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fanton95

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Posts posted by fanton95

  1. Sicuro non ci sia nella sezione script? Comunque io ti posto l'ultima versione.

     

    Bestiàrio 2.0

     

    #===============================================================
     # ● [VX] ◦ Monster Book II ◦ □
     #--------------------------------------------------------------
     # ◦ by Woratana [woratana@hotmail.com]
     # ◦ Thaiware RPG Maker Community
     # ◦ Released on: 02/01/2009
     # ◦ Version: 2.0
     # ◦ Special Thanks: Momomo~ for interface from Monster Book XP version
     #--------------------------------------------------------------
     # ** FEATURES
     #--------------------------------------------------------------
     # - Built-in snippet to add 'Monster Book' in the menu's command
     # - Show enemies' data in Monster Book after player fight with them
     # - All the texts are editable in setup part
     # - Call script to clear/complete Monster Book's data
     # - Call script to show/hide monster's data in Monster Book
     # - Compare monster's status with the highest level actors in party
     # - Turn ON switch to stop adding data into Monster Book temporarily
     # - Choose the monsters you don't want to show their name and data
     #--------------------------------------------------------------
     # ** HOW TO USE
     #--------------------------------------------------------------
     # * Call Scene Monster Book by call script:
     #  $scene = Scene_MonsterBook.new
     
     # * Complete all enemies' information by call script:
     #  $game_system.set_monbook_complete
     
     # * Clear all enemies' information by call script:
     #  $game_system.reset_monbook
     #--------------------------------------------------------------
     # * Show enemy's information by call script:
     #  $game_system.monbook[enemy_id] = true
     
     # * Hide enemy's information by call script:
     #  $game_system.monbook[enemy_id] = false
     
     # ^ Change 'enemy_id' to ID of enemy you want
     # ** e.g. $game_system.monbook[10] = true
     #===============================================================
     
     module Wora_Monbook
     
     #===============================================================
     # ** [setup Part] - Config script in this part
     #--------------------------------------------------------------  
       SHOW_IN_MENU = true # Show Monster Book in Menu Command? (true / false)
       MENU_COMMAND = 'MonsterBook' # Menu command name for Monster Book
       MENU_INDEX = 4 # Index of menu command you want to insert monster book  
       
       TEXT_TITLE = 'Monster Book'
       # Monster Book Title (Show at top left of the screen)
       TEXT_FOUND = 'Found: '
       # Text before number of how many monster are found
       TEXT_COMPLETED = 'Completed: '
       # Text before percentage of how many monster are found
       
       TEXT_DOT = '.'
       # Text show after enemy's ID (e.g. '.' will make '2.' and ')' will make '2)' )
       
       COMPARE_STATUS = true
       # Use Compare Status System? It will compare enemy's status with highest level
       # actor in party. Show GREEN number if enemy has lower status.
       # Show RED-GRAY number if enemy has higher status. (true / false)
       
       NO_RECORD_SWITCH = 10
       # If this switch ID turn ON, any monster the player fight with won't be added
       # into Monster Book.
       
       NO_DATA_MONSTER = []
       # List of IDs of monster you don't want to show name and data on Monster Book
       # e.g. [1, 3, 5] will make monster ID 1, 3, and 5 show no data in Monster Book
     #===============================================================
     end
     
     #===============================================================
     # ** [Alias] Game_System
     #--------------------------------------------------------------
     class Game_System
       attr_accessor :monbook
       alias :wora_monbook_gamsys_ini :initialize
       def initialize
         wora_monbook_gamsys_ini
         create_monbook
       end
       
       def create_monbook
         @monbook ||= Array.new($data_enemies.size) {false}
       end
       
       def set_monbook_complete
         @monbook = Array.new($data_enemies.size) {true}
         @monbook[0] = false
       end
       
       def reset_monbook
         @monbook = Array.new($data_enemies.size) {false}
       end
     end
     
     #===============================================================
     # ** [Alias] Game_Troop
     #--------------------------------------------------------------
     class Game_Troop < Game_Unit
       alias :wora_monbook_gamtroop_setup :setup
       def setup(*args)
         wora_monbook_gamtroop_setup(*args)
         $game_system.create_monbook
         unless $game_switches[Wora_Monbook::NO_RECORD_SWITCH]
           @enemies.each {|e| $game_system.monbook[e.enemy_id] = true }
         end
       end
     end
     
     #===============================================================
     # ** Window_MonsterBHelp
     #--------------------------------------------------------------
     class Window_MonsterBHelp < Window_Base
       include Wora_Monbook
       
       def initialize
         super(0, 0, 544, WLH + 32)
         # Write Monster Book Title
         contents.font.color = system_color
         contents.draw_text(0, 0, contents.width, WLH, TEXT_TITLE)
         # Calculate found monster & complete percentage
         found_count = 0
         $game_system.monbook.each {|e| found_count += 1 if e }
         percent_count = (found_count * 100) / ($data_enemies.size - 1)
         # Collect & Store Text in variables
         found_text = found_count.to_s + '/' + ($data_enemies.size - 1).to_s
         percent_text = percent_count.to_s + '%'
         mid_text = ' | '
         right_text = TEXT_FOUND + found_text + mid_text + TEXT_COMPLETED +
       percent_text
         # Calculate Text Width
         found_t_width = contents.text_size(TEXT_FOUND).width
         found_width = contents.text_size(found_text).width
         percent_t_width = contents.text_size(TEXT_COMPLETED).width
         mid_width = contents.text_size(mid_text).width
         right_width = contents.text_size(right_text).width
         # Write Monster Found & Complete Percentage
         contents.font.color = normal_color
         contents.draw_text(contents.width - right_width, 0, contents.width, WLH,
       TEXT_FOUND)
         contents.draw_text(contents.width - right_width + found_t_width +
       found_width, 0, contents.width, WLH, mid_text + TEXT_COMPLETED)
         contents.font.color = crisis_color
         contents.draw_text(contents.width - right_width + found_t_width, 0,
       contents.width, WLH, found_text)
         contents.draw_text(contents.width - right_width + found_t_width +
       found_width + mid_width + percent_t_width, 0, contents.width, WLH,
       percent_text)
       end
     end
     
