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[ACE] Awesome Light Effects

Supposedly it means one of the data files is corrupt, but I don't know why that would be the case for a publically posted script like that. You could try creating a new project and copying just the scripts.rxdata file into it, and seeing if that will open.
 
by any chance would you have the script on hand? or know a working demo where I can just
copy the script into my game

not sure how to do what you mentioned thanks for the reply :D
 
Make a new project, copy the scripts file from the data folder from the download into the new one, and see if it will open. Assuming it's not the script file that's corrupted, it will work, and you can just take the script from it.
 
Ruby:
#-------------------------------------------------------------------------------

# * [ACE] Khas Awesome Light Effects

#-------------------------------------------------------------------------------

# * By Khas Arcthunder - arcthunder.site40.net

# * Version: 1.0 EN

# * Released on: 17/01/2012

#

#-------------------------------------------------------------------------------

# * Terms of Use

#-------------------------------------------------------------------------------

# When using any Khas script, you agree with the following terms:

# 1. You must give credit to Khas;

# 2. All Khas scripts are licensed under a Creative Commons license;

# 3. All Khas scripts are for non-commercial projects. If you need some script 

#    for your commercial project (I accept requests for this type of project), 

#    send an email to [email=nilokruch@live.com]nilokruch@live.com[/email] with your request;

# 4. All Khas scripts are for personal use, you can use or edit for your own 

#    project, but you are not allowed to post any modified version;

# 5. You can’t give credit to yourself for posting any Khas script;

# 6. If you want to share a Khas script, don’t post the direct download link, 

#    please redirect the user to arcthunder.site40.net

#

#-------------------------------------------------------------------------------

# * Features

#-------------------------------------------------------------------------------

# - Realistic Light

# - Light does not pass over walls, blocks and roofs

# - Static Light Sources

# - Dynamic Light Sources (like a player's lantern)

# - Multiple effects

# - Easy to use (comments)

#

#-------------------------------------------------------------------------------

# * WARNING - Performance

#-------------------------------------------------------------------------------

# This script may be too heavy to old processors! The Awesome Light Effects was

# tested on a Core 2 Duo E4500 and on a Core i5, without any lag. However,

# there's other factors that may influence the script performance:

#

# 1. Map size

# This script searches surfaces on the map, in order to cut the light pictures.

# In a huge map, the number of surfaces may increase a lot, affecting the

# DYNAMIC LIGHT SOURCE only. Map size does not influence the static sources.

#

# 2. Number of effects

# This script draws the effects on the screen, but before drawing, it checks 

# if the effect is out of screen (in this case, the script will skip the 

# light drawing). Too much effects may cause lag, but this is just a prevision.

#

# 3. Effect's picture size

# The picture size of the DYNAMIC LIGHT SOURCE influences directly on your 

# game's performace. The bigger is the picture, the slower it will be to

# draw it dynamically. The recommended maximum size is 200x200 pixels

# 

#-------------------------------------------------------------------------------

# * WARNING - Light pictures

#-------------------------------------------------------------------------------

# In order to run this script correctly, the light pictures MUST obey the

# following conditions:

# 1. The picture's size MUST be multiple of 2. Example: 150x150

# 2. The picture's width MUST be equal to it's height. Example: 156x156

# 3. The picture's colors MUST be inverted! This is necessary because

#    the script inverts the colors to draw the effect. The black color

#    will be transparent!

#

#-------------------------------------------------------------------------------

# * Instructions - 1. Setup your effects!

#-------------------------------------------------------------------------------

# In order to setup your static effects, go to the setup part and define your

# effects inside the Effects hash. Do as the following mode:

#

# X => [picture,opacity,variation,cut],   <= Remember to put a comma here!

#

# Where:

# picture => Picture's name, inside the Graphics/Lights folder;

# opacity => Effect's opacity;

# variation => Effect's opacity variation;

# cut => Put true to cut the effect or false to don't;

# X => The effect's ID, it will be used on events. 

#

# Check the default effects to understand how they work.

#

#-------------------------------------------------------------------------------

# * Instructions - 2. Use your effects!

#-------------------------------------------------------------------------------

# In order to use a effect, put the following comment on a event:

# 

# [light x]

#

# Where x must be the Effect's ID.

# 

#-------------------------------------------------------------------------------

# * Instructions - 3. Use an awesome lantern!

#-------------------------------------------------------------------------------

# The dynamic light source (lantern) is initialized invisible by default. 

# You may call the following commands:

# 

# l = $game_map.lantern

# Gets the lantern into a variable

 

