- $lsig = 12           #开关号 
-   
-   
- 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 $game_switches[$lsig] 
-       for effect in @light_effects 
-         effect.light.visible = false 
-       end 
-     else 
-       for effect in @light_effects 
-   
-         effect.light.visible = true 
-       end 
-     end 
-     for effect in @light_effects 
-       case effect.type 
-       when "GROUND" 
-         effect.light.x = (effect.event.screen_x * 8 - 400 - $game_map.display_x) / 8 - 8 
-         effect.light.y = (effect.event.screen_y * 8 - 400 - $game_map.display_y) / 8 - 36 
-       when "FIRE" 
-         effect.light.x = (effect.event.screen_x * 8 - 600 - $game_map.display_x) / 8 + rand(6) - 3 - 16 
-         effect.light.y = (effect.event.screen_y * 8 - 600 - $game_map.display_y) / 8 + rand(6) - 3 - 48 
-         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.screen_x * 8 - 1200 - $game_map.display_x) / 8 - 32 
-         effect.light.y = (effect.event.screen_y * 8 - 1200 - $game_map.display_y) / 8 - 32 
-       when "TORCH" 
-         effect.light.x = (effect.event.screen_x * 8 - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10 
-         effect.light.y = (effect.event.screen_y * 8 - 1200 - $game_map.display_y) / 8 + rand(20) - 10 
-         effect.light.opacity = rand(30) + 70 
-       when "TORCH2" 
-         effect.light.x = (effect.event.screen_x * 8 - 1200 - $game_map.display_x) / 8 - 20 
-         effect.light.y = (effect.event.screen_y * 8 - 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) 
-     [url=home.php?mod=space&uid=22469]@light[/url] = Sprite.new 
-     @light.bitmap = Cache.picture("le.png") 
-     @light.visible = true 
-     @light.z = 1 
-     @event = event 
-     @type = type 
-   end 
- end