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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
Light Effects VX 1.1
2 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Light Effects VX 1.1
Hola maker's aqui les traigo un Script que me a ayudado mucho a mejorar el aspecto de mi Juego.
[Tienes que estar registrado y conectado para ver esa imagen]
Descripcion del Script:
Nombre: Light Effects VX
Version: 1.1
Fecha: 21/5/2008
Autor: Kylock (originally for RMXP by Near Fantastica)
-=-=-=-=-=-=-=-=-=-
!! El Script !!
-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-
!! Instalacion !!
-=-=-=-=-=-=-=-=-=-
Instrucciones de Instalacion
1. Inserte el Script antes de Main.
2. Copie le.png a la carpeta de Pictures en ubicada Graphics.
Le.png
[Tienes que estar registrado y conectado para ver esa imagen]
-=-=-=-=-=-=-=-=-=-
!! Como usarlo !!
-=-=-=-=-=-=-=-=-=-
Cree un evento para el efecto de luz, simplemente inserte un comentario en el codigo de evento, e introduzca el nombre del efecto en letra capital. Ejemplo:
[Tienes que estar registrado y conectado para ver esa imagen]
[Tienes que estar registrado y conectado para ver esa imagen]
Descripcion del Script:
Nombre: Light Effects VX
Version: 1.1
Fecha: 21/5/2008
Autor: Kylock (originally for RMXP by Near Fantastica)
-=-=-=-=-=-=-=-=-=-
!! El Script !!
-=-=-=-=-=-=-=-=-=-
- Código:
#=========================================================
# ■ Light Effects VX 1.1
# 5.21.2008
#------------------------------------------------------------------------------
# Script by: Kylock (originally for RMXP by Near Fantastica)
#===============================================================
# To make an event glow, give it a Comment: with any of the supported light
# modes.
# The SWITCH setting below will disable light effects from updating with the
# switch is on.
#===============================================================
# ● Change Log
#------------------------------------------------------------------------------
# 1.0 - Original Release
# 1.1 - New light modes added: LIGHT2, TORCH, TORCH2
# - Changed sprite blend mode to ADD (looks slightly better)
# - Fire-based lights are now red in color
#===============================================================
# ● Light Modes
#------------------------------------------------------------------------------
# GROUND - Medium steady white light.
# FIRE - Large red light with a slight flicker.
# LIGHT - Small steady white light.
# LIGHT2 - X-Large steady white light.
# TORCH - X-Large red light with a heavy flicker.
# TORCH2 - X-Large red light with a sleight flicker.
#===============================================================
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 = 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 == ["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
end
end
for effect in @light_effects
case effect.type
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 "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 "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
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 = (effect.event.real_x - 400 - $game_map.display_x) / 8
effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
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 "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
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
-=-=-=-=-=-=-=-=-=-
!! Instalacion !!
-=-=-=-=-=-=-=-=-=-
Instrucciones de Instalacion
1. Inserte el Script antes de Main.
2. Copie le.png a la carpeta de Pictures en ubicada Graphics.
Le.png
[Tienes que estar registrado y conectado para ver esa imagen]
-=-=-=-=-=-=-=-=-=-
!! Como usarlo !!
-=-=-=-=-=-=-=-=-=-
Cree un evento para el efecto de luz, simplemente inserte un comentario en el codigo de evento, e introduzca el nombre del efecto en letra capital. Ejemplo:
[Tienes que estar registrado y conectado para ver esa imagen]
Última edición por Felsus el Lun 14 Dic 2009, 7:33 am, editado 1 vez
Felsus- 15
-
33
26
42
8
Re: Light Effects VX 1.1
* Este Script cumple con [Tienes que estar registrado y conectado para ver este vínculo].
* Este Script Funciona al 100%
* Este Script Funciona al 100%
ClubIce- 220
-
27
253
361
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RPG maker VX :: Scripts ::
Página 1 de 1.
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