# l.set_graphic(i)

# Sets the lantern's graphic to i, where i must be the picture's file name on 

# Graphics/Lights folder.

#

# l.set_multiple_graphics(h)

# Sets the lantern's graphics to h, where h must be a hash with the following

# structure:

#

# h = {2=>"ld",4=>"ll",6=>"lr",8=>"lu"}

# 

# Where: 

# "ld" is the name of the picture when the lantern's owner is looking down;

# "ll" is the name of the picture when the lantern's owner is looking left;

# "lr" is the name of the picture when the lantern's owner is looking right;

# "lu" is the name of the picture when the lantern's owner is looking up.

#

# l.change_owner(char)

# Sets the lantern's owner to char. Char must be ONE of the following commands:

# $game_player           <= The player itself;

# self_event             <= The event where the command was called;

# $game_map.events[x]    <= The event ID x.

#

# l.set_opacity(o,p)

# Sets the lantern's opacity, where:

# o is the opacity itself;

# p is the opacity variation.

#

# l.show

# After setting the lantern with the commands above, you may set it to visible

# using this command.

#

# l.hide

# Use this command to set the lantern as invisible.

#

#-------------------------------------------------------------------------------

# * Instructions - 4. Use the effect's surface!

#-------------------------------------------------------------------------------

# The Awesome Light Effects draws the effects on a surface. In order to make

# the effects visible, the effect's surface MUST be visible. The Effect's 

# Surface is initialized with it's opacity set to zero. You can call the

# following commands:

#

# s = $game_map.effect_surface

# Gets the Effect's Surface into a variable

#

# s.set_color(r,g,b)

# Changes the Effect's Surface color instantly, where:

# r => red level;

# g => green level;

# b => blue level;

#

# s.set_alpha(a)

# Changes the Effect's Surface opacity instantly to a.

#

# s.change_color(time,r,g,b)

# Changes the Effect's Surface color ONLY in a certain time, where:

# time => The change's time (frames);

# r => red level;

# g => green level;

# b => blue level;

#

# s.change_color(time,r,g,b,a)

# Changes the Effect's Surface color and it's opacity in a certain time, where:

# time => The change's time (frames);

# r => red level;

# g => green level;

# b => blue level;

# a => opacity

#

# s.change_alpha(time,a)

# Changes the Effect's Surface opacity in a certain time, where:

# time => The change's time (frames);

# a => opacity

#

#-------------------------------------------------------------------------------

# * Instructions - 5. Use the effect's surface with Tone command!

#-------------------------------------------------------------------------------

# You can access the Effect's Surface with the "Screen Tone" command. In order

# to turn this feature on, set the "Surface_UE" constant to true.

#

# If you decided to use this feature, please note some details:

# 1. The colors values must be between 0 and 255;

# 2. The time is in frames;

# 3. The "gray" value will be sent as the opacity value

#

#-------------------------------------------------------------------------------

# * Instructions - 6. Setup your Tileset Tags!

#-------------------------------------------------------------------------------

# In order to cut the effect's picture correctly, there's 3 types of behavior

# for a tile: wall, block and roof. Walls will make shadows as real walls, 

# blocks as blocks and roofs as roofs. So, the tileset tags MUST be configured.

# Check the demo to understand how this system works. If the tilesets aren't 

# configured correctly, the script won't cut the effects correctly.

# 

#-------------------------------------------------------------------------------

# * Setup Part

#-------------------------------------------------------------------------------

module Light_Core

  Effects = { #  <= DON'T change this!

#-------------------------------------------------------------------------------

# PUT YOUR EFFECTS HERE!

#-------------------------------------------------------------------------------

  0 => ["light",255,0,true],

  1 => ["torch",200,20,true],

  2 => ["torch_m",180,30,true],

  3 => ["light_s",255,0,true],

  

#-------------------------------------------------------------------------------

# End of effecs configuration

#------------------------------------------------------------------------------- 

  } #  <= DON'T change this!

