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fnacy lights script

Started by Ayden, January 31, 2006, 08:48:44 PM

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Ayden

I'LL EAT YOUR BABYS!!!

Copella
Check out my website for details about my upcoming game

ahref

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.

Ayden

I cant find the pictures!!!
I'LL EAT YOUR BABYS!!!

Copella
Check out my website for details about my upcoming game

ahref

they didnt copy over correctly hang on