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> AutoLight Reborn, Draw lights, shadows, spots and eventlights!!
wild_bill236
post Jan 23 2012, 05:52 PM
Post #141


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how do you make an event or item where when you enter a cave it's dark, if you have a torch it will light up around you and the rest of the cave will still be black?
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Hilman Mochamad
post Mar 15 2012, 06:25 PM
Post #142



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Excuesme. Could you put your demo at another download site?
I can't download the demo since MegaUpload closed
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wild_bill236
post Mar 15 2012, 07:04 PM
Post #143


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QUOTE (Hilman Mochamad @ Mar 15 2012, 08:25 PM) *
Excuesme. Could you put your demo at another download site?
I can't download the demo since MegaUpload closed



I hope they dont mind but i uploaded it to mediafire for you.

http://www.mediafire.com/?wakhhu6zr4lcx2w

let me know if you get it
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Lord_Szekelys
post Mar 22 2012, 04:03 PM
Post #144



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Excelent script, thank you SojaBird. But I have a question, how I can call an event so that the light has less opacacity, I tiried with this but it not work:

AL.light("Light", 50, 1, true)


greetings!!
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Lord_Szekelys
post Mar 25 2012, 03:12 PM
Post #145



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No help?? incredible...
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SojaBird
post May 10 2012, 04:15 AM
Post #146


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@Lord_Szekelys

Hey hey,
I can understand what causes the confusion.
The instructions aren't totaly clear.

To change the opacity of the light dynamicly, you'll have to call the next call-script function:
CODE
AL.light("opacity", 50)


If you want to set the opacity to 50 by default, you can just change the script-parameters, which can be found at the customization block.
CODE
#--------------------------#
# Customization AutoLights #
#--------------------------#
(!!Remember: The range of the opacity is 0-255. 50% transparent corresponds to a opacity value of 128.)



I'll do a quick rundown on how to use and read the instructions for the call-scripts.

CODE
#------------------------------------------------------------------------------#
# Call Script                                                                  #
#------------------------------------------------------------------------------#
# - AL.mode(val)                 #                                             #
# - AL.light(parm, val)          # parm: name, opacity, blend, visible         #
# - AL.shadow(parm, val)         # parm: name, opacity, blend, visible         #
# - AL.spot(parm, val)           # parm: name, opacity, blend, visible         #
# - AL.flicker(parm, val)        # parm: opacity, width, height, x, y          #
#                                #                                             #
# - EL.bitmap(val, index = nil)  #                                             #
# - EL.color(val, index = nil)   #                                             #
# - EL.opacity(val, index = nil) #                                             #
# - EL.blend(val, index = nil)   #                                             #
# - EL.visible(val, index = nil) #                                             #
# - EL.zoom(val, index = nil)    #                                             #
#------------------------------------------------------------------------------#


The parts which start with AL are for changing values on the AutoLight.
The parts which start with EL are for changing values in EventLights (seperate or all).

To change the mode of the AutoLight, call the next function with a value, repesenting the new mode (availible modes can be found at the customization block)
CODE
AL.mode(val)


To change a parameter on the light settings, use the next function
CODE
AL.light(parm, val)

The parameter variable is one of the following: "name", "opac", "blend" or "visible".
The value will be the new value of the choosen parameter.
This explanation also accounts for:
CODE
AL.shadow(parm, val)

CODE
AL.spot(parm, val)


For the flicker settings, use:
CODE
AL.flicker(parm, val)

Useable parameters for this, is one of the following: "opacity", "width", "height", "x" or "y".


For event-lights, custom dedicated functions need to be called to change just one parameter.

CODE
EL.bitmap(val, index = nil)
EL.color(val, index = nil)
EL.opacity(val, index = nil)
EL.blend(val, index = nil)
EL.visible(val, index = nil)
EL.zoom(val, index = nil)


For each of the dedicated functions, the first value parameter will hold the new value of the changing parameter.
The second (optional) variable, can hold the index of the eventlight that needs to be changed.
When the second variable isn't set, it'll change the eventlight that is applied on the event from where the function is called*.

*Additional info: The call-script block is called from an event. If this event has an event-light applied to it, this event-light will be changed.




Hope this'll help you out smile.gif
Greatzz,
SojaBird.

This post has been edited by SojaBird: May 10 2012, 04:18 AM


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This is a crazy drawing application! (by me)

How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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Lord_Szekelys
post Jul 29 2012, 06:15 PM
Post #147



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Thank you so much, SojaBird.
I had not been here, because I thought nobody would answer me.
Your explanation was very clear and concise. Now I've started using again your great script.
Thank you very much again.
Gretings!
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