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 - 20 effect.light.y = (effect.event.screen_y * 8 - 1200 - $game_map.display_y) / 8 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
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