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  1. Titolo: Ligth Effects XP Versione: 3.2 Autore/i: Near Fantastica,migliorato da SKKY88 Informazioni: Inserisce effetti di luce nel vostro gioco Istruzioni: Copiate come al solito sopra " Main". Necessita di questa immagine da inserire nella cartella Pictures http://www.mediafire.com/file/y1wdmq4zhn2/LE.rar Quindi create un nuovo evento ed inserite un commento con una delle seguenti frasi: LIGTH, FIRE,LIGTH2,TORCH,TORCH2,GROUND, per ottenere diversi effetti di illuminazione Script:: # ■ Light Effects XP V.3.2 #================================ #  By: Near Fantastica # Date: 28.06.05 # Version: 3 # modified by:SKKY88 # DATE: 06.08.09 # bug risolto=ora le luci non si muovono più su mappe superiori a 20x15 # #================================ 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 = 5 light_effects.light.zoom_y = 5 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 = 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" 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 == ["TORCH2"] type = "TORCH2" 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 end end for effect in @light_effects case effect.type when "GROUND" effect.light.x = (-0.25 * $game_map.display_[img=http://rpgmkr.net/forum/public/style_emoticons/default/sourirex.gif] + (effect.event.x * 32) - 47 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 47 effect.light.blend_type = 1 when "FIRE" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 144 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "LIGHT" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.blend_type = 1 when "LIGHT2" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.blend_type = 1 when "TORCH" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 when "TORCH2" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.tone = Tone.new(255,-100,-255, 0) effect.light.blend_type = 1 end end end def update_light_effects if $game_switches[1] for effect in @light_effects next if effect.type == "FIRE" || effect.type == "TORCH" effect.light.visible = false end else for effect in @light_effects next if effect.type == "FIRE" || effect.type == "TORCH" effect.light.visible = true end end for effect in @light_effects case effect.type when "GROUND" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 45 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 45 when "FIRE" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 144 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 144 effect.light.opacity = rand(10) + 90 when "LIGHT" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 when "LIGHT2" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 when "TORCH" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.opacity = rand(30) + 70 when "TORCH2" effect.light.x = (-0.25 * $game_map.display_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> + (effect.event.x * 32) - 15 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 effect.light.opacity = rand(10) + 90 end end end end #================================ # ■ Light Effects Class #================================ class Light_Effect #-------------------------------------------------------------- attr_accessor :light attr_accessor :event attr_accessor :type #-------------------------------------------------------------- def initialize(event, type) @light = Sprite.new @light.bitmap = RPG::Cache.picture("LE.PNG") @light.visible = true @light.z = 1000 @event = event @type = type end end Incompatibilita:N/D
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