     #===============================================================
     # ** Window_MonsterBDetail
     #--------------------------------------------------------------
     class Window_MonsterBDetail < Window_Base
       def initialize(window_temp)
         super(window_temp.x, window_temp.y, window_temp.width, window_temp.height)
         self.opacity = 0
         @win_image = Window_Base.new(self.x, self.y, self.width, self.height)
         self.z = @win_image.z + 1
         @last_enemy = 0
       end
       
       def visible=(bool)
         super
         @win_image.visible = bool
       end
       
       def dispose
         @win_image.dispose
         super
       end
       
       def write_detail(enemy_id)
         return if @last_enemy == enemy_id
         contents.clear
         @win_image.contents.clear
         @last_enemy = enemy_id
         data = $data_enemies[enemy_id]
         # Draw Enemy Graphic
         bitmap = Cache.battler(data.battler_name, data.battler_hue)
         bw = bitmap.width < 160 ? (160 - bitmap.width) / 2 : 0
         bh = contents.height - bitmap.height
         @win_image.contents.blt(bw, bh, bitmap, bitmap.rect)
         bitmap.dispose
         # Write Name
         contents.font.color = normal_color
         contents.draw_text(0, 0, contents.width, WLH,
       data.id.to_s + Wora_Monbook::TEXT_DOT + ' ' + data.name)
         # Write Enemy Status
         hpx = 120
         draw_enemy_stat(data, contents.width - (hpx * 2) - 32, 0, hpx, 'hp')
         draw_enemy_stat(data, contents.width - hpx, 0, hpx, 'mp')
         draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 2, hpx, 'atk')
         draw_enemy_stat(data, contents.width - hpx, WLH * 2, hpx, 'def')
         draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 3, hpx, 'spi')
         draw_enemy_stat(data, contents.width - hpx, WLH * 3, hpx, 'agi')
         draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 4, hpx, 'hit')
         draw_enemy_stat(data, contents.width - hpx, WLH * 4, hpx, 'eva')
         draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 6, hpx, 'exp')
         draw_enemy_stat(data, contents.width - hpx, WLH * 6, hpx, 'gold')
         rect = Rect.new(contents.width - (hpx * 2) - 8, (WLH * 8) - 8, 216,
       (WLH * 4) + 16)
         contents.fill_rect(rect, Color.new(0,0,0,140))
         lsize = 2 # Line Size
         lcolor = Color.new(255,255,255,160) # Line Color
         contents.fill_rect(rect.x, rect.y, lsize, rect.height, lcolor)
         contents.fill_rect(rect.x, rect.y, rect.width, lsize, lcolor)
         contents.fill_rect(rect.x + rect.width - lsize, rect.y, lsize,
       rect.height, lcolor)
         contents.fill_rect(rect.x, rect.y + rect.height - lsize, rect.width,
       lsize, lcolor)
         contents.font.color = system_color
         contents.draw_text(contents.width - (hpx * 2), WLH * 8, 200, WLH,
       'Drop Item 1')
         draw_enemy_drop(data, 1, contents.width - (hpx * 2), WLH * 9)
         contents.font.color = system_color
         contents.draw_text(contents.width - (hpx * 2), WLH * 10, 200, WLH,
       'Drop Item 2')
         draw_enemy_drop(data, 2, contents.width - (hpx * 2), WLH * 11)
       end
     
       def draw_enemy_stat(actor, x, y, width, stat)
         color1 = system_color
         color2 = normal_color
         slash = false
         # Find highest level actor
         if Wora_Monbook::COMPARE_STATUS
           hactor = ($game_party.members.sort {|a,b| a.level <=> b.level })
           hactor = hactor[hactor.size - 1]
         end
         case stat
         when 'hp'
           vocab = Vocab::hp
           number = actor.maxhp
           hnumber = hactor.maxhp if Wora_Monbook::COMPARE_STATUS
           slash = true
         when 'mp'
           vocab = Vocab::mp
           number = actor.maxmp
           hnumber = hactor.maxmp if Wora_Monbook::COMPARE_STATUS
           slash = true
         when 'atk'
           vocab = Vocab::atk
           number = actor.atk
           hnumber = hactor.atk if Wora_Monbook::COMPARE_STATUS
         when 'def'
           vocab = Vocab::def
           number = actor.def
           hnumber = hactor.def if Wora_Monbook::COMPARE_STATUS
         when 'spi'
           vocab = Vocab::spi
           number = actor.spi
           hnumber = hactor.spi if Wora_Monbook::COMPARE_STATUS
         when 'agi'
           vocab = Vocab::agi
           number = actor.agi
           hnumber = hactor.agi if Wora_Monbook::COMPARE_STATUS
         when 'hit'
           vocab = 'HIT'
           number = actor.hit
           hnumber = hactor.hit if Wora_Monbook::COMPARE_STATUS
         when 'eva'
           vocab = 'EVA'
           number = actor.eva
           hnumber = hactor.eva if Wora_Monbook::COMPARE_STATUS
         when 'exp'
           vocab = 'EXP'
           number = actor.exp
           color2 = crisis_color
         when 'gold'
           vocab = 'Gold'
           number = actor.gold
           color2 = crisis_color
         end
         if Wora_Monbook::COMPARE_STATUS and !hnumber.nil?
           if hnumber > number # Higher
             color2 = power_up_color
           elsif hnumber < number # Less
             color2 = power_down_color
           elsif hnumber == number # Equal
             color2 = normal_color
           end
         end
         contents.font.color = color1
         contents.draw_text(x, y, 50, WLH, vocab) 
         xr = x + width
         contents.font.color = color2
         if slash
           contents.draw_text(xr - 95, y, 40, WLH, number, 2)
           contents.draw_text(xr - 55, y, 11, WLH, '/', 2)
         end
         w_ava = slash ? 40 : 80
         contents.draw_text(xr - w_ava, y, w_ava, WLH, number, 2)
       end
       