  

  # Z coordinate of the Effect's Surface

  Surface_Z = 180

  

  # Enable Effect's Surface control by "Screen Tone" command?

  Surface_UE = true

  

  # Roof behavior tag

  Roof_Tag = 5

  # Wall behavior tag

  Wall_Tag = 6

  # Block behavior tag

  Block_Tag = 7

  

  # Don't change this!

  ACC = Math.tan(Math::PI/26)

end

#-------------------------------------------------------------------------------

# Script

#-------------------------------------------------------------------------------

module Cache

  def self.light(filename)

    load_bitmap("Graphics/Lights/", filename)

  end

end

module Light_Bitcore

  include Light_Core

  def self.initialize

    @@buffer = {}

    Effects.values.each { |effect| Light_Bitcore.push(effect[0])}

  end

  def self::[](key)

    return @@buffer[key]

  end

  def self.push(key)

    return if @@buffer.keys.include?(key)

    @@buffer[key] = Cache.light(key)

  end

end

Light_Bitcore.initialize

class Light_SSource

  attr_reader :real_x

  attr_reader :real_y

  attr_reader :range

  attr_accessor :bitmap

  attr_reader :w

  attr_reader :h

  attr_reader :hs

  def initialize(char,bitmap,opacity,plus,hs)

    sync(char)

    @key = bitmap

    @bitmap = Light_Bitcore[@key].clone

    @range = @bitmap.width/2

    @w = @bitmap.width

    @h = @bitmap.height

    @mr = @range - 16

    @opacity = opacity

    @plus = plus

    @hs = hs

    render if @hs

  end

  def render

    tx = x

    ty = y

    tsx = x + @range

    tsy = y + @range

    dr = @range*2

    for s in $game_map.surfaces

      next if !s.visible?(tsx,tsy) || !s.within?(tx,tx+dr,ty,ty+dr)

      s.render_shadow(tx,ty,tsx,tsy,@range,@bitmap)

    end

  end

  def restore

    return unless @bitmap.nil?

    @bitmap = Light_Bitcore[@key].clone

    render if @hs

  end

  def opacity

    @plus == 0 ? @opacity : (@opacity + rand(@plus))

  end

  def sx

    return $game_map.adjust_x(@real_x)*32-@mr

  end

  def sy

    return $game_map.adjust_y(@real_y)*32-@mr

  end

  def sync(char)

    @real_x = char.real_x

    @real_y = char.real_y

  end

  def x

    return (@real_x*32 - @mr).to_f

  end

  def y

    return (@real_y*32 - @mr).to_f

  end

  def dispose

    return if @bitmap.nil?

    @bitmap.dispose

    @bitmap = nil

  end

end

class Light_DSource < Light_SSource

  attr_reader :bitmap

  attr_reader :visible

  def initialize

    @key = nil

    @bitmap = nil

    @opacity = 255

    @plus = 0

    @char = $game_player

    @visible = false

  end

  def set_opacity(o,p)

    @opacity = o

    @plus = p

  end

  def set_graphic(sb)

    dispose

    @key = {2=>sb,4=>sb,6=>sb,8=>sb}

    Light_Bitcore.push(sb)

    @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}

    @range = @bitmap[2].width/2

    @w = @bitmap[2].width

    @h = @bitmap[2].height

    @mr = @range - 16

  end

  def set_multiple_graphics(ba)

    dispose

    @key = ba

    @key.values.each {|key| Light_Bitcore.push(key)}

    @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}

    @range = @bitmap[2].width/2

    @w = @bitmap[2].width

    @h = @bitmap[2].height

    @mr = @range - 16

  end

  def get_graphic

    return @bitmap[@char.direction].clone

  end

  def show

    return if @bitmap.nil?

    @visible = true

  end

  def hide

    @visible = false

  end

  def restore

    return if @key.nil?

    @key.values.each {|key| Light_Bitcore.push(key)}

    @bitmap = {2=>Light_Bitcore[@key[2]].clone,4=>Light_Bitcore[@key[4]].clone,6=>Light_Bitcore[@key[6]].clone,8=>Light_Bitcore[@key[8]].clone}

  end

  def dispose

    return if @bitmap.nil?

