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发表于 2016-8-12 22:15:22
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terraxlighting1.3説明
* @help
* To activate the script in an area, do the following:
* 1. Put an event switch into the map.
* 2. In the 'Note' field (Next to the name) put the following text :
* Light 250 #FFFFFF
* - Light activates the script
* - 250 is the lightradius of the object
* - #FFFFFF is the lightcolor (white in this case)
* 3. You're done, its that simple.
*
* You can add two optional commands for brightness and direction
* Light 200 #FFFFFF B50 increases the brightness with 50%. Value between 0 and 99.
* Light 200 #FFFFFF D1 will give half a lightglobe for lightsources placed on walls.
* 1. For lights on north walls, light will face down.
* 2. For lights on east walls, light will face west.
* 3. For lights on south walls, light will face north.
* 4. For lights on west walls, light will face east.
*
* To alter the player radius in game use the following plugin command :
* Light radius 200 #FFFFFF (to change the radius and the color)
* If you want to change the player radius slowly over time (like a dying torch)
* use the command 'Light radiusgrow 200 #FFFFFF'
* You can alter the brightness of the players lightsource by adding:
* 'Light radius 200 #FFFFFF B70' (Brightness values between 0 and 99, 0 is default)
*
* To turn on and off lightsources in the game, do the following:
* Give the lightsource the normal def : Light 250 #FFFFFF and an extra number
* so it becomes 'Light 250 #FFFFFF 1'
* (If your using the optional brightness and direction place it after those (Light 250 #FFFFFF B50 D2 1)
* To turn on this light use plugin command : 'Light on 1'.
* The plugin command will also trigger SelfSwitch 'D' on the targeted light(s).
* To turn off the light use plugin command : 'Light off 1'.
* You can reset the switches each map with the option or manualy by
* the plugin command 'Light switch reset'
* You can also turn off lights with the kill-selfswitch defined in the parameters.
*
* Replacing the 'Light' keyworld with 'Fire' will give the lights a subtle flicker
* You can configure the fire effect with the plugin command 'SetFire 7 10'
* Where 7 is the radius change and 10 is the shift in color from red to yellow.
*
* To completly turn off the script use : 'Light deactivate'
* To turn it on again use the command: 'Light activate'
*
* To activate a day-night cycle on a map, put in a trigger with 'DayNight' in an event note
* or in the map note.
* Plugin command 'Daynight speed 10' changes the speed.
* Speed 10 means it takes 10 seconds to to pass one hour in game (probably to fast)
* Plugin command 'Daynight hour 16 30' sets the hour to 16:30 hours
* Each hour has its own color value.
* Plugin command 'Daynight color 0 #222222' changes 0:00 hours to color value '#222222'
* You can add time with the plugin command 'Daynight add 8 30' (this adds 8 hours and 30 minutes)
*
* If you want to use the time of day to trigger effects (like turning on lights when it gets dark)
* you can use the parameters 'Save DaynightHours','Save DaynightMinutes','Save DaynightSeconds'
* The default is 0, which means its off.
* If you set it to a value,5 for example, it will store the daynight value inside game variable 5.
* You can then use that variable to trigger lights.
* To help syncing/debugging the time system you can use scriptcommand 'daynight debug' to display the current time.
* If you want to go 'alien world' and stuff, you can change the number of hours in a day with
* script command 'daynight hoursinday 48' (for 48 hours in day, don't forget to fill in the hour values)
*
* As an alternative to the daynight cycle you can use the tint system. If you want to use another plugin for the
* day/night cycle, the tint option is probably best to use.
* The plugin command 'Tint set #333333' will make the room less dark.
* The plugin command 'Tint fade #777777 5' will fade the color from the current color to the new, the last
* number (5) is the speed of the fade, were 1 is a fast fade and 20 is a very slow one.
* If an area has a daynight cycle system, the tint system is disabled.
*
* To use a flashlight effect use 'Flashlight on 8 12 #FFFFFF 3' and 'Flashlight off'
* The arguments are optional (8=beamlength, 12=beamwidth, #FFFFFF=color, 3=beam density)
* Events can also use the flashlight effect. Use 'Flashlight 8 12 #888888 1 2' in the note-tag.
* where 8 is the length of the flashlights beam and 12 is the width of the beam. The last numbers are
* optional and can be used to turn the NPC's flashlight on or off and set the direction of the beam
* if the event is not moving (1=up, 2=right, 3=down, 4=left) the default is down.
*
* TileLight and RegionLight settings
* To create lightsources without using events you can use the following plugin command.
* TileLight 1 ON #FFFFFF 150 Will create a lightsource (color #FFFFFF radius 150) on all tiles with tile-tag 1.
* TileRegion 1 ON #FFFFFF 150 Will create a lightsource on all tiles with region-number 1.
* You can increase the brightness of a lightsource with the optional TileRegion 1 ON #FFFFFF 150 B50 (for 50% increased brightness)
* TileLight 1 OFF will turn off the lights on tile-tag 1 again
* TileRegion 1 OFF will turn off the lights on region-number 1 again
* TileFire and RegionFire works the same as TileLight, but with fire effect.
* Make sure your map still has at least one event with lights in it, otherwise the script will not run.
*
* TileBlock and RegionBlock settings
* To block lights on certain tiles (roofs for instance) you can use the following plugin command.
* TileBlock 1 ON #000000 Will block light on tiles with tile-tag 1.
* RegionBlock 1 ON #000000 Will block lights on tiles with region-number 1.
* TileBlock 1 OFF and TileRegion 1 OFF turns off the blocking again.
* To darken but not completly block light use a slightly higher color setting (#333333) for instance.
* This function does not raytrace. If the players lightradius is bigger then the blocking tiles the
* light will show on the other side. For the best effect keep the lightradius a bit smaller then the block section.
* for advance users, if you want to block more or less of the tile you can do the following
* RegionBlock 1 ON #000000 shape xoffset yoffset width height
* RegionBlock 1 ON #000000 1 20 20 10 10 -> this will block a box starting at 20,20 with width and height 10,10
* RegionBlock 1 ON #000000 2 20 20 10 10 -> this will block a oval starting at 20,20 with xradius 10 and yradius 10
* |
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