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Basic Game Time + Night/Day

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Basic Game Time + Night/Day Empty Basic Game Time + Night/Day

Mensaje por Mutafukaz Vie 01 Jun 2012, 2:26 pm

Hola a todos!

Aqui les traigo un script excelente para implementar un reloj con ciclo de dia/noche para VX Ace, que coloca el reloj en una ventana propia visible además de darle un tinte adecuado al juego dependiendo de la hora.

El reloj se puede configurar para que vaya a la velocidad elejida y los tintes también se pueden configurar. No publicaré el Script como tal aquí sino un enlace al tema creado por el autor donde además podrán pedirle ayuda en caso de que no logren configurarlo (Recomiendo leer bien de todas maneras, es demasiado fácil de configurar). Además en el mismo tema él ofrece otros scripts de compatibilidad o mejoras para personas que los han pedido así que es un script muy bueno y compatible.

Aquí una imagen de ejemplo:
Spoiler:


Y aquí la página del tema:

Spoiler:

En caso de necesitar ayuda y no saber nada de inglés, pueden preguntar en este post y podría ayudarles en caso de saberlo de lo contrario le pediría al autor del script la ayuda (Caso en el cual el tiempo de respuesta depende de él)
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por MegaDan Vie 01 Jun 2012, 5:54 pm

Creo no sea pero creo que no se permite enlaces externos, pero de todos modos gracias! muy bueno +1
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por Mutafukaz Sáb 02 Jun 2012, 12:20 pm

Hmm Será esta regla?:

Spoiler:

Sinceramente no había leído ese punto =S Me lo leí todo pero tal parece que mis ojos me fallaron y no leí esa parte.

Yo conseguí el permiso de Vlue (Autor del Script) Para publicar el enlace o el Script, cualquiera de las dos, pero personalmente me pareció mejor publicar el enlace al tema pues en él hay publicadas otros "Addons" al Script que el mismo Vlue ha puesto, pero en caso tal de que no se permita publicar el enlace, entonces que me lo informe un Moderador y editaré el mensaje para poner el Script + Addons que haya puesto Vlue en su Tema principal.
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por ojrl_tj Dom 24 Jun 2012, 1:08 pm

HOLA BUENAS SALUDOS ME SALE EL SIGUIENTE ERROR

NameError Ocurred

uninitialized constant GameTime::PRESUNRISE_TIME
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por Carleslc Dom 24 Jun 2012, 6:03 pm

Tengo un problema con este script, lo he puesto y todo correcto, pero funciona en todos
los mapas menos en uno.
Quiero que en los exteriores se vean los cambios de tono, pero en interiores no.
Ese mapa que es el único que no se me ven los tonos es un exterior, y en ningún mapa
me hace caso al script de GameTime::pause_tint(true) en proceso paralelo así que no sé...

EDITO: Ya lo solucioné, era una confusión mia con los NOTITNMAPS, que pensaba que las ID's de los mapas iban por orden de como los tenia puestos y no xD.
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por junior molina Lun 23 Jul 2012, 9:51 am

Hola, el script me ha funcionado sin ningun problema, GRACIAS.

ahora tengo son unas cuantas preguntas,

1.¿como le hago para que valla con la hora del PC?
2.si no se puede con la hora del PC, ¿como le hago para que apenas inicie el juego sean como las 10am y no las 12pm...?
3.¿tendras algun script de ligth que funcione y que tenga demo?, gracias
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por Carleslc Mar 24 Jul 2012, 6:45 am

junior molina escribió:Hola, el script me ha funcionado sin ningun problema, GRACIAS.

ahora tengo son unas cuantas preguntas,

1.¿como le hago para que valla con la hora del PC?
2.si no se puede con la hora del PC, ¿como le hago para que apenas inicie el juego sean como las 10am y no las 12pm...?
3.¿tendras algun script de ligth que funcione y que tenga demo?, gracias

Hola junior, lo de la hora con el PC no creo que se pueda, para ponerlo a las 10am al inicio del juego tienes que poner un evento con proceso paralelo en el primer mapa con el Script: GameTime::set(600)

Lo de los otros scripts de luces he visto dos, uno de Victor Scripts y luego otro llamado "Awesome light effects" de Khas, que viene con una demo.
Te dejo el de Victor, pero necesitarás las imagenes que están en su web.
Tan sólo busca por Victor Scripts light effects o Khas awesome light effects para el otro, espero que te sirva, ¡suerte!
Código:
 