    @bitmap.values.each { |b| b.dispose }

    @bitmap = nil

  end

  def change_owner(char)

    @char = char

  end

  def render

  end

  def sx

    return $game_map.adjust_x(@char.real_x)*32-@mr

  end

  def sy

    return $game_map.adjust_y(@char.real_y)*32-@mr

  end

  def x

    return (@char.real_x*32 - @mr).to_f

  end

  def y

    return (@char.real_y*32 - @mr).to_f

  end

end

class Light_Surface

  def initialize

    @ta = @a = 0

    @tr = @r = 255

    @tg = @g = 255

    @tb = @b = 255

    @va = @vr = @vg = @vb = 0.0

    @timer = 0

  end

  def refresh

    return if @timer == 0

    @a += @va

    @r += @vr

    @g += @vg

    @b += @vb

    $game_map.light_surface.opacity = @a

    @timer -= 1

  end

  def change_color(time,r,g,b,a=nil)

    r = 0 if r < 0; r = 255 if r > 255

    g = 0 if g < 0; g = 255 if g > 255

    b = 0 if b < 0; b = 255 if b > 255

    unless a.nil?

      a = 0 if a < 0; a = 255 if a > 255

    end

    @timer = time

    @tr = 255-r

    @tg = 255-g

    @tb = 255-b

    @va = (a.nil? ? 0 : (a-@a).to_f/@timer)

    @vr = (@tr - @r).to_f/@timer

    @vg = (@tg - @g).to_f/@timer

    @vb = (@tb - @b).to_f/@timer

  end

  def change_alpha(time,a)

    a = 0 if a < 0; a = 255 if a > 255

    @timer = time

    @ta = a

    @vr = @vg = @vb = 0.0

    @va = (a-@a).to_f/@timer

  end

  def set_color(r,g,b)

    r = 0 if r < 0; r = 255 if r > 255

    g = 0 if g < 0; g = 255 if g > 255

    b = 0 if b < 0; b = 255 if b > 255

    @tr = @r = 255-r

    @tg = @g = 255-g

    @tb = @b = 255-b

    @va = @vr = @vg = @vb = 0.0

    @timer = 0

  end

  def set_alpha(a)

    a = 0 if a < 0; a = 255 if a > 255

    @ta = @a = a

    $game_map.light_surface.opacity = @a

    @va = @vr = @vg = @vb = 0.0

    @timer = 0

  end

  def alpha

    return @a

  end

  def color

    return Color.new(@r,@g,@b)

  end

end

class Game_Map

  include Light_Core

  attr_accessor :light_surface

  attr_accessor :light_sources

  attr_accessor :surfaces

  attr_accessor :effect_surface

  attr_accessor :lantern

  alias kbl_setup_events setup_events

  alias kbl_initialize initialize

  alias kbl_update update

  def initialize

    kbl_initialize

    @effect_surface = Light_Surface.new

    @lantern = Light_DSource.new

  end

  def update(arg)

    @effect_surface.refresh if arg

    kbl_update(arg)

  end

  def first_tag(x,y)

    tag = tileset.flags[tile_id(x,y,0)] >> 12

    return tag > 0 ? tag : 0

  end

  def setup_events

    @light_sources.nil? ? @light_sources = [] : @light_sources.clear

    setup_surfaces

    merge_surfaces

    kbl_setup_events

  end

  def setup_surfaces

    @surfaces = []

    for x in 0..(width-1)

      for y in 0..(height-1)

        tag = first_tag(x,y)

        if tag == Wall_Tag

          i = tile_id(x,y,0)

          if i & 0x02 == 0x02

            @surfaces << Block_SD.new(x*32,y*32,x*32+32,y*32)

          end

          if i & 0x04 == 0x04

            @surfaces << Block_WR.new(x*32+31,y*32,x*32+31,y*32+32)

            @surfaces << Block_IL.new(x*32+32,y*32,x*32+32,y*32+32)

          end

          if i & 0x01 == 0x01

            @surfaces << Block_IR.new(x*32-1,y*32,x*32-1,y*32+32)

            @surfaces << Block_WL.new(x*32,y*32,x*32,y*32+32)

          end

        elsif tag == Roof_Tag

          i = tile_id(x,y,0)

          @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if i & 0x02 == 0x02

          @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if i & 0x04 == 0x04

          @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if i & 0x01 == 0x01

        elsif tag == Block_Tag

          f = tileset.flags[tile_id(x,y,0)]

