Kazesui
23.02.2012, 18:48
Ich habe ein plugin gemacht der euch erlaubt Partikel Effekte in rm2k3 mit Kommentar Befehle zu machen. Damit könnt ihr schöne Explosionen machen, Wasserfälle, euer eignes Wetter, Rauch und viel mehr.
Dieses ist eine neue Version, und hat einige änderungen zum Alten Partikel Effekt Plugin. Der ist jetzt viel effizienter, und kann viel mehr Partikel auf dem Bildschirm gleichzeitig haben. Der Alte Plugin hatte auch Probleme "Ströhme" von Partikeln zu machen ohne gleich zu laggen. Man müsste auch selber der "Strom" machen, indem man ein paralleler Event laufen ließ der immer wieder neue Partikeln erzeugte. Der Lag soll jetzt mehr oder weniger weg sein, und man kann wählen ob man ein "Burst" oder "Stream" Effekt machen will. Ein Stream Effekt macht einfach einen Strom von Partikeln den du nur zu anfangen und anhalten brauchst.
Eine bessere beschreibung gibts im readme ( auf englisch ).
Liste von Kommentar Befehle:
@pfx_create_effect
(text) parameter#1: name of the effect
(text) parameter#2: effect type ( "burst" or "stream" )
/ Creates an effect with the specified name and type
@pfx_destroy_effect
(text) parameter#1: name of the effect
/ Destroys the specified effect
@pfx_destroy_all
(none)
/ Destroys all effects
@pfx_does_effect_exist
(text) parameter#1: name of effect
(number) parameter#2: id of switch
/ Checks if effect exists, and turns designated switch on
if it exists. Effects are erased when the game is quit,
so use this, to check if the effect exists before you
use it, in case the game has been loaded. If it doesn't
exist, simply recreate the effect.
@pfx_burst
(text) parameter#1: name of effect
(number) parameter#2: x coordinate
(number) parameter#3: y coordinate
/ Initiates a burst at designated coordinates.
Only works with burst effects!
@pfx_start
(text) parameter#1: name of the effect
(text) parameter#2: name of the stream
(number) parameter#3: x coordinate
(number) parameter#4: y coordinate
/ Generates a stream and designated coordinates and gives
it a name. Only works with stream effects!
@pfx_stop
(text) parameter#1: name of the effect
(text) parameter#2: name of the stream
/ stops a selected stream of a the specified effect.
Only works for stream effects!
@pfx_stopall
(text) parameter#1: name of the effect
/ stops all streams of the selected effect from streaming.
Only works for stream effects!
@pfx_set_simul_effects
(text) parameter#1: name of the effect
(number) parameter#2: number of simultanuous effects possible
/ sets the amount of simultanuous effects possible to
prevent lag spikes ( Usually not neccessary when it's
less than 10 effects ).
default is 2 for bursts and 1 for streams.
@pfx_set_amount
(text) parameter#1: name of the effect
(number) parameter#2: number of particles
/ Sets amount of particles to be generated.
For a burst, this is all the particles generated for
the burst, while for streams this is the amount of
particles to be generated per frame.
default is 50 for bursts and 10 for streams
@pfx_set_timeout
(text) parameter#1: name of the effect
(number) parameter#2: fading time ( 0 to 255 )
(number) parameter#3: color delay time ( 0 to 255 )
/ sets how long it will take for a particle to perish
in frames. Color delay time specifies how many frames
will be spent before the color starts fading.
255 is the maximum amount of frames, i.e. 4.25 seconds.
default is fading time of 30 and color delay of 0
@pfx_set_initial_color
(text) parameter#1: name of the effect
(number) parameter#2: red component ( 0 to 255 )
(number) parameter#3: green component ( 0 to 255 )
(number) parameter#4: blue component ( 0 to 255 )
/ sets the initial colour of the selected effect
default color is 255,255,255
@pfx_set_final_color
(text) parameter#1: name of the effect
(number) parameter#2: red component ( 0 to 255 )
(number) parameter#3: green component ( 0 to 255 )
(number) parameter#4: blue component ( 0 to 255 )
/ sets the final colour of the selected effect
default color is 255,255,255
@pfx_set_growth
(text) parameter#1: name of the effect
(number) parameter#2: initial size
(number) parameter#3: final size
/ sets size growth of the particles
default growth is 1,1
@pfx_set_generating_function
(text) parameter#1: name of the effect
(text) parameter#1: name of function ("standard" or "radial")
/ sets the initial colour of the selected effect.
