteindre les lumières à l'aide d'un interrupteur -Compatible avec le script jour et nuit de KGC Screen- Spoiler:
Script- Spoiler:
- Code:
-
=begin Light Effects Version Ultime by CloudStrife
Version: 0.1 Author: BulletXt (bulletxt@gmail.com) Kylock and Cloudstrife Date: 12/06/2009 Script based upon Kylock's (http://www.rpgmakervx.net/index.php?showtopic=2432)
Description: To make an event glow, put a Comment inside event with one of the following light modes. When importing this script to a new project, be sure to copy Graphics/Pictures/le.png to your project. Light Modes: GROUND - Le moyen stabilise la lumière blanche. GROUND2 - Lumière blanche moyenne avec éclat léger. GROUND3 - Petite lumière rouge stable. GROUND4 - Le moyen stabilise le feu vert. GROUND5 - Le moyen stabilise la lumière de blue GROUND6- Le moyen stabilise la lumière de violet GROUND7-Le moyen stabilise la lumière de jaune. FIRE - Lumière rouge, intensité forte LIGHT - Lumière standard, intensitée petite # LIGHT2 - Lumière standard, intensitée moyenne # LIGHT3 - Lumière standard, intensitée forte TORCH - X-Large lumière rouge avec un lourd éclat. TORCH2 - X-Large lumière rouge avec un éclat d'habileté. TORCH3 - Grande lumière blanche avec un éclat léger. TORCH4 - Lumière Rouge moyenne. # TORCH1B - Lumiére bleu, intesitée petite, ondule # TORCH2B - Lumiére bleu, intesitée moyenne, ondule # TORCH3B - Lumiére bleu, intesitée forte, ondule # TORCH1V - Lumiére verte, intesitée petite, ondule # TORCH2V - Lumiére verte, intesitée forte, ondule # LIGHT1B - Lumière bleu, intensitée petite # LIGHT2B - Lumière bleu, intensitée moyenne # LIGHT1V - Lumière verte, intensitée petite # LIGHT2V - Lumière verte, intensitée moyenne # OMBRE - Lumière noir Cette partie permet d'éteindre les lumières à l'aide des interrupteurs. Chaque interrupteur permet d'éteindre un groupe de lumière comme les LIGHT par exemple Vous pouvez changer l'ID de l'interrupteur comme bon vous sembles Bref amusez-vous à éteindre/allumer les lumière de votre projet pour créer des scénes surpuissantes Modification by CloudStrife (le faux
=end
#ID de l'interrupteur qui permet d'éteindre les lumières de mode de FIRE #Ne marche seulement pour allumer et éteindre le mode : FIRE FIRE = 87 #Pareil pour le mode LIGHT #Eteins et allume les lumière avec les commentaires: LIGHT, LIGHT2, LIGHT3 LIGHT = 86 #On fini avec les GROUND #Donc: GROUND, GROUND2, GROUND3, GROUND4, GROUND5 GROUND = 85 #Ma après les GROUND il reste les TORCH #applies to light mode: TORCH, TORCH2, TORCH3 et les autres qui ne sont pas cités TORCH = 84
# this value can be true or false. If true, it enables compatibility with # KGC_DayNight script. When it's night, lights will automatically go on, when # morning comes back lights will go off. If you set this to true, be sure to # place this script below KGC_DayNight script in the Scripting Editor of VX. ENABLE_KGC_DAY_NIGHT_SCRIPT = true
=begin This value must be exactly the same of "PHASE_VARIABLE" setting in KGC_DayNight script. By default the script sets it to 11. To make the event light go on/off with DayNight system, set the event page to be triggered with this variable id and set it to be 1 or above. =end KGC_DAY_NIGHT_SCRIPT_VARIABLE = 999
=begin Tips and tricks: You can't make a single specific light inside event go on/off if a condition applies, for example if a switch is ON. For the moment, you can achieve this by doing a script call immediatley after you make the condition apply. If for example the light event must go on if switch 100 is ON, after you turn on the switch do this call script: $scene = Scene_Map.new Be aware that doing this call script will make game freeze for 30 milliseconds.