          @surfaces << Block_SL.new(x*32,y*32,x*32,y*32+32) if f & 0x02 == 0x02

          @surfaces << Block_SR.new(x*32+31,y*32,x*32+31,y*32+32) if f & 0x04 == 0x04

          @surfaces << Block_SU.new(x*32,y*32,x*32+32,y*32) if f & 0x08 == 0x08

        end

      end

    end

  end

  def merge_surfaces

    new_surfaces = []

    hs = []; vs = []

    ws = []; is = []

    for surface in @surfaces

      if surface.type & 0x05 == 0

        hs << surface

      else

        if surface.type & 0x010 == 0

          vs << surface

        else

          if surface.type & 0x08 == 0

            ws << surface

          else

            is << surface

          end

        end

      end

    end

    for surface in hs

      surface.ready ? next : surface.ready = true

      for s in hs

        next if s.ready || s.y1 != surface.y1 || surface.type != s.type

        if s.x2 == surface.x1

          surface.x1 = s.x1

          s.trash = true

          s.ready = true

          surface.ready = false

        elsif s.x1 == surface.x2

          surface.x2 = s.x2

          s.trash = true

          s.ready = true

          surface.ready = false

        end

      end

    end

    hs.each { |s| @surfaces.delete(s) if s.trash}

    for surface in vs

      surface.ready ? next : surface.ready

      for s in vs

        next if s.ready || s.x1 != surface.x1

        if s.y2 == surface.y1

          surface.y1 = s.y1

          s.trash = true

          s.ready = true

          surface.ready = false

        elsif s.y1 == surface.y2

          surface.y2 = s.y2

          s.trash = true

          s.ready = true

          surface.ready = false

        end

      end

    end

    vs.each { |s| @surfaces.delete(s) if s.trash}

    for surface in ws

      surface.ready ? next : surface.ready

      for s in ws

        next if s.ready || s.x1 != surface.x1

        if s.y2 == surface.y1

          surface.y1 = s.y1

          s.trash = true

          s.ready = true

          surface.ready = false

        elsif s.y1 == surface.y2

          surface.y2 = s.y2

          s.trash = true

          s.ready = true

          surface.ready = false

        end

      end

    end

    ws.each { |s| @surfaces.delete(s) if s.trash}

    for surface in is

      surface.ready ? next : surface.ready

      for s in is

        next if s.ready || s.x1 != surface.x1

        if s.y2 == surface.y1

          surface.y1 = s.y1

          s.trash = true

          s.ready = true

          surface.ready = false

        elsif s.y1 == surface.y2

          surface.y2 = s.y2

          s.trash = true

          s.ready = true

          surface.ready = false

        end

      end

    end

    is.each { |s| @surfaces.delete(s) if s.trash}

  end

end

class Game_Event < Game_Character

  alias kbl_initialize initialize

  alias kbl_setup_page setup_page

  def initialize(m,e)

    @light = nil

    kbl_initialize(m,e)

  end

  def setup_page(np)

    kbl_setup_page(np)

    setup_light(np.nil?)

  end

  def setup_light(dispose)

    unless @light.nil?

      $game_map.light_sources.delete(self)

      @light.dispose

      @light = nil

    end

    unless dispose && @list.nil?

      for command in @list

        if command.code == 108 && command.parameters[0].include?("[light")

          command.parameters[0].scan(/\[light ([0.0-9.9]+)\]/)

          effect = Light_Core::Effects[$1.to_i]

          @light = Light_SSource.new(self,effect[0],effect[1],effect[2],effect[3])

          $game_map.light_sources << self

          return

        end

      end

    end

  end

  def draw_light

    sx = @light.sx

    sy = @light.sy

    w = @light.w

    h = @light.h

    return if sx > 544 && sy > 416 && sx + w < 0 && sy + h < 0

    $game_map.light_surface.bitmap.blt(sx,sy,@light.bitmap,Rect.new(0,0,w,h),@light.opacity)

  end

  def dispose_light

    @light.dispose

  end

  def restore_light

    @light.restore

  end

end

if Light_Core::Surface_UE

  class Game_Interpreter

    def command_223

      $game_map.effect_surface.change_color(@params[1],@params[0].red,@params[0].green,@params[0].blue,@params[0].gray)

      wait(@params[1]) if @params[2]

    end

  end

end

class Game_Interpreter

  def self_event

    return $game_map.events[@event_id]

  end

end

class Block_Surface

  include Light_Core

  attr_accessor :x1

  attr_accessor :y1

  attr_accessor :x2

  attr_accessor :y2

  attr_accessor :ready

  attr_accessor :trash

  def initialize(x1,y1,x2,y2)

