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本帖最后由 忧雪の伤 于 2012-5-13 09:36 编辑
请问vx的autolight脚本怎么使用啊,另外,xp有这样的光影效果脚本吗?
这是vx里的效果图:
这是vx用的脚本,是国外网友制作的:(加在了main函数之前,但没有效果,好像要在Graphics\Pictures里放入光效或阴影图配合使用,请大家帮忙看看,另外,xp有这样的光影效果脚本吗?)- #------------------------------------------------------------------------------#
- # Name: Auto/Event-Light Reborn #
- # By: SojaBird #
- # Version: Reborn 4.1 #
- # #
- # Date: 30-08-09 #
- #------------------------------------------------------------------------------#
- $imported = {} if $imported == nil
- $imported["SojaBird_AutoLight"] = true
- #------------------------------------------------------------------------------#
- # Call Script #
- #------------------------------------------------------------------------------#
- # - AL.mode(val) # #
- # - AL.light(parm, val) # parm: name, opacity, blend, visible #
- # - AL.shadow(parm, val) # parm: name, opacity, blend, visible #
- # - AL.spot(parm, val) # parm: name, opacity, blend, visible #
- # - AL.flicker(parm, val) # parm: opacity, width, height, x, y #
- # # #
- # - EL.bitmap(val, index = nil) # #
- # - EL.color(val, index = nil) # #
- # - EL.opacity(val, index = nil) # #
- # - EL.blend(val, index = nil) # #
- # - EL.visible(val, index = nil) # #
- # - EL.zoom(val, index = nil) # #
- #------------------------------------------------------------------------------#
- #------------------------------------------------------------------------------#
- # How to use #
- #------------------------------------------------------------------------------#
- # *AutoLight #
- # MODE 0/2 #
- # To use autolights, put a light- and/or shadow-map picture in the #
- # folder ../Graphics/Pictures/ #
- # Name to picture correct! Start with the, by you set, light- and/or #
- # shadow-map name, followed by the corresponding map-ID. #
- # Put the AutoLight mode to 0 or 2 to show light- and/or shadow-maps. #
- # #
- # MODE 1/2 #
- # To use the spot, put your spotpicture in the folder ../Graphics/Pictures/ #
- # and set the name correct! #
- # Put the AutoLight mode to 1 or 2 to show the spot. #
- # #
- # #
- # *EventLight #
- # To make a event cast a light, give it a comment with the following code: #
- # cast(*picture, *color, *opacity, *blend_type, *zoom) #
- # All the parameters are optional. Default they are set to: #
- # picture: Default, set in the module #
- # color: White #
- # opacity: 255 #
- # blend_type: 1 #
- # zoom: 100 #
- # For the color you can choose: #
- # - white #
- # - red #
- # - green #
- # - blue #
- # - yellow #
- # - orange #
- # - purple #
- # - random (one of above, but not the same as it is at the moment (if set)) #
- # #
- #------------------------------------------------------------------------------#
- #--------------------------#
- # Customization AutoLights #
- #--------------------------#
- module AL
-
- #0 = Light and/or Shadow
- #1 = Spot
- #2 = Both
- Mode = 0
-
- module Light
- Name = "Light"
- Opacity = 150
- Blend = 1
- Visible = true
-
- end
- module Shadow
- Name = "Shadow"
- Opacity = 150
- Blend = 2
- Visible = true
-
- end
- module Spot
- Name = "Spot"
- Opacity = 255
- Blend = 2
- Visible = true
-
- module Flicker
- Opacity = 2 #Random opacity change
- Width = 2 #Random horizontal zoom
- Height = 2 #Random vertical zoom
- X = 2 #Random horizontal movement
- Y = 2 #Random vertical movement
- end
-
- end
-
- end
- #---------------------------#
- # Customization EventLights #
- #---------------------------#
- module EL
- Default = "EventLight"
-
- module Flicker
- Opacity = 2 #Random opacity change
- Width = 2 #Random horizontal zoom
- Height = 2 #Random vertical zoom
- X = 2 #Random horizontal movement
- Y = 2 #Random vertical movement
- end
-
