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Posts posted by fanton95
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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 endPer i tile infiniti non ho capito cosa intendi
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Grazie ho proprio bisogno di qualcuno che mi spieghi a pieno a cosa serva così aggiusto la demo e il post, almeno faccio una traduzione un pò più decente...
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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
Script generator
In grado di generare codici base essenziali per la programmazione avanzata degli script
Autore
DubealexAllegati
Istruzioni per l'uso
Sono in inglese nella cartellaBugs e Conflitti Noti
N/A)
Altri Dettagli
Qualche scripter che mi da una mano a tradurre e capire in pieno a cosa serve? Pleaseeeeee -
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.
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Be semplice tutti pensavano che c'era perchè tutti lo conoscono in realtà.....
Scusa non capisco che vuoi dire...
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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 scriptCODICE
#=================================================== # ¦ 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 NotiN/A funziona anche senza SDK
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Rpg maker è stato progettato come tool rpg in 2d ma obbiettivamente si può fare tutto grazie agli script. Io, sinceramente, no ci trovo niente di male a sperimentare la programmazione 3d.
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Benvenuto ^.^
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L'autore di questa demo è sconosciuto so solo che è stato postato da un certo Narutoelf\kise. Purtroppo l'archivio è codificato ed è stato fatto con l'SDK. Se c'è qualcuno che è in grado di dirmi come ha fatto vengo fino a casa sua a baciargli i piedi.
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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.
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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?
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Editato (mammamia pensavo fosse più facile gestire un contest)
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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.
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Io vorrei spiegare proprio questo ma non capisce nessuno. Con progetto del title non intendo tutto il gioco, ma giusto lo scene_title o una mappa che lo sostituisce.
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Okay regolamento editato.
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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.
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*__* Bellissimo l'unica cosa ma perchè manca un pezzo alla striscia sfumata di sotto?
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Oddio pensavo fosse il nome di qualche anime ormai dimenticato, non lo avrei mai immaginato giuro
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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.
- 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.
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Originale...
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Eh sì forse è meglio ho messo un post perchè ho già tutto pronto mi mancano solo i giudici comincio ad inviare MP
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Vorrei aprire un nuovo contest grazie al servizio dell' RPG2S challange ma avrei bisogno di alcuni giudici membri dello staff. C'è qualcuno disponibile?
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Sì hai ragione scusate forse ho un pò esagerato

tileE infiniti e bestiario
in Richieste scripts RGSS2 (VX)
Posted