################################################################################ =end
$bulletxt_day_check = 0
class Spriteset_Map alias bulletxt_spriteset_map_initalize initialize def initialize @light_effects = [] initialize_lights bulletxt_spriteset_map_initalize update end
alias bulletxt_spriteset_map_dispose dispose def dispose bulletxt_spriteset_map_dispose for effect in @light_effects effect.light.dispose end @light_effects = [] end alias bulletxt_spriteset_map_update update def update bulletxt_spriteset_map_update check_day_night if ENABLE_KGC_DAY_NIGHT_SCRIPT update_light_effects end
def check_day_night #if night if $bulletxt_day_check == 0 if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 1 $scene = Scene_Map.new $bulletxt_day_check = 1 end else #if morning if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 3 $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] = -1 $scene = Scene_Map.new $bulletxt_day_check = 0 end end end def initialize_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 == ["FIRE"] type = "FIRE" 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"] 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 = 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 == ["LIGHT3"] type = "LIGHT3" 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 = 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 == ["TORCH2"] type = "TORCH2" 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 == ["TORCH3"] type = "TORCH3" 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 == ["TORCH4"] type = "TORCH4" 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 == ["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 == ["GROUND2"] type = "GROUND2" 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 == ["GROUND3"] type = "GROUND3" 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 == ["GROUND4"] type = "GROUND4" 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 == ["GROUND5"] type = "GROUND5" 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 == ["GROUND6"] type = "GROUND6" 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 == ["GROUND7"] type = "GROUND7" 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 == ["TORCH1B"] type = "TORCH1B" 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 == ["TORCH2B"] type = "TORCH2B" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 3 light_effects.light.zoom_y = 3 light_effects.light.opacity = 150 @light_effects.push(light_effects) end
if event.list[i].code == 108 and event.list[i].parameters == ["TORCH3B"] type = "TORCH3B" 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 == ["TORCH1V"] type = "TORCH1V" 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 == ["TORCH2V"] type = "TORCH2V" 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 == ["TORCH1VIO"] type = "TORCH1VIO" 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 == ["LIGHT1B"] type = "LIGHT1B" 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 == ["LIGHT2B"] type = "LIGHT2B" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 3 light_effects.light.zoom_y = 3 light_effects.light.opacity = 150 @light_effects.push(light_effects) end
if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT1V"] type = "LIGHT1V" 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 == ["LIGHT2V"] type = "LIGHT2V" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 3 light_effects.light.zoom_y = 3 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT2VV"] type = "LIGHT2VV" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 3 light_effects.light.zoom_y = 3 light_effects.light.opacity = 150 @light_effects.push(light_effects) end if event.list[i].code == 108 and event.list[i].parameters == ["OMBRE"] type = "OMBRE" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 3 light_effects.light.zoom_y = 3 light_effects.light.opacity = 150 @light_effects.push(light_effects) end end end for effect in @light_effects case effect.type when "FIRE" effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3 effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3 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 = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 effect.light.blend_type = 1 when "LIGHT3" 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 = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "TORCH2" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "TORCH3" effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3 effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3 effect.light.blend_type = 1 when "TORCH4" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(255,-255,-255, 255) effect.light.blend_type = 1 when "GROUND" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.blend_type = 1 when "GROUND2" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.blend_type = 1 when "GROUND3" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(255,-255,-255, 255) effect.light.blend_type = 1 when "GROUND4" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-255,255,-255, 100) effect.light.blend_type = 1 when "GROUND5" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-255,255,255, 100) effect.light.blend_type = 1 when "GROUND6" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(85,-255,85, 255) effect.light.blend_type = 1 when "GROUND7" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(255,255,-255, 255) effect.light.blend_type = 1 #"Tone" indique la couleur
when "TORCH1B" effect.light.x = (effect.event.real_x - -10 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 100 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-100,-60,200, 0) effect.light.blend_type = 1 when "TORCH2B" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-100,-60,200, 0) effect.light.blend_type = 1 when "TORCH3B" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-100,-60,200, 0) effect.light.blend_type = 1 when "TORCH1V" effect.light.x = (effect.event.real_x - -10 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 100 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-100,100,-100, 0) effect.light.blend_type = 1 when "TORCH2V" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1400 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-100,100,-100, 0) effect.light.blend_type = 1 when "TORCH1VIO" effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3 effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3 effect.light.tone = Tone.new(80,-100,80, 0) effect.light.blend_type = 1
