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:
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:
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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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