"standard" effect generates particles at the
selected point, while "radial" generates the particles
in a circle around the selected point.
default function is "standard"
@pfx_set_random_position
(text) parameter#1: name of the effect
(number) parameter#2: random x offset
(number) parameter#3: random y offset
/ adds random offset to "standard" generating function
default values are 0,0
@pfx_set_radius
(text) parameter#1: name of the effect
(number) parameter#2: length of radius
/ sets the radius for generation of particles for
"radial" generation function.
default radius is 30
@pfx_set_random_radius
(text) parameter#1: name of the effect
(number) parameter#2: sets random radius offset
/ sets a random offset for the radius when using "radial"
particles generation.
default offset is 0
@pfx_set_texture
(text) parameter#1: name of the effect
(text) parameter#2: name of image file
/ sets the texture of the particles to one designated by
a selected image. Notice that this is significantly
less efficient than using no texture.
NOTICE!
if you are using DynRPG 0.14 or older, you must add
a comma after the last parameter to ensure it working
properly!
@pfx_set_gravity_direction
(text) parameter#1: name of the effect
(number) parameter#2: gravity angle
(number) parameter#3: strength of gravity
/ sets a gravitational direction and strength affecting
all particles of the selected effect
not used by default
@pfx_set_acceleration_point
(text) parameter#1: name of the effect
(number) parameter#2: x coordinate
(number) parameter#3: y coordinate
(number) parameter#4: acceleration strength
/ sets a "acceleration point". All particles of the
selected effect will accelerate towards this point at
the given strength. This could be used to make
particles travel around in a circle if correct
values are chosen.
not used by default
@pfx_set_velocity
(text) parameter#1: name of the effect
(number) parameter#2: initial velocity
(number) parameter#3: random velocity offset
/ sets the velocity of the particles, as well as a
random velocity offset.
default values 30,30
@pfx_set_angle
(text) parameter#1: name of the effect
(number) parameter#2: angle
(number) parameter#3: width
/ for standard generation, it sets the velocity
direction of the particles, while with radial it
sets the generation point of the particles.
defaults to 0, 360 (full circle)
@pfx_set_secondary_angle
(text) parameter#1: name of the effect
(number) parameter#2: angle
/ when using radial generation, this will set the
velocity angle of the particles relative to
the primary angle.
@pfx_use_screen_relative
(text) parameter#1: name of the effect
(text) parameter#2: command ("true" or "false")
/ tells whether to use screen relative or
map relative pixel coordinates.
disabled by default
@pfx_unload_texture
(text) parameter#1: name of the effect
/ unloads the texture of the selected effect
Im Download gibts ein beispiel Projekt wo ihr sehen könnt wie man die Befehle benutzen können, und was man damit erreichen kann.
https://www.youtube.com/watch?v=sf9W0WMGDK4
Download gibts hier link (http://rpgmaker.net/engines/rt2k3/utilities/64/)
die alte version:
Ich habe gerade ein kleines plugin erstellt der euch erlaubt partikel effekte in rm2k3 zu machen falls ihr es mit dem DynRPG patch gepatch haben.
Partikel effekte is keinerlei notwendig für einem spiel, aber es sieht gern schön aus wenn richtig gemacht. Beispiele darauf was man damit machen kann wäre z.b.
http://rpgmaker.net/media/content/users/3355/locker/Explosion.PNG
http://www.youtube.com/watch?v=iQjyzHCIRz0
Die Instruksen sind noch nur in englisch da ich etwas faul bin, und da ihr es hoffentlich auch so versteht:
Instructions
-------------
@new_effect
this generates a new particle effect. If it's the first effect you create
it will be effect #0. Use the command again and effect #1 will be generated,
then #2, and so on. This is important, because you will be using their ID
to reference them while configuring their properties.