when "LIGHT1B" 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(-150,-150,300, 0) effect.light.blend_type = 1 when "LIGHT2B" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-150,-150,300, 0)
effect.light.blend_type = 1 when "LIGHT1V" 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(-150,300,-150, 0) effect.light.blend_type = 1 when "LIGHT2V" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-150,300,-100, 0) effect.light.blend_type = 1 when "LIGHT2VV" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-150,300,10, 0) effect.light.blend_type = 1 when "OMBRE" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 effect.light.tone = Tone.new(-255,-255,-255, -255) effect.light.blend_type = 1
end end end
def update_light_effects ################################################################################ # handle FIRE if $game_switches[FIRE] for effect in @light_effects next if effect.type != "FIRE" effect.light.visible = false end else for effect in @light_effects next if effect.type != "FIRE" effect.light.visible = true end end
# handle LIGHT if $game_switches[LIGHT] for effect in @light_effects next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3" effect.light.visible = false end else for effect in @light_effects next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3" effect.light.visible = true end end
# handle GROUND if $game_switches[GROUND] for effect in @light_effects next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5" && effect.type != "GROUND6" && effect.type != "GROUND7" effect.light.visible = false end else for effect in @light_effects next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5" && effect.type != "GROUND6" && effect.type != "GROUND7" effect.light.visible = true end end
# handle TORCH if $game_switches[TORCH] for effect in @light_effects next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"&& effect.type != "TORCH4" effect.light.visible = false end else for effect in @light_effects next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"&& effect.type != "TORCH4" effect.light.visible = true end end # handle TORCH if $game_switches[TORCH] for effect in @light_effects next if effect.type != "TORCH1B" && effect.type != "TORCH2B" && effect.type != "TORCH3B"&& effect.type != "TORCH1V" effect.light.visible = false end else for effect in @light_effects next if effect.type != "TORCH1B" && effect.type != "TORCH2B" && effect.type != "TORCH3B"&& effect.type != "TORCH1V" effect.light.visible = true end end # handle TORCH if $game_switches[TORCH] for effect in @light_effects next if effect.type != "TORCH2V" && effect.type != "LIGHT1B" && effect.type != "LIGHT2B"&& effect.type != "LIGHT1V" effect.light.visible = false end else for effect in @light_effects next if effect.type != "TORCH2V" && effect.type != "LIGHT1B" && effect.type != "LIGHT2B"&& effect.type != "LIGHT1V" effect.light.visible = true end end # handle TORCH if $game_switches[TORCH] for effect in @light_effects next if effect.type != "LIGHT2V" && effect.type != "OMBRE" effect.light.visible = false end else for effect in @light_effects next if effect.type != "LIGHT2V" && effect.type != "OMBRE" effect.light.visible = true end end
################################################################################
for effect in @light_effects case effect.type
when "FIRE" effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3 effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3 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 = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 when "LIGHT3" 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 when "TORCH" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10 effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 + rand(20) - 10 effect.light.opacity = rand(30) + 70 when "TORCH2" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 effect.light.opacity = rand(10) + 90 when "TORCH3" effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3 effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3 effect.light.opacity = rand(10) + 90 when"TORCH4" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "GROUND" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "GROUND2" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 effect.light.opacity = rand(10) + 90 when "GROUND3" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "GROUND4" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "GROUND5" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "GROUND6" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "GROUND7" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 when "TORCH1B" effect.light.x = (effect.event.real_x - -10 - $game_map.display_x) / 8 - 20 + rand(6) - 3 effect.light.y = (effect.event.real_y - 100 - $game_map.display_y) / 8 + rand(6) - 3 effect.light.opacity = rand(30) + 70 when "TORCH2B" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 + rand(20) - 10 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 + rand(20) - 10 effect.light.opacity = rand(30) + 70 when "TORCH3B" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10 effect.light.y = (effect.event.real_y - 1400 - $game_map.display_y) / 8 + rand(20) - 10 effect.light.opacity = rand(30) + 70 when "TORCH1V" effect.light.x = (effect.event.real_x - -10 - $game_map.display_x) / 8 - 20 + rand(20) - 10 effect.light.y = (effect.event.real_y - 100 - $game_map.display_y) / 8 + rand(20) - 10 effect.light.opacity = rand(30) + 70 when "TORCH2V" effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20+ + rand(6) - 3 effect.light.y = (effect.event.real_y - 1400 - $game_map.display_y) / 8 + rand(6) - 3 effect.light.opacity = rand(30) + 70 when "TORCH1VIO" effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3 effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3 effect.light.opacity = rand(10) + 90
when "LIGHT1B" 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 "LIGHT2B" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 when "LIGHT1V" 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 "LIGHT2V" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 when "LIGHT2VV" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 when "OMBRE" effect.light.x = (effect.event.real_x - 490 - $game_map.display_x) / 8 - 20 effect.light.y = (effect.event.real_y - 650 - $game_map.display_y) / 8 end end end end
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 = 1000 @event = event @type = type end end
|
|