Licht Effekte Script + Bild

  • [COLOR="White"]Hallo Liebe RPG Maker Fans

    Hier gebe ich euch die Möglichkeit euch
    Lichteffekte
    in euer Spiel mit reinzubringen ;)
    das dan ungefähr so aussieht:

    Licht Effekte Script

    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

    Dazu braucht ihr natürlich noch dieses Bild :
    Das packt ihr einfach in euren Picture Ordner ;)[/COLOR]

  • ich weis zwar das der juser banned ist ich nutze den RPG Maker 2000 und ich wuste gar nicht das man da auch selbst was programiren kann xD

    [CENTER][COLOR=red]Model
    mit
    Blender
    [/COLOR]
    [/CENTER]

  • [FONT="Comic Sans MS"][COLOR="DeepSkyBlue"][SIZE="2"]Das geht erst ab dem RPG Maker XP, denn erst da wurde ein Scripting Interface eingeführt mit dem man einige sachen einfacher machen konnte durch Scripte, als es früher der Fall war[/SIZE][/COLOR][/FONT]

Jetzt mitmachen!

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