       def draw_enemy_drop(actor, drop_id, x, y)
         drop = eval('actor.drop_item' + drop_id.to_s)
         if drop.kind.zero?
           contents.font.color = normal_color
           contents.draw_text(x, y, 200, WLH, "  ---------")
         else
           case drop.kind
           when 1; item = $data_items[drop.item_id]
           when 2; item = $data_weapons[drop.weapon_id]
           when 3; item = $data_armors[drop.armor_id]
           end
           draw_item_name(item, x, y)
         end
       end
     end
     #===============================================================
     # ** Scene_MonsterBook
     #--------------------------------------------------------------
     class Scene_MonsterBook < Scene_Base
       def initialize(from_menu = false)
         @from_menu = from_menu
       end
       
       def start
         super
         create_menu_background
         $game_system.create_monbook
         @window_help = Window_MonsterBHelp.new
         # Create Monster List
         monlist = []
         $game_system.monbook.each_index do |i|
           next if i == 0 # The first index in $data_enemies is blank
           # If player found the monster
           if $game_system.monbook[i] and
         !Wora_Monbook::NO_DATA_MONSTER.include?(i)
             montext = i.to_s + Wora_Monbook::TEXT_DOT + ' ' + $data_enemies[i].name
           else # If player haven't found
             montext = i.to_s + Wora_Monbook::TEXT_DOT
           end
           monlist << montext
         end
         @window_monlist = Window_Command.new(544, monlist, 2)
         @window_monlist.y = @window_help.height
         @window_monlist.height = Graphics.height - @window_help.height
         @window_monlist.active = true
         @window_mondetail = Window_MonsterBDetail.new(@window_monlist)
         @window_mondetail.visible = false
       end
       
       def update
         super
         if @window_monlist.active
           @window_monlist.update
           if Input.trigger?(Input::C)
             # View monster's detail if found monster
             if $game_system.monbook[@window_monlist.index + 1] and
             !Wora_Monbook::NO_DATA_MONSTER.include?(@window_monlist.index + 1)
               Sound.play_decision
               @window_monlist.active = false
               @window_monlist.visible = false
               @window_mondetail.active = true
               @window_mondetail.visible = true
               @window_mondetail.write_detail(@window_monlist.index + 1)
             else
               Sound.play_cancel
             end
           elsif Input.trigger?(Input::B)
             Sound.play_cancel
             # Return
             $scene = @from_menu ? Scene_Menu.new(Wora_Monbook::MENU_INDEX) :
           Scene_Map.new
           end
         elsif @window_mondetail.active
           if Input.trigger?(Input::B)
             Sound.play_cancel
             @window_monlist.active = true
             @window_monlist.visible = true
             @window_mondetail.active = false
             @window_mondetail.visible = false
           end
         end
       end
       
       def terminate
         super
         dispose_menu_background
         @window_help.dispose
         @window_monlist.dispose
         @window_mondetail.dispose
       end
     end
     
     #=============================================================
     # * Window_Command Insert Tool
     #=============================================================
     class Window_Command < Window_Selectable
       unless method_defined? :wora_cominstool_wincom_ini
         alias wora_cominstool_wincom_ini initialize
         alias wora_cominstool_wincom_drawitem draw_item
       end
       
       #------------------------------------
       # * [Alias] Initialize
       #------------------------------------
       def initialize(*args)
         @disabled_commands = [] # Array to keep track of disabled commands
         wora_cominstool_wincom_ini(*args)
       end
       
       #------------------------------------
       # * [Alias] Draw_Item
       #------------------------------------
       def draw_item(*args)
         wora_cominstool_wincom_drawitem(*args)
         # Set array's index to 1 if command is disabled
         @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true
       end
       
       #------------------------------------
       # * Insert Command
       #------------------------------------
       def ins_command(index, text)
         @commands.insert(index, text) # Insert new commands
         @disabled_commands.insert(index, nil)
         # Set new height for window
         old_disabled_commands = @disabled_commands.dup
         self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32
         @item_max = @commands.size # Update @item_max to make refresh works correctly
         create_contents            # Create new content because window's size changed
         refresh                    # Redraw window's contents
         old_disabled_commands.each_index do |i|
           if !old_disabled_commands[i].nil?
             draw_item(i, false)    # Draw commands that disabled before
           end
         end
       end
       
       #------------------------------------
       # * Add Command
       #------------------------------------
       def add_command(text)
         ins_command(@commands.size, text) # Add new command to new index
       end
     end
     