#==============================================================================
# ** Victor Engine - Light Effects
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
#  v 1.00 - 2011.12.21 > First relase
#  v 1.01 - 2011.12.23 > Compatibility with Diagonal Movement
#  v 1.02 - 2011.12.24 > Better checks for images bigger than screen
#  v 1.03 - 2011.12.27 > Fixed bug when teleporting to same map
#  v 1.04 - 2011.12.30 > Faster Regular Expressions
#  v 1.05 - 2012.01.04 > Fixed lantern direction bug
#                      > Fixed load fail when lights ON
#  v 1.06 - 2012.01.07 > Fixed light opacity change not updating
#  v 1.07 - 2012.01.13 > Fixed update delay when exiting the menu
#  v 1.08 - 2012.01.15 > Fixed the positive sign on some Regular Expressions
#                      > Fixed the Regular Expressions problem with "" and “”
#  v 1.09 - 2012.05.21 > Compatibility with Map Turn Battle
#  v 1.10 - 2012.06.24 > Compatibility with Moving Platform
#                      > Changed actor indexing for lantern (now start at 1)
#------------------------------------------------------------------------------
#  This scripts allow to add varied light effects to the maps. But it works
# different from other scripts with this function.
# Normally, light effect scripts add images above the events, and then the
# screen is tone is changed, with the images staying bellow the darker layer.
# This script add an new darkened layer, and apply the light effect images
# on this layer.
#
#------------------------------------------------------------------------------
# Compatibility
#  Requires the script 'Victor Engine - Basic Module' v 1.24 or higher
#
# * Alias methods
#  class Game_Map
#    def setup(map_id)
#
#  class Game_CharacterBase
#    def init_public_members
#    def update
#
#  class Game_Event < Game_Character
#    def clear_starting_flag
#
#  class Spriteset_Map
#    def initialize
#    def update
#    def dispose
#
#  class Scene_Map
#    def pre_transfer
#
#  class Game_Interpreter
#    def comment_call
#
#------------------------------------------------------------------------------
# Instructions:
#  To instal the script, open you script editor and paste this script on
#  a new section bellow the Materials section. This script must also
#  be bellow the script 'Victor Engine - Basic'
#  The lights must be placed on the folder "Graphics/Lights". Create a folder
#  named "Lights" on the Graphics folder.
#
#------------------------------------------------------------------------------
# Comment calls note tags:
#  Tags to be used in events comment box, works like a script call.
#
#  <create shade>
#  setting
#  </create shade>
#  Create a shade effect on the map, add the following values to the setting.
#    opacity: x : opacity (0-255)
#    red: x    : red tone  (0-255, can be negative)
#    green: x  : green tone (0-255, can be negative)
#    blue: x    : blue tone  (0-255, can be negative)
#    blend: x  : fog blend type (0: normal, 1: add, 2: subtract)
#
#  <actor light>      <event light>      <vehicle light>
#  setting            setting            setting
#  </actor light>    </event light>    </vehicle ligth>
#  Create a light effect on actor, event or vehicle, add the following
#  values to the info. The ID, index and name must be added, other values
#  are optional.
#    id: x      : ligh effect ID
#    name: "x"  : ligh effect graphic filename ("filename")
#    index: x  : actor index, event id or (0: boat, 1: ship, 2: airship)
#    opacity: x : light opacity (0-255)
#    pos x: x  : coordinate X adjust
#    pos y: x  : coordinate Y adjust
#    var: x    : light opacity variation
#    speed: x  : light variation speed
#    zoom: x    : ligh effect zoom (100 = default size)
#
#  <map light>
#  setting
#  </map light>
#  Create a light effect on a specific map postion, add the following
#  values to the info. The ID, map_x, map_y and name must be added, other
#  values are optional.
#    id: x      : ligh effect ID
#    name: "x"  : ligh effect graphic filename ("filename")
#    map x: x  : map X coordinate
#    map y: x  : map Y coordinate
#    opacity: x : light opacity (0-255)
#    pos x: x  : coordinate X adjust
#    pos y: x  : coordinate Y adjust
#    var: x    : light opacity variation
#    speed: x  : light variation speed
#    zoom: x    : ligh effect zoom (100 = default size)

#  <actor lantern i: o>
#  <event lantern i: o>
#  <vehicle lantern i: o>
#  Call a lantern on the target character, lanterns are effets that
#  lights the front of the character
#    i : actor index, event id or (0: boat, 1: ship, 2: airship)
#    o : light opacity (0-255)
#
#  <light opacity id: o, d>
#  This tag allows to change the light opacity gradually
#    i : light effect ID
#    o : new opacity (0-255)
#    d : wait until complete change (60 frames = 1 second)
#
#  <shade opacity: o, d>
#  This tag allows to change the shade opacity gradually
#    o : new opacity (0-255)
#    d : wait until complete change (60 frames = 1 second)
#
#  <shade tone: r, g, b, d>
#  This tag allows to change the shade opacity gradually
#    r : red tone  (0-255, can be negative)
#    g : green tone (0-255, can be negative)
#    b : blue tone  (0-255, can be negative)
#    d : wait until complete change (60 frames = 1 second)
#
#  <remove_light: id>
#  This tag allows remove a light effect
#    id: ligh effect ID
#
#------------------------------------------------------------------------------
# Maps note tags:
#  Tags to be used on the Maps note box in the database
#
#  <create shade>
#  setting
#  </create shade>
#  Create a shade effect on the map, add the following values to the setting.
#    opacity: x : opacity (0-255)
#    red: x    : red tone  (0-255, can be negative)
#    green: x  : green tone (0-255, can be negative)
#    blue: x    : blue tone  (0-255, can be negative)
#    blend: x  : fog blend type (0: normal, 1: add, 2: subtract)
#
#  <actor light>      <event light>      <vehicle light>
#  setting            setting            setting
#  </actor light>    </event light>    </vehicle ligth>
#  Create a light effect on actor, event or vehicle, add the following
#  values to the info. The ID, index and name must be added, other values
#  are optional.
#    id: x      : ligh effect ID
#    name: "x"  : ligh effect graphic filename ("filename")
#    index: x  : actor index, event id or (0: boat, 1: ship, 2: airship)
#    opacity: x : light opacity (0-255)
#    pos x: x  : coordinate X adjust
#    pos y: x  : coordinate Y adjust
#    var: x    : light opacity variation
#    speed: x  : light variation speed
#    zoom: x    : ligh effect zoom (100 = default size)
#
#  <map light>
#  setting
#  </map light>
#  Create a light effect on a specific map postion, add the following
#  values to the info. The ID, map_x, map_y and name must be added, other
#  values are optional.
#    id: x      : ligh effect ID
#    name: "x"  : ligh effect graphic filename ("filename")
#    map x: x  : map X coordinate
#    map y: x  : map Y coordinate
#    opacity: x : light opacity (0-255)
#    pos x: x  : coordinate X adjust
#    pos y: x  : coordinate Y adjust
#    var: x    : light opacity variation
#    speed: x  : light variation speed
#    zoom: x    : ligh effect zoom (100 = default size)
#
#  <actor lantern i: o>
#  <event lantern i: o>
#  <vehicle lantern i: o>
#  Call a lantern on the target character, lanterns are effets that
#  lights the front of the character
#    i : actor index, event id or (0: boat, 1: ship, 2: airship)
#    o : light opacity (0-255)
#
#------------------------------------------------------------------------------
# Comment boxes note tags:
#  Tags to be used on events Comment boxes. They're different from the
#  comment call, they're called always the even refresh.
#
#  <custom light>
#  settings
#  </custom light>
#  Create a custom light effect on actor, event or vehicle, add the following
#  values to the settings. The name must be added, other values
#  are optional.
#    name: "x"  : ligh effect graphic filename ("filename")
#    opacity: x : light opacity (0-255)
#    pos x: x  : coordinate X adjust
#    pos y: x  : coordinate Y adjust
#    var: x    : light opacity variation
#    speed: x  : light variation speed
#    zoom: x    : ligh effect zoom (100 = default size)
#
#  <simple light: o>
#  <simple lamp: o>
#  <simple torch: o>
#  <simple window 1: o>
#  <simple window 2: o>
#  Simple light shortcuts
#    o : new opacity (0-255)
#
#  <flash light: o>
#  <flash lamp: o>
#  <flash torch: o>
#  <flash window 1: o>
#  <flash window 2: o>
#  Flashing light shortcuts
#    o : new opacity (0-255)
#
#  <lantern: o>
#  Lanterns shortcut
#    o : new opacity (0-255)
#
#------------------------------------------------------------------------------
# Additional instructions:
#
#  The lights are placed on the shade, so you *must* create a shade in order
#  to display the lights. No shade, no lights.
#
#  The IDs of the light effects are used as identifiers. Don't use the
#  same value for different light spots, if you do so, one light will
#  replace the other. Also the IDs are used as referece to when
#  removing lights and changing light opacity.
#
#  The actor lanter use the actor position in the party, NOT the actor ID.
#  So the if you want a lantern for the first character, use
#  <actor lantern 1: o> (o = opacity)
#
#==============================================================================

