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[转载发布] Lighting and Time Editor

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    2026-7-12 04:10
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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Lighting and Time Editor v1.00
    Level No Matter






    Due I haven't had time, Feelzor has offered to continue the plugin adding new features and fixing bugs.
    Download here



    Introduction
    I started making this plugin with the intention of giving a more professional look to my game, and the result was a lighting editor with night and day cycle, and some time control functions. Then I decided that it was good enough to share it


    Installation



      • Put the plugins in this order:

        • LNM_GameEditorCore.js
        • LNM_GameTime.js
        • LNM_LightingTool.js



      • Insert the folders “editor” and “lights” in the "img" directory. That’s it.

    Lighting Tool (LNM_LightingTool.js)

    How to use
    You can add lights in two ways:



      • From the in-game editor.


      • From events.

    Adding lights in-game
    Press TAB and then press over the lamp icon. Then select the type of light you want to add. You can drag and edit your properties at any time.

    Adding custom lights from events
    Simply create an event and then in the field “Note” add the following line:

    Light(filename, scale, hue, alpha).addPulse(pulseMin, pulseMax, pulseSpeed).addFlick(flickIntensity, flickSpeed)



      • Filename: (string) Sprite used for the light, located in /img/lights/


      • Scale: (float) Scales the sprite (1.0 = 100%, 0.5 = 50%, etc)

    • Hue: (integer) Tint scale for colors from 0 to 359. For more information visit https://en.wikipedia.org/wiki/File:HueScale.svg
    • Alpha: (float) Transparency of the light, from 0.1 to 1.0
    • pulseMin: (float) Minimum scaling for pulse animation
    • pulseMax: (float) Maximum scaling for pulse animation
    • pulseSpeed: (integer) Speed for pulse animation
    • flickIntensity: (integer) Intensity for flick animation
    • flickSpeed: (integer) Speed for flick animation
    Examples:

    Ambient
    Light(default, 5.0, 28, 1.0)

    Torch
    Light(default, 15, 1.0, 1.0).addPulse(0.98, 1.02, 7).addFlick(1, 3)

    Bonfire
    Light(default, 28, 1.3, 1.0).addPulse(1.1, 1.3, 15).addFlick(1, 3)

    Adding default lights from events
    You can also create default lights by simply typing Torch, Bonfire or Ambient in the field “Note”.

    Player torch
    You can activate or deactivate the player’s torch by simply activating or deactivating the corresponding switch. By default it is #0001, but you can change it from the Plugin Manager.

    Game Time (LNM_GameTime.js)

    Plugin commands

    Time PAUSE
    Stops time. This is useful for cutscenes.

    Time PLAY
    Reactivates time.

    Time SET hour minutes
    Sets game’s time to a specific time.
    Example:
    Time SET 15 0
    Sets game’s time to three in the afternoon.


    Time ADD hours minutes
    Advances time.
    Example:
    Time ADD 2 15
    Advances time by two hours and fifteen minutes.


    Notetags
    These must be set in the field Note in Map Properties.

    <Tint: R, G, B>
    Ignores time and sets the screen tone specified in RGB color (Red, Green, Blue). This is useful for darker dungeons or zones in which lighting is not time dependant.
    Example:
    <Tint: 0, 0, 0>
    Ignores time and sets the screen tone to black.


    <Tint: CustomTintID>
    Ignores time and sets the screen tone to a Custom Tint from the Plugin Manager.
    Example:
    <Tint: 8>
    Sets the screen tone of Custom Tint 8.


    Terms of use
    Free to use for both commercial and non-commercial games. You can credit me if you want as Sebastián Cámara or as Level No Matter.

    Special thanks to
    Xelion for helping me with the translations.

    Hope you find this useful or fun



    本贴来自国际rpgmaker官方论坛作者:LevelNoMatter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/lighting-and-time-editor.77169/

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