     #=============================================================
     # * Add command linked to Monster Book in Menu
     #=============================================================
     if Wora_Monbook::SHOW_IN_MENU
       class Scene_Menu < Scene_Base  
         #--------------------------------------------------------------------------
         # * Sort New Command(s)
         #--------------------------------------------------------------------------
         def wsort_newcommand
           @wsorted_command ||= [] # Array to collect sorted commands
           wnewcommand = @wnewcommand - @wsorted_command # Remove sorted commands
           wnewcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i }
           @command_window.index = @menu_index # Set window's index to new index
           @wsorted_command = @wsorted_command + @wnewcommand # Add sorted commands
         end
     
         #--------------------------------------------------------------------------
         # * [Alias] Create Command Window
         #--------------------------------------------------------------------------
         alias wora_menucomorg_scemenu_crecomwin create_command_window
         def create_command_window(*args)
           wora_menucomorg_scemenu_crecomwin(*args)
           # Insert new command
           @command_window.ins_command(Wora_Monbook::MENU_INDEX,
         Wora_Monbook::MENU_COMMAND)
           # Set index to correct one if @menu_index is after/equal to new command
           @wnewcommand ||= []
           @wnewcommand << Wora_Monbook::MENU_INDEX
           wsort_newcommand
         end
     
         #--------------------------------------------------------------------------
         # * [Alias] Update Command Selection
         #--------------------------------------------------------------------------
         alias wora_menucomorg_scemenu_updcomsel update_command_selection
         def update_command_selection(*args)
           @menucomorpg_change = false
           # If player choose new command
           if Input.trigger?(Input::C) and @command_window.index ==
           Wora_Monbook::MENU_INDEX
             Sound.play_decision
             $scene = Scene_MonsterBook.new(true)
           else # If player choose index after new command
             if Input.trigger?(Input::C) and @command_window.index >
             Wora_Monbook::MENU_INDEX
               @command_window.index -= 1 # Decrease index to make old update works
               @menucomorpg_change = true
             end
             wora_menucomorg_scemenu_updcomsel(*args)
           end
           @command_window.index += 1 if @menucomorpg_change # Increase index back
         end
         
         #--------------------------------------------------------------------------
         # * [Alias] Update Actor Selection
         #--------------------------------------------------------------------------
         alias wora_menucomorg_scemenu_updactsel update_actor_selection
         def update_actor_selection(*args)
           @menucomorpg_change = false
           # If player choose index after new command
           if Input.trigger?(Input::C) and @command_window.index >
           Wora_Monbook::MENU_INDEX
             @command_window.index -= 1 # Decrease index to make old update works
             @menucomorpg_change = true
           end
           wora_menucomorg_scemenu_updactsel(*args)
           @command_window.index += 1 if @menucomorpg_change # Increase index back
         end
       end
     end

     

    Per i tile infiniti non ho capito cosa intendi

  2. Allllllllora ho trovato uno script in grado di generare dei semplici codici per l'RGSS. Ho chiesto un pò in giro ma non ho trovato nessuno disponibile ad aiutarmi quindi dovrete arrangiarvi della mia traduzione maccheronica :sisi:

     

    Script generator

    In grado di generare codici base essenziali per la programmazione avanzata degli script

     

    Autore

    Dubealex

     

    Allegati

     

    Istruzioni per l'uso

    Sono in inglese nella cartella

     

     

    Bugs e Conflitti Noti

    N/A)

     

    Altri Dettagli

    Qualche scripter che mi da una mano a tradurre e capire in pieno a cosa serve? Pleaseeeeee

  3. In firefox vai in strumenti\opzioni\contenuti e vedi le carica immagini automaticamente è attivato... Forse hai disattivato qualcosa per sbaglio. L'altra volta avevo lo stesso problema prova a riavviare il pc se no, io ho fatto così.
  4. AWS - Advanced Weather System

    Descrizione


    Permette di utilizzare 14 diversi tipi di condizioni climatiche, con l'aggiunta di alcuni particolari (come la caduta dei petali, il volo delle foglie etc.. etc..


    Autore


    L'autore è Ccoa con le idee di ScriptKitty e Dr DJ

     

    Allegati


    Nessuno


    Istruzioni per l'uso


    Inserite lo script sopra main e per utilizzarlo fate un evento call script con questo codice:
    $game_screen.weather(type, power, hue)
    Al posto di "type" bisogna inserire il tipo di clima (da 1 a 14 sono scritti nello script)
    Al posto di "power" bisogna inserire l'intensità che si desidera settare
    Al posto di "hue" bisogna inserire la velocità che si desidera
    Ulteriori istruzioni sono nello script


    CODICE

     

     

     

