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[转载发布] FyxLFX

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    灌水之王

    发表于 2026-8-1 12:06:11 | 显示全部楼层 |阅读模式
    FyxLFX

    Version 1.1



    Introduction

    This script allows the user to setup light effects on their maps. Its unique - you can use any image, at any size. You can also add effects to these light effects.

    This is the Ace equivalent of my VX script.

    Features


    • Use any sized image for a light effect.
    • Add lots of effects to said light effects.
    • Define these light effects from the script editor, or on the spot in an event's comment!
    • A switch is given that turns the system of/on..this can be used in conjunction with a time script!
    • Lots of control over how the lights work.

    Screenies

    SpoilerDay:

    Night:



    Example:





    Script

    Actually, its a demo! Here you go: FyxLFX v1.0

    FAQ / Notes

    How do I setup a light effect?

    First, you need to create a light preset in the config section of the script. This is an example:

    Spoiler                Code:       
    1.     "Ghost" => {
    2.       :filename => "ghost",
    3.       :flicker => [0,0],
    4.       :zx => 2,
    5.       :zy => 2,
    6.       :blend => 1,
    7.       :color => [-1,-1,-1],
    8.       :offset => [0,-16],
    9.       :opacity => -170,
    10.       :wave => [2,5,1],
    11.       :fadein => true,
    12.     },
    复制代码





    As you can see there are lots of things you can define when making a preset; here is a list of them:

    Spoiler                Code:       
    1.   # Options for the preset are as follows; if a * is next to it, its mandatory:
    2.   #
    3.   #   :filename *  The name of the file in Graphics/Lights/
    4.   #   :fadein      Should the effect fadein? 0 is false(default), 1 is true.
    5.   #   :flicker     Should the light flicker? Must be an array of two numbers.
    6.   #   :zx          Zoom X of the effect, 1 is default
    7.   #   :zy          Zoom Y of the effect, 1 is default
    8.   #   :z           Z coordinate of the effect. 0 is in front, 1 is behind.
    9.   #   :blend       0 is normal, 1 is add, 2 is subtract
    10.   #   :switch      Adheres to the light switch? true or false. Default is true.
    11.   #   :color       An array of 3-4 numbers, like so: [155,100,0] # Yellow
    12.   #                To make a random color, put -1 in the color index spot, so
    13.   #                a fully random color would be [-1,-1,-1]
    14.   #   :offset      An array of two numbers. [-1,1] will offset the image left
    15.   #                and down one pixel.
    16.   #   :opacity     Anything from 0 to 255. Sets maximum opacity for the effect.
    17.   #   :wave        An array of 3-4 numbers, [amp, length, speed, phase]
    18.   #
    19.   # :wave makes the image wiggle. Use the help file for further information on
    20.   # wave effects. Look up Sprite in the help file.
    复制代码





    After you've set up your preset, then you add a comment on an event page of an event whom you want the light effect to display at/on.



                    Code:       
    1. #  <prelfx string> OR <prelfx=string> OR <prelfx = string>    # You get the idea.
    复制代码

    If you'd rather define the light effect on the spot, you just place a comment like so in the event's page:



                    Code:       
    1. # <lfx fn lantern; zx 1; zy 1; bl 1; cl [0,150,255]; os [0,0]; op 210; w [2,50,10]>
    复制代码

    That would use the fn(filename) lantern.png from the Graphics/Lights/ folder. the zoom_x is 1, the zoom_y is 1, etc, so on and so forth.

    If you have any questions, feel free to ask.

    If you use this in your project, don't forget to credit me  



    本贴来自国际rpgmaker官方论坛作者:FenixFyreX处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/fyxlfx.1579/

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