#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
#  Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
  #--------------------------------------------------------------------------
  # * required
  #  This method checks for the existance of the basic module and other
  #  VE scripts required for this script to work, don't edit this
  #--------------------------------------------------------------------------
  def self.required(name, req, version, type = nil)
    if !$imported[:ve_basic_module]
      msg = "The script '%s' requires the script\n"
      msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
      msg += "Go to http://victorscripts.wordpress.com/ to download this script."
      msgbox(sprintf(msg, self.script_name(name), version))
      exit
    else
      self.required_script(name, req, version, type)
    end
  end
  #--------------------------------------------------------------------------
  # * script_name
  #  Get the script name base on the imported value, don't edit this
  #--------------------------------------------------------------------------
  def self.script_name(name, ext = "VE")
    name = name.to_s.gsub("_", " ").upcase.split
    name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
    name.join(" ")
  end
end

$imported ||= {}
$imported[:ve_light_effects] = 1.10
Victor_Engine.required(:ve_light_effects, :ve_basic_module, 1.24, :above)
Victor_Engine.required(:ve_light_effects, :ve_map_battle, 1.00, :bellow)

#==============================================================================
# ** Cache
#------------------------------------------------------------------------------
#  This module loads each of graphics, creates a Bitmap object, and retains it.
# To speed up load times and conserve memory, this module holds the created
# Bitmap object in the internal hash, allowing the program to return
# preexisting objects when the same bitmap is requested again.
#==============================================================================

module Cache
  #--------------------------------------------------------------------------
  # * New method: lights
  #--------------------------------------------------------------------------
  def self.lights(filename)
    self.load_bitmap('Graphics/Lights/', filename)
  end
end

#==============================================================================
# ** Game_Screen
#------------------------------------------------------------------------------
#  This class handles screen maintenance data, such as change in color tone,
# flashes, etc. It's used within the Game_Map and Game_Troop classes.
#==============================================================================