    @x1 = x1

    @y1 = y1

    @x2 = x2

    @y2 = y2

    @ready = false

    @trash = false

  end

  def within?(min_x,max_x,min_y,max_y)

    return @x2 > min_x && @x1 < max_x && @y2 > min_y && @y1 < max_y

  end

end

class Block_SL < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x01

  end

  def visible?(sx,sy)

    return sx < @x1 

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    @m1 = (@y1-sy)/(@x1-sx)

    @n1 = sy - @m1*sx

    @m2 = (@y2-sy)/(@x2-sx)

    @n2 = sy - @m2*sx

    for x in @x1..(sx+range)

      init = shadow_iy(x)

      bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)

    end

  end

  def shadow_iy(x)

    return @m1*x+@n1

  end

  def shadow_fy(x)

    return @m2*x+@n2

  end

end

class Block_SR < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x04

  end

  def visible?(sx,sy)

    return sx > @x1 

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    @m1 = (@y1-sy)/(@x1-sx)

    @n1 = sy - @m1*sx

    @m2 = (@y2-sy)/(@x2-sx)

    @n2 = sy - @m2*sx

    for x in (sx-range).to_i..@x1

      init = shadow_iy(x)

      bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+3)

    end

  end

  def shadow_iy(x)

    return @m1*x+@n1

  end

  def shadow_fy(x)

    return @m2*x+@n2

  end

end

class Block_IL < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x019

  end

  def visible?(sx,sy)

    return sx < @x1 && sy > @y1

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    @m1 = (@y1-sy)/(@x1-sx)

    @n1 = @y1 - @m1*@x1

    @m2 = (@y2-sy)/(@x2-sx)

    @m2 = 0 if @m2 > 0

    @n2 = @y2 - @m2*@x2

    for x in @x1..(sx+range)

      init = shadow_iy(x).floor

      bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)

    end

  end

  def shadow_iy(x)

    return @m1*x+@n1

  end

  def shadow_fy(x)

    return @m2*x+@n2

  end

end

class Block_IR < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x01c

  end

  def visible?(sx,sy)

    return sx > @x1 && sy > @y1

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    @m1 = (@y1-sy)/(@x1-sx)

    @n1 = @y1 - @m1*@x1

    @m2 = (@y2-sy)/(@x2-sx)

    @m2 = 0 if @m2 < 0

    @n2 = @y2 - @m2*@x2

    for x in (sx-range).to_i..@x1

      init = shadow_iy(x).floor

      bitmap.clear_rect(x-phx,init-3-phy,1,shadow_fy(x)-init+3)

    end

  end

  def shadow_iy(x)

    return @m1*x+@n1

  end

  def shadow_fy(x)

    return @m2*x+@n2

  end

end

class Block_WL < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x011

  end

  def visible?(sx,sy)

    return sx < @x1 && sy < @y2

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    @m1 = (@y1-sy)/(@x1-sx)

    @n1 = sy - @m1*sx

    @m2 = (@y2-sy)/(@x2-sx)

    @n2 = sy - @m2*sx

    for x in @x1..(sx+range)

      init = shadow_iy(x)

      bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)

    end

  end

  def shadow_iy(x)

    return @m1*x+@n1

  end

  def shadow_fy(x)

    return @m2*x+@n2

  end

end

class Block_WR < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x014

  end

  def visible?(sx,sy)

    return sx > @x1 && sy < @y2

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    @m1 = (@y1-sy)/(@x1-sx)

    @n1 = sy - @m1*sx

    @m2 = (@y2-sy)/(@x2-sx)

    @n2 = sy - @m2*sx

    for x in (sx-range).to_i..@x1

      init = shadow_iy(x)

      bitmap.clear_rect(x-phx,init-phy,1,shadow_fy(x)-init+2)

    end

  end

  def shadow_iy(x)

    return @m1*x+@n1

  end

  def shadow_fy(x)

    return @m2*x+@n2

  end

end

class Block_SU < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x02

  end

  def visible?(sx,sy)

    return sy < @y1

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    if @x1 == sx

      @m1 = nil

    else

      @m1 = (@y1-sy)/(@x1-sx)

