Forums » Scripts RGSS Enviados

Super efeitos de luzes

  • 12 de setembro de 2012 16:46:08 ART

    Achei esse script aqui muuuito loko. Da so uma olhada nos efeitos que ele pode fazer com simples Fogs: 

    Imagem 

    Imagem 

    Demo do Near 

    Criado pelo poderoso Near Fantastica baseado no script do PinkMan. Esse script requer a biblioteca pro RGSS, SKD. 

    Link para o SKD 1.3: http://www.rmxponline.com/programs/sdk/SDK%20v1.3.txt 

    Crie um script acima do Main e coloque esse script: 

    Código:
    #==============================================================================
    # ** 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?
        case 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
        for particle in @effect
          next if particle.nil?
          particle.update 
        end
      end
      #--------------------------------------------------------------------------
      def dispose
        for particle in @effect
          next if particle.nil?
          particle.dispose 
        end
        @effect = []
      end
      #===========================================================================
        class Particle_Engine::Fire
          #------------------------------------------------------------------------
          def initialize(event, viewport)
            @event = event
            @xoffset = -5       # offset for the x
            @yoffset = -13      # offset for the y 
            @leftright = 0      # This is made to help the "fire" effect
            @maxparticless = 20 # Wouldnt suggest going any higher then 478
            @hue = 40           # Starting hue color
            @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 to the left
            @xright = 640       # Screen Width
            @xgravity = 0.5     # Gravity for x axis (goes by tens)
            @ygravity = 0.10    # Gravity for y axis (goes by tens)
            @particles = []     
            @opacity = []  
            @startingx = event.screen_x + @xoffset
            @startingy = event.screen_y + @yoffset
            @screen_x = @event.screen_x 
            @screen_y = @event.screen_y
            for i in [email protected]
              @particles = Sprite.new(viewport)
              @particles.bitmap = RPG::Cache.fog("particle", @hue)
              @particles.blend_type = 1
              @particles.y = @startingy
              @particles.x = @startingx
              @particles.z = @event.screen_z
              @opacity = 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
            for i in [email protected]
              @particles.z = @event.screen_z
              if @particles.y <= @ytop
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x <= @xleft
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.y >= @ybottom
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x >= @xright
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end           
              if @fade == 0
                if @opacity <= 0
                  @opacity = @originalopacity
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              else
                if @opacity <= 0
                  @opacity = 250
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              end
              if @randomhue == 1
                if @hue == 360
                  @hue = 0
                end
                @hue = @hue + 0.5
                @particles.bitmap = RPG::Cache.fog("particle", @hue)
              end
              @opacity = @opacity - rand(30)
              @leftright = rand(2)
              if @leftright == 1
                @particles.x = (@particles.x - (@xgravity / @slowdown)) + offsetx
              else
                @particles.x = (@particles.x + (@xgravity / @slowdown)) + offsetx
              end
              @particles.y = (@particles.y - (@ygravity / @slowdown)) + offsety
              @particles.opacity = @opacity
            end
          end
          #------------------------------------------------------------------------
          def dispose
            for particle in @particles
              particle.dispose 
            end
            @particles = []
          end
        end
      #===========================================================================
        class Particle_Engine::Smoke
          #------------------------------------------------------------------------
          def initialize(event, viewport)
            @event = event
            @leftright = 0        # This is made to help the "fire" effect
            @fade = 0             # Opacity wont change at all 0 = yes, 1 = no
            @originalopacity = 80 # this will only work if the one above is 0
            @maxparticless = 20   # Wouldnt suggest going any higher then 478
            @hue = 0              # Starting hue color
            @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 to the left
            @xright = 640         # Screen Width
            @xgravity = 0.5       # Gravity for x axis (goes by tens)
            @ygravity = 0.10      # Gravity for y axis (goes by tens)
            @xoffset = -5         # offset for the x  
            @yoffset = -15        # offset for the y  
            @particles = []
            @opacity = []     
            @startingx = @event.screen_x + @xoffset
            @startingy = @event.screen_y + @yoffset
            @screen_x = @event.screen_x 
            @screen_y = @event.screen_y
            for i in [email protected]
              @particles = Sprite.new(viewport)
              @particles.bitmap = RPG::Cache.fog("smoke", @hue)
              @particles.blend_type = 1
              @particles.y = @startingy
              @particles.x = @startingx
              @particles.z = @event.screen_z
              @opacity = 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
            for i in [email protected]
              @particles.z = @event.screen_z
              if @particles.y <= @ytop
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x <= @xleft
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.y >= @ybottom
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x >= @xright
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end      
              if @fade == 0
                if @opacity <= 0
                  @opacity = @originalopacity
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              else
                if @opacity <= 0
                  @opacity = 250            
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              end        
              if @randomhue == 1