- end
- #\####/\####/\####/\####/\##------------------------##/\####/\####/\####/\####/#
- ##\##/##\##/##\##/##\##/##\# DON'T CROSS THIS LINE! #/##\##/##\##/##\##/##\##/##
- ###\/####\/####\/####\/####\------------------------/####\/####\/####\/####\/###
- #---------------------------#
- # Script playerlight engine #
- #---------------------------#
- class AutoLight
-
- include AL
-
- def initialize
- @map_id = $game_map.map_id
- @light_exist = check_existence("#{Light::Name}#{@map_id}")
- @shadow_exist = check_existence("#{Shadow::Name}#{@map_id}")
- @spot_exist = check_existence("#{Spot::Name}")
- create_lights
- end
-
- def check_existence(file)
- format_list = [".png", ".jpeg", ".jpg"]
- format_list.each do |format|
- return true if FileTest.exist?("Graphics/Pictures/#{file}#{format}")
- end
- return false
- end
-
- def create_lights
- @viewport = Viewport.new(0, 0, 544, 416)
- case Mode
- when 0
- draw_light
- draw_shadow
- when 1
- draw_spot
- when 2
- draw_light
- draw_shadow
- draw_spot
- end
- update
- end
-
- def draw_light
- return if !@light_exist
- @light = Sprite.new(@viewport)
- @light.bitmap = Cache.picture("#{Light::Name}#{@map_id}")
- @light.z = 9998
- @light.opacity = Light::Opacity
- @light.blend_type = Light::Blend
- @light.visible = Light::Visible
- end
-
- def draw_shadow
- return if !@shadow_exist
- @shadow = Sprite.new(@viewport)
- @shadow.bitmap = Cache.picture("#{Shadow::Name}#{@map_id}")
- @shadow.z = 9997
- @shadow.opacity = Shadow::Opacity
- @shadow.blend_type = Shadow::Blend
- @shadow.visible = Shadow::Visible
- end
-
- def draw_spot
- return if !@spot_exist
- @spot = Sprite.new(@viewport)
- @spot.bitmap = Cache.picture("#{Spot::Name}")
- @spot.z = 9999
- @spot.opacity = Spot::Opacity
- @spot.blend_type = Spot::Blend
- @spot.visible = Spot::Visible
- end
-
- def update
- @map_x = $game_map.display_x / 8
- @map_y = $game_map.display_y / 8
- @player_x = $game_player.real_x / 8
- @player_y = $game_player.real_y / 8
- case Mode
- when 0
- update_light
- update_shadow
- when 1
- update_spot
- when 2
- update_light
- update_shadow
- update_spot
- end
- end
-
- def update_light
- return if !(@light_exist and [email protected]?)
- @light.visible = Light::Visible
- return if !(@light.x == 0 or
- @light.y == 0 or
- @light.x != @map_x / 256 or
- @light.y != @map_y / 256)
- @light.x = -@map_x
- @light.y = -@map_y
- end
-
- def update_shadow
- return if !(@shadow_exist and [email protected]?)
- @shadow.visible = Shadow::Visible
- return if !(@shadow.x == 0 or
- @shadow.y == 0 or
- @shadow.x != @map_x / 256 or
- @shadow.y != @map_y / 256)
- @shadow.x = -@map_x
- @shadow.y = -@map_y
- end
-
- def update_spot
- return if !(@spot_exist and [email protected]?)
- @spot.visible = Spot::Visible
- @spot.opacity = Spot::Opacity + rand(Spot::Flicker::Opacity) -
- rand(Spot::Flicker::Opacity)
- @spot.zoom_x = 1 + (rand(Spot::Flicker::Width) / 100.0) -
- (rand(Spot::Flicker::Width) / 100.0)
- @spot.x = @player_x - @map_x - (@spot.width / 2) + 16 +
- rand(Spot::Flicker::X) - rand(Spot::Flicker::X)
- @spot.zoom_y = 1 + (rand(Spot::Flicker::Height) / 100.0) -
- (rand(Spot::Flicker::Height) / 100.0)
- @spot.y = @player_y - @map_y - (@spot.height / 2) + 16 +
- rand(Spot::Flicker::Y) - rand(Spot::Flicker::Y)
- end
-
- def dispose
- case Mode
- when 0
- dispose_light
- dispose_shadow
- when 1
- dispose_spot
- when 2
- dispose_light
- dispose_shadow
- dispose_spot
- end
- @viewport.dispose
- end
-
- def dispose_light
- return if !(@light_exist and [email protected]?)
- @light.dispose
- end
-
- def dispose_shadow
- return if !(@shadow_exist and [email protected]?)
- @shadow.dispose
- end
-
- def dispose_spot
- return if !(@spot_exist and [email protected]?)
