I was wondering if any one knows how to actually use this script. I found it In th link below and Im sure at least SOMEONE here has seen it b4.
http://www.worldlingo.com/wl/mstranslate/UP26384/T1/P2/l/pt/result.html?wl_lp=PT-en&wl_fl=2&wl_rurl=http%3A%2F%2Fdcoinformatica.com%2Fforumdco%2Fviewforum.php%3Ff%3D12%26start%3D0%26sid%3Dac826e25650b78f6eb777bbe1285eb59&wl_url=http%3A%2F%2Fdcoinformatica.com%2Fforumdco%2Fviewtopic.php%3Ft%3D195%26sid%3Dac826e25650b78f6eb777bbe1285eb59
thxs.
I found this here script muuuito loko. Of so one looked at in the effect that it can make with simple Fogs:
Demon of the Near
Created for the powerful Near Fantastica based on script of the PinkMan. This script requires the library pro RGSS, SKD.
Link for SKD 1.3:HTTP://www.rmxponline.com/programs/sdk/SDK%20v1.3.txt
Script above of the Main creates one and places this script:
#==============================================================================
# ** Particle Engine
#==============================================================================
# Near Fantastica
# Version 2
# 04.01.06
#==============================================================================
# Based on the Particle Engine designed by PinkMan
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Particle Engine", "Near Fantastica", 2, "04.01.06")
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Particle Engine") == true
class Particle_Engine
#--------------------------------------------------------------------------
def initialize(viewport)
@viewport = viewport
@effect = [ ]
end
#--------------------------------------------------------------------------
def add_effect(event)
type = SDK.event_comment_input(event, 1, "Particle Engine Type")
return if type.nil?
] marries type[0.downcase
when "fire"
@effect[event.id ] = Particle_Engine::Fire.new(event, @viewport)
when "smoke"
@effect[event.id ] = Particle_Engine::Smoke.new(event, @viewport)
when "teleport"
@effect[event.id ] = Particle_Engine::Teleport.new(event, @viewport)
when "spirit"
@effect[event.id ] = Particle_Engine::Spirit.new(event, @viewport)
when "explosion"
@effect[event.id ] = Particle_Engine::Explosion.new(event, @viewport)
when "aura"
@effect[event.id ] = Particle_Engine::Aura.new(event, @viewport)
end
end
#--------------------------------------------------------------------------
def remove_effect(event)
return if @effect[event.id ].nil?
@effect[event.id ].dispose
@effect.delete_at(event.id)
end
#--------------------------------------------------------------------------
def update
in will be particle @effect
next if particle.nil?
particle.update
end
end
#--------------------------------------------------------------------------
def dispose
in will be particle @effect
next if particle.nil?
particle.dispose
end
@effect = [ ]
end
#===========================================================================
class Particle_Engine::Fire
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 40 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@particles = [ ]
@opacity = [ ]
@startingx = event.screen_x + @xoffset
@startingy = event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown)) + offsetx
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown)) + offsetx
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown)) + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Smoke
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@leftright = 0 # This is made you help the "fire" effect
@fade = 0 # Opacity wont change at all 0 = yes, 1 = in
@originalopacity = 80 # this will only work if the one above is 0
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 0 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -5 # offset will be the x
@yoffset = -15 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("smoke", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 100
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("smoke", @hue)
end
@opacity[i ] = @opacity[i ] - rand(5)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown)) + offsetx
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown)) + offsetx
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown)) + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Teleport
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@randomhue = 1 # should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 10 # Wouldnt suggest going any to higher then 478
@hue = 40 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -8 # offset will be the x
@yoffset = -15 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("portal", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("portal", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(20)
@leftright = rand(2)
@particles[i ].x = @particles[i ].x + offsetx
@particles[i ].y = @particles[i ].y - 3 + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Spirit
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@randomhue = 1 # should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 40 # color Starting hue
@slowdown = 0.5 # This will slow down the particless, change it you whatever.