    #===================================================
    # ¦ AWS- Advanced Weather System
    #===================================================
    # By Ccoa
    # with ideas by ScriptKitty and Dr DJ
    #
    # Weather Types:
    # 1 - rain
    # 2 - storm
    # 3 - snow
    # 4 - hail
    # 5 - rain with thunder and lightning
    # 6 - falling leaves (autumn)
    # 7 - blowing leaves (autumn)
    # 8 - swirling leaves (autumn)
    # 9 - falling leaves (green)
    # 10 - cherry blossom (sakura) petals
    # 11 - rose petals
    # 12 - feathers
    # 13 - blood rain
    # 14 - sparkles
    # 15 - user defined
    #
    # Weather Power:
    # An integer from 0-40. 0 = no weather, 40 = 400 sprites
    #
    # Usage:
    # Create a call script with the following:
    # $game_screen.weather(type, power, hue)
    #
    # Usage of user-defined weather:
    # Look at the following globals:
    $WEATHER_UPDATE = false # the $WEATHER_IMAGES array has changed, please update
    $WEATHER_IMAGES = [] # the array of picture names to use
    $WEATHER_X = 0 # the number of pixels the image should move horizontally (positive = right, negative = left)
    $WEATHER_Y = 0 # the number of pizels the image should move vertically (positive = down, negative = up)
    $WEATHER_FADE = 0 # how much the image should fade each update (0 = no fade, 255 = fade instantly)
    $WEATHER_ANIMATED = false # whether or not the image should cycle through all the images
    module RPG
    	class Weather
    		def initialize(viewport = nil)
    			@type = 0
    			@max = 0
    			@ox = 0
    			@oy = 0
    			@count = 0
    			@current_pose = []
    			@info = []
    			@countarray = []
    			make_bitmaps
    			# **** ccoa ****
    			for i in 1..500
    				sprite = Sprite.new(viewport)
    				sprite.z = 1000
    				sprite.visible = false
    				sprite.opacity = 0
    				@sprites.push(sprite)
    				@current_pose.push(0)
    				@info.push(rand(50))
    				@countarray.push(rand(15))
    			end
    		end
    		def dispose
    			for sprite in @sprites
    				sprite.dispose
    			end
    			@rain_bitmap.dispose
    			@storm_bitmap.dispose
    			@snow_bitmap.dispose
    			@hail_bitmap.dispose
    			@petal_bitmap.dispose
    			@blood_rain_bitmap.dispose
    			for image in @autumn_leaf_bitmaps
    				image.dispose
    			end
    			for image in @green_leaf_bitmaps
    				image.dispose
    			end
    			for image in @rose_bitmaps
    				image.dispose
    			end
    			for image in @feather_bitmaps
    				image.dispose
    			end
    			for image in @sparkle_bitmaps
    				image.dispose
    			end
    			for image in @user_bitmaps
    				image.dispose
    			end
    			$WEATHER_UPDATE = true
    		end
    		def type=(type)
    			return if @type == type
    			@type = type
    			case @type
    			when 1 # rain
    				bitmap = @rain_bitmap
    			when 2 # storm
    				bitmap = @storm_bitmap
    			when 3 # snow
    				bitmap = @snow_bitmap
    			when 4 # hail
    				bitmap = @hail_bitmap
    			when 5 # rain w/ thunder and lightning
    				bitmap = @rain_bitmap
    				@thunder = true
    			when 6 # falling autumn leaves
    				bitmap = @autumn_leaf_bitmaps[0]
    			when 7 # blowing autumn leaves
    				bitmap = @autumn_leaf_bitmaps[0]
    			when 8 # swirling autumn leaves
    				bitmap = @autumn_leaf_bitmaps[0]
    			when 9 # falling green leaves
    				bitmap = @green_leaf_bitmaps[0]
    			when 10 # sakura petals
    				bitmap = @petal_bitmap
    			when 11 # rose petals
    				bitmap = @rose_bitmaps[0]
    			when 12 # feathers
    				bitmap = @feather_bitmaps[0]
    			when 13 # blood rain
    				bitmap = @blood_rain_bitmap
    			when 14 # sparkles
    				bitmap = @sparkle_bitmaps[0]
    			when 15 # user-defined
    				bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    			else
    				bitmap = nil
    			end
    			if @type != 5
    				@thunder = false
    			end
    			# **** ccoa ****
    			for i in 1..500
    				sprite = @sprites[i]
    				if sprite != nil
    					sprite.visible = (i <= @max)
    					sprite.bitmap = bitmap
    				end
    			end
    		end
    		def ox=(ox)
    			return if @ox == ox;
    			@ox = ox
    			for sprite in @sprites
    				sprite.ox = @ox
    			end
    		end
    		def oy=(oy)
    			return if @oy == oy;
    			@oy = oy
    			for sprite in @sprites
    				sprite.oy = @oy
    			end
    		end
    		def max=(max)
    			return if @max == max;
    			# **** ccoa ****
    			@max = [[max, 0].max, 500].min
    			for i in 1..500
    				sprite = @sprites[i]
    				if sprite != nil
    					sprite.visible = (i <= @max)
    				end
    			end
    		end
    		def update
    			return if @type == 0
    			for i in 1..@max
    				sprite = @sprites[i]
    				if sprite == nil
    					break
    				end
    				if @type == 1 or @type == 5 or @type == 13 # rain
    					sprite.x -= 2
    					sprite.y += 16
    					sprite.opacity -= 8
    					if @thunder and (rand(8000 - @max) == 0)
    						$game_screen.start_flash(Color.new(255, 255, 255, 255), 5)
    						Audio.se_play("Audio/SE/061-Thunderclap01")
    					end
    				end
    				if @type == 2 # storm
    					sprite.x -= 8
    					sprite.y += 16
    					sprite.opacity -= 12
    				end
    				if @type == 3 # snow
    					sprite.x -= 2
    					sprite.y += 8
    					sprite.opacity -= 8
    				end
    				if @type == 4 # hail
    					sprite.x -= 1
    					sprite.y += 18
    					sprite.opacity -= 15
    				end
    				if @type == 6 # falling autumn leaves
    					@count = rand(20)
    					if @count == 0
    						sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
    						@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
    					end
    					sprite.x -= 1
    					sprite.y += 1
    				end
    				if @type == 7 # blowing autumn leaves
    					@count = rand(20)
    					if @count == 0
    						sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
    						@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
    					end
    					sprite.x -= 10
    					sprite.y += (rand(4) - 2)
    				end
    				if @type == 8 # swirling autumn leaves
    					@count = rand(20)
    					if @count == 0
    						sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
    						@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
    					end
    					if @info[i] != 0
    						if @info[i] >= 1 and @info[i] <= 10
    							sprite.x -= 3
    							sprite.y -= 1
    						elsif @info[i] >= 11 and @info[i] <= 16
    							sprite.x -= 1
    							sprite.y -= 2
    						elsif @info[i] >= 17 and @info[i] <= 20
    							sprite.y -= 3
    						elsif @info[i] >= 21 and @info[i] <= 30
    							sprite.y -= 2
    							sprite.x += 1
    						elsif @info[i] >= 31 and @info[i] <= 36
    							sprite.y -= 1
    							sprite.x += 3
    						elsif @info[i] >= 37 and @info[i] <= 40
    							sprite.x += 5
    						elsif @info[i] >= 41 and @info[i] <= 46
    							sprite.y += 1
    							sprite.x += 3
    						elsif @info[i] >= 47 and @info[i] <= 58
    							sprite.y += 2
    							sprite.x += 1
    						elsif @info[i] >= 59 and @info[i] <= 64
    							sprite.y += 3
    						elsif @info[i] >= 65 and @info[i] <= 70
    							sprite.x -= 1
    							sprite.y += 2
    						elsif @info[i] >= 71 and @info[i] <= 81
    							sprite.x -= 3
    							sprite.y += 1
    						elsif @info[i] >= 82 and @info[i] <= 87
    							sprite.x -= 5
    						end
    						@info[i] = (@info[i] + 1) % 88
    					else
    						if rand(200) == 0
    							@info[i] = 1
    						end
    						sprite.x -= 5
    						sprite.y += 1
    					end
    				end
    				if @type == 9 # falling green leaves
    					if @countarray[i] == 0
    						@current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
    						sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
    						@countarray[i] = rand(15)
    					end
    					@countarray[i] = (@countarray[i] + 1) % 15
    					sprite.y += 1
    				end
    				if @type == 10 # sakura petals
    					if @info[i] < 25
    						sprite.x -= 1
    					else
    						sprite.x += 1
    					end
    					@info[i] = (@info[i] + 1) % 50
    					sprite.y += 1
    				end
    				if @type == 11 # rose petals
    					@count = rand(20)
    					if @count == 0
    						sprite.bitmap = @rose_bitmaps[@current_pose[i]]
    						@current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
    					end
    					if @info[i] % 2 == 0
    						if @info[i] < 10
    							sprite.x -= 1
    						elsif
    							sprite.x += 1
    						end
    					end
    					sprite.y += 1
    				end
    				if @type == 12 # feathers
    					if @countarray[i] == 0
    						@current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
    						sprite.bitmap = @feather_bitmaps[@current_pose[i]]
    					end
    					@countarray[i] = (@countarray[i] + 1) % 15
    					if rand(100) == 0
    						sprite.x -= 1
    					end
    					if rand(100) == 0
    						sprite.y -= 1
    					end
    					if @info[i] < 50
    						if rand(2) == 0
    							sprite.x -= 1
    						else
    							sprite.y -= 1
    						end
    					else
    						if rand(2) == 0
    							sprite.x += 1
    						else
    							sprite.y += 1
    						end
    					end
    					@info[i] = (@info[i] + 1) % 100
    				end
    				if @type == 14 # sparkles
    					if @countarray[i] == 0
    						@current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
    						sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
    					end
    					@countarray[i] = (@countarray[i] + 1) % 15
    					sprite.y += 1
    					sprite.opacity -= 1
    				end
    				if @type == 15 # user-defined
    					if $WEATHER_UPDATE
    						update_user_defined
    						$WEATHER_UPDATE = false
    					end
    					if $WEATHER_ANIMATED and @countarray[i] == 0
    						@current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
    						sprite.bitmap = @user_bitmaps[@current_pose[i]]
    					end
    					sprite.x += $WEATHER_X
    					sprite.y += $WEATHER_Y
    					sprite.opacity -= $WEATHER_FADE
    				end
    				x = sprite.x - @ox
    				y = sprite.y - @oy
    				if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
    					sprite.x = rand(800) - 50 + @ox
    					sprite.y = rand(800) - 200 + @oy
    					sprite.opacity = 255
    				end
    			end
    		end
    		def make_bitmaps
    			color1 = Color.new(255, 255, 255, 255)
    			color2 = Color.new(255, 255, 255, 128)
    			@rain_bitmap = Bitmap.new(7, 56)
    			for i in 0..6
    				@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    			end
    			@storm_bitmap = Bitmap.new(34, 64)
    			for i in 0..31
    				@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
    				@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
    				@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    			end
    			@snow_bitmap = Bitmap.new(6, 6)
    			@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    			@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    			@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    			@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    			@sprites = []
    			blueGrey = Color.new(215, 227, 227, 150)
    			grey = Color.new(214, 217, 217, 150)
    			lightGrey = Color.new(233, 233, 233, 250)
    			lightBlue = Color.new(222, 239, 243, 250)
    			@hail_bitmap = Bitmap.new(4, 4)
