我只做简要翻译。

To activate the script in an area, do the following:

1. Put an event switch into the map.

2. In the 'Note' field (Next to the name) put the following text :

Light 250 #FFFFFF   半径与颜色,进制颜色可以网上搜索~~~

- Light activates the script

- 250 is the lightradius of the object

- #FFFFFF is the lightcolor (white in this case)

3. You're done, its that simple.

You can add two optional commands for brightness and direction   控制亮度与投射方向

Light 200 #FFFFFF B50 increases the brightness with 50%. Value between 0 and 99.

Light 200 #FFFFFF D1 will give half a lightglobe for lightsources placed on walls. 墙

1. For lights on north walls, light will face down.

2. For lights on east walls, light will face west.

3. For lights on south walls, light will face north.

4. For lights on west walls, light will face east.

To alter the player radius in game use the following plugin command :在游戏中改变

Light radius 200 #FFFFFF (to change the radius and the color)

If you want to change the player radius slowly over time (like a dying torch)闪动

use the command 'Light radiusgrow 200 #FFFFFF'

You can alter the brightness of the players lightsource by adding:

'Light radius 200 #FFFFFF B70' (Brightness values between 0 and 99, 0 is default)

To turn on and off lightsources in the game, do the following:闭合光源

Give the lightsource the normal def : Light 250 #FFFFFF and an extra number

so it becomes 'Light 250 #FFFFFF 1'

(If your using the optional brightness and direction place it after those (Light 250 #FFFFFF B50 D2 1)

To turn on this light use plugin command : 'Light on 1'.

The plugin command will also trigger SelfSwitch 'D' on the targeted light(s).

To turn off the light use plugin command : 'Light off 1'.

You can reset the switches each map with the option or manualy by

the plugin command 'Light switch reset'

You can also turn off lights with the kill-selfswitch defined in the parameters.

You can change the color of the lightsources that have a id. Use plugin call

'Light color 1 #FF0000'

You can let the light color cycle automaticly with the following note-tag  色环

Light cycle #FF0000 50 #00FF00 50 #0000FF 50

This will let the color cycle from red to green to blue, each 50 miliseconds.

Minimum of 2 colors, maximum of 4 colors.

Replacing the 'Light' keyworld with 'Fire' will give the lights a subtle flicker抖动的火把

You can configure the fire effect with the plugin command 'SetFire 7 10'

Where 7 is the radius change and 10 is the shift in color from red to yellow.

To completly turn off the script use : 'Light deactivate'

To turn it on again use the command: 'Light activate'开/关

昼夜

To activate a day-night cycle on a map, put in a trigger with 'DayNight' in an event note

or in the map note.

Plugin command 'Daynight speed 10' changes the speed.切换速度

Speed 10 means it takes 10 seconds to to pass one hour in game (probably to fast)

Plugin command 'Daynight hour 16 30' sets the hour to 16:30 hours

Each hour has its own color value.    每小时都有独特的颜色

Plugin command 'Daynight color 0 #222222' changes 0:00 hours to color value '#222222'

You can add time with the plugin command 'Daynight add 8 30' (this adds 8 hours and 30 minutes)

If you want to use the time of day to trigger effects (like turning on lights when it gets dark)

you can use the parameters 'Save DaynightHours','Save DaynightMinutes','Save DaynightSeconds'

The default is 0, which means its off.

If you set it to a value,5 for example, it will store the daynight value inside game variable 5.

You can then use that variable to trigger lights.

To help syncing/debugging the time system you can use scriptcommand 'daynight debug' to display the current time.

If you want to go 'alien world' and stuff, you can change the number of hours in a day with

script command 'daynight hoursinday 48' (for 48 hours in day, don't forget to fill in the hour values)

As an alternative to the daynight cycle you can use the tint system. If you want to use another plugin for the

day/night cycle, the tint option is probably best to use.

The plugin command 'Tint set #333333' will make the room less dark.房间

The plugin command 'Tint fade #777777 5' will fade the color from the current color to the new, the last

number (5) is the speed of the fade, were 1 is a fast fade and 20 is a very slow one.

If an area has a daynight cycle system, the tint system is disabled.

