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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 2.0
3 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Light Effects VX 2.0
Light Effects VX 2.0
Bueno, me fijaba en los scripts y no estaba este, asi que aqui lo tienen, digamos que es una actualizacion de este tema.
Antes que nada, pon esta imagen en Graphics->Pictures:
[Tienes que estar registrado y conectado para ver esa imagen]
Ponle el nombre de "Le.png" (sin comillas)
Copia y pega el script sobre Main:
- Código:
#==============================================================================
#========================== Light Effects VX 2.0 ==============================
#------------------------------------------------------------------------------
# Script de: Kylock (originalmente para RMXP por Near Fantastica)
# Tradução por Equipe Gemstone
# Novos modos de luz da versão 2.0 por Kbça
#==============================================================================
# Para fazer com que um evento brilhe, escreva um Comentário: com qualquer um
# dos modos de luz suportados abaixo.
#=============================== Versões ======================================
# 1.0 - Lançamento original
# 1.1 - Novos modos de luz adicionados: LIGHT2, TORCH, TORCH2.
# - Mudou o modo de blend do sprite para Adicionar (parece um pouco melhor).
# - Luzes de fogo agora estão com tonalidade vermelha.
# 2.0 - Novos modos de luz adicionados: (by Kbça)
# XENON, BLOOD, GREEN, WHITE, CYAN, PINK e YELLOW
#============================= Modos de Luz ====================================
# GROUND - Médio alcance e luz branca.
# FIRE - Luz vermelha que oscila levemente.
# LIGHT - Alcance curto e luz branca.
# LIGHT2 - Longo alcance e luz branca.
# TORCH - Grande luz vermelha com muita oscilação.
# TORCH2 - Grande luz vermelha que oscila levemente.
# XENON - Alcançe médio, luz azul imitando Xenon.
# BLOOD - Luz vermelho-sangue de alcançe médio, ideal para jogos de terror!
# GREEN - Luz verde de médio alcançe.
# WHITE - Luz branca de médio alcançe, porém mais forte que GROUND e LIGHT.
# CYAN - Alcançe médio, cor verde piscina e um tanto forte.
# PINK - Cor rosa, de médio alcançe.
# YELLOW - Luz forte de médio alcançe de cor amarela.
#==============================================================================
# Altere aqui o ID do switch, se o switch esteja em ON os efeitos são desligados
Le_Switch = 13
#==============================================================================
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
if event.list[i].code == 108 and event.list[i].parameters == ["XENON"]
type = "XENON"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["BLOOD"]
type = "BLOOD"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["GREEN"]
type = "GREEN"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["WHITE"]
type = "WHITE"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 180
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["CYAN"]
type = "CYAN"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 180
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["PINK"]
type = "PINK"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 180
@light_effects.push(light_effects)
end
if event.list[i].code == 108 and event.list[i].parameters == ["YELLOW"]
type = "YELLOW"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 2
light_effects.light.zoom_y = 2
light_effects.light.opacity = 180
@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
when "XENON"
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(-200,-200,255, 0)
effect.light.blend_type = 1
when "BLOOD"
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,-230,-230, 0)
effect.light.blend_type = 1
when "GREEN"
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(-150,255,-150, 0)
effect.light.blend_type = 1
when "WHITE"
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, 0)
effect.light.blend_type = 1
when "CYAN"
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(-255,0,0, 0)
effect.light.blend_type = 1
when "PINK"
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(0,-255,0, 0)
effect.light.blend_type = 1
when "YELLOW"
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(0,0,-255, 0)
effect.light.blend_type = 1
end
end
end
def update_light_effects
if $game_switches[Le_Switch]
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
when "XENON"
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 "BLOOD"
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 "GREEN"
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 "WHITE"
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 "CYAN"
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 "PINK"
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 "YELLOW"
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
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
Esta versión posee 13 diferentes opciones de iluminación:
GROUND - Luz blanca de medio alcance
FIRE - Luz roja suave que oscila ligeramente.
LIGHT - Luz blanca de corto alcance.
LIGHT2 - dLuz blanca de largo alcance.
TORCH - Luz roja grande con notoria de oscilación.
TORCH2 - Luz grande y roja que oscila ligeramente.
XENON - Llegar a la luz media de color azul imitando xenón.
BLOOD - Luz roja-sangre de alcance medio, ideal para juegos de terror!
GREEN - Luz verde de medio alcance.
WHITE - Luz blanca de medio alcance, pero más fuerte que GROUND y la LIGHT.
CYAN - Luz de color similar al turqueza un tanto fuerte.
PINK - Luz de color rosa, de medio alcance
YELLOW - Luz fuerte de medio alcance de color amarillo.
- FIRE:
- [Tienes que estar registrado y conectado para ver esa imagen]
- BLOOD:
- [Tienes que estar registrado y conectado para ver esa imagen]
- WHITE:
- [Tienes que estar registrado y conectado para ver esa imagen]
Selecciona el evento que desea iluminar y selecciona en comandos de eventos "añadir un comentario" (la última opción en la primera columna de la primera página de los eventos)
En este comentario, escribe uno de los 13 comandos: Ejemplo: TORCH (ojo mayúsculas)
Espero y el script les sirva tanto como a mi.
Saludos !
Última edición por Mike_182 el Vie 08 Jun 2012, 10:46 pm, editado 2 veces
Mike_182- Super Moderador
-
28
814
1041
150
Extras
Sobre mí::
Re: Light Effects VX 2.0
¿Alguna imagen para ver como se ve?
Hero Zx- 50
-
30
70
605
1
Extras
Sobre mí:: http://gametev.wix.com/gametv
Re: Light Effects VX 2.0
Pues para eso puse el link del otro tema, para que vieran la screen XD
Pues ahí esta, lo único que cambia es el color de las luces :PP, mucho mejor.
Saludos !
Pues ahí esta, lo único que cambia es el color de las luces :PP, mucho mejor.
Saludos !
Mike_182- Super Moderador
-
28
814
1041
150
Extras
Sobre mí::
Re: Light Effects VX 2.0
Muchas gracias Mike! Está genial el script, mucho más completo que el anterior.
doy +1 [Tienes que estar registrado y conectado para ver esa imagen]
saludos
doy +1 [Tienes que estar registrado y conectado para ver esa imagen]
saludos
krizalid00- 50
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39
95
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RPG maker VX :: Scripts ::
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