class Game_Screen
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :lights
  attr_reader  :shade
  attr_accessor :remove_light
  #--------------------------------------------------------------------------
  # * Alias method: clear
  #--------------------------------------------------------------------------
  alias :clear_ve_light_effects :clear
  def clear
    clear_ve_light_effects
    clear_lights
  end
  #--------------------------------------------------------------------------
  # * New method: clear_lights
  #--------------------------------------------------------------------------
  def clear_lights
    @lights = {}
    @remove_light = []
    @shade = Game_ShadeEffect.new
  end
  #--------------------------------------------------------------------------
  # * New method: lights
  #--------------------------------------------------------------------------
  def lights
    @lights ||= {}
  end
  #--------------------------------------------------------------------------
  # * New method: remove_light
  #--------------------------------------------------------------------------
  def remove_light
    @remove_light ||= []
  end
  #--------------------------------------------------------------------------
  # * New method: shade
  #--------------------------------------------------------------------------
  def shade
    @shade ||= Game_ShadeEffect.new
  end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Alias method: setup
  #--------------------------------------------------------------------------
  alias :setup_ve_light_effects :setup
  def setup(map_id)
    setup_ve_light_effects(map_id)
    setup_lights_effect
  end
  #--------------------------------------------------------------------------
  # * New method: setup_lights_effect
  #--------------------------------------------------------------------------
  def setup_lights_effect
    setup_map_shade(note)
    setup_map_lights(:actor, note)
    setup_map_lights(:event, note)
    setup_map_lights(:vehicle, note)
    setup_map_lights(:map, note)
    setup_map_lantern(:actor, note)
    setup_map_lantern(:event, note)
    setup_map_lantern(:vehicle, note)
  end
  #--------------------------------------------------------------------------
  # * New method: setup_map_shade
  #--------------------------------------------------------------------------
  def setup_map_shade(text)
    regexp = /<CREATE SHADE>([^><]*)<\/CREATE SHADE>/im
    if text =~ regexp
      info  = $1.dup
      shade = @screen.shade
      shade.show
      shade.opacity = info =~ /OPACITY: (\d+)/i ? $1.to_i : 192
      shade.blend  = info =~ /BLEND: (\d+)/i  ? $1.to_i : 2
      red  = info =~ /RED: (\d+)/i  ? $1.to_i : 0
      green = info =~ /GREEN: (\d+)/i ? $1.to_i : 0
      blue  = info =~ /BLUE: (\d+)/i  ? $1.to_i : 0
      shade.set_color(red, green, blue)
    end
  end
  #--------------------------------------------------------------------------
  # * New method: setup_map_lights
  #--------------------------------------------------------------------------
  def setup_map_lights(type, text)
    value  = get_regexp_value(type)
    regexp = /<#{value} LIGHT>([^><]*)<\/#{value} LIGHT>/im
    text.scan(regexp) do
      light = setup_light($1.dup, type)
      @screen.lights[light.id] = light if light.id
    end
  end
  #--------------------------------------------------------------------------
  # * New method: setup_map_lantern
  #--------------------------------------------------------------------------
  def setup_map_lantern(type, text)
    value  = get_regexp_value(type)
    regexp = /<#{value} LANTERN (\d+): (\d+)>/i 
    text.scan(regexp) do |index, opacity|
      target = get_font(type, index.to_i)
      next unless target
      target.lantern = opacity.to_i
      target.update_lantern
    end
  end
  #--------------------------------------------------------------------------
  # * New method: get_regexp_value
  #--------------------------------------------------------------------------
  def get_regexp_value(type)
    case type
    when :actor  then "ACTOR"
    when :event  then "EVENT"
    when :vehicle then "VEHICLE"
    when :map    then "MAP"
    end
  end
  #--------------------------------------------------------------------------
  # * New method: setup_light
  #--------------------------------------------------------------------------
  def setup_light(info, type)
    light = Game_LightEffect.new
    light.name    = info =~ /NAME: #{get_filename}/i ? $1.dup : ""
    light.id      = info =~ /ID: (\w+)/i        ? $1.to_s : 0
    light.id      = info =~ /ID: (\d+)/i        ? $1.to_i : light.id
    light.x        = info =~ /POS X: ([+-]?\d+)/i ? $1.to_i : 0
    light.y        = info =~ /POS Y: ([+-]?\d+)/i ? $1.to_i : 0
    light.speed    = info =~ /SPEED: (\d+)/i      ? $1.to_i : 0
    light.zoom    = info =~ /ZOOM: (\d+)/i      ? $1.to_f : 100.0
    light.opacity  = info =~ /OPACITY: (\d+)/i    ? $1.to_i : 192
    light.variance = info =~ /VAR: (\d+)/i        ? $1.to_i : 0
    if type == :map
      map_x = info =~ /MAP X: (\d+)/i ? $1.to_i : 0
      map_y = info =~ /MAP Y: (\d+)/i ? $1.to_i : 0
      light.info = {x: map_x, y: map_y}
    else
      index = info =~ /INDEX: (\d+)/i ? $1.to_i : 0
      light.info = {type => index}
    end
    light
  end
  #--------------------------------------------------------------------------
  # * New method: set_light
  #--------------------------------------------------------------------------
  def set_light(id, name, info, op = 0, x = 0, y = 0, v = 0, s = 0, z = 100)
    light = Game_LightEffect.new
    light.id      = id
    light.name    = name
    light.info    = info
    light.opacity  = op.to_i
    light.x        = x.to_i
    light.y        = y.to_i
    light.variance = v.to_i
    light.speed    = s.to_i
    light.zoom    = z.to_f
    light
  end
  #--------------------------------------------------------------------------
  # * New method: get_font
  #--------------------------------------------------------------------------
  def get_font(type, i)
    case type
    when :actor  then actors[i - 1]
    when :event  then events[i]
    when :vehicle then vehicles[i] 
    end
  end
end

#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
#  This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#==============================================================================

