Va-nu-pieds Lv.4
Inscrit le : 24/08/2009 Messages : 72
| Sujet: Changement de méthode d'activation . Dim 2 Mai 2010 - 15:23 | |
| Salut à tous et à toutes ! Ma demande : J'aimerais que la méthode d'activation de ce script soit changer : Il s'agit du script d'effet lumière - Code:
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=begin Thomas Edison VX
Version: 0.1 Author: BulletXt (bulletxt@gmail.com) Date: 12/06/2009 Script based upon Kylock's (http://www.rpgmakervx.net/index.php?showtopic=2432)
Description: To make an event glow, put a Comment inside event with one of the following light modes. When importing this script to a new project, be sure to copy Graphics/Pictures/le.png to your project. Light Modes: GROUND - Medium steady white light. GROUND2 - Medium white light with slight flicker. GROUND3 - Small steady red light. GROUND4 - Medium steady green light. GROUND5 - Medium steady blu light. FIRE - Large red light with a slight flicker. LIGHT - Small steady white light. LIGHT2 - X-Large steady white light. LIGHT3 - Small white light with slight flicker. TORCH - X-Large red light with a heavy flicker. TORCH2 - X-Large red light with a sleight flicker. TORCH3 - Large white light with a slight flicker.
You can make a specific light type turn off/on by turning one of the following switches id ON/off. By default, the switches are off so the lights will show. Of course, turning all switches to ON will make all light types go off.
=end
#id switch that if ON turns off FIRE mode lights #applies only to light mode: FIRE FIRE = 87 #id switch that if ON turns off LIGHT mode lights #applies to light mode: LIGHT, LIGHT2, LIGHT3 LIGHT = 86 #id switch that if ON turns off GROUND mode lights #applies to light mode: GROUND, GROUND2, GROUND3, GROUND4, GROUND5 GROUND = 85 #id switch that if ON turns off TORCH mode lights #applies to light mode: TORCH, TORCH2, TORCH3 TORCH = 84
# this value can be true or false. If true, it enables compatibility with # KGC_DayNight script. When it's night, lights will automatically go on, when # morning comes back lights will go off. If you set this to true, be sure to # place this script below KGC_DayNight script in the Scripting Editor of VX. ENABLE_KGC_DAY_NIGHT_SCRIPT = true
=begin This value must be exactly the same of "PHASE_VARIABLE" setting in KGC_DayNight script. By default the script sets it to 11. To make the event light go on/off with DayNight system, set the event page to be triggered with this variable id and set it to be 1 or above. =end KGC_DAY_NIGHT_SCRIPT_VARIABLE = 11
=begin Tips and tricks: You can't make a single specific light inside event go on/off if a condition applies, for example if a switch is ON. For the moment, you can achieve this by doing a script call immediatley after you make the condition apply. If for example the light event must go on if switch 100 is ON, after you turn on the switch do this call script: $scene = Scene_Map.new Be aware that doing this call script will make game freeze for 30 milliseconds.