To use a flashlight effect use 'Flashlight on 8 12 #FFFFFF 3' and 'Flashlight off'   手电

The arguments are optional (8=beamlength, 12=beamwidth, #FFFFFF=color, 3=beam density)

Events can also use the flashlight effect. Use 'Flashlight 8 12 #888888 1 2' in the note-tag.

where 8 is the length of the flashlights beam and 12 is the width of the beam. The last numbers are

optional and can be used to turn the NPC's flashlight on or off and set the direction of the beam

if the event is not moving (1=up, 2=right, 3=down, 4=left) the default is down.

TileLight and RegionLight settings

To create lightsources without using events you can use the following plugin command.

TileLight 1 ON #FFFFFF 150 Will create a lightsource (color #FFFFFF radius 150) on all tiles with tile-tag 1.

TileRegion 1 ON #FFFFFF 150 Will create a lightsource on all tiles with region-number 1.

You can increase the brightness of a lightsource with the optional TileRegion 1 ON #FFFFFF 150 B50 (for 50% increased brightness)

TileLight 1 OFF will turn off the lights on tile-tag 1 again

TileRegion 1 OFF will turn off the lights on region-number 1 again

TileFire and RegionFire works the same as TileLight, but with fire effect.

TileGlow and RegionGlow works the same as TileLight, but with a slight pulsing effect.

Make sure your map still has at least one event with lights in it, otherwise the script will not run.

TileBlock and RegionBlock settings

To block lights on certain tiles (roofs for instance) you can use the following plugin command.

TileBlock 1 ON #000000 Will block light on tiles with tile-tag 1.

RegionBlock 1 ON #000000 Will block lights on tiles with region-number 1.

TileBlock 1 OFF and TileRegion 1 OFF turns off the blocking again.

To darken but not completly block light use a slightly higher color setting (#333333) for instance.

This function does not raytrace. If the players lightradius is bigger then the blocking tiles the

light will show on the other side. For the best effect keep the lightradius a bit smaller then the block section.

for advance users, if you want to block more or less of the tile you can do the following

RegionBlock 1 ON #000000 shape xoffset yoffset width height

RegionBlock 1 ON #000000 1 20 20 10 10 -> this will block a box starting at 20,20 with width and height 10,10

RegionBlock 1 ON #000000 2 20 20 10 10 -> this will block a oval starting at 20,20 with xradius 10 and yradius 10

You can use the following plugin calls to create short duration light effects for explosions or spells.爆炸与咒语

plugin command: effect_on_event 003 200 #FFAAAA 50

-> Will create a lightglobe on event with id 003, Radius 200, color #FFAAAA, duration 50 frames

plugin command: effect_on_xy 560 500 50 #FFAAAA 25

-> Will create a lightglobe on coordinates 560,500, Radius 50, color #FFAAAA, duration 25 frames

A number of special effects can be added, explained in the manual

Terrax lighting system is compatible with the Moghunter time system, for specifics see the read-me.

Released under the MIT license,最后,请遵循MIT协议

if used for commercial projects feel free to make a donation or

better yet, give me a free version of what you have created.

e-mail : fox(AT)caiw.nl / terraxz2 on steam.

Thanks to everyone in the rpgmakerweb community for idea's, support and interest.

Special thanks to Galv for solving some problems.

Rpgmakermv(4 )doc of TerraxLights的更多相关文章

  1. 最佳vim技巧

    最佳vim技巧----------------------------------------# 信息来源----------------------------------------www.vim ...

  2. Eclipse中文语言包安装和设置中文Doc

    1.安装中文语言包 Eclipse所有的扩展功能都是以插件的形式添加上去的,安装插件时有多种形式,下面是比较常用的两种: 直接将插件中的文件复制到Eclipse对于的目录中.优点是安装时很方便,缺点是 ...

  3. [.NET] 开头不讲"Hello Word",读尽诗书也枉然 : Word 操作组件介绍 - Spire.Doc

    开头不讲"Hello Word",读尽诗书也枉然 : Word 操作组件介绍 - Spire.Doc [博主]反骨仔 [原文地址]http://www.cnblogs.com/li ...

  4. Java多种方式动态生成doc文档

    转载请注明出处:http://www.cnblogs.com/Joanna-Yan/p/5280272.html 本来是要在Android端生成doc的(这需求...),最后方法没有好的方法能够在An ...