                if @hue == 360
                  @hue = 0
                end
                @hue = @hue + 0.5
                @particles.bitmap = RPG::Cache.fog("smoke", @hue)
              end
              @opacity = @opacity - rand(5)
              @leftright = rand(2)       
              if @leftright == 1
                @particles.x = (@particles.x - (@xgravity / @slowdown)) + offsetx
              else
                @particles.x = (@particles.x + (@xgravity / @slowdown)) + offsetx
              end
              @particles.y = (@particles.y - (@ygravity / @slowdown)) + offsety
              @particles.opacity = @opacity
            end
          end
          #------------------------------------------------------------------------
          def dispose
            for particle in @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 no 1 yes
            @leftright = 0      # This is made to help the "fire" effect
            @maxparticless = 10 # Wouldnt suggest going any higher then 478
            @hue = 40           # Starting hue color
            @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 to the left
            @xright = 640       # Screen Width
            @xgravity = 0.5     # Gravity for x axis (goes by tens)
            @ygravity = 0.10    # Gravity for y axis (goes by tens)
            @xoffset = -8       # offset for the x
            @yoffset = -15      # offset for the y  
            @particles = [] 
            @opacity = []
            @startingx = @event.screen_x + @xoffset
            @startingy = @event.screen_y + @yoffset
            @screen_x = @event.screen_x 
            @screen_y = @event.screen_y
            for i in [email protected]
              @particles = Sprite.new(viewport)
              @particles.bitmap = RPG::Cache.fog("portal", @hue)
              @particles.blend_type = 1
              @particles.y = @startingy
              @particles.x = @startingx
              @particles.z = @event.screen_z
              @opacity = 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
            for i in [email protected]
              @particles.z = @event.screen_z
              if @particles.y <= @ytop
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x <= @xleft
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.y >= @ybottom
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x >= @xright
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end           
              if @fade == 0
                if @opacity <= 0
                  @opacity = @originalopacity
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              else
                if @opacity <= 0
                  @opacity = 250
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              end
              if @randomhue == 1
                if @hue == 360
                  @hue = 0
                end
                @hue = @hue + 0.5
                @particles.bitmap = RPG::Cache.fog("portal", @hue)
              else
              end
              @opacity = @opacity - rand(20)
              @leftright = rand(2)
              @particles.x = @particles.x + offsetx
              @particles.y = @particles.y - 3 + offsety
              @particles.opacity = @opacity
            end
          end
          #------------------------------------------------------------------------
          def dispose
            for particle in @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 no 1 yes
            @leftright = 0      # This is made to help the "fire" effect
            @maxparticless = 20 # Wouldnt suggest going any higher then 478
            @hue = 40           # Starting hue color
            @slowdown = 0.5     # This will slow down the particless, change it to whatever.
            @ytop = 0           # Top half of the screen pixel
            @ybottom = 480      # Screen Height
            @xleft = 0          # First pixel to the left
            @xright = 640       # Screen Width
            @xgravity = 0.5     # Gravity for x axis (goes by tens)
            @ygravity = 0.10    # Gravity for y axis (goes by tens)
            @xoffset = -5       # offset for the x  
            @yoffset = -13      # offset for the y  
            @particles = []
            @opacity = []
            @startingx = @event.screen_x + @xoffset
            @startingy = @event.screen_y + @yoffset
            for i in [email protected]
              @particles = Sprite.new(viewport)
              @particles.bitmap = RPG::Cache.fog("particle", @hue)
              @particles.blend_type = 1
              @particles.y = @startingy
              @particles.x = @startingx 
              @particles.z = @event.screen_z
              @opacity = 250
            end
          end
          #------------------------------------------------------------------------
          def update
            @startingx = @event.screen_x + @xoffset
            @startingy = @event.screen_y + @yoffset
            for i in [email protected]
              @particles.z = @event.screen_z
              if @particles.y <= @ytop
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x <= @xleft
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.y >= @ybottom
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x >= @xright
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end           
              if @fade == 0
                if @opacity <= 0
                  @opacity = @originalopacity
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              else
                if @opacity <= 0
                  @opacity = 250
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              end
              if @randomhue == 1
                if @hue == 360
                  @hue = 0
                end
                @hue = @hue + 0.5
                @particles.bitmap = RPG::Cache.fog("particle", @hue)
              else
              end
              @opacity = @opacity - rand(30)
              @leftright = rand(2)
              if @leftright == 1
                @particles.x = (@particles.x - (@xgravity / @slowdown))
              else
                @particles.x = (@particles.x + (@xgravity / @slowdown))
              end
              @particles.y = (@particles.y - (@ygravity / @slowdown))
              @particles.opacity = @opacity
            end
          end
          #------------------------------------------------------------------------
          def dispose
            for particle in @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 no 1 yes