class Game_CharacterBase
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :lantern
  #--------------------------------------------------------------------------
  # * Alias method: init_public_members
  #--------------------------------------------------------------------------
  alias :init_public_members_ve_light_effects :init_public_members
  def init_public_members
    init_public_members_ve_light_effects
    @lantern = 0
  end
  #--------------------------------------------------------------------------
  # * Alias method: update
  #--------------------------------------------------------------------------
  alias :update_ve_light_effects :update
  def update
    update_ve_light_effects
    update_lantern
  end
  #--------------------------------------------------------------------------
  # * New method: update_lantern
  #--------------------------------------------------------------------------
  def update_lantern
    diag = $imported[:ve_diagonal_move] && diagonal?
    if @lantern != 0 && ((!diag && @lantern_direction != @direction) ||
      (diag && @lantern_direction != @diagonal))
      @lantern_direction = (diag ? @diagonal : @direction)
      light = setup_lantern
      $game_map.screen.lights[light.id] = light
    elsif @lantern == 0 && @lantern_direction
      id = event? ? "EL#{@id}" : "AL#{@id}"
      $game_map.screen.remove_light.push(id) if $game_map.screen.remove_light
      @lantern_direction = nil
    end
  end
  #--------------------------------------------------------------------------
  # * New method: setup_lantern
  #--------------------------------------------------------------------------
  def setup_lantern
    id  = event? ? "EL#{@id}" : "AL#{@id}"
    type = event? ? :event : :actor
    case @lantern_direction
    when 1
      name  = 'lantern_downleft'
      value = [id, name, {type => @id}, @lantern, -48, 48]
    when 3
      name  = 'lantern_downright'
      value = [id, name, {type => @id}, @lantern, 48, 48]
    when 2
      name  = 'lantern_down'
      value = [id, name, {type => @id}, @lantern, 0, 64]
    when 4
      name  = 'lantern_left'
      value = [id, name, {type => @id}, @lantern, -64, 0]
    when 6
      name  = 'lantern_right'
      value = [id, name, {type => @id}, @lantern, 64, 0]
    when 7
      name  = 'lantern_upleft'
      value = [id, name, {type => @id}, @lantern, -48, -48]
    when 8
      name  = 'lantern_up'
      value = [id, name, {type => @id}, @lantern, 0, -64,]
    when 9
      name  = 'lantern_upright'
      value = [id, name, {type => @id}, @lantern, 48, -48]
    end
    $game_map.set_light(*value)
  end 
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Alias method: clear_starting_flag
  #--------------------------------------------------------------------------
  alias :clear_starting_flag_ve_light_effects :clear_starting_flag
  def clear_starting_flag
    clear_starting_flag_ve_light_effects
    @lantern = 0
    $game_map.screen.remove_light.push("EV#{@id}")
    refresh_lights if @page
  end
  #--------------------------------------------------------------------------
  # * New method: refresh_lights
  #--------------------------------------------------------------------------
  def refresh_lights
    case note
    when /<SIMPLE LIGHT: (\d+)?>/i
      set_light("EV#{@id}", "light", $1 ? $1 : 255)
    when /<SIMPLE LAMP: (\d+)?>/i
      set_light("EV#{@id}", "lamp", $1 ? $1 : 255)
    when /<SIMPLE TORCH: (\d+)?>/i
      set_light("EV#{@id}", "torch", $1)
    when /<SIMPLE WINDOW (\d+): (\d+)?>/i
      adj = $1 == "1" ? 0 : 14
      set_light("EV#{@id}", "window", $2 ? $2 : 255, 0, 0, 0, adj)
    when /<FLASH LIGHT: (\d+)?>/i
      set_light("EV#{@id}", "light", $1 ? $1 : 255, 30, 1)
    when /<FLASH LAMP: (\d+)?>/i
      set_light("EV#{@id}", "lamp", $1 ? $1 : 255, 30, 1)
    when /<FLASH TORCH: (\d+)?>/i
      set_light("EV#{@id}", "torch", $1 ? $1 : 255, 30, 1)
    when /<FLASH WINDOW (\d+): (\d+)?>/i
      adj = $1 == "1" ? 0 : 14
      set_light("EV#{@id}", "window", $2 ? $2 : 255, 30, 1, 0, adj)       
    when /<CUSTOM LIGHT>([^><]*)<\/CUSTOM LIGHT>/im
      info = $1.dup
      n = info =~ /NAME: #{get_filename}/i ? $1.dup : ""
      x = info =~ /POS X: ([+-]?\d+)/i  ? $1.to_i : 0
      y = info =~ /POS Y: ([+-]?\d+)/i  ? $1.to_i : 0
      s = info =~ /SPEED: (\d+)/i      ? $1.to_i : 0
      z = info =~ /ZOOM: (\d+)/i        ? $1.to_f : 100.0
      o = info =~ /OPACITY: (\d+)/i    ? $1.to_i : 192
      v = info =~ /VAR: (\d+)/i        ? $1.to_i : 0
      set_light("EV#{@id}", n, o, v, s, x, y, z)     
    when /<LANTERN(?:: (\d+))?>/i
      @lantern = ($1 ? $1.to_i : 255)
    end
  end
  #--------------------------------------------------------------------------
  # * New method: set_light
  #--------------------------------------------------------------------------
  def set_light(id, name, op = 255, v = 0, s = 0, x = 0, y = 0, z = 100)
    value = [id, name, {:event => @id}, op, x, y, v, s, z].compact
    $game_map.screen.lights[id] = $game_map.set_light(*value)
    $game_map.screen.remove_light.delete(id)
  end 
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Alias method: comment_call
  #--------------------------------------------------------------------------
  alias :comment_call_ve_light_effects :comment_call
  def comment_call
    call_create_lights
    call_change_shade_opacity
    call_change_shade_tone
    call_change_light_opacity
    call_remove_light
    comment_call_ve_light_effects
  end
  #--------------------------------------------------------------------------
  # * New method: create_lights
  #--------------------------------------------------------------------------
  def call_create_lights
    $game_map.setup_map_shade(note)
    $game_map.setup_map_lights(:actor, note)
    $game_map.setup_map_lights(:event, note)
    $game_map.setup_map_lights(:vehicle, note)
