V!RUS Posted June 1, 2010 Share Posted June 1, 2010 # ■ Light Effects XP V.3.2#================================# By: Near Fantastica# Date: 28.06.05# Version: 3# modified by:SKKY88# DATE: 06.08.09# bug risolto=ora le luci non si muovono più su mappe superiori a 20x15##================================ class Spriteset_Mapalias les_spriteset_map_initalize initializealias les_spriteset_map_dispose disposealias les_spriteset_map_update updatedef initialize@light_effects = []setup_lightsles_spriteset_map_initalizeupdateenddef disposeles_spriteset_map_disposefor effect in @light_effectseffect.light.disposeend@light_effects = []enddef updateles_spriteset_map_updateupdate_light_effectsenddef setup_lightsfor event in $game_map.events.valuesnext if event.list == nilfor i in 0...event.list.sizeif 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 = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100@light_effects.push(light_effects)endif 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 = 5light_effects.light.zoom_y = 5light_effects.light.opacity = 100@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endendendfor effect in @light_effectscase effect.typewhen "GROUND"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 47effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 47effect.light.blend_type = 1when "FIRE"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 144effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1when "LIGHT"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.blend_type = 1when "LIGHT2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.blend_type = 1when "TORCH"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1when "TORCH2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1endendenddef update_light_effectsif $game_switches[1]for effect in @light_effectsnext if effect.type == "FIRE" || effect.type == "TORCH"effect.light.visible = falseendelsefor effect in @light_effectsnext if effect.type == "FIRE" || effect.type == "TORCH"effect.light.visible = trueendendfor effect in @light_effectscase effect.typewhen "GROUND"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 45effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 45when "FIRE"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 144effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144effect.light.opacity = rand(10) + 90when "LIGHT"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15when "LIGHT2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15when "TORCH"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.opacity = rand(30) + 70when "TORCH2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.opacity = rand(10) + 90endendendend #================================# ■ Light Effects Class#================================ class Light_Effect#--------------------------------------------------------------attr_accessor :lightattr_accessor :eventattr_accessor :type#--------------------------------------------------------------def initialize(event, type)@light = Sprite.new@light.bitmap = RPG::Cache.picture("LE.PNG")@light.visible = true@light.z = 1000@event = event@type = typeendend allora vorrei chiedere una cosa che mi sembra abbastanza facile:Vorrei che mi possiate modificare questo scrpt inserendo luci e colori diversi Le mie richieste sono:-una luce blù chiara quindi non un blù scuro che possa essere chiamata con un commento BLUL-Una luce rosa sempre chiara che possa essere chiamata con un commento ROSAL-una luce rosso chiara che possa essere chiamata con un commento ROSSOL-una luce verde chiara che possa essere chiamata con un commento VERDELle vorrei sullo stile del comando GROUND quindi no ndovete fare altro che modificare i nomi dei comandi e il colore P.S. Lo farei volentieri io ma non saprei da dove iniziare xD grazie in anticipo :) Link to comment Share on other sites More sharing options...
0 Sleeping Leonhart Posted June 1, 2010 Share Posted June 1, 2010 Sinceramente non ho smanettato molto con i colori ma ti posso insegnare come farlo, intanto ecco lo script:# ■ Light Effects XP V.3.2#================================# By: Near Fantastica# Date: 28.06.05# Version: 3# modified by:SKKY88# DATE: 06.08.09# bug risolto=ora le luci non si muovono più su mappe superiori a 20x15##================================ class Spriteset_Mapalias les_spriteset_map_initalize initializealias les_spriteset_map_dispose disposealias les_spriteset_map_update updatedef initialize@light_effects = []setup_lightsles_spriteset_map_initalizeupdateenddef disposeles_spriteset_map_disposefor effect in @light_effectseffect.light.disposeend@light_effects = []enddef updateles_spriteset_map_updateupdate_light_effectsenddef setup_lightsfor event in $game_map.events.valuesnext if event.list == nilfor i in 0...event.list.sizeif 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 = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100@light_effects.push(light_effects)endif 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 = 5light_effects.light.zoom_y = 5light_effects.light.opacity = 100@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)end#MODIFICAif event.list[i].code == 108 && event.list[i].parameters == ["BLUL"]type = "GROUND"light_effects = Light_Effect.new(event,type)light_effects.light.zoom_x = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100#BLUlight_effects.light.tone = Tone.new(-255, -255, 255, 0)@light_effects.push(light_effects)elsif event.list[i].code == 108 && event.list[i].parameters == ["VERDEL"]type = "GROUND"light_effects = Light_Effect.new(event,type)light_effects.light.zoom_x = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100#VERDElight_effects.light.tone = Tone.new(-255, 255, -255, 0)@light_effects.push(light_effects)elsif event.list[i].code == 108 && event.list[i].parameters == ["ROSAL"]type = "GROUND"light_effects = Light_Effect.new(event,type)light_effects.light.zoom_x = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100#ROSAlight_effects.light.tone = Tone.new(255, -174, -201, 0)@light_effects.push(light_effects)elsif event.list[i].code == 108 && event.list[i].parameters == ["ROSSOL"]type = "GROUND"light_effects = Light_Effect.new(event,type)light_effects.light.zoom_x = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100#ROSSOlight_effects.light.tone = Tone.new(200, -255, -255, 0)@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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endendendfor effect in @light_effectscase effect.typewhen "GROUND"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 47effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 47effect.light.blend_type = 1when "FIRE"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 144effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1when "LIGHT"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.blend_type = 1when "LIGHT2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.blend_type = 1when "TORCH"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1when "TORCH2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1endendenddef update_light_effectsif $game_switches[1]for effect in @light_effectsnext if effect.type == "FIRE" || effect.type == "TORCH"effect.light.visible = falseendelsefor effect in @light_effectsnext if effect.type == "FIRE" || effect.type == "TORCH"effect.light.visible = trueendendfor effect in @light_effectscase effect.typewhen "GROUND"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 45effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 45when "FIRE"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 144effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144effect.light.opacity = rand(10) + 90when "LIGHT"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15when "LIGHT2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15when "TORCH"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.opacity = rand(30) + 70when "TORCH2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.opacity = rand(10) + 90endendendend #================================# ■ Light Effects Class#================================ class Light_Effect#--------------------------------------------------------------attr_accessor :lightattr_accessor :eventattr_accessor :type#--------------------------------------------------------------def initialize(event, type)@light = Sprite.new@light.bitmap = RPG::Cache.picture("LE.PNG").clone@light.visible = true@light.z = 1000@event = event@type = typeendendDa dove trovi MODIFICA fino a dove a delimitato è la parte modificata, ora noterai che ti ho messo dei commenti con scritto BLU, VERDE ecc, subito sotto trovilight_effects.light.tone = Tone.new(r, g, b, gr)devi modificare i valori r g b gr secondo i tuoi gusti, dove r è la quantità di rosso, g di verde, b di blu e gr di grigio, tutti i valori vanno da -255 a 255 tranne il grigio che va da 0 a 255.Se hai problemi fammi sapere ;) http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! 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0 V!RUS Posted June 2, 2010 Author Share Posted June 2, 2010 grazie è proprio come lo volevo io grazie =D Link to comment Share on other sites More sharing options...
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V!RUS
# ■ Light Effects XP V.3.2#================================# By: Near Fantastica# Date: 28.06.05# Version: 3# modified by:SKKY88# DATE: 06.08.09# bug risolto=ora le luci non si muovono più su mappe superiori a 20x15##================================ class Spriteset_Mapalias les_spriteset_map_initalize initializealias les_spriteset_map_dispose disposealias les_spriteset_map_update updatedef initialize@light_effects = []setup_lightsles_spriteset_map_initalizeupdateenddef disposeles_spriteset_map_disposefor effect in @light_effectseffect.light.disposeend@light_effects = []enddef updateles_spriteset_map_updateupdate_light_effectsenddef setup_lightsfor event in $game_map.events.valuesnext if event.list == nilfor i in 0...event.list.sizeif 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 = 2light_effects.light.zoom_y = 2light_effects.light.opacity = 100@light_effects.push(light_effects)endif 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 = 5light_effects.light.zoom_y = 5light_effects.light.opacity = 100@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endif 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 = 1light_effects.light.zoom_y = 1light_effects.light.opacity = 150@light_effects.push(light_effects)endendendfor effect in @light_effectscase effect.typewhen "GROUND"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 47effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 47effect.light.blend_type = 1when "FIRE"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 144effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1when "LIGHT"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.blend_type = 1when "LIGHT2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.blend_type = 1when "TORCH"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1when "TORCH2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.tone = Tone.new(255,-100,-255, 0)effect.light.blend_type = 1endendenddef update_light_effectsif $game_switches[1]for effect in @light_effectsnext if effect.type == "FIRE" || effect.type == "TORCH"effect.light.visible = falseendelsefor effect in @light_effectsnext if effect.type == "FIRE" || effect.type == "TORCH"effect.light.visible = trueendendfor effect in @light_effectscase effect.typewhen "GROUND"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 45effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 45when "FIRE"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 144effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144effect.light.opacity = rand(10) + 90when "LIGHT"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15when "LIGHT2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15when "TORCH"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.opacity = rand(30) + 70when "TORCH2"effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 15effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15effect.light.opacity = rand(10) + 90endendendend #================================# ■ Light Effects Class#================================ class Light_Effect#--------------------------------------------------------------attr_accessor :lightattr_accessor :eventattr_accessor :type#--------------------------------------------------------------def initialize(event, type)@light = Sprite.new@light.bitmap = RPG::Cache.picture("LE.PNG")@light.visible = true@light.z = 1000@event = event@type = typeendendallora vorrei chiedere una cosa che mi sembra abbastanza facile:
Vorrei che mi possiate modificare questo scrpt inserendo luci e colori diversi
Le mie richieste sono:
-una luce blù chiara quindi non un blù scuro che possa essere chiamata con un commento BLUL
-Una luce rosa sempre chiara che possa essere chiamata con un commento ROSAL
-una luce rosso chiara che possa essere chiamata con un commento ROSSOL
-una luce verde chiara che possa essere chiamata con un commento VERDEL
le vorrei sullo stile del comando GROUND
quindi no ndovete fare altro che modificare i nomi dei comandi e il colore
P.S. Lo farei volentieri io ma non saprei da dove iniziare xD
grazie in anticipo :)
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