@effect_burst( effectId, x, y )
will draw a burst of particles using effect given by effectId at coordinates (x,y)
@effect_heart( effectId, x, y )
will create a heart burst of particles at (x, y)
@effect_kill( effectId )
will destroy all particles belonging to the chosen effect
@stop()
will stop particles from being drawn onto the screen
@start()
will resume particles to be drawn onto the screen
@effect_timeout( timeout )
Sets the amount of frames it will take before the particle dies. If you wish
to alter it from the default value, you should do so before you configure any
other properties of the particle effect.
@effect_delay( delay )
Sets a delay before the particle starts to fade into transparency.
Must not have the same value as timeout.
@effect_color( red, green, blue )
Sets the initial colour of the particles. the values for red, green and blue
components range from 0 to 255
@effects_colorfade( red, green, blue )
Sets the colour the particles will fade into. Values should be from 0 to 255
@effect_amount( amount )
Sets the amount of particles which will be drawn in one burst
@effect_random( random x, random y )
Sets random offset for where particles will be spawned upon a burst
@effect_angle ( start angle, end angle )
Sets the angle for the particle spray.
IMPORTANT: the start angle has to be lower than the end angle.
Say you want a particle spray between 15 degrees and 345; This should be done
by using the values 345 and 375.
@effect_growth( initial size, final size )
Sets the initial particle size and the final size it will grow into by the end of the burst.
@effect_speed( speed, randomspeed )
sets the speed and additional random speed of the particle.
@effect_file( filename , masking)
allows you to chose your own picture as a particle.
Must include the pathname, e.g. "Picture/Particle2.PNG".
If the file you've chosen should mask away color with index 1, type "true" as the
second parameter.
Ein beispiel von einem Instruktion wäre also:
Comment: @effect_burst 0, 160, V1
Diesem instruktion wurde den partikel effekt #0 rufen bei pixel koordinat 160 in die x richtung und dasselbe mit dem y richtung, halt mit dem wert von variabel 0001.
Es ist sehr möglich hier zu übertreiben, und es zum laggen bringen. Von daher setz das anzahl von partikel runter falls ihr ein effekt viel benutzt, oder macht extra waits drin oder irgendwas bevor es wieder gerufden wird. Letzlich wünsche ich euch spaß damit.
Dem plugin könnt ihr hier downloaden: download (http://rpgmaker.net/users/Kazesui/locker/ParticleEffectsPlugin1.zip)
Dieses ist eine neue Version, und hat einige änderungen zum Alten Partikel Effekt Plugin. Der ist jetzt viel effizienter, und kann viel mehr Partikel auf dem Bildschirm gleichzeitig haben. Der Alte Plugin hatte auch Probleme "Ströhme" von Partikeln zu machen ohne gleich zu laggen. Man müsste auch selber der "Strom" machen, indem man ein paralleler Event laufen ließ der immer wieder neue Partikeln erzeugte. Der Lag soll jetzt mehr oder weniger weg sein, und man kann wählen ob man ein "Burst" oder "Stream" Effekt machen will. Ein Stream Effekt macht einfach einen Strom von Partikeln den du nur zu anfangen und anhalten brauchst.
Eine bessere beschreibung gibts im readme ( auf englisch ).
Liste von Kommentar Befehle:
@pfx_create_effect
(text) parameter#1: name of the effect
(text) parameter#2: effect type ( "burst" or "stream" )
/ Creates an effect with the specified name and type
@pfx_destroy_effect
(text) parameter#1: name of the effect
/ Destroys the specified effect
@pfx_destroy_all
(none)
/ Destroys all effects
@pfx_does_effect_exist
(text) parameter#1: name of effect
(number) parameter#2: id of switch
/ Checks if effect exists, and turns designated switch on
if it exists. Effects are erased when the game is quit,
so use this, to check if the effect exists before you
use it, in case the game has been loaded. If it doesn't
exist, simply recreate the effect.
@pfx_burst
(text) parameter#1: name of effect
(number) parameter#2: x coordinate
(number) parameter#3: y coordinate
/ Initiates a burst at designated coordinates.
Only works with burst effects!
@pfx_start
(text) parameter#1: name of the effect
(text) parameter#2: name of the stream
(number) parameter#3: x coordinate
(number) parameter#4: y coordinate
/ Generates a stream and designated coordinates and gives
it a name. Only works with stream effects!