      @m1 += ACC if @m1 < -ACC

      @n1 = @y1 - @m1*@x1

    end

    if @x2 == sx

      @m2 = nil

    else

      @m2 = (@y2-sy)/(@x2-sx)

      @n2 = sy - @m2*sx

    end

    for y in @y1..(sy+range)

      init = shadow_ix(y)

      bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)

    end

  end

  def shadow_ix(y)

    return @m1.nil? ? @x1 : (y-@n1)/@m1

  end

  def shadow_fx(y)

    return @m2.nil? ? @x2 : (y-@n2)/@m2

  end

end

class Block_SD < Block_Surface

  attr_reader :type

  def initialize(x1,y1,x2,y2)

    super(x1,y1,x2,y2)

    @type = 0x08

  end

  def visible?(sx,sy)

    return sy > @y1

  end

  def render_shadow(phx,phy,sx,sy,range,bitmap)

    if @x1 == sx

      @m1 = nil

    else

      @m1 = (@y1-sy)/(@x1-sx)

      @m1 -= ACC if @m1 > ACC

      @n1 = sy - @m1*sx

    end

    if x2 == sx

      @m2 = nil

    else

      @m2 = (@y2-sy)/(@x2-sx)

      @n2 = sy - @m2*sx

    end

    for y in (sy-range).to_i..@y1

      init = shadow_ix(y)

      bitmap.clear_rect(init-phx,y-phy,shadow_fx(y)-init+1,1)

    end

  end

  def shadow_ix(y)

    return @m1.nil? ? @x1 : (y-@n1)/@m1

  end

  def shadow_fx(y)

    return @m2.nil? ? @x2 : (y-@n2)/@m2

  end

end

class Spriteset_Map

  include Light_Core

  alias kbl_initialize initialize

  alias kbl_update update

  alias kbl_dispose dispose

  def initialize

    setup_lights

    kbl_initialize

  end

  def update

    kbl_update

    update_lights

  end

  def dispose

    kbl_dispose

    dispose_lights

  end

  def dispose_lights

    $game_map.lantern.dispose

    $game_map.light_sources.each { |source| source.dispose_light }

    $game_map.light_surface.bitmap.dispose

    $game_map.light_surface.dispose

    $game_map.light_surface = nil

  end

  def update_lights

    $game_map.light_surface.bitmap.clear

    $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)

    $game_map.light_sources.each { |source| source.draw_light }

    return unless $game_map.lantern.visible

    @btr = $game_map.lantern.get_graphic

    x = $game_map.lantern.x

    y = $game_map.lantern.y

    r = $game_map.lantern.range

    sx = x + r

    sy = y + r

    dr = r*2

    $game_map.surfaces.each { |s| s.render_shadow(x,y,sx,sy,r,@btr) if s.visible?(sx,sy) && s.within?(x,x+dr,y,y+dr) }

    $game_map.light_surface.bitmap.blt($game_map.lantern.sx,$game_map.lantern.sy,@btr,Rect.new(0,0,dr,dr),$game_map.lantern.opacity)

  end

  def setup_lights

    @btr = nil

    $game_map.lantern.restore

    $game_map.light_sources.each { |source| source.restore_light }

    $game_map.light_surface = Sprite.new

    $game_map.light_surface.bitmap = Bitmap.new(544,416)

    $game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color)

    $game_map.light_surface.blend_type = 2

    $game_map.light_surface.opacity = $game_map.effect_surface.alpha

    $game_map.light_surface.z = Surface_Z

  end

end
I could open it without any problem (and it seem to work...)
154-43c4141.png
 
oh i see what u mean. I think the the download has something to do with the error. because when I download it

and then try to open the file it instantly tells me unexpected file error. I can't get to the option where I see the data file or graphic file or anything like that.


as soon as I download and click on this [ACE][EN] Awesome Light Effects 1.0 rar file I get the error. I tried to open with rpgmaker vx ace and that does nothing at all.
 
you got it too work!!


aww what the hell. Im so confused to why im getting this error... :( aah you just made me extremely jealous lol

mmh i'll try and download on another computer
 

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