    			@hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    			@hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    			@hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    			@hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    			@hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    			@hail_bitmap.set_pixel(1, 1, lightBlue)
    			color3 = Color.new(255, 167, 192, 255) # light pink
    			color4 = Color.new(213, 106, 136, 255) # dark pink
    			@petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    			@petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    			@petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    			@petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    			@petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    			@petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    			@petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    			@petal_bitmap.fill_rect(3, 1, 1, 1, color4)
    			brightOrange = Color.new(248, 88, 0, 255)
    			orangeBrown = Color.new(144, 80, 56, 255)
    			burntRed = Color.new(152, 0, 0, 255)
    			paleOrange = Color.new(232, 160, 128, 255)
    			darkBrown = Color.new(72, 40, 0, 255)
    			@autumn_leaf_bitmaps = []
    			@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    			# draw the first of the leaf1 bitmaps
    			@autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    			@autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    			@autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    			@autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    			@autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    			@autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    			@autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    			@autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
    			# draw the 2nd of the leaf1 bitmaps
    			@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    			@autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    			@autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    			@autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    			@autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    			@autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    			@autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    			@autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    			@autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    			@autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    			@autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    			@autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    			@autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    			@autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    			@autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    			@autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    			@autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    			@autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
    			# draw the 3rd of the leaf1 bitmaps
    			@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    			@autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    			@autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    			@autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    			@autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    			@autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    			@autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    			@autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
    			# draw the 4th of the leaf1 bitmaps
    			@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    			@autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    			@autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    			@autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    			@autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    			@autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    			@autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    			@autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    			@autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    			@autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    			@autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    			@autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    			@autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    			@autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    			@autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    			@autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    			@autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    			@autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    			@autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
    			@green_leaf_bitmaps = []
    			darkGreen = Color.new(62, 76, 31, 255)
    			midGreen = Color.new(76, 91, 43, 255)
    			khaki = Color.new(105, 114, 66, 255)
    			lightGreen = Color.new(128, 136, 88, 255)
    			mint = Color.new(146, 154, 106, 255)
    			# 1st leaf bitmap
    			@green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    			@green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    			@green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    			@green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    			@green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    			@green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    			@green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    			@green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    			@green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    			@green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    			@green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    			@green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    			@green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    			@green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    			@green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    			@green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    			@green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    			@green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    			@green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
    			# 2nd leaf bitmap
    			@green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    			@green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    			@green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    			@green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    			@green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    			@green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    			@green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    			@green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    			@green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    			@green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    			@green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    			@green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    			@green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    			@green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    			@green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
    			# 3rd leaf bitmap
    			@green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    			@green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    			@green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    			@green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    			@green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    			@green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    			@green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    			@green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    			@green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    			@green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    			@green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    			@green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    			@green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
    			# 4th leaf bitmap
    			@green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    			@green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    			@green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    			@green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    			@green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    			@green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    			@green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    			@green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    			@green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    			@green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    			@green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    			@green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    			@green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    			@green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    			@green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    			@green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    			@green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
    			# 5th leaf bitmap
    			@green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    			@green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    			@green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    			@green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    			@green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    			@green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    			@green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    			@green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    			@green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    			@green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    			@green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    			@green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    			@green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    			@green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
    			# 6th leaf bitmap
    			@green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    			@green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    			@green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    			@green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    			@green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    			@green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    			@green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    			@green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    			@green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    			@green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    			@green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    			@green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    			@green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
    			# 7th leaf bitmap