            @leftright = 0      # This is made to help the "fire" effect
            @maxparticless = 20 # Wouldnt suggest going any higher then 478
            @hue = 0            # Starting hue color
            @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 to the left
            @xright = 640       # Screen Width
            @xgravity = 0.5     # Gravity for x axis (goes by tens)
            @ygravity = 0.10    # Gravity for y axis (goes by tens)
            @xoffset = -5       # offset for the x  
            @yoffset = -13      # offset for the y
            @particles = []
            @opacity = [] 
            @startingx = @event.screen_x + @xoffset
            @startingy = @event.screen_y + @yoffset
            @screen_x = @event.screen_x 
            @screen_y = @event.screen_y
            for i in [email protected]
              @particles = Sprite.new(viewport)
              @particles.bitmap = RPG::Cache.fog("explosion", @hue)
              @particles.blend_type = 1
              @particles.y = @startingy
              @particles.x = @startingx
              @particles.z = @event.screen_z
              @opacity = 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
            for i in [email protected]
              @particles.z = @event.screen_z
              if @particles.y <= @ytop
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x <= @xleft
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.y >= @ybottom
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x >= @xright
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end           
              if @fade == 0
                if @opacity <= 0
                  @opacity = @originalopacity
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              else
                if @opacity <= 0
                  @opacity = 250
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              end
              if @randomhue == 1
                if @hue == 360
                  @hue = 0
                end
                @hue = @hue + 0.5
                @particles.bitmap = RPG::Cache.fog("particle", @hue)
              else
              end
              @opacity = @opacity - rand(30)
              @leftright = rand(2)
              if @leftright == 1
                @particles.x = (@particles.x - (@xgravity / @slowdown)) + offsetx
              else
                @particles.x = (@particles.x + (@xgravity / @slowdown)) + offsetx
              end
              @particles.y = (@particles.y - (@ygravity / @slowdown)) + offsety
              @particles.opacity = @opacity
            end
          end
          #------------------------------------------------------------------------
          def dispose
            for particle in @particles
              particle.dispose 
            end
            @particles = []
          end
        end
        #===========================================================================
        class Particle_Engine::Aura
          #------------------------------------------------------------------------
          def initialize(event, viewport)
            @event = event
            @s = 0              # Just a variable to save the math
            @randomhue = 0      # Should the hue change ranomly 0 no 1 yes
            @leftright = 0      # This is made to help the "fire" effect
            @maxparticless = 20 # Wouldnt suggest going any higher then 478
            @particles = []     # This just hold all of the sprites
            @hue = 0            # Starting hue color
            @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 to the left
            @xright = 640       # Screen Width
            @xgravity = 0.5     # Gravity for x axis (goes by tens)
            @ygravity = 0.10    # Gravity for y axis (goes by tens)
            @opacity = []       # This is the opacity for every particles
            @xoffset = -5       # offset for the x  
            @yoffset = -13      # offset for the y  
            @particles = []
            @opacity = [] 
            @startingx = @event.screen_x + @xoffset
            @startingy = @event.screen_y + @yoffset
            @screen_x = @event.screen_x 
            @screen_y = @event.screen_y
            for i in [email protected]
              @particles = Sprite.new(viewport)
              @particles.bitmap = RPG::Cache.fog("particle", @hue)
              @particles.blend_type = 1
              @particles.y = @startingy
              @particles.x = @startingx
              @particles.z = @event.screen_z
              @opacity = 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
            for i in [email protected]
              @particles.z = @event.screen_z
              if @particles.y <= @ytop
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x <= @xleft
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.y >= @ybottom
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end
              if @particles.x >= @xright
                @particles.y = @startingy + @yoffset
                @particles.x = @startingx + @xoffset
              end           
              if @fade == 0
                if @opacity <= 0
                  @opacity = @originalopacity
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              else
                if @opacity <= 0
                  @opacity = 250
                  @particles.y = @startingy + @yoffset
                  @particles.x = @startingx + @xoffset
                end  
              end
              if @randomhue == 1
                if @hue == 360
                  @hue = 0
                end
                @hue = @hue + 0.5
                @particles.bitmap = RPG::Cache.fog("particle", @hue)
              else
              end
              @opacity = @opacity - rand(30)
              @leftright = rand(2)
              if @leftright == 1
                @particles.x = (@particles.x - 2) + offsetx
                @particles.y = (@particles.y - 2) + offsety
              else
                @particles.x = (@particles.x + 2) + offsetx
                @particles.y = (@particles.y - 2) + offsety
              end
              #@particles.angle = @particles.angle + 1
              @particles.opacity = @opacity
            end
          end
          #------------------------------------------------------------------------
          def dispose
            for particle in @particles
              particle.dispose 
            end
            @particles = []
          end
        end
        #===========================================================================
      end
      
