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  1. Nome Script: FenixFyreX's Light FX Versione: 0.8 Autore/i: FenixFyreX Informazioni: Questo script permette di generare effetti di luce attraverso un commento posti in un evento. E' molto semplice e ha un sacco di funzioni. Features: - Configurazione dinamica degli effetti luce con un commento nella pagina di un evento. - Ogni effetto può avere la sua propria grafica! - Aggiunge effetti come il tremolio, il ridimensionamento, effetto onda, compensazione e molto altro ancora. - Preset di configurazione nella configurazione dello script per l'uso facile accesso. - Switch che inverte il sistema (da configurare). Screenshots: Istruzioni: Inserite lo script sotto material. Le istruzioni sono all'interno dello script. Script: # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # # FenixFyreX's Light Effects (FFXLFX) # Version 0.8 # http://www.rpgmakervx.net # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # # To create a light effect via comment, setup the comment like so: # # <lfx args> # # args can be any of the following; fn is required: # # fn # f Flicker effect. Setup like so: f[n,n1] best effect above 100,100. # zx,zy Zoom X and Zoom Y of the effect. # b Blend type of the effect. 0 is normal, 1 is add, 2 is subtract. # os Offset, setup like so: os[x,y] x and/or y can be negative. # clr Color. Setup like so: clr[red,green,blue,alpha] alpha can be omitted. # w Wave effect. Setup like so: w[amp,length,speed,phase] phase can be omitted. # # To use a preset, just setup the comment like so: # # <lfx preset string> # # Where string is the name of the preset below. # # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # module FFXLFX # # # # Set up preset light fx here. the preset can be named anything as long as it # is a string(e.g. within " ") # Options for the preset are as follows; if a * is next to it, its mandatory: # # :filename * The name of the file in Graphics/Lights/ # :flicker Should the light flicker? Must be an array of two numbers. # :zx Zoom X of the effect, 1 is default # :zy Zoom Y of the effect, 1 is default # :blend 0 is normal, 1 is add, 2 is subtract # :color An array of 3-4 numbers, like so: [155,100,0] # Yellow # :wave An array of 3-4 numbers, [amp, length, speed, phase] # # :wave makes the image wiggle, amp's default is Presets = {} #do NOT delete this. Presets["Ground1"] = { :filename => "light1", :flicker => [200,100], :zx => 2, :zy => 2, :blend => 1, :color => [155,100,0], :wave => [1,1,10], } # The switch that turns the whole system on or off. If on, the system will be off. On_Off_Switch = 1 end module Cache def self.lights(filename) load_bitmap("Graphics/Lights/",filename) end end class Sprite def start_wave(amp,speed,length,phase=nil) self.wave_amp = amp self.wave_speed = speed self.wave_length = length self.wave_phase = phase.to_i unless phase.nil? end end class Game_Event < Game_Character def light rgxp = /<lfx[ ]*(::|=)?[ ]*(.*)>/i rgxp2 = /<lfxpreset[ ]*=?[ ]*(.*)>/i return if @page.nil? @page.list.each do |item| if [108,408].include?(item.code) txt = item.parameters[0] index = @page.list.index(item) loop do if [108,408].include?(@page.list[index].code) unless txt =~ (rgxp || rgxp2) txt += @page.list[index+1].parameters[0] else break end index += 1 else return nil end end return txt =~ rgxp2 ? preset_light($1.to_s) : txt =~ rgxp ? new_light(txt) : nil end end return nil end def new_light(txt) filename = txt =~ /fn[ ]*=?[ ]*([w*d*s*]*)/i ? $1.to_s : nil flicker = txt =~ /f[ ]*=?[ ]*[(d+),(d+)]/i ? [$1.to_i,$2.to_i] : nil zx = txt =~ /zx[ ]*=?[ ]*(d*)/i ? $1.to_i : 1 zy = txt =~ /zy[ ]*=?[ ]*(d*)/i ? $1.to_i : 1 blend = txt =~ /b[ ]*=?[ ]*[0|1|2]/i ? $1.to_i : nil offset = txt =~ /os[ ]*=?[ ]*[(d+),(d+)]/i ? [$1.to_i,$2.to_i] : [0,0] wave = txt =~ /w[ ]*=?[ ]*[(d+)[ ]*,[ ]*(d+)[ ]*,[ ]*(d+)[ ]*,?[ ]*(d+)?]/i ? [$1.to_i,$2.to_i,$3.to_i,$4] : nil color = nil if txt =~ /clr[ ]*=?[ ]*[(d+),?[ ]*(d+),?[ ]*,(d+),?[ ]*(d+)?]/i color = Color.new($1.to_f,$2.to_f,$3.to_f,$4.nil? ? 255 : $4.to_f) end if FileTest.exist?(sprintf("Graphics/Lights/%s.png", filename)) s = Sprite_Light.new(self) s.bitmap = Cache.lights(filename).clone s.flicker = flicker s.zoom_x = zx s.zoom_y = zy s.color = color unless color.nil? s.blend_type = blend unless blend.nil? s.offset = offset s.start_wave(*wave) unless wave.nil? return s end return nil end def preset_light(nam) cache = FFXLFX::Presets[nam] return nil if cache[:filename].nil? s = Sprite_Light.new(self) s.bitmap = Cache.lights(cache[:filename]).clone s.flicker = cache[:flicker] unless cache[:flicker].nil? s.zoom_x = cache[:zx] unless cache[:zx].nil? s.zoom_y = cache[:zy] unless cache[:zy].nil? s.color = Color.new(*cache[:color]) unless cache[:color].nil? s.blend_type = cache[:blend] unless cache[:blend].nil? s.offset = cache[:offset] unless cache[:offset].nil? s.start_wave(*cache[:wave]) unless cache[:wave].nil? return s end end class Spriteset_Map attr_accessor :lightfxs alias init_lightfxs initialize unless $@ def initialize(*args, &block) @lightfxs = [] init_lightfxs(*args, &block) setup_lightz update_lightz end def setup_lightz if $game_switches[FFXLFX] return nil end $game_map.events.values.each do |i| @lightfxs[i.id] = i.light end end alias update_lightfxs update unless $@ def update(*args, &block) if $game_switches[FFXLFX] && @lightfxs.empty? setup_lightz elsif !$game_switches[FFXLFX] dispose_lightz end update_lightfxs(*args, &block) update_lightz end alias dispose_lightfxs dispose unless $@ def dispose(*args, &block) dispose_lightz dispose_lightfxs(*args, &block) end def update_lightz @lightfxs.each do |s| s.update unless s.nil? or s.disposed? or s.bitmap.nil? or s.bitmap.disposed? end end def dispose_lightz @lightfxs.each do |s| s.dispose unless s.nil? or s.disposed? end end end class Sprite_Light < Sprite_Base attr_accessor :flicker, :offset def initialize(event) @event = event @flicker = false @offset = [0,0] super(nil) set_xyz end def update set_xyz return if [email protected]?() super if [email protected]? self.visible = (rand(@flicker[0]) != @flicker[0]-1) self.opacity = 255-rand(@flicker[1]) else self.visible = true self.opacity = 150 end end def set_xyz a = (@event.screen_x.to_f) b = (@event.screen_y.to_f) a -= (self.width/2)+((self.zoom_x-1)*self.width/2) b -= self.height+((self.zoom_y-1)*self.height/2) a += @offset[0] b += @offset[1] self.x = a self.y = b self.z = @event.screen_z end end Incompatibilità: N/D
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