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在线时间 | 835 小时 |
Lv1.梦旅人
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- 2012-9-16
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哎~楼主居然不悬赏点东西~比如经验、VIP、好人卡什么的~ 哦,用那个灯光脚本。在下面。使用方法看工程吧,工程在最后一行下载。
记住啊,在火炬上加个注释。注释的话可以把下面脚本用有道什么的翻译一下,然后可以看。或者我现在翻译给你看:
GROUND 中等稳定的白光。
GROUND2 介质白光,轻微的闪烁。
GROUND3 小稳定的红光。
GROUND4 介质稳定绿灯。
GROUND5 介质稳定蓝光。
FIRE 大红灯略带闪烁。
LIGHT 小而稳定的白光。
LIGHT2 从小到大稳定的白光。
LIGHT3 白色的小灯,有轻度的闪烁。
TORCH 从小到大红光带着一颗沉重的闪烁。
TORCH2 从小到大红灯和一个略带闪烁。
TORCH3 大型白光略带闪烁。 - =begin
- Thomas Edison VX
- Version: 0.1
- Author: BulletXt ([email protected])
- Date: 12/06/2009
- Script based upon Kylock's (http://www.rpgmakervx.net/index.php?showtopic=2432)
- Description:
- To make an event glow, put a Comment inside event with one of the following
- light modes. When importing this script to a new project, be sure to copy
- Graphics/Pictures/le.png to your project.
-
- Light Modes:
-
- GROUND - Medium steady white light.
- GROUND2 - Medium white light with slight flicker.
- GROUND3 - Small steady red light.
- GROUND4 - Medium steady green light.
- GROUND5 - Medium steady blu light.
- FIRE - Large red light with a slight flicker.
- LIGHT - Small steady white light.
- LIGHT2 - X-Large steady white light.
- LIGHT3 - Small white light with slight flicker.
- TORCH - X-Large red light with a heavy flicker.
- TORCH2 - X-Large red light with a sleight flicker.
- TORCH3 - Large white light with a slight flicker.
- You can make a specific light type turn off/on by turning
- one of the following switches id ON/off. By default, the switches are off so
- the lights will show. Of course, turning all switches to ON will make all
- light types go off.
- =end
- #id switch that if ON turns off FIRE mode lights
- #applies only to light mode: FIRE
- FIRE = 87
- #id switch that if ON turns off LIGHT mode lights
- #applies to light mode: LIGHT, LIGHT2, LIGHT3
- LIGHT = 86
- #id switch that if ON turns off GROUND mode lights
- #applies to light mode: GROUND, GROUND2, GROUND3, GROUND4, GROUND5
- GROUND = 85
- #id switch that if ON turns off TORCH mode lights
- #applies to light mode: TORCH, TORCH2, TORCH3
- TORCH = 84
- # this value can be true or false. If true, it enables compatibility with
- # KGC_DayNight script. When it's night, lights will automatically go on, when
- # morning comes back lights will go off. If you set this to true, be sure to
- # place this script below KGC_DayNight script in the Scripting Editor of VX.
- ENABLE_KGC_DAY_NIGHT_SCRIPT = true
- =begin
- This value must be exactly the same of "PHASE_VARIABLE" setting in KGC_DayNight
- script. By default the script sets it to 11.
- To make the event light go on/off with DayNight system, set the event page
- to be triggered with this variable id and set it to be 1 or above.
- =end
- KGC_DAY_NIGHT_SCRIPT_VARIABLE = 11
- =begin
- Tips and tricks:
- You can't make a single specific light inside event go on/off if
- a condition applies, for example if a switch is ON.
- For the moment, you can achieve this by doing
- a script call immediatley after you make the condition apply.
- If for example the light event must go on if switch 100 is ON, after you turn
- on the switch do this call script:
- $scene = Scene_Map.new
-
- Be aware that doing this call script will make game freeze
- for 30 milliseconds.
