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Samstag, 12. November 2011, 16:02

Problem mit Light Circle Script

Hallo,
da ich in mein Spiel eine Lampe einbauen will, habe ich mir levanans Light Circle Script besorgt.
Nun allerdings habe ich das Problem, das jede Map automatisch abgedunkelt wird und der Spieler von einem Lichtkreis umschlossen wird.
Ich möchte jedoch, dass nur ausgewählte Maps dunkel werden und der Kreis nur auf Kommande erscheint.
Kann mir jemand dabei helfen?

Hier ist der/das Script:
Spoiler

Ruby Quellcode

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#==============================================================================
 #==============================================================================
 #Light Circle Script updated(19-7-2009)
 #==============================================================================
 #==============================================================================
 # ** Spriteset_Map
 #------------------------------------------------------------------------------
 #   This class brings together map screen sprites, tilemaps, etc.
 #   It's used within the Scene_Map class.
 #==============================================================================
  class Scene_Save < Scene_File
 
      alias t_write_save_data write_save_data
 
      def write_save_data(file)
      t_write_save_data(file)
      Marshal.dump($sensitivity,file)
      Marshal.dump($sensitivity_2,file)
      Marshal.dump($light_switch,file)
      Marshal.dump($flick,file)
   end
   end
 #==============================================================================
  class Scene_Load < Scene_File
      alias t_read_save_data read_save_data
      def read_save_data(file)
         t_read_save_data(file)
        $sensitivity = Marshal.load(file)
        $sensitivity_2 = Marshal.load(file)
        $light_switch = Marshal.load(file)
        $flick = Marshal.load(file)
      end
      end
  #==============================================================================
 class Game_Player< Game_Character
   def change_sensitivity(value,type)
      case type
      when "sensitivity"
         $sensitivity=value
         when "sensitivity_2"
            $sensitivity_2[0]=value
      end
      end
   end
 #==============================================================================
 
 class Scene_Title
  #------------------------------------------------------------------------#change initial sensitivity
  alias t_main main
   def main
     $light_switch=1
      $sensitivity=1
      $sensitivity_2=[]
      $sensitivity_2[0]=1
      $flick=0
      t_main
      end
   end
 
 
  #==============================================================================
 class Spriteset_Map
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize
      #-------------------------------------------------------------------change initial setting
      @tone=75
      @limit=0.2
      @light_limit=7
      @x_limit=640
      @y_limit=480
      #---------------------------------------------------------------------------
      @random=[]
      @r_value=[]
     @black=[]
      @x_x=[]
      @y_y=[]
      @xx=[]
      @yy=[]
      black_once
      i=0
      loop do
         @black[i]=-@tone
         break if i=10
         i+=1
      end
      @viewport1 = Viewport.new(0, 0, 640, 480)
      @viewport2 = Viewport.new(0, 0, 640, 480)
      @viewport3 = Viewport.new(0, 0, 640, 480)
      @viewport4=[]
      @viewport5=[]
      @viewport8=[]
      #------------------------------------
        @y=0
      loop do
         @x=0
      loop do
      @viewport4[@y*21+@x] = Viewport.new(@x*32-16, @y*32-16, 32, 32)
      @viewport4[@y*21+@x].tone = Tone.new(-255, -255, -255, 0)
      @viewport4[@y*21+@x].z = 199
      @viewport5[@y*21+@x] = Viewport.new(@x*32-27, @y*32-27, 32, 32)
      @viewport5[@y*21+@x].tone = Tone.new(-255, -255, -255, 0)
      @viewport5[@y*21+@x].z = 199
      @viewport8[@y*21+@x] = Viewport.new(@x*32-5, @y*32-5, 32, 32)
      @viewport8[@y*21+@x].tone = Tone.new(-255, -255, -255, 0)
      @viewport8[@y*21+@x].z = 199
      break if @x==20
      @x+=1
   end
   break if @y==15
   @y+=1
 end
 