- @spot.dispose
- end
-
- end
- #--------------------------#
- # Script eventlight engine #
- #--------------------------#
- class EventLight
-
- attr_reader :event_lights
-
- def initialize
- create_autolights
- end
-
- def create_autolights
- @event_lights = {}
- $game_map.events.values.each do |event|
- next if event.list == nil
- event.list.each do |list|
- if (list.code == 108 or list.code == 408) and
- list.parameters[0].include?("cast")
- data = eval(list.parameters[0])
- el = Event_LightHolder.new(event, data)
- settings(el, data)
- @event_lights[event.id] = el
- update
- end
- end
- end
- end
-
- def cast(pic = EL::Default,
- color = "white",
- opacity = 255,
- blend_type = 1,
- zoom = 100,
- range = 0)
- return [pic, color, opacity, blend_type, zoom, range]
- end
-
- def settings(event_light, data)
- event_light.el.tone = pick_color(data[1])
- event_light.el.opacity = data[2]
- event_light.el.blend_type = data[3]
- event_light.el.zoom_x = event_light.el.zoom_y = data[4] / 100.0
- end
-
- def dispose
- @event_lights.each_value do |light|
- light.el.dispose
- end
- @event_lights.clear
- end
-
- def update
- @event_lights.each_value do |light|
- light.el.opacity = light.el.opacity + rand(EL::Flicker::Opacity) -
- rand(EL::Flicker::Opacity)
- x_zoom = light.el.zoom_x
- y_zoom = light.el.zoom_y
- light.el.zoom_x = x_zoom + (rand(EL::Flicker::Width) / 100.0) -
- (rand(EL::Flicker::Width) / 100.0)
- light.el.zoom_y = y_zoom + (rand(EL::Flicker::Height) / 100.0) -
- (rand(EL::Flicker::Height) / 100.0)
- light.el.x = (light.event.real_x - $game_map.display_x) / 8 -
- ((light.el.width * x_zoom) / 2) + 16 +
- rand(EL::Flicker::X) - rand(EL::Flicker::X)
- light.el.y = (light.event.real_y - $game_map.display_y) / 8 -
- ((light.el.height * y_zoom) / 2) + 16 +
- rand(EL::Flicker::Y) - rand(EL::Flicker::Y)
- end
- end
-
- end
- #-----------------#
- # Event lightdata #
- #-----------------#
- class Event_LightHolder
-
- attr_reader :event
- attr_accessor :el
- attr_accessor :range
-
- def initialize(event, data)
- @event = event
- @el = Sprite.new
- @el.visible = true
- settings(data)
- end
-
- def settings(data)
- @el.bitmap = Cache.picture(data[0])
- @el.tone = pick_color(data[1])
- @el.opacity = data[2]
- @el.blend_type = data[3]
- @el.zoom_x = @el.zoom_y = data[4]
- @range = data[5]
- end
-
- end
- #--------------#
- # Color picker #
- #--------------#
- def pick_color(color, old_value = Tone.new(0, 0, 0, 0))
- @color = color
- colors = {"white" => Tone.new(255, 255, 255, 255),
- "red" => Tone.new(255, -255, -255, 255),
- "green" => Tone.new(-255, 255, -255, 255),
- "blue" => Tone.new(-255, -255, 255, 255),
- "yellow" => Tone.new(255, 255, -255, 255),
- "orange" => Tone.new(255, -128, -255, 255),
- "purple" => Tone.new(255, -255, 255, 255)
- }
- if @color == "random"
- @color = colors.keys[rand(colors.size)]
- until colors[@color] != old_value
- @color = colors.keys[rand(colors.size)]
- end
- end
- return colors[@color]
- end
- #----------------#
- # On map display #
- #----------------#
- class Scene_Map < Scene_Base
-
- alias autolight_start start
- alias autolight_terminate terminate
- alias autolight_update update
- alias autolight_fadein fadein
-
- def start
- autolight_start
- light_start
- end
-
- def light_start
- $AutoLight = AutoLight.new
- $EventLight = EventLight.new
- end
-
- def terminate
- autolight_terminate
- light_terminate
- end
-
- def light_terminate
- $AutoLight.dispose
- $EventLight.dispose
- end
-
- def update
- light_update
- autolight_update
- end
-
- def light_update
- $AutoLight.update
- $EventLight.update
- end
-
- def fadein(duration)
- light_fade
- autolight_fadein(duration)
- end
-
- def light_fade
- $AutoLight.dispose
- $AutoLight = AutoLight.new
- $EventLight.dispose
- $EventLight = EventLight.new
- end
-
- end
- #---------------#
- # Read event_id #
- #---------------#
- class Game_Interpreter
-
- attr_reader :event_id
-
- end
- #---------------------#
- # Change Functions AL #
- #---------------------#
- module AL
-
- def self.mode(val)
- @val = val
- return if !fixnum?(@val)
- eval("AL::Mode = #{@val}")
- $AutoLight.dispose
- $AutoLight = AutoLight.new
- end
-
- def self.light(parm, val)
- @val = val
- case parm.capitalize
- when "Name"; @val.to_s!