@pfx_stop
(text) parameter#1: name of the effect
(text) parameter#2: name of the stream
/ stops a selected stream of a the specified effect.
Only works for stream effects!
@pfx_stopall
(text) parameter#1: name of the effect
/ stops all streams of the selected effect from streaming.
Only works for stream effects!
@pfx_set_simul_effects
(text) parameter#1: name of the effect
(number) parameter#2: number of simultanuous effects possible
/ sets the amount of simultanuous effects possible to
prevent lag spikes ( Usually not neccessary when it's
less than 10 effects ).
default is 2 for bursts and 1 for streams.
@pfx_set_amount
(text) parameter#1: name of the effect
(number) parameter#2: number of particles
/ Sets amount of particles to be generated.
For a burst, this is all the particles generated for
the burst, while for streams this is the amount of
particles to be generated per frame.
default is 50 for bursts and 10 for streams
@pfx_set_timeout
(text) parameter#1: name of the effect
(number) parameter#2: fading time ( 0 to 255 )
(number) parameter#3: color delay time ( 0 to 255 )
/ sets how long it will take for a particle to perish
in frames. Color delay time specifies how many frames
will be spent before the color starts fading.
255 is the maximum amount of frames, i.e. 4.25 seconds.
default is fading time of 30 and color delay of 0
@pfx_set_initial_color
(text) parameter#1: name of the effect
(number) parameter#2: red component ( 0 to 255 )
(number) parameter#3: green component ( 0 to 255 )
(number) parameter#4: blue component ( 0 to 255 )
/ sets the initial colour of the selected effect
default color is 255,255,255
@pfx_set_final_color
(text) parameter#1: name of the effect
(number) parameter#2: red component ( 0 to 255 )
(number) parameter#3: green component ( 0 to 255 )
(number) parameter#4: blue component ( 0 to 255 )
/ sets the final colour of the selected effect
default color is 255,255,255
@pfx_set_growth
(text) parameter#1: name of the effect
(number) parameter#2: initial size
(number) parameter#3: final size
/ sets size growth of the particles
default growth is 1,1
@pfx_set_generating_function
(text) parameter#1: name of the effect
(text) parameter#1: name of function ("standard" or "radial")
/ sets the initial colour of the selected effect.
"standard" effect generates particles at the
selected point, while "radial" generates the particles
in a circle around the selected point.
default function is "standard"
@pfx_set_random_position
(text) parameter#1: name of the effect
(number) parameter#2: random x offset
(number) parameter#3: random y offset
/ adds random offset to "standard" generating function
default values are 0,0
@pfx_set_radius
(text) parameter#1: name of the effect
(number) parameter#2: length of radius
/ sets the radius for generation of particles for
"radial" generation function.
default radius is 30
@pfx_set_random_radius
(text) parameter#1: name of the effect
(number) parameter#2: sets random radius offset
/ sets a random offset for the radius when using "radial"
particles generation.
default offset is 0
@pfx_set_texture
(text) parameter#1: name of the effect
(text) parameter#2: name of image file
/ sets the texture of the particles to one designated by
a selected image. Notice that this is significantly
less efficient than using no texture.
NOTICE!
if you are using DynRPG 0.14 or older, you must add
a comma after the last parameter to ensure it working
properly!
@pfx_set_gravity_direction
(text) parameter#1: name of the effect
(number) parameter#2: gravity angle
(number) parameter#3: strength of gravity
/ sets a gravitational direction and strength affecting
all particles of the selected effect
not used by default
@pfx_set_acceleration_point
(text) parameter#1: name of the effect
(number) parameter#2: x coordinate
(number) parameter#3: y coordinate
(number) parameter#4: acceleration strength
/ sets a "acceleration point". All particles of the
selected effect will accelerate towards this point at
the given strength. This could be used to make
particles travel around in a circle if correct
values are chosen.
not used by default
@pfx_set_velocity
(text) parameter#1: name of the effect
(number) parameter#2: initial velocity
(number) parameter#3: random velocity offset
/ sets the velocity of the particles, as well as a
random velocity offset.
default values 30,30
@pfx_set_angle
(text) parameter#1: name of the effect
(number) parameter#2: angle
(number) parameter#3: width
/ for standard generation, it sets the velocity
direction of the particles, while with radial it
sets the generation point of the particles.
defaults to 0, 360 (full circle)
@pfx_set_secondary_angle
(text) parameter#1: name of the effect
(number) parameter#2: angle
/ when using radial generation, this will set the
velocity angle of the particles relative to
the primary angle.