      #------------------------------------
      @viewport2.z = 200
      @viewport3.z = 5000
      # Make tilemap
      @tilemap = Tilemap.new(@viewport1)
      @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
      for i in 0..6
         autotile_name = $game_map.autotile_names[i]
         @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
      end
      @tilemap.map_data = $game_map.data
      @tilemap.priorities = $game_map.priorities
      # Make panorama plane
      @panorama = Plane.new(@viewport1)
      @panorama.z = -1000
      # Make fog plane
      @fog = Plane.new(@viewport1)
      @fog.z = 3000
      # Make character sprites
      @character_sprites = []
      for i in $game_map.events.keys.sort
         sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
         @character_sprites.push(sprite)
      end
      @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
      # Make weather
      @weather = RPG::Weather.new(@viewport1)
      # Make picture sprites
      @picture_sprites = []
      for i in 1..100
         @picture_sprites.push(Sprite_Picture.new(@viewport2,
            $game_screen.pictures[i]))
         end
 
      # Make timer sprite
      @timer_sprite = Sprite_Timer.new
      # Frame update
      update
   end
   #--------------------------------------------------------------------------
   # * Dispose
   #--------------------------------------------------------------------------
   def dispose
      # Dispose of tilemap
      @tilemap.tileset.dispose
      for i in 0..6
         @tilemap.autotiles[i].dispose
      end
      @tilemap.dispose
      # Dispose of panorama plane
      @panorama.dispose
      # Dispose of fog plane
      @fog.dispose
      # Dispose of character sprites
      for sprite in @character_sprites
         sprite.dispose
      end
      # Dispose of weather
      @weather.dispose
      # Dispose of picture sprites
      for sprite in @picture_sprites
         sprite.dispose
      end
      # Dispose of timer sprite
      @timer_sprite.dispose
      # Dispose of viewports
      @viewport1.dispose
      @viewport2.dispose
      @viewport3.dispose
      @y=0
      loop do
         @x=0
      loop do
      @viewport4[@y*21+@x].dispose
      @viewport5[@y*21+@x].dispose
      @viewport8[@y*21+@x].dispose
      break if @x==20
      @x+=1
   end
   break if @y==15
   @y+=1
   end
   end
      #--------------------------------------------------------------------------
   # * call character sprite
   #--------------------------------------------------------------------------
   def character_sprites(id)
      return @character_sprites[id]
   end
   #--------------------------------------------------------------------------
   # * Frame Update
   #--------------------------------------------------------------------------
   def black_once
      for event in $game_map.events.values
           if event.list && event.list[0].code == 108
              i=1
              loop do
         if event.list[0].parameters.to_s == i.to_s
               @xx[i]=event.x*32
               @yy[i]=event.y*32
$sensitivity_2[i]=event.list[1].parameters.to_s .to_i
@r_value[i]=event.list[2].parameters.to_s .to_i
            end
            break if i== @light_limit
            i+=1
          end
 
         end
        end
   end
 
   #-------------------------------------------------------------------------
   def find_black
 
      @x_x[0] = (@x)*32-($game_player.x*32-$game_map.display_x/4)-16
         @y_y[0] = (@y)*32-($game_player.y*32-$game_map.display_y/4) -16
         x2=(@x_x[0])*(@x_x[0])
         y2=(@y_y[0])*(@y_y[0])
@black[0] =(($sensitivity+$sensitivity_2[0]+@random[0])*60)/((x2+y2)*0.0005+5)#($sensitivity+$sensitivity_2[0])/(Math.sqrt(x2+y2))
      i=1
      loop do
         if @xx[i]==nil
            break
           end
         @x_x[i]=@x*32-(@xx[i]-$game_map.display_x/4)-16
      @y_y[i]=@y*32-(@yy[i]-$game_map.display_y/4)-16
if !((@xx[i] -   $game_player.x*32) > @x_limit || (@xx[i] -   $game_player.x*32) <-@x_limit || (@yy[i] -   $game_player.y*32) > @y_limit || (@yy[i] -   $game_player.y*32) <-@y_limit )
@black[i] =(($sensitivity+$sensitivity_2[i]+@random[i])*60)/((@x_x[i]*@x_x[i]+@y_y[i]*@y_y[i])*0.0005+5)#($sensitivity+$sensitivity_2[i])/(Math.sqrt(@x_x[i]*@x_x[i]+@y_y[i]*@y_y[i]))
@black[0]+=@black[i]
end
 