  5. 使用swagger作为restful api的doc文档生成

    初衷 记得以前写接口,写完后会整理一份API接口文档,而文档的格式如果没有具体要求的话,最终展示的文档则完全决定于开发者的心情.也许多点,也许少点.甚至,接口总是需要适应新需求的,修改了,增加了,这份 ...

  6. Doc

    一:window: 属性(值或者子对象):opener:打开当前窗口的源窗口,如果当前窗口是首次启动浏览器打开的,则opener是null,可以利用这个属性来关闭源窗口. 方法(函数):事件(事先设置 ...

  7. C# WinForm 导出导入Excel/Doc 完整实例教程[使用Aspose.Cells.dll]

    [csharp] view plain copy 1.添加引用: Aspose.Cells.dll(我们就叫工具包吧,可以从网上下载.关于它的操作我在“Aspose.Cells操作说明 中文版 下载 ...

  8. Java基础-输入输出-3.编写BinIoDemo.java的Java应用程序,程序完成的功能是:完成1.doc文件的复制,复制以后的文件的名称为自己的学号姓名.doc。

    3.编写BinIoDemo.java的Java应用程序,程序完成的功能是:完成1.doc文件的复制,复制以后的文件的名称为自己的学号姓名.doc. try { FileInputStream in = ...

  9. atitit.闭包的概念与理解attilax总结v2 qb18.doc

    atitit.闭包的概念与理解attilax总结v2 qb18.doc 1.1. 闭包(Closure)是词法闭包(Lexical Closure)的简称,是引用了自由变量的函数.1 2. #---- ...

随机推荐

  1. Python的容器、生成器、迭代器、可迭代对象的家谱

    前言 之前虽然写Python,但是对Python的这些概念也是模模糊糊,知道有一天,看到了一篇文章,讲的透彻,所以就写这篇作为对于这篇高文的读书笔记吧 致谢,该文作者,完全理解Python迭代对象.迭 ...

  2. 提高VS2010运行速度的技巧

    任务管理器,CPU和内存都不高,为何?原因就是VS2010不停地读硬盘导致的; 写代码2/3的时间都耗在卡上了,太难受了; 研究发现,VS2010如果你装了VC等语言,那么它就会自动装SQL Serv ...

  3. 为gitlab10.x增加使用remote_user HTTP头的方式登录

    项目的结构是这样的: 客户端通过Apache来访问后端的gitlab(gitlab的版本是10.4,手动从源码安装的简体中文版) , Apache作为gitlab的反向代理服务器 Apache内置了C ...

  4. VC 测试一段程序的运行时间 精确到ms

    分三个步骤 1:声明变量 LARGE_INTEGER litmp; _int64 QPart1,QPart2; double dfMinus,dfFreq, dfTim; QueryPerforman ...

  5. 【CF896D】Nephren Runs a Cinema 卡特兰数+组合数+CRT

    [CF896D]Nephren Runs a Cinema 题意:一个序列中有n格数,每个数可能是0,1,-1,如果一个序列的所有前缀和都>=0且总和$\in [L,R]$,那么我们称这个序列是 ...

  6. Maven使用tomcat8-maven-plugin插件

    在网上搜索一堆文章没找到解决方法,只找到了tomcat7-maven-plugin的plugin,如下: <plugin> <groupId>org.apache.tomcat ...

  7. Docker Swarm——集群管理

    前言 之前在总结docker machine的时候,当时对docker理解还不够深入,甚至还不知道 docker machine 与 docker swarm 的区别. 在查阅资料以及官方文档之后,今 ...

  8. POJ-1189 钉子和小球(动态规划)

    钉子和小球 Time Limit: 1000MS Memory Limit: 10000K Total Submissions: 7452 Accepted: 2262 Description 有一个 ...

  9. First normal formal Second normal form

    https://en.wikipedia.org/wiki/First_normal_form https://en.wikipedia.org/wiki/Second_normal_form A r ...

  10. prometheus and collectd and docker

    sudo  docker run --name prometheus -d -v /data/prometheusdata/prometheus.yml:/etc/prometheus/prometh ...