chắc ổng cx chả rảnh xem từng project đâu ak, cái project mà e lấy cái script ra chơi hết cx chả có cái j liên quan tới license cả, chỉ có mỗi credit :v
Tính tải trước, xem có gì hay thì mới mua mà ai ngờ chủ topic xóa mất file hướng dẫn. :]]
Good job.
Do lúc đăng không có :]]
Đây là hướng dẫn kết hợp với cái video, là file pdf không có hình gì cả nên copy raw lên luôn cho nhanh :v
Ultra Lighting Commands Map Commands (put these in the map’s note)
[lighting on/off] Turns lighting on/off when entering the map.
[opacity n] Sets the shadows’ opacity to n (0-255) when entering the map.
Sets the shadows’ color to RGB when entering the map.
Attention! The 3 channels must be composed of 3 digits. Event Commands (put these as comments in the desired event)
[light x] Creates the light x when the page is active.
[group g] Assigns the current light to group g. [static] Sets the current light as static. [dynamic] Sets the current light as dynamic. [shadows] The current light will cast shadows. [no_shadows] The current light won’t cast shadows. Item Commands (put these in the item’s note)
[light x] Assigns the light x to the item. It can be used as a lantern.
Call Script Commands (use “Call Script” to run these commands)
$game_map.shadows.set_color(r, g, b, time)
Changes the shadows’ color to the given color, in the given time.
If you want to change them instantly, just omit the time.
[*]$game_map.shadows.set_opacity(opacity, time)
Changes the shadows’ opacity to the given value, in the given time.
[*]If you want to change it instantly, just omit the time. $game_map.shadows.group_opacity(group, opacity, time)
Changes the group’s opacity to the given value, in the given time.
[*]If you want to change it instantly, just omit the time In the commands below, the character variable can be $game_player (for the player itself), this_event (for the event in which this command is called), $game_map.events[x] (for the event ID x), or any object that inherits from Game_CharacterBase.
character.give_light(x)
Gives the light x to the character.
[*]character.drop_light(x)
If the character is carrying a light, drops it.
[*]character.carrying_light?
Returns true if the character is carrying a light, false otherwise.
Comments
:< :< :<
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chắc ổng cx chả rảnh xem từng project đâu ak, cái project mà e lấy cái script ra chơi hết cx chả có cái j liên quan tới license cả, chỉ có mỗi credit :v
Good job.
Đây là hướng dẫn kết hợp với cái video, là file pdf không có hình gì cả nên copy raw lên luôn cho nhanh :v
Map Commands (put these in the map’s note)
- [lighting on/off] Turns lighting on/off when entering the map.
- [opacity n] Sets the shadows’ opacity to n (0-255) when entering the map.
- Sets the shadows’ color to RGB when entering the map.
Attention! The 3 channels must be composed of 3 digits.Event Commands (put these as comments in the desired event)
- [light x] Creates the light x when the page is active.
[group g] Assigns the current light to group g. [static] Sets the current light as static. [dynamic] Sets the current light as dynamic. [shadows] The current light will cast shadows. [no_shadows] The current light won’t cast shadows.Item Commands (put these in the item’s note)
Call Script Commands (use “Call Script” to run these commands)
- $game_map.shadows.set_color(r, g, b, time)
- Changes the shadows’ color to the given color, in the given time.
- If you want to change them instantly, just omit the time.
[*]$game_map.shadows.set_opacity(opacity, time)[*]If you want to change it instantly, just omit the time. $game_map.shadows.group_opacity(group, opacity, time)
[*]If you want to change it instantly, just omit the time
In the commands below, the character variable can be $game_player (for the player itself), this_event (for the event in which this command is called), $game_map.events[x] (for the event ID x), or any object that inherits from Game_CharacterBase.
[*]character.drop_light(x)
[*]character.carrying_light?
[*]
Thank để lấy link nhé bạn
Không có do lúc lấy script không có, mình sẽ cập nhật sau nhé