- ################################################################################
- =end
- $bulletxt_day_check = 0
- class Spriteset_Map
-
- alias bulletxt_spriteset_map_initalize initialize
- def initialize
- @light_effects = []
- initialize_lights
- bulletxt_spriteset_map_initalize
- update
- end
- alias bulletxt_spriteset_map_dispose dispose
- def dispose
- bulletxt_spriteset_map_dispose
- for effect in @light_effects
- effect.light.dispose
- end
- @light_effects = []
- end
-
- alias bulletxt_spriteset_map_update update
- def update
- bulletxt_spriteset_map_update
- check_day_night if ENABLE_KGC_DAY_NIGHT_SCRIPT
- update_light_effects
-
- end
-
- def check_day_night
- #if night
- if $bulletxt_day_check == 0
- if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 1
- $scene = Scene_Map.new
- $bulletxt_day_check = 1
-
- end
-
- else
- #if morning
- if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 3
- $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] = -1
- $scene = Scene_Map.new
- $bulletxt_day_check = 0
- end
- end
-
-
-
- end
-
-
- def initialize_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 == ["FIRE"]
- type = "FIRE"#伴有轻微的闪烁的红色
- 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"#小型稳定的白光
- 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"#大型稳定的白光
- 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 == ["LIGHT3"]
- type = "LIGHT3"#微型稳定的白光
- 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 == ["TORCH"]
- type = "TORCH"#伴有强烈闪烁的大型稳定的红光
- 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"#伴有中等烁的大型稳定的红光
- 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 == ["TORCH3"]
- type = "TORCH3"#伴有小等烁的大型稳定的红光
- 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 == ["GROUND"]
- type = "GROUND"#无色
- 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 == ["GROUND2"]
- type = "GROUND2"#黄光
- 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 == ["GROUND3"]
- type = "GROUND3"#红光
- 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 == ["GROUND4"]
- type = "GROUND4"#绿光
- 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 == ["GROUND5"]
- type = "GROUND5"#蓝光
- 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
- end
- end
-
- for effect in @light_effects
- case effect.type
-
- 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 "LIGHT3"
- 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 "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
- when "TORCH3"
- 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.blend_type = 1
-
- 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 "GROUND2"
- 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 "GROUND3"
- 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.tone = Tone.new(255,-255,-255, 255)
- effect.light.blend_type = 1
- when "GROUND4"
- 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.tone = Tone.new(-255,255,-255, 100)
- effect.light.blend_type = 1
- when "GROUND5"
- 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.tone = Tone.new(-255,255,255, 100)
- effect.light.blend_type = 1
- end
- end
- end
- def update_light_effects
- ################################################################################
-
- # handle FIRE
- if $game_switches[FIRE]
- for effect in @light_effects
- next if effect.type != "FIRE"
- effect.light.visible = false
- end
- else
- for effect in @light_effects
- next if effect.type != "FIRE"
- effect.light.visible = true
- end
- end
- # handle LIGHT
- if $game_switches[LIGHT]
- for effect in @light_effects
- next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3"
- effect.light.visible = false
- end
- else
- for effect in @light_effects
- next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3"
- effect.light.visible = true
- end
- end
- # handle GROUND
- if $game_switches[GROUND]
- for effect in @light_effects
- next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5"
- effect.light.visible = false
- end
- else
- for effect in @light_effects
- next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5"
- effect.light.visible = true
- end
- end
- # handle TORCH
- if $game_switches[TORCH]
- for effect in @light_effects
- next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"
- effect.light.visible = false
- end
- else
- for effect in @light_effects
- next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3"
- effect.light.visible = true
- end
- end
- ################################################################################
- for effect in @light_effects
- case effect.type
- 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 "LIGHT3"
- 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.opacity = rand(10) + 90
-
- 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
- when "TORCH3"
- 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 "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 "GROUND2"
- 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.opacity = rand(10) + 90
- when "GROUND3"
- 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 "GROUND4"
- 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 "GROUND5"
- 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
- end
- end
- #close def
- end
- #close class
- 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 = 1000
- @event = event
- @type = type
- end
- end
复制代码 什么什么?你还不懂?那么,还是我给个范例吧。P.S.如果打不开游戏就直接看范例啊。如果显示工具旧版本什么的,就自己新建一个VX的工程,把新建出的游戏文件夹里的工程的那个文件直接复制到我那个游戏文件夹里,然后替换那个文件就行了。
工程[备用网盘下载地址]:http://pan.baidu.com/share/link?shareid=134620&uk=1780376705
工程[直接附件]:
火炬范例.zip
(257.14 KB, 下载次数: 3, 售价: 10 星屑)
这个附件要100经验,反正你有300多经验,再加上我这么辛苦打字,所以... |
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