    $game_map.setup_map_lights(:map, note)
    $game_map.setup_map_lantern(:actor, note)
    $game_map.setup_map_lantern(:event, note)
    $game_map.setup_map_lantern(:vehicle, note)
  end
  #--------------------------------------------------------------------------
  # * New method: call_change_shade_opacity
  #--------------------------------------------------------------------------
  def call_change_shade_opacity
    return if !$game_map.screen.shade.visible
    note.scan(/<SHADE OPACITY: ((?:\d+,? *){2})>/i) do
      if $1 =~ /(\d+) *,? *(\d+)?/i
        duration = $2 ? $2.to_i : 0
        $game_map.screen.shade.change_opacity($1.to_i, duration)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * New method: call_change_shade_tone
  #--------------------------------------------------------------------------
  def call_change_shade_tone
    return if !$game_map.screen.shade.visible
    note.scan(/<SHADE TONE: ((?:\d+,? *){4})>/i) do
      if $1 =~ /(\d+) *, *(\d+) *, *(\d+) *, *(\d+)/i
        $game_map.screen.shade.change_color($1.to_i, $2.to_i, $3.to_i, $4.to_i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * New method: call_change_light_opacity
  #--------------------------------------------------------------------------
  def call_change_light_opacity
    return if !$game_map.screen.shade.visible
    note.scan(/<LIGHT OPACITY (\d+): ((?:\d+,? *){2})>/i) do
      light = $game_map.screen.lights[$1.to_i]
      if light && $2 =~ /(\d+) *,? *(\d+)?/i
        duration = $2 ? $2.to_i : 0
        light.change_opacity($1.to_i, duration)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * New method: call_remove_light
  #--------------------------------------------------------------------------
  def call_remove_light
    note.scan(/<REMOVE LIGHT: (\d+)>/i) do
      $game_map.screen.remove_light.push($1.to_i)
    end
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Alias method: initialize
  #--------------------------------------------------------------------------
  alias :initialize_ve_light_effects :initialize
  def initialize
    initialize_ve_light_effects
    2.times { update_light(true) }
  end
  #--------------------------------------------------------------------------
  # * Alias method: update
  #--------------------------------------------------------------------------
  alias :update_ve_light_effects :update
  def update
    update_ve_light_effects
    update_light
  end
  #--------------------------------------------------------------------------
  # * Alias method: dispose
  #--------------------------------------------------------------------------
  alias :dispose_ve_light_effects :dispose
  def dispose
    dispose_ve_light_effects
    dispose_light unless SceneManager.scene_is?(Scene_Map)
  end
  #--------------------------------------------------------------------------
  # * New method: update_light
  #--------------------------------------------------------------------------
  def update_light(forced = false)
    return unless Graphics.frame_count % 2 == 0 || forced
    update_shade
    update_effects
  end
  #--------------------------------------------------------------------------
  # * New method: dispose_light
  #--------------------------------------------------------------------------
  def dispose_light
    if @light_effect
      @light_effect.dispose
      @light_effect = nil
      @screen_shade = nil
    end
  end
  #--------------------------------------------------------------------------
  # * New method: update_shade
  #--------------------------------------------------------------------------
  def update_shade
    if !@light_effect && $game_map.screen.shade.visible
      refresh_lights
    elsif $game_map.screen.shade.visible && @light_effect
      @light_effect.update
    elsif @light_effect && !$game_map.screen.shade.visible
      dispose_light
    end
  end
  #--------------------------------------------------------------------------
  # * New method: refresh_lights
  #--------------------------------------------------------------------------
  def refresh_lights
    @light_effect.dispose if @light_effect
    @screen_shade = $game_map.screen.shade
    @light_effect = Sprite_Light.new(@screen_shade, @viewport2)
    $game_map.event_list.each {|ev| ev.refresh_lights}
    @light_effect.update
  end 
  #--------------------------------------------------------------------------
  # * New method: update_effects
  #--------------------------------------------------------------------------
  def update_effects
    return if !@light_effect || $game_map.screen.lights.empty?
    $game_map.screen.lights.keys.each {|key| create_light(key) }
    $game_map.screen.remove_light.clear
  end
  #--------------------------------------------------------------------------
  # * New method: create_light
  #--------------------------------------------------------------------------
  def create_light(key)
    effect = @light_effect.lights[key]
    return if remove_light(key)
    return if effect && effect.light == $game_map.screen.lights[key]
    @light_effect.create_light($game_map.screen.lights[key])
  end
  #--------------------------------------------------------------------------
  # * New method: remove_light
  #--------------------------------------------------------------------------
  def remove_light(key)
    return false if !$game_map.screen.remove_light.include?(key)
    @light_effect.remove_light(key)
    $game_map.screen.lights.delete(key)
    return true
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Alias method: pre_transfer
  #--------------------------------------------------------------------------
  alias :pre_transfer_ve_light_effects :pre_transfer
  def pre_transfer
    pre_transfer_ve_light_effects
    if $game_player.new_map_id !=  $game_map.map_id
      @spriteset.dispose_light
      $game_map.screen.clear_lights
    end
  end
end

