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***
Rep: +0/-0Level 89
I'LL EAT YOUR BABYS!!!

Copella
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Resident Cloud
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Level 91
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:

Code: [Select]

    #==============================================================================
    # ** 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.

***
Rep: +0/-0Level 89
I cant find the pictures!!!
I'LL EAT YOUR BABYS!!!

Copella
Check out my website for details about my upcoming game

*
Resident Cloud
Rep:
Level 91
they didnt copy over correctly hang on