Licht Effekte Script + Bild

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    • Licht Effekte Script + Bild

      [COLOR="White"]Hallo Liebe RPG Maker Fans

      Hier gebe ich euch die Möglichkeit euch
      Lichteffekte
      in euer Spiel mit reinzubringen ;)
      das dan ungefähr so aussieht:


      "Licht Effekte Script"
      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.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 = 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"
      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 = 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 == ["TORCH"]
      type = "TORCH"
      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"
      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
      end
      end
      for effect in @light_effects
      case effect.type
      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 "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 "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
      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 = (effect.event.real_x - 400 - $game_map.display_x) / 8
      effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
      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 "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
      end
      end
      end
      end

      class Light_Effect
      attr_accessor :light
      attr_accessor :event
      attr_accessor :type
      def initialize(event, type)
      @light = Sprite.new
      @light.bitmap = Cache.picture("le.png")
      @light.visible = true
      @light.z = 1000
      @event = event
      @type = type
      end
      end


      Dazu braucht ihr natürlich noch dieses Bild :
      Das packt ihr einfach in euren Picture Ordner ;)[/COLOR]
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