#==============================================================================
# ** Game_ShadeEffect
#------------------------------------------------------------------------------
#  This class handles the shade layer data
#==============================================================================

class Game_ShadeEffect
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :visible
  attr_reader  :color
  attr_accessor :blend
  attr_accessor :opacity
  #--------------------------------------------------------------------------
  # * initialize
  #--------------------------------------------------------------------------
  def initialize
    init_opacity
    init_color
  end
  #--------------------------------------------------------------------------
  # * init_opacity
  #--------------------------------------------------------------------------
  def init_opacity
    @visible = false
    @opacity = 0
    @opacity_target  = 0
    @opacity_duration = 0
  end
  #--------------------------------------------------------------------------
  # * init_color
  #--------------------------------------------------------------------------
  def init_color
    @blend = 0
    @color = Color.new(0, 0, 0, 0)
    @color_duration = 0
    @color_target  = Color.new(0, 0, 0, 0)
  end
  #--------------------------------------------------------------------------
  # * show
  #--------------------------------------------------------------------------
  def show
    @visible = true
  end
  #--------------------------------------------------------------------------
  # * hide
  #--------------------------------------------------------------------------
  def hide
    @visible = false
  end
  #--------------------------------------------------------------------------
  # * set_color
  #--------------------------------------------------------------------------
  def set_color(r = 0, g = 0, b = 0)
    @color        = get_colors(r, g, b)
    @color_target = @color.clone
  end
  #--------------------------------------------------------------------------
  # * change_opacity
  #--------------------------------------------------------------------------
  def change_opacity(op, d)
    @opacity_target  = op
    @opacity_duration = [d, 0].max
    @opacity = @opacity_target if @opacity_duration == 0
  end
  #--------------------------------------------------------------------------
  # * change_color
  #--------------------------------------------------------------------------
  def change_color(r, g, b, d)
    @color_target  = get_colors(r, g, b)
    @color_duration = [d, 0].max
    @color = @color_target.clone if @color_duration == 0
  end
  #--------------------------------------------------------------------------
  # * get_colors
  #--------------------------------------------------------------------------
  def get_colors(r, g, b)
    color = Color.new(255 - r, 255 - g, 255 - b, 255) if @blend == 2
    color = Color.new(r, g, b, 255) if @blend != 2
    color
  end
  #--------------------------------------------------------------------------
  # * update
  #--------------------------------------------------------------------------
  def update
    update_opacity
    update_color
  end
  #--------------------------------------------------------------------------
  # * update_opacity
  #--------------------------------------------------------------------------
  def update_opacity
    return if @opacity_duration == 0
    d = @opacity_duration
    @opacity = (@opacity * (d - 1) + @opacity_target) / d
    @opacity_duration -= 1
  end
  #--------------------------------------------------------------------------
  # * update_color
  #--------------------------------------------------------------------------
  def update_color
    return if @color_duration == 0
    d = @color_duration
    @color.red  = (@color.red  * (d - 1) + @color_target.red)  / d
    @color.green = (@color.green * (d - 1) + @color_target.green) / d
    @color.blue  = (@color.blue  * (d - 1) + @color_target.blue)  / d
    @color_duration -= 1
  end
end

#==============================================================================
# ** Game_LightEffect
#------------------------------------------------------------------------------
#  This class handles the light sprite data
#==============================================================================

class Game_LightEffect
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :id
  attr_accessor :name
  attr_accessor :info
  attr_accessor :opacity
  attr_accessor :x
  attr_accessor :y
  attr_accessor :variance
  attr_accessor :speed
  attr_accessor :zoom
  attr_accessor :opacity_target
  attr_accessor :opacity_duration
  #--------------------------------------------------------------------------
  # * change_opacity
  #--------------------------------------------------------------------------
  def change_opacity(op, d)
    @opacity_target  = op
    @opacity_duration = [d, 0].max
    @opacity = @opacity_target if @opacity_duration == 0
  end
end

#==============================================================================
# ** Game_LightBitmap
#------------------------------------------------------------------------------
#  This class handles the bitmpas of each light spot
#==============================================================================

class Game_LightBitmap
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :light
  attr_reader  :bitmap
  attr_reader  :opacity
  attr_reader  :x
  attr_reader  :y
  #--------------------------------------------------------------------------
  # * initialize
  #--------------------------------------------------------------------------
  def initialize(light)
    @light = light
    init_basic
    update
  end
  #--------------------------------------------------------------------------
  # * init_basic
  #--------------------------------------------------------------------------
  def init_basic
    @bitmap  = Cache.lights(@light.name)
    @target  = set_target
    @opacity  = @light.opacity
    @speed    = @light.speed
    @variance = 0.0
    @light.opacity_duration = 0
    @light.opacity_target  = 0
  end
  #--------------------------------------------------------------------------
  # * width
  #--------------------------------------------------------------------------
  def width
    @bitmap.width * @light.zoom / 100.0
  end
  #--------------------------------------------------------------------------
  # * height
  #--------------------------------------------------------------------------
  def height
    @bitmap.height * @light.zoom / 100.0
  end
  #--------------------------------------------------------------------------
  # * update
  #--------------------------------------------------------------------------
  def update
    update_position
    update_opacity
    update_variance
  end
  #--------------------------------------------------------------------------
  # * update_position
  #--------------------------------------------------------------------------
  def update_position
    @target.is_a?(Game_Character) ? character_position : map_position
  end
  #--------------------------------------------------------------------------
  # * character_position
  #--------------------------------------------------------------------------
  def character_position
    @x = $game_map.adjust_x(@target.real_x) * 32  - width / 2  + @light.x + 16
    @y = $game_map.adjust_y(@target.real_y) * 32  - height / 2 + @light.y + 16
  end
  #--------------------------------------------------------------------------
  # * map_position
  #--------------------------------------------------------------------------
  def map_position
    @x = $game_map.adjust_x(@target[:x]) * 32 - width / 2  + @light.x + 16
    @y = $game_map.adjust_y(@target[:y]) * 32 - height / 2 + @light.y + 16
  end
  #--------------------------------------------------------------------------
  # * change_opacity
  #--------------------------------------------------------------------------
  def change_opacity(op, d)
    @light.opacity_target  = op
    @light.opacity_duration = [d, 0].max
    @light.opacity = @light.opacity_target if @light.opacity_duration == 0
  end
  #--------------------------------------------------------------------------
  # * update_opacity
  #--------------------------------------------------------------------------
  def update_opacity
    return if @light.opacity_duration == 0
    d = @light.opacity_duration
    @light.opacity = (@light.opacity * (d - 1) + @light.opacity_target) / d
    @light.opacity_duration -= 1
  end
  #--------------------------------------------------------------------------
  # * update_variance
  #--------------------------------------------------------------------------
  def update_variance
    @variance += @speed
    @speed *= -1 if @variance.abs > @light.variance.abs
    @opacity = [[@light.opacity + @variance, 0].max, 255].min
  end
  #--------------------------------------------------------------------------
  # * dispose
  #--------------------------------------------------------------------------
  def dispose
    @bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * set_target
  #--------------------------------------------------------------------------
  def set_target
    if @light.info.keys.include?(:actor)
      target = $game_map.actors[@light.info[:actor]]
    elsif @light.info.keys.include?(:event)
      target = $game_map.events[@light.info[:event]]
    elsif @light.info.keys.include?(:vehicle)
      target = $game_map.vehicles[@light.info[:vehicle]]
    else
      target = @light.info
    end
    target
  end
end