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown))
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown))
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown))
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Explosion
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@randomhue = 0 # should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@hue = 0 # color Starting hue
@slowdown = 0.5 # This will slow down the particles
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("explosion", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - (@xgravity/@slowdown)) + offsetx
else
@particles[i ].x = (@particles[i ].x + (@xgravity/@slowdown)) + offsetx
end
@particles[i ].y = (@particles[i ].y - (@ygravity/@slowdown)) + offsety
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
class Particle_Engine::Aura
#------------------------------------------------------------------------
def initialize(event, viewport)
@event = event
@s = 0 # Just the variable you save the math
@randomhue = 0 # Should the hue change ranomly 0 in the 1 yes
@leftright = 0 # This is made you help the "fire" effect
@maxparticless = 20 # Wouldnt suggest going any to higher then 478
@particles = [ ] # This just hold all of the sprites
@hue = 0 # color Starting hue
@slowdown = 0.5 # This will slow down the particless
@ytop = 0 # Top half of the screen pixel
@ybottom = 480 # Screen Height
@xleft = 0 # First pixel you the left
@xright = 640 # Screen Width
@xgravity = 0.5 # Gravity will be x axis (goes by you have)
@ygravity = 0.10 # Gravity will be y axis (goes by you have)
@opacity = [ ] # This is the opacity will be every particles
@xoffset = -5 # offset will be the x
@yoffset = -13 # offset will be the y
@particles = [ ]
@opacity = [ ]
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
@screen_x = @event.screen_x
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ] = Sprite.new(viewport)
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
@particles[i ].blend_type = 1
@particles[i ].y = @startingy
@particles[i ].x = @startingx
@particles[i ].z = @event.screen_z
@opacity[i ] = 250
end
end
#------------------------------------------------------------------------
def update
@startingx = @event.screen_x + @xoffset
@startingy = @event.screen_y + @yoffset
offsetx = @event.screen_x - @screen_x
@screen_x = @event.screen_x
offsety = @event.screen_y - @screen_y
@screen_y = @event.screen_y
in 0 will be i...@maxparticless
@particles[i ].z = @event.screen_z
if @particles[i ].y < = @ytop
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x < = @xleft
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].y > = @ybottom
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @particles[i ].x > = @xright
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
if @fade == 0
if @opacity[i ] < = 0
@opacity[i ] = @originalopacity
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
else
if @opacity[i ] < = 0
@opacity[i ] = 250
@particles[i ].y = @startingy + @yoffset
@particles[i ].x = @startingx + @xoffset
end
end
if @randomhue == 1
if @hue == 360
@hue = 0
end
@hue = @hue + 0.5
@particles[i ].bitmap = RPG::Cache.fog("particle", @hue)
else
end
@opacity[i ] = @opacity[i ] - rand(30)
@leftright = rand(2)
if @leftright == 1
@particles[i ].x = (@particles[i ].x - 2) + offsetx
@particles[i ].y = (@particles[i ].y - 2) + offsety
else
@particles[i ].x = (@particles[i ].x + 2) + offsetx
@particles[i ].y = (@particles[i ].y - 2) + offsety
end
# @particles[i ].angle = @particles[i ].angle + 1
@particles[i ].opacity = @opacity[i ]
end
end
#------------------------------------------------------------------------
def dispose
in will be particle @particles
particle.dispose
end
@particles = [ ]
end
end
#===========================================================================
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching saw condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
attr_accessor:pe_refresh
#--------------------------------------------------------------------------
you unite nf_particles_game_map_initialize initialize
you unite nf_particles_game_map_refresh refresh
#--------------------------------------------------------------------------
def initialize(map_id, event)
@pe_refresh = falsifies
nf_particles_game_map_initialize(map_id, event)
end
#--------------------------------------------------------------------------
def refresh
nf_particles_game_map_refresh
@pe_refresh = true
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings to together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
you unite nf_particles_spriteset_map_init_viewports init_viewports
you unite nf_particles_spriteset_map_dispose dispose
you unite nf_particles_spriteset_map_update_character_sprites update_character_sprites
you unite nf_particles_spriteset_map_update update
#--------------------------------------------------------------------------
def init_viewports
nf_particles_spriteset_map_init_viewports
@particle_engine = Particle_Engine.new(@viewport1)
end
#--------------------------------------------------------------------------
def dispose
nf_particles_spriteset_map_dispose
@particle_engine.dispose
end
#--------------------------------------------------------------------------
def update_character_sprites
nf_particles_spriteset_map_update_character_sprites
in will be sprite @character_sprites
next unless sprite.to character.is_a?(Game_Event)
if sprite.to character.pe_refresh == true
sprite.to character.pe_refresh = falsifies
@particle_engine.remove_effect(sprite.to character)
@particle_engine.add_effect(sprite.to character)
end
end
end
#--------------------------------------------------------------------------
def update
nf_particles_spriteset_map_update
@particle_engine.update
end
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
instructions
Pra to use this script and to make the light effect is very easy. First you must catch the package of these images and place all in the Graphics/Fogs folder:HTTP://rapidshare.de/files/10553010/fogs.to rar.HTML
E to make with that the lights also appear and follow the event is very easy. It is alone you to go in the event that it desires and to place 2 commentaries, Particle Engine Type and "Type". Being that the Types can be 6 (they obey the very small letters):
* fire
fire effect
* smoke
smoke effect
* teleport
a effect of sufficiently interesting light that dumb of color
* spirit
that effect of light that appears in first screen
* explosion
explosions
* aura
seemed with spirit so that faster
Then, for example, if you want to make a foqueira, the event you are simply thus:
comment:particle engine type
comment: fire
i think this small edit might make you understand it (i posted the whole thing because it means people dont have to go to the other forum etc.
I cant find the pictures!!!
they didnt copy over correctly hang on