################################################################################ =end
$bulletxt_day_check = 0
class Spriteset_Map alias bulletxt_spriteset_map_initalize initialize def initialize @light_effects = [] initialize_lights bulletxt_spriteset_map_initalize update end
alias bulletxt_spriteset_map_dispose dispose def dispose bulletxt_spriteset_map_dispose for effect in @light_effects effect.light.dispose end @light_effects = [] end alias bulletxt_spriteset_map_update update def update bulletxt_spriteset_map_update check_day_night if ENABLE_KGC_DAY_NIGHT_SCRIPT update_light_effects end
def check_day_night #if night if $bulletxt_day_check == 0 if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 1 $scene = Scene_Map.new $bulletxt_day_check = 1 end else #if morning if $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] == 3 $game_variables[KGC_DAY_NIGHT_SCRIPT_VARIABLE] = -1 $scene = Scene_Map.new $bulletxt_day_check = 0 end end end def initialize_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 == ["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 == ["LIGHT3"] type = "LIGHT3" 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 = 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 == ["TORCH3"] type = "TORCH3" 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 == ["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 == ["GROUND2"] type = "GROUND2" 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 == ["GROUND3"] type = "GROUND3" 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 == ["GROUND4"] type = "GROUND4" 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 == ["GROUND5"] type = "GROUND5" 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 end end for effect in @light_effects case effect.type 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 "LIGHT3" 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 "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 "TORCH3" 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.blend_type = 1 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 "GROUND2" 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 "GROUND3" 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, 255) effect.light.blend_type = 1 when "GROUND4" 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, 100) effect.light.blend_type = 1 when "GROUND5" 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, 100) effect.light.blend_type = 1 end end end
def update_light_effects ################################################################################ # handle FIRE if $game_switches[FIRE] for effect in @light_effects next if effect.type != "FIRE" effect.light.visible = false end else for effect in @light_effects next if effect.type != "FIRE" effect.light.visible = true end end
# handle LIGHT if $game_switches[LIGHT] for effect in @light_effects next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3" effect.light.visible = false end else for effect in @light_effects next if effect.type != "LIGHT" && effect.type != "LIGHT2" && effect.type != "LIGHT3" effect.light.visible = true end end
# handle GROUND if $game_switches[GROUND] for effect in @light_effects next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5" effect.light.visible = false end else for effect in @light_effects next if effect.type != "GROUND" && effect.type != "GROUND2" && effect.type != "GROUND3" && effect.type != "GROUND4" && effect.type != "GROUND5" effect.light.visible = true end end
# handle TORCH if $game_switches[TORCH] for effect in @light_effects next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3" effect.light.visible = false end else for effect in @light_effects next if effect.type != "TORCH" && effect.type != "TORCH2" && effect.type != "TORCH3" effect.light.visible = true end end
################################################################################
for effect in @light_effects case effect.type
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 "LIGHT3" 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.opacity = rand(10) + 90 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 when "TORCH3" 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 "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 "GROUND2" 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.opacity = rand(10) + 90 when "GROUND3" 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 "GROUND4" 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 "GROUND5" effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8 effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8 end end
#close def end #close class end
class Light_Effect attr_accessor :light attr_accessor :event attr_accessor :type def initialize(event, type) @light = Sprite.new @light.bitmap = Cache.picture("le.png") @light.visible = true @light.z = 1000 @event = event @type = type end
end Explications :Ce script produit un effet lumière par image nommer Le . Il faut insèrer un commentaire dans un évent à règler en processus parallèle . Le problème c'est que le script active l'effet lumière uniquement quand on arrive sur la map . J'entend par là que si je veut activé l'effet lumière par intérrupteur quand je le désire , je suis obliger de changer de map et revenir pour le voir ! J'en conclus que le script est programmé de façon à activer l'effet quand on arrive sur la map . Je désire que le code fesant celà soit modifié de façon à pouvoir fonctionné comme je le désire (expliquer dans le paragraphe précèdent) Voilà , merci d'avance pour votre aide et vos réponse !
Dernière édition par Djidane Tribale le Mer 12 Mai 2010 - 14:27, édité 1 fois |
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Mage Lv.11
Age : 27 Inscrit le : 02/03/2009 Messages : 513
| Sujet: Re: Changement de méthode d'activation . Dim 2 Mai 2010 - 15:54 | |
| Tu peux tout simplement mettre l'event qui active la lumière sur une autre map ^^. Mais sinon tu pourrais me montrer l'event où il y a le commentaire de la lumière et l'event qui l'active stp ? |
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Poulet trizo Lv.3
Age : 32 Inscrit le : 18/11/2009 Messages : 42
| Sujet: Re: Changement de méthode d'activation . Lun 3 Mai 2010 - 16:11 | |
| Non, c'est simplement que quand tu active ton interrupteur, la map ne se met pas à jour automatiquement. Alors il faut le faire manuellement avec cette appelle de script : - Code:
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$scene=Scene_Map.new normalement c'est tout. Mais s'il advient que ton jeu lag, ajoute une attente d'une frame à la suite de l'appelle. |
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Va-nu-pieds Lv.4
Inscrit le : 24/08/2009 Messages : 72
| Sujet: Re: Changement de méthode d'activation . Mer 12 Mai 2010 - 14:27 | |
| Je pense qu'il n'y a plus rien à ajouter ! Merci pour votre aide et bon making à vous |
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| Sujet: Re: Changement de méthode d'activation . | |
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