@pfx_use_screen_relative
(text) parameter#1: name of the effect
(text) parameter#2: command ("true" or "false")
/ tells whether to use screen relative or
map relative pixel coordinates.
disabled by default
@pfx_unload_texture
(text) parameter#1: name of the effect
/ unloads the texture of the selected effect
Im Download gibts ein beispiel Projekt wo ihr sehen könnt wie man die Befehle benutzen können, und was man damit erreichen kann.
https://www.youtube.com/watch?v=sf9W0WMGDK4
Download gibts hier link (http://rpgmaker.net/engines/rt2k3/utilities/64/)
die alte version:
Ich habe gerade ein kleines plugin erstellt der euch erlaubt partikel effekte in rm2k3 zu machen falls ihr es mit dem DynRPG patch gepatch haben.
Partikel effekte is keinerlei notwendig für einem spiel, aber es sieht gern schön aus wenn richtig gemacht. Beispiele darauf was man damit machen kann wäre z.b.
http://rpgmaker.net/media/content/users/3355/locker/Explosion.PNG
http://www.youtube.com/watch?v=iQjyzHCIRz0
Die Instruksen sind noch nur in englisch da ich etwas faul bin, und da ihr es hoffentlich auch so versteht:
Instructions
-------------
@new_effect
this generates a new particle effect. If it's the first effect you create
it will be effect #0. Use the command again and effect #1 will be generated,
then #2, and so on. This is important, because you will be using their ID
to reference them while configuring their properties.
@effect_burst( effectId, x, y )
will draw a burst of particles using effect given by effectId at coordinates (x,y)
@effect_heart( effectId, x, y )
will create a heart burst of particles at (x, y)
@effect_kill( effectId )
will destroy all particles belonging to the chosen effect
@stop()
will stop particles from being drawn onto the screen
@start()
will resume particles to be drawn onto the screen
@effect_timeout( timeout )
Sets the amount of frames it will take before the particle dies. If you wish
to alter it from the default value, you should do so before you configure any
other properties of the particle effect.
@effect_delay( delay )
Sets a delay before the particle starts to fade into transparency.
Must not have the same value as timeout.
@effect_color( red, green, blue )
Sets the initial colour of the particles. the values for red, green and blue
components range from 0 to 255
@effects_colorfade( red, green, blue )
Sets the colour the particles will fade into. Values should be from 0 to 255
@effect_amount( amount )
Sets the amount of particles which will be drawn in one burst
@effect_random( random x, random y )
Sets random offset for where particles will be spawned upon a burst
@effect_angle ( start angle, end angle )
Sets the angle for the particle spray.
IMPORTANT: the start angle has to be lower than the end angle.
Say you want a particle spray between 15 degrees and 345; This should be done
by using the values 345 and 375.
@effect_growth( initial size, final size )
Sets the initial particle size and the final size it will grow into by the end of the burst.
@effect_speed( speed, randomspeed )
sets the speed and additional random speed of the particle.
@effect_file( filename , masking)
allows you to chose your own picture as a particle.
Must include the pathname, e.g. "Picture/Particle2.PNG".
If the file you've chosen should mask away color with index 1, type "true" as the
second parameter.
Ein beispiel von einem Instruktion wäre also:
Comment: @effect_burst 0, 160, V1
Diesem instruktion wurde den partikel effekt #0 rufen bei pixel koordinat 160 in die x richtung und dasselbe mit dem y richtung, halt mit dem wert von variabel 0001.
Es ist sehr möglich hier zu übertreiben, und es zum laggen bringen. Von daher setz das anzahl von partikel runter falls ihr ein effekt viel benutzt, oder macht extra waits drin oder irgendwas bevor es wieder gerufden wird. Letzlich wünsche ich euch spaß damit.
Dem plugin könnt ihr hier downloaden: download (http://rpgmaker.net/users/Kazesui/locker/ParticleEffectsPlugin1.zip)