    			@green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    			@green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    			@green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    			@green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    			@green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    			@green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    			@green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    			@green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    			@green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    			@green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    			@green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    			@green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    			@green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    			@green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
    			# 8th leaf bitmap
    			@green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    			@green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    			@green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    			@green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    			@green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    			@green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    			@green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    			@green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    			@green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    			@green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    			@green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
    			# 9th leaf bitmap
    			@green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    			@green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    			@green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    			@green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    			@green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    			@green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    			@green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    			@green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    			@green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    			@green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    			@green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    			@green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    			@green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    			@green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
    			# 10th leaf bitmap
    			@green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    			@green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    			@green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    			@green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    			@green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    			@green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    			@green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    			@green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    			@green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    			@green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    			@green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    			@green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    			@green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
    			# 11th leaf bitmap
    			@green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    			@green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    			@green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    			@green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    			@green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    			@green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    			@green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    			@green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    			@green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    			@green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    			@green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    			@green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    			@green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    			@green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
    			# 12th leaf bitmap
    			@green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    			@green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    			@green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    			@green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    			@green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    			@green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    			@green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    			@green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    			@green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    			@green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    			@green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    			@green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    			@green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    			@green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    			@green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    			@green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    			@green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
    			# 13th leaf bitmap
    			@green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    			@green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    			@green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    			@green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    			@green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    			@green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    			@green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    			@green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    			@green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    			@green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    			@green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    			@green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    			@green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    			@green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    			@green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
    			@rose_bitmaps = []
    			brightRed = Color.new(255, 0, 0, 255)
    			midRed = Color.new(179, 17, 17, 255)
    			darkRed = Color.new(141, 9, 9, 255)
    			# 1st rose petal bitmap
    			@rose_bitmaps[0] = Bitmap.new(3, 3)
    			@rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    			@rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    			@rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    			@rose_bitmaps[0].set_pixel(2, 2, darkRed)
    			# 2nd rose petal bitmap
    			@rose_bitmaps[1] = Bitmap.new(3, 3)
    			@rose_bitmaps[1].set_pixel(0, 1, midRed)
    			@rose_bitmaps[1].set_pixel(1, 1, brightRed)
    			@rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
    			@feather_bitmaps = []
    			white = Color.new(255, 255, 255, 255)
    			# 1st feather bitmap
    			@feather_bitmaps[0] = Bitmap.new(3, 3)
    			@feather_bitmaps[0].set_pixel(0, 2, white)
    			@feather_bitmaps[0].set_pixel(1, 2, grey)
    			@feather_bitmaps[0].set_pixel(2, 1, grey)
    			# 2nd feather bitmap
    			@feather_bitmaps[0] = Bitmap.new(3, 3)
    			@feather_bitmaps[0].set_pixel(0, 0, white)
    			@feather_bitmaps[0].set_pixel(0, 1, grey)
    			@feather_bitmaps[0].set_pixel(1, 2, grey)
    			# 3rd feather bitmap
    			@feather_bitmaps[0] = Bitmap.new(3, 3)
    			@feather_bitmaps[0].set_pixel(2, 0, white)
    			@feather_bitmaps[0].set_pixel(1, 0, grey)
    			@feather_bitmaps[0].set_pixel(0, 1, grey)
    			# 4th feather bitmap
    			@feather_bitmaps[0] = Bitmap.new(3, 3)
    			@feather_bitmaps[0].set_pixel(2, 2, white)
    			@feather_bitmaps[0].set_pixel(2, 1, grey)
    			@feather_bitmaps[0].set_pixel(1, 0, grey)
    			@blood_rain_bitmap = Bitmap.new(7, 56)
    			for i in 0..6
    				@blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    			end
    			@sparkle_bitmaps = []
    			lightBlue = Color.new(181, 244, 255, 255)
    			midBlue = Color.new(126, 197, 235, 255)
    			darkBlue = Color.new(77, 136, 225, 255)
    			# 1st sparkle bitmap
    			@sparkle_bitmaps[0] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
    			# 2nd sparkle bitmap
    			@sparkle_bitmaps[1] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    			@sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    			@sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
    			# 3rd sparkle bitmap
    			@sparkle_bitmaps[2] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    			@sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    			@sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    			@sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    			@sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    			@sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    			@sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    			@sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    			@sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
    			# 4th sparkle bitmap
    			@sparkle_bitmaps[3] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    			@sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    			@sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    			@sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    			@sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
    			# 5th sparkle bitmap
    			@sparkle_bitmaps[4] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    			@sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    			@sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    			@sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    			@sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    			@sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    			@sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    			@sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    			# 6th sparkle bitmap
    			@sparkle_bitmaps[5] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    			@sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    			@sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    			@sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    			@sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    			@sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    			@sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    			@sparkle_bitmaps[5].set_pixel(3, 3, white)
    			# 7th sparkle bitmap
    			@sparkle_bitmaps[6] = Bitmap.new(7, 7)
    			@sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    			@sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    			@sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    			@sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    			@sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    			@sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    			@sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    			@sparkle_bitmaps[6].set_pixel(3, 3, white)
    			@user_bitmaps = []
    			update_user_defined
    		end
    		def update_user_defined
    			for image in @user_bitmaps
    				image.dispose
    			end
    			#user-defined bitmaps
    			for name in $WEATHER_IMAGES
    				@user_bitmaps.push(RPG::Cache.picture(name))
    			end
    			for sprite in @sprites
    				sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    			end
    		end
    		attr_reader :type
    		attr_reader :max
    		attr_reader :ox
    		attr_reader :oy
    	end
    end
    

