# configured correctly, the script won't cut the effects correctly.ĭef = 0Ī = 0 if a = (a.nil? 0 : = - = - = - change_alpha(time,a)Ī = 0 if a = set_color(r,g,ī = 0 if b = 0 # Check the demo to understand how this system works. # In order to cut the effect's picture correctly, there's 3 types of behavior The "gray" value will be sent as the opacity value The colors values must be between 0 and 255 # If you decided to use this feature, please note some details: # to turn this feature on, set the "Surface_UE" constant to true. # You can access the Effect's Surface with the "Screen Tone" command. Use the effect's surface with Tone command! # Changes the Effect's Surface opacity in a certain time, where: # Changes the Effect's Surface color and it's opacity in a certain time, where: # Changes the Effect's Surface color ONLY in a certain time, where: # Changes the Effect's Surface opacity instantly to a. Char must be ONE of the following commands: # "lu" is the name of the picture when the lantern's owner is looking up. # "lr" is the name of the picture when the lantern's owner is looking right # "ll" is the name of the picture when the lantern's owner is looking left # "ld" is the name of the picture when the lantern's owner is looking down # Sets the lantern's graphics to h, where h must be a hash with the following # Sets the lantern's graphic to i, where i must be the picture's file name on # The dynamic light source (lantern) is initialized invisible by default. # Dans l'ordre pour utiliser vos effet, mettre le commentaire suivant dans un event # X => ID de l'effet, utilisé sur les events. # cut => Put true to cut the effect or false to don't # variation => Effect's opacity variation # X =>, Nom de l'image, dans le dossier "light" #Avant de faire vos lumiere vous devez configurer vos effets # the script inverts the colors to draw the effect. The picture's colors MUST be inverted! This is necessary because The picture's width MUST be equal to it's height. The picture's size MUST be multiple of 2. # In order to run this script correctly, the light pictures MUST obey the Someone want to do that? It's basically printing out the page list for an existing chest event and then copying all of that in script. Access this through $game_system.mapdrop_disabled through script calls if you need to change this throughout the game.Įnable_Maps - you can only drop items in certain mapsĮnable_All - you can drop items on any map (overrides Enable_Maps options)ĭoes someone want to improve the script by providing a nice confirmation window as well as a number input when discarding?Īlso, creating the chest opening animation is kind of tedious. To specify decay times for individual items or equips, tag them withĭefault_Disable - dropping items from inventory is disabled by default. You can choose whether dropped items will disappear or not. If decay time is not 0, it will disappear after that many seconds. You can specify a specific x,y position on some map.īy default, the position is your player's current position, and the map ID is the current map's ID.Īdd_map_drop(string, amount, x, y, map_id)Īdd_map_drop('a3', 1, 4, 5, 2) #create item in map 2 at position (4,5)Īdd_map_drop('i1', 2, 3, 3) #map_id is omittedĪdd_map_drop('w2', 1) # x, y, and map_id omitted) Where the "w" means weapon, "a" means armor, and "i" means item. To add a map drop using script calls, use Go to your item menu and press the A key (game "X") to drop an item Dropped items are displayed using their icons.Customize decay times for individual items and equips.Dropped items can disappear overtime (decay time).Drop an item onto the map, either manually or using script calls.This script allows you to discard items from your inventory and onto the map.
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