VX 스크립트

=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

밤낮스크립트와 같이쓰면 좋습니다.

데모를 반드시 확인해 주세요!

출처:rmrk

Comment '9'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5398
457 원경 원경(파노라마) 바꾸기 9 file 허걱 2010.05.28 3369
456 기타 [자작]게임 실행시 파일 체크 프로그램. 또는 파일 실행기. 16 file NightWind AYARSB 2010.05.20 3192
455 스킬 [ultimate series]스킬,아이템 데미지계산식을 자기입맛에 맞게 고치는 스크립트 16 file EuclidE 2010.05.04 4373
454 메시지 직접 생각해서 만든 "문장 속 특정 단어 색 바꾸기" 10 file X.66 2010.04.28 4363
453 메뉴 매우 간단명료한 메뉴. 32 file 비극ㆍ 2010.04.23 6618
452 이동 및 탈것 자동 이동 시스템 20 file 허걱 2010.04.21 4303
451 기타 전투후 이어지는 베경음 9 비극ㆍ 2010.04.19 2190
» 그래픽 토마스 에디슨(파티클 엔진 비슷) 9 file 비극ㆍ 2010.04.19 3431
449 기타 Lock Screen 3 비극ㆍ 2010.04.19 2012
448 기타 레벨업 이펙트... 20 비극ㆍ 2010.04.19 3768
447 기타 세이브 포인트 2 비극ㆍ 2010.04.19 2518
446 기타 그림자 없애기... 3 비극ㆍ 2010.04.19 1642
445 기타 메뉴에서 애니매이션 사용! 12 비극ㆍ 2010.04.19 3022
444 타이틀/게임오버 타이틀에서 홈페이지 연결 17 비극ㆍ 2010.04.19 2271
443 기타 스크린샷 기능 14 비극ㆍ 2010.04.19 2090
442 메뉴 Final Fantasy VII Menu System 8 비극ㆍ 2010.04.19 3506
441 기타 땅파기 18 file 비극ㆍ 2010.04.19 3013
440 스킬 Learn Skills By Use 10 비극ㆍ 2010.04.19 2037
439 맵/타일 Map Saver 17 file 비극ㆍ 2010.04.18 2415
438 HUD Zelda Health System 11 file 비극ㆍ 2010.04.18 2850
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 32 Next
/ 32