Screen,Dynamische Schatten & Sonne:





Credits:
Steht im Script



Was bewirkt dieser Script:


Es fügt einen 3D Effekt hinzu, durch Dynamische Schatten, und Lichtstellen
bzw. auch Feuer, man kann auserdem noch die stärke der Sonne einstellen wie auch noch, die transparenz der schatten und die reichweite in Pixel.



Umsetzung:


Sonne:
<> macht ein leeres Event auf die map und fügt nur einen Kommentar mit dem wort sun darin ein.


Schatten:
<> macht in einem NPC einen Kommentar mit dem Buchstaben o darin.
<> Zudem muss die Lichtquelle einen Kommentar mit nem s darin haben.
<> Zudem könnt ihr noch die Reichweite eingeben. Das sieht dann so aus:
Zitat:


Kommentar: s
Kommentar: 260 #Das iss die Transparenz
Kommentar: 90 #Das iss der Winkel
Kommentar: 300 #Das iss die Reichweite in Pixel


Erklärung von Kain-



Einfügen der Scripts:


Öffnet mit F11 den Script Editor.
Sucht Main und erstellt zwei neue Scriptspalten drüber.
In einem der zwei neuen Scriptspalten kommt der folgende Script, bennent ihn z.B in: Sprite_Shadow


Der Script zu:Sprite_Shadow,




[code:1]#==============================================================================
# ■ Sprite_Shadow (Sprite_Ombre )
# Based on Genzai Kawakami's shadows, dynamisme&features by Rataime, extra features Boushy
#==============================================================================


CATERPILLAR_COMPATIBLE = true


class Game_Party
attr_reader :characters
end


class Sprite_Shadow < RPG::Sprite


attr_accessor :character


def initialize(viewport, character = nil,source = nil,anglemin=0,anglemax=0,distancemax=0)
super(viewport)
@anglemin=anglemin.to_f
@anglemax=anglemax.to_f
@distancemax=distancemax.to_f
@character = character
@source = source
update
end


def update
super

if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
self.visible = (not @character.transparent)
if @tile_id == 0
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
if self.angle>90 or angle<-90
if @character.direction== 6
sy = ( 4- 2) / 2 * @ch
end
if @character.direction== 4
sy = ( 6- 2) / 2 * @ch
end
if @character.direction== 2
sy = ( 8- 2) / 2 * @ch
end
if @character.direction== 8
sy = ( 2- 2) / 2 * @ch
end
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch)-1
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
@deltax=@source.x-self.x
@deltay= @source.y-self.y
self.angle = 57.3*Math.atan2(@deltax, @deltay )
@angle_trigo=self.angle+90
if @angle_trigo<0
@angle_trigo=360+@angle_trigo
end
self.color = Color.new(0, 0, 0)
@distance = ((@deltax ** 2) + (@deltay ** 2))
if$game_map.shadows==-1
self.opacity = 0
else
self.opacity = 1200000/(@distance+6000)
end
@distance = @distance ** 0.5
if @distancemax !=0 and @distance>=@distancemax
self.opacity=0
end
if @anglemin !=0 or @anglemax !=0
if (@angle_trigo<@anglemin or @angle_trigo>@anglemax) and @anglemin<@anglemax
self.opacity=0
end
if (@angle_trigo<@anglemin and @angle_trigo>@anglemax) and @anglemin>@anglemax
self.opacity=0
end
end
end
end


#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================


class Sprite_Character < RPG::Sprite
alias shadow_initialize initialize

def initialize(viewport, character = nil)
@character = character
super(viewport)
@ombrelist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["s"])
if (character.list[1]!=nil and character.list[1].code == 108)
@anglemin=character.list[1].parameters[0]
end
if (character.list[2]!=nil and character.list[2].code == 108)
@anglemax=character.list[2].parameters[0]
end
if (character.list[3]!=nil and character.list[3].code == 108)
@distancemax=character.list[3].parameters[0]
end
for i in $game_map.events.keys.sort
if ($game_map.events.is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@ombrelist[i+1] = Sprite_Shadow.new(viewport, $game_map.events[i],self,@anglemin,@anglemax,@distancemax)
end
end
@ombrelist[1] = Sprite_Shadow.new(viewport, $game_player,self,@anglemin,@anglemax,@distancemax)
#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil


for member in $game_party.characters
@ombrelist.push(Sprite_Shadow.new(viewport, member,self,@anglemin,@anglemax,@distancemax))
end


end
#===================================================
# ● End of the compatibility
#===================================================
end
shadow_initialize(viewport, @character)
end

alias shadow_update update

def update
shadow_update
if @ombrelist!=[]
for i in 1..@ombrelist.size
if @ombrelist[i]!=nil
@ombrelist[i].update
end
end
end
end

end


#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias shadows_write_save_data write_save_data

def write_save_data(file)
$game_map.shadows = nil
shadows_write_save_data(file)
end
end


#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :shadows
end
[/code:1]




Einfügen der Scripts:


In der zweiten Scriptspalten kommt der folgende Script, bennent ihn z.B in: [i]Sprite_Sun


Der Script zu:Sprite_Sun,



[code:1]
#==============================================================================
# ■ Sprite_Sun
# # Based on Sprite_Shadow, modified by Rataime
#==============================================================================


CATERPILLAR_COMPATIBLE = true


class Game_Party
attr_reader :characters
end


class Sprite_Sun < RPG::Sprite
attr_accessor :character


def initialize(viewport, character = nil, self_angle = 45,self_opacity = 128)
super(viewport)
@character = character
@self_angle=self_angle
@self_opacity=self_opacity
update
end


def update
super
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = RPG::Cache.character(@character.character_name,
@character.character_hue)
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end

self.visible = (not @character.transparent)


if @tile_id == 0
sx = @character.pattern * @cw
@direct=@character.direction

if self.angle>90 or angle<-90

if @direct== 6
sy = ( 4- 2) / 2 * @ch
end
if @direct== 4
sy = ( 6- 2) / 2 * @ch
end
if @direct != 4 and @direct !=6
sy = (@character.direction - 2) / 2 * @ch
end
else
sy = (@character.direction - 2) / 2 * @ch
end
self.src_rect.set(sx, sy, @cw, @ch)
end
self.x = @character.screen_x
self.y = @character.screen_y-5
self.z = @character.screen_z(@ch)-1
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
self.angle = @self_angle-90
self.color = Color.new(0, 0, 0)
$game_map.sun==-1 ? self.opacity = 0: self.opacity = @self_opacity
end
end


#===================================================
# ▼ CLASS Sprite_Character edit
#===================================================


class Sprite_Character < RPG::Sprite
alias sun_initialize initialize

def initialize(viewport, character = nil)
@character = character
super(viewport)
@sunlist=[]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["sun"])
if (character.list[1]!=nil and character.list[1].code == 108)
@self_angle=character.list[1].parameters[0]
else
@self_angle=45
end
if (character.list[2]!=nil and character.list[2].code == 108)
@self_opacity=character.list[2].parameters[0]
else
@self_opacity=128
end
for i in $game_map.events.keys.sort
if ($game_map.events[i].is_a?(Game_Event) and $game_map.events[i].list!=nil and $game_map.events[i].list[0].code == 108 and $game_map.events[i].list[0].parameters == ["o"])
@sunlist[i+1] = Sprite_Sun.new(viewport, $game_map.events[i],@self_angle,@self_opacity)
end
end
@sunlist[1] = Sprite_Sun.new(viewport, $game_player,@self_angle,@self_opacity)



#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil


for member in $game_party.characters
@sunlist.push(Sprite_Sun.new(viewport, member,@self_angle,@self_opacity))
end


end
#===================================================
# ● End of the compatibility
#===================================================



end
sun_initialize(viewport, @character)
end

alias sun_update update

def update
sun_update
if @sunlist!=[]
for i in 1..@sunlist.size
if @sunlist[i]!=nil
@sunlist[i].update
end
end
end
end

end


#===================================================
# ▼ CLASS Scene_Save edit
#===================================================
class Scene_Save < Scene_File

alias sun_write_save_data write_save_data

def write_save_data(file)
$game_map.sun = nil
sun_write_save_data(file)
end
end


#===================================================
# ▼ CLASS Game_Map edit
#===================================================
class Game_Map
attr_accessor :sun
end
[/code:1]




Mfg Takuya