break if i==@light_limit
 i+=1
end
@black[0]=@black[0]-@tone
end
 
 
 #------------------------------------------------------------------------------
   def update
      # If panorama is different from current one
      if @panorama_name != $game_map.panorama_name or
           @panorama_hue != $game_map.panorama_hue
         @panorama_name = $game_map.panorama_name
         @panorama_hue = $game_map.panorama_hue
         if @panorama.bitmap != nil
            @panorama.bitmap.dispose
            @panorama.bitmap = nil
         end
         if @panorama_name != ""
            @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
         end
         Graphics.frame_reset
      end
      # If fog is different than current fog
      if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
         @fog_name = $game_map.fog_name
         @fog_hue = $game_map.fog_hue
         if @fog.bitmap != nil
            @fog.bitmap.dispose
            @fog.bitmap = nil
         end
         if @fog_name != ""
            @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
         end
         Graphics.frame_reset
      end
      # Update tilemap
      @tilemap.ox = $game_map.display_x / 4
      @tilemap.oy = $game_map.display_y / 4
      @tilemap.update
      # Update panorama plane
      @panorama.ox = $game_map.display_x / 8
      @panorama.oy = $game_map.display_y / 8
      # Update fog plane
      @fog.zoom_x = $game_map.fog_zoom / 100.0
      @fog.zoom_y = $game_map.fog_zoom / 100.0
      @fog.opacity = $game_map.fog_opacity
      @fog.blend_type = $game_map.fog_blend_type
      @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
      @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
      @fog.tone = $game_map.fog_tone
      # Update character sprites
      for sprite in @character_sprites
         sprite.update
      end
      # Update weather graphic
      @weather.type = $game_screen.weather_type
      @weather.max = $game_screen.weather_max
      @weather.ox = $game_map.display_x / 4
      @weather.oy = $game_map.display_y / 4
      @weather.update
      # Update picture sprites
      for sprite in @picture_sprites
         sprite.update
      end
      # Update timer sprite
      @timer_sprite.update
      # Set screen color tone and shake position
      @viewport1.tone = $game_screen.tone
      @viewport1.ox = $game_screen.shake
      # Set screen flash color
      @viewport3.color = $game_screen.flash_color
      # Update viewports
         @viewport1.update
      @viewport3.update
 
      if Graphics.frame_count % (6) == 0
        if $light_switch==1
          @random[0]=rand($flick+1)
      i=1
          loop do
            @r_value[i]=0 if @r_value[i]==nil
          @random[i]=rand(@r_value[i]+1)
          break if i==@light_limit
          i+=1
          end     
      @y=0
      loop do
         @x=0
      loop do
 find_black
 @black[0]=0 if @black[0]>0
  @black[0]=-@tone if @black[0]<-@tone
      @viewport4[@y*21+@x].tone =Tone.new(@black[0], @black[0], @black[0], 0)
@viewport5[@y*21+@x].tone=@viewport4[[@y-1,0].max*21+[@x-1,0].max].tone
            @viewport8[@y*21+@x].tone=@viewport4[[@y+1,15].min*21+[@x+1,20].min].tone
      break if @x==20
      @x+=1
   end
   break if @y==15
   @y+=1
 end
 @on=nil
else
  if @on==nil
    @y=0
      loop do
         @x=0
      loop do
 
 
      @viewport4[@y*21+@x].tone =Tone.new(0,0,0, 0)
            @viewport5[@y*21+@x].tone=Tone.new(0,0,0, 0)
            @viewport8[@y*21+@x].tone=Tone.new(0,0,0, 0)
      break if @x==20
      @x+=1
   end
   break if @y==15
   @y+=1
 end
    @on=true
    end
 end
 end
 
 #---------------------------------------------------------------------
 
#  
   end
 end
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