      #==============================================================================
      # ** Game_Event
      #------------------------------------------------------------------------------
      #  This class deals with events. It handles functions including event page 
      #  switching via condition determinants, and running parallel process events.
      #  It's used within the Game_Map class.
      #==============================================================================
      
      class Game_Event < Game_Character
        #--------------------------------------------------------------------------
        attr_accessor :pe_refresh
        #--------------------------------------------------------------------------
        alias nf_particles_game_map_initialize initialize
        alias nf_particles_game_map_refresh refresh
        #--------------------------------------------------------------------------
        def initialize(map_id, event)
          @pe_refresh = false
          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 together map screen sprites, tilemaps, etc.
      #  It's used within the Scene_Map class.
      #==============================================================================
      
      class Spriteset_Map
        #--------------------------------------------------------------------------
        alias nf_particles_spriteset_map_init_viewports init_viewports
        alias nf_particles_spriteset_map_dispose dispose
        alias nf_particles_spriteset_map_update_character_sprites update_character_sprites
        alias 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
          for sprite in @character_sprites
            next unless sprite.character.is_a?(Game_Event)
            if sprite.character.pe_refresh == true
              sprite.character.pe_refresh = false
              @particle_engine.remove_effect(sprite.character)
              @particle_engine.add_effect(sprite.character)
            end
          end
        end
        #--------------------------------------------------------------------------
        def update
          nf_particles_spriteset_map_update
          @particle_engine.update
        end
      end
      
    #------------------------------------------------------------------------------
    # * End SDK Enable Test
    #------------------------------------------------------------------------------
    end



    ----------------------------------------- 

    Pra usar esse script e fazer os efeitos de luz é muito fácil. Primeiramente você deve pegar o pacote dessas imagens e colocar todas na pasta Graphics/Fogs: http://rapidshare.de/files/10553010/fogs.rar.html 
    E para fazer com que as luzes apareçam e sigam o evento também é muito fácil. É só você ir no evento que deseja e colocar 2 comentários, Particle Engine Type e "Tipo". Sendo que os Tipos podem ser 6 (obedeçam as letras minúsculas):

    • fire
      efeito de fogo
    • smoke
      efeito de fumaça
    • teleport
      um efeito de luz bastante interessante que muda de cor
    • spirit
      aquele efeito de luz que aparece na primeira screen
    • explosion
      explosões
    • aura
      parecido com o spirit so que mais rápido

    Então, por exemplo, se você quer fazer um foqueira, o evento ficara simplesmente assim: 
    Imagem 

    Boa diversão. :D

    • 40830 posts
    • 40830 posts
    21 de novembro de 2020 03:08:45 ART
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