     



    Bugs e Conflitti Noti

     

    N/A funziona anche senza SDK

  5. O cristo sono rimasto sveglio apposta per scaricare il title, lo stavo uploadando, mi viene l'idea di provarlo e il BGM è corrotto. Per oggi lascio perdere vado a dormire se ne parla domani ciao ciao.
  6. Beh ho dato questa data perchè io verso il 23 non avrò più internet (devo trovare i soldi per pagarmi la chiavetta della TIM) così almeno avevo 4 o 5 giorni per giudicare. Se no allungo al 20?
  7. Ma bisogna giudicare il title completo di BGM o animazione, nel caso ci sia. Credo che un immagine non basterebbe. Sarebbe tutto più facile se si posterebbe solo il progetto del title (una sola mappa per intenderci, giusto per interagirci) adesso posto un esempio così non se ne parla più. Non fate caso all'intro che non ho avuto il tempo di saltare lo

    scene_ title.

    Progetto Title (con una sola mappa)

  8. Intendo che bisogna postare il progetto di RPG maker codificato per esempio .rgssad. In modo che non sia possibile modificare il progetto attraverso il programma o capire come è stato fatto. Spero di essere stato chiaro.
  9. TITLE CONTEST

    Crea il più bel title del forum!

     

    http://img412.imageshack.us/img412/1003/tcbanner.png

     

    • Regole: Ognuno di voi potrà postare un title del proprio gioco con uno screenshot in risoluzione massima 640x480 (o anche 320x240 se usate rm2k/2k3, o 544x416 se usate RMVX.. l'importante è che venga rispettato il formato 4:3), verrà premiato il migliore, ed il primo classificato vincerà la cifra di rens accumulata all'iscrizione.
      Si possono utilizzare Rpg Maker 2k/2k3/XP/VX .
      Lo screenshot deve essere in formato bmp o png, così che non perda qualità.
      Si può partecipare con un solo title e screenshoot.
      Il progetto del title dovrà essere uploadato preferibilmente su Mediafire
      Lo screen dovrà essere uploadato su Imageshack
      Chi non avrà la possibilità di postare una demo del title potrà limitarsi a postare il link di un video, possibilmente completo di BGM.
      Si accettano tutti i tipi di title: Animati, ad Immagini etc...
      Tutti i lavori che non rispettano le suddette regole non verranno valutati.
       
    • Giudici: Fanton95 (io), FenriX, MasterSion
       
    • Numero Minimo di Partecipanti: Dovranno partecipare almeno 3 persone altrimenti il contest verrà chiuso.
       
    • Scadenza: Indipendentemente dal numero di partecipanti il contest verrà chiuso il 16/9/2009 a mezzanotte.
       
    • Quota di Partecipazione in Rens: 2 http://rpg2s.net/gif/rens.gif
       
    • Metodo di Consegna: Per partecipare bisognera postare il link del proprio progetto accompagnato da uno screenshot.

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