Script de Light Effects (muito bom!) criando por:~ Felipe '

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    Script de Light Effects (muito bom!) criando por:~ Felipe '  Empty Script de Light Effects (muito bom!) criando por:~ Felipe '

    Mensagem por Game Over em Seg Maio 21, 2012 11:17 am

    [Autor:~ Felipe ']

    Introdução

    Olá, eu procurei no forum aqui e nao achei, só achei o lampião customizável.

    O que ele faz

    Ele cria uma "luz" no evento desejado, pra dar o efeito de luminosidade numa lampada, etc.

    Script

    Código:
    #==============================================================================
    #========================== Light Effects XP 2.1 ==============================
    #------------------------------------------------------------------------------
    #  Script de: Kylock (originalmente para RMXP por Near Fantastica)
    #  Tradução por Equipe Gemstone
    #  Novos modos de luz da versão 2.0 por Kbça
    #  Disponibilizado por Massakmkz
    #==============================================================================
    #  Para fazer com que um evento brilhe, escreva um Comentário: com qualquer um
    #                dos modos de luz suportados abaixo.
    #=============================== Versões ======================================
    # 1.0 - Lançamento original
    # 1.1 - Novos modos de luz adicionados: LIGHT2, TORCH, TORCH2.
    #    - Mudou o modo de blend do sprite para Adicionar (parece um pouco melhor).
    #    - Luzes de fogo agora estão com tonalidade vermelha.
    # 2.0 - Novos modos de luz adicionados: (by Kbça)
    #      XENON, BLOOD, GREEN, WHITE, CYAN, PINK e YELLOW
    # 2.1 - Alguns bugs concertados: (by Massakmkz)
    #============================= Modos de Luz ====================================
    #  GROUND - Médio alcance e luz branca.
    #  FIRE  - Luz vermelha que oscila levemente.
    #  LIGHT  - Alcance curto e luz branca.
    #  LIGHT2 - Longo alcance e luz branca.
    #  TORCH  - Grande luz vermelha com muita oscilação.
    #  TORCH2 - Grande luz vermelha que oscila levemente.
    #  XENON  - Alcançe médio, luz azul imitando Xenon.
    #  BLOOD  - Luz vermelho-sangue de alcançe médio, ideal para jogos de terror!
    #  GREEN  - Luz verde de médio alcançe.
    #  WHITE  - Luz branca de médio alcançe, porém mais forte que GROUND e LIGHT.
    #  CYAN  - Alcançe médio, cor verde piscina e um tanto forte.
    #  PINK  - Cor rosa, de médio alcançe.
    #  YELLOW - Luz forte de médio alcançe de cor amarela.
    #==============================================================================

    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 = 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
            if event.list[i].code == 108 and event.list[i].parameters == ["XENON"]
              type = "XENON"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 150
              @light_effects.push(light_effects)
            end
            if event.list[i].code == 108 and event.list[i].parameters == ["BLOOD"]
              type = "BLOOD"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 150
              @light_effects.push(light_effects)
            end
            if event.list[i].code == 108 and event.list[i].parameters == ["GREEN"]
              type = "GREEN"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 150
              @light_effects.push(light_effects)
            end
            if event.list[i].code == 108 and event.list[i].parameters == ["WHITE"]
              type = "WHITE"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 180
              @light_effects.push(light_effects)
            end
            if event.list[i].code == 108 and event.list[i].parameters == ["CYAN"]
              type = "CYAN"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 180
              @light_effects.push(light_effects)
            end
            if event.list[i].code == 108 and event.list[i].parameters == ["PINK"]
              type = "PINK"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 180
              @light_effects.push(light_effects)
            end
            if event.list[i].code == 108 and event.list[i].parameters == ["YELLOW"]
              type = "YELLOW"
              light_effects = Light_Effect.new(event,type)
              light_effects.light.zoom_x = 2
              light_effects.light.zoom_y = 2
              light_effects.light.opacity = 180
              @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
          when "XENON"
            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.tone = Tone.new(-200,-200,255,  0)
            effect.light.blend_type = 1
          when "BLOOD"
            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.tone = Tone.new(255,-230,-230,  0)
            effect.light.blend_type = 1
          when "GREEN"
            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.tone = Tone.new(-150,255,-150,  0)
            effect.light.blend_type = 1
          when "WHITE"
            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.tone = Tone.new(255,255,255,  0)
            effect.light.blend_type = 1
          when "CYAN"
            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.tone = Tone.new(-255,0,0,  0)
            effect.light.blend_type = 1
          when "PINK"
            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.tone = Tone.new(0,-255,0,  0)
            effect.light.blend_type = 1
          when "YELLOW"
            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.tone = Tone.new(0,0,-255,  0)
            effect.light.blend_type = 1
          end
        end
      end
      def update_light_effects
        if $game_switches[13]# Controle de luz (nome do switch)
          for effect in @light_effects
            next if effect.type == "FIRE" || effect.type == "TORCH"
            effect.light.visible = false
          end
        end
        for effect in @light_effects
          case effect.type
          when "GROUND"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "FIRE"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82 + rand(6) - 3
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82 + rand(6) - 3
            effect.light.opacity = rand(10) + 90
          when "LIGHT"
            effect.light.x = (-0.25 / 1 * $game_map.display_x) + (effect.event.x * 32) - 15
            effect.light.y = (-0.25 / 1 * $game_map.display_y) + (effect.event.y * 32) - 15
          when "LIGHT2"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82 - 20
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "TORCH"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82 - 20 + rand(20) - 10
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 + rand(20) - 10
            effect.light.opacity = rand(30) + 70
          when "TORCH2"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82 - 20
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
            effect.light.opacity = rand(10) + 90
          when "XENON"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "BLOOD"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "GREEN"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "WHITE"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "CYAN"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "PINK"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          when "YELLOW"
            effect.light.x = (effect.event.real_x - $game_map.display_x) / 4 -82
            effect.light.y = (effect.event.real_y - $game_map.display_y) / 4 -82
          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 = RPG::Cache.picture("le.png")
        @light.visible = true
        @light.z = 1000
        @event = event
        @type = type
      end
    end

    Imagens:
    Spoiler:

    Script de Light Effects (muito bom!) criando por:~ Felipe '  Concursoj

    Eu mesmo fiz esse mapa xD
    Notem nas velas na parede.. Estão luminosas

    Como usar:

    Apenas cole o script acima do main.
    E adicione a imagem abaixo na pasta pictures do seu projeto com o nome de le.png
    Crie um evento com um comentário.. FIRE e talz, tem as instruções no script.

    Script de Light Effects (muito bom!) criando por:~ Felipe '  66163800

    Créditos
    # Script de: Kylock (originalmente para RMXP por Near Fantastica)
    # Tradução por Equipe Gemstone
    # Novos modos de luz da versão 2.0 por Kbça
    # Disponibilizado por Massakmkz
    Vinks por disponibilizar aqui.



      Data/hora atual: Qui Set 19, 2019 6:01 pm