#==============================================================================
# ** Sprite_Light
#------------------------------------------------------------------------------
#  This sprite is used to display the light effects
#==============================================================================

class Sprite_Light < Sprite_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :lights
  #--------------------------------------------------------------------------
  # * initialize
  #--------------------------------------------------------------------------
  def initialize(shade, viewport)
    super(viewport)
    @shade = shade
    self.bitmap    = Bitmap.new(Graphics.width, Graphics.height)
    self.blend_type = @shade.blend
    self.opacity    = @shade.opacity
    self.z = 100
    @lights = {}
  end
  #--------------------------------------------------------------------------
  # * map_x
  #--------------------------------------------------------------------------
  def map_x
    $game_map.adjust_x($game_map.display_x)
  end
  #--------------------------------------------------------------------------
  # * map_y
  #--------------------------------------------------------------------------
  def map_y
    $game_map.adjust_y($game_map.display_y)
  end
  #--------------------------------------------------------------------------
  # * update
  #--------------------------------------------------------------------------
  def update
    super
    self.ox = map_x
    self.oy = map_y
    update_opacity
    update_lights
  end
  #--------------------------------------------------------------------------
  # * update lights
  #--------------------------------------------------------------------------
  def update_lights
    rect = Rect.new(map_x, map_y, Graphics.width, Graphics.height)
    self.bitmap.fill_rect(rect, color)
    draw_light_effects
  end
  #--------------------------------------------------------------------------
  # * color
  #--------------------------------------------------------------------------
  def color
    @shade.color
  end
  #--------------------------------------------------------------------------
  # * draw_light_effects
  #--------------------------------------------------------------------------
  def draw_light_effects
    @lights.values.each do |light|
      light.update
      next if !on_screen?(light)
      draw_light(light)
    end
  end
  #--------------------------------------------------------------------------
  # * on_sceen?
  #--------------------------------------------------------------------------
  def on_screen?(light)
    ax1 = light.x
    ay1 = light.y
    ax2 = light.x + light.width
    ay2 = light.y + light.height
    bx1 = map_x
    by1 = map_y
    bx2 = map_x + Graphics.width
    by2 = map_y + Graphics.height
    check1 = ax1.between?(bx1, bx2) || ax2.between?(bx1, bx2) ||
            ax1 < bx1 && ax2 > bx2
    check2 = ay1.between?(by1, by2) || ay2.between?(by1, by2) ||
            ay1 < by1 && ay2 > by2
    check1 && check2
  end
  #--------------------------------------------------------------------------
  # * draw_light
  #--------------------------------------------------------------------------
  def draw_light(light)
    img  = light.bitmap
    rect = Rect.new(light.x, light.y, light.width, light.height)
    self.bitmap.stretch_blt(rect, img, img.rect, light.opacity)
  end
  #--------------------------------------------------------------------------
  # * update_opacity
  #--------------------------------------------------------------------------
  def update_opacity
    @shade.update
    self.opacity    = @shade.opacity
    self.blend_type = @shade.blend
  end
  #--------------------------------------------------------------------------
  # * create_light
  #--------------------------------------------------------------------------
  def create_light(light)
    remove_light(light.id)
    @lights[light.id] = Game_LightBitmap.new(light)
  end
  #--------------------------------------------------------------------------
  # * remove_light
  #--------------------------------------------------------------------------
  def remove_light(id)
    @lights.delete(id) if @lights[id]
  end
  #--------------------------------------------------------------------------
  # * dispose
  #--------------------------------------------------------------------------
  def dispose
    super
    @lights.values.each {|light| light.dispose unless light.bitmap.disposed? }
  end
end

Carleslc
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Basic Game Time + Night/Day Empty Re: Basic Game Time + Night/Day

Mensaje por junior molina Mar 24 Jul 2012, 8:20 pm

Carleslc escribió:

Hola junior, lo de la hora con el PC no creo que se pueda, para ponerlo a las 10am al inicio del juego tienes que poner un evento con proceso paralelo en el primer mapa con el Script: GameTime::set(600)

Lo de los otros scripts de luces he visto dos, uno de Victor Scripts y luego otro llamado "Awesome light effects" de Khas, que viene con una demo.
Te dejo el de Victor, pero necesitarás las imagenes que están en su web.
Tan sólo busca por Victor Scripts light effects o Khas awesome light effects para el otro, espero que te sirva, ¡suerte!


GRACIAS MI HERMANO, YA TENGO EL DE VICTOR PERO NO SE PONERLO XD JAJAJA BUSCARE EL OTRO .. MIL GRACIAS!!!
junior molina
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