- when "Visible"; return if !boolean?(@val)
- else; return if !fixnum?(@val)
- end
- eval("AL::Light::#{parm.capitalize} = #{@val}")
- $AutoLight.dispose
- $AutoLight = AutoLight.new
- end
-
- def self.shadow(parm, val)
- @val = val
- case parm.capitalize
- when "Name"; @val.to_s!
- when "Visible"; return if !boolean?(@val)
- else; return if !fixnum?(@val)
- end
- eval("AL::Shadow::#{parm.capitalize} = #{@val}")
- $AutoLight.dispose
- $AutoLight = AutoLight.new
- end
-
- def self.spot(parm, val)
- @val = val
- case parm.capitalize
- when "Name"; @val.to_s!
- when "Visible"; return if !boolean?(@val)
- else; return if !fixnum?(@val)
- end
- eval("AL::Spot::#{parm.capitalize} = #{@val}")
- $AutoLight.dispose
- $AutoLight = AutoLight.new
- end
-
- def self.flicker(parm, val)
- @val = val
- return if !fixnum?(@val)
- eval("AL::Spot::Flicker::#{parm.capitalize} = #{@val}")
- $AutoLight.dispose
- $AutoLight = AutoLight.new
- end
-
- end
- #---------------------#
- # Change Functions EL #
- #---------------------#
- module EL
-
- def self.bitmap(val, index = nil)
- @val = val
- index = $game_map.interpreter.event_id if index == nil
- $EventLight.event_lights[index].el.bitmap = Cache.picture(@val)
- end
-
- def self.color(val, index = nil)
- @val = val
- index = $game_map.interpreter.event_id if index == nil
- old_value = $EventLight.event_lights[index].el.tone
- $EventLight.event_lights[index].el.tone = pick_color(@val, old_value)
- end
-
- def self.opacity(val, index = nil)
- @val = val
- return if !fixnum?(@val)
- index = $game_map.interpreter.event_id if index == nil
- $EventLight.event_lights[index].el.opacity = @val
- end
-
- def self.blend(val, index = nil)
- @val = val
- return if !fixnum?(@val)
- index = $game_map.interpreter.event_id if index == nil
- $EventLight.event_lights[index].el.blend_type = @val
- end
-
- def self.visible(val, index = nil)
- @val = val
- return if !boolean?(@val)
- index = $game_map.interpreter.event_id if index == nil
- $EventLight.event_lights[index].el.visible = @val
- end
-
- def self.zoom(val, index = nil)
- @val = val
- return if !fixnum?(@val)
- index = $game_map.interpreter.event_id if index == nil
- $EventLight.event_lights[index].el.zoom_x = @val / 100.0
- $EventLight.event_lights[index].el.zoom_y = @val / 100.0
- end
-
- def self.range(val, index = nil)
- @val = val
- return if !fixnum?(@val)
- index = $game_map.interpreter.event_id if index == nil
- $EventLight.event_lights[index].range = @val
- end
-
- end
- #-----------------#
- # Wrong input fix #
- #-----------------#
- # String/Fixnum -> Boolean
- def boolean?(val)
- return false if !(val.is_a? FalseClass or
- val.is_a? TrueClass or
- val.is_a? String or
- val.is_a? Fixnum)
- @val = eval(val) if val.is_a? String
- if val.is_a? Fixnum or @val.is_a? Fixnum
- val = @val if @val.is_a? Fixnum
- if val == -1 or val == 1; @val = true
- elsif val == 0; @val = false
- else; return false
- end
- end
- return true
- end
- # String -> Fixnum
- def fixnum?(val)
- return false if !(val.is_a? Fixnum or val.is_a? String)
- @val = val.to_i if val.is_a? String
- return true
- end
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