Ice Monkey
Messages : 46
| Sujet: Re: Screenshot seconde vague. Ven 5 Aoû - 23:27 | |
| Slup : ça rend super mais c'est vrai qu'avec de la neige ça serait plus sympa. Une question se pose alors : ton projet est sous VX ? Si oui, voila un script de Melmarvin qui permet ça : - Code:
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#------------------------------------------------------------------------------- #=============================================================================== # Rainy Title Screen # By Melmarvin V5.1 March 26, 2011 #=============================================================================== # This is Plug and Play #=============================================================================== # Version History: # # V1 # Released Rainy Title # V2 # Added Blood rain # Added Acid rain # Added Bloody snow # Added Dispose # Rearranged the whole script # Made it look a little like Spriteset_Weather # Reduced max power from 100 to 40[default]. # V2.5 # Dispose viewport. # Added Cherry Blossoms // WIP # v2.5OW # Cleaned up the code and fixed several bugs [OriginalWij] # -Big thanks also for fixing Cherry blossoms and making Random mode # v3 # Added Rose petals # Added Holy Stones # v3.5Ccoa # Added Holy Snow # Added Realism / Light things like petals sway [Ccoa] # -Thank you Ccoa, although your interesting weather was for XP # v4 # Added Golden Leaves # NOTE - There will be a special gift, to ya'll if this get's popular ;] # v5GIFT # The Gift is here # -Thanks for the support # Minor Bug Fixes # v5.1 # In order to put this in game use # screen.weather(type, power, 100) #=============================================================================== #-------------------------------------------------------------------------------
#------------------------------------------------------------------------------- #=============================================================================== # Configuration #=============================================================================== # Weather type # 1= Rain # 2= Storm # 3= Snow # 4= Acid rain # 5= Blood rain # 6= Bloody snow # 7= Cherry Blossom/Sakura Petals # 8= Rose petals # 9= Holy Stones # 10= Holy Snow # 11= Golden Leaves - Recommended one # 12= Golden Leaves 2 - May seem ugly on most Title's # 97= Gift Version 1 - Thanks for the support # 98= Gift Version 2 - Thanks for the support # 99= Gift Version 3 - Thanks for the support # 0= Random #------------------------------------------------------------------------------- #------------------------------------------------------------------------------- # Call Script; # screen.weather(Kind, Strength, 100) #=============================================================================== #-------------------------------------------------------------------------------
module Rainytitle # Weather type KIND = 7 # Weather strength (range: 1 to 40) STRENGTH = 40 end
#------------------------------------------------------------------------------- #=============================================================================== # End of config #=============================================================================== #-------------------------------------------------------------------------------
#------------------------------------------------------------------------------- #=============================================================================== # Script - Editing will cause the Secret service to attack you in the future. #=============================================================================== #-------------------------------------------------------------------------------
#============================================================================== # Scene_Title #==============================================================================
class Scene_Title #-------------------------------------------------------------------------- # Start #-------------------------------------------------------------------------- alias rainytitle_scene_title_start start unless $@ def start rainytitle_scene_title_start @viewport_rainy = Viewport.new(0, 0, Graphics.width, Graphics.height) @weather_rainy = Spriteset_Weather.new(@viewport_rainy) if Rainytitle::KIND == 0 @weather_rainy.type = rand(6) + 1 else @weather_rainy.type = Rainytitle::KIND end @weather_rainy.max = Rainytitle::STRENGTH end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- alias rainytitle_scene_title_update update unless $@ def update @weather_rainy.update rainytitle_scene_title_update end #-------------------------------------------------------------------------- # Terminate #-------------------------------------------------------------------------- alias rainytitle_scene_title_terminate terminate unless $@ def terminate rainytitle_scene_title_terminate @weather_rainy.dispose @viewport_rainy.dispose end end
#============================================================================== # Spriteset_Weather #==============================================================================
class Spriteset_Weather #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize(viewport = nil) @type = 0 @max = 0 @ox = 0 @oy = 0 @count = 0 @pose = [] @sway = [] @carray = [] @sprites = [] for i in 1..500 sprite = Sprite.new(viewport) sprite.visible = false sprite.opacity = 0 @sprites.push(sprite) @pose.push(0) @sway.push(rand(50)) @carray.push(rand(20)) end #-------------------------------------------------------------------------- # Colors #-------------------------------------------------------------------------- #--------------------------------------------------------------------------- #This fixes a very bad bug giftcolor1 = Color.new(0, 169, 235, 255) giftcolor2 = Color.new(0, 0, 0, 20) #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #default colors rain = Color.new(255, 255, 255, 160) storm = Color.new(255, 255, 255, 80) if Rainytitle::KIND == 99 giftcolor1 = Color.new(0, 169, 235, 255) giftcolor2 = Color.new(0, 0, 0, 20) elsif Rainytitle::KIND == 98 giftcolor1 = Color.new(0, 0, 0, 255) giftcolor2 = Color.new(0, 0, 0, 0) elsif Rainytitle::KIND == 97 giftcolor1 = Color.new(211, 31, 56, 255) giftcolor2 = Color.new(0, 169, 235, 20) end #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #Acid and Blood Colors acid = Color.new(0, 100, 0, 80) darkblood = Color.new(100, 0, 0, 160) lightblood = Color.new(100, 0, 0, 80) #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #Specific colors for Cherry Blossoms lightpink = Color.new(255, 167, 192, 255) darkpink = Color.new(213, 106, 136, 255) #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #Specific colors for Roses brightred = Color.new(255, 0, 0, 255) red = Color.new(179, 17, 17, 255) darkred = Color.new(141, 9, 9, 255) #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #Specific colors for Stones darkgray = Color.new(46, 46, 46, 255) gray = Color.new(166, 166, 166, 255) #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #Specific colors for Snowflakes lightblue = Color.new(173, 216, 230, 255) skyblue = Color.new(135, 206, 250, 255) #--------------------------------------------------------------------------- #--------------------------------------------------------------------------- #Specific colors for Golden Leaves gold1 = Color.new(219, 204, 0, 255) gold2 = Color.new(239, 229, 0, 255) gold3 = Color.new(239, 229, 0, 255) gold4 = Color.new(240, 231, 5, 255) gold5 = Color.new(233, 221, 0, 255) gold6 = Color.new(209, 192, 0, 255) gold7 = Color.new(162, 142, 0, 255) #--------------------------------------------------------------------------- #-------------------------------------------------------------------------- # Bitmaps #-------------------------------------------------------------------------- # rain bitmap @rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @rain_bitmap.fill_rect(3 - i, i * 4, 1, 4, rain) end # storm bitmap @storm_bitmap = Bitmap.new(34, 64) for i in 0..31 @storm_bitmap.fill_rect(33 - i, i * 2, 1, 2, storm) @storm_bitmap.fill_rect(32 - i, i * 2, 1, 2, rain) @storm_bitmap.fill_rect(31 - i, i * 2, 1, 2, storm) end # snow bitmap @snow_bitmap = Bitmap.new(6, 6) @snow_bitmap.fill_rect(0, 1, 6, 4, storm) @snow_bitmap.fill_rect(1, 0, 4, 6, storm) @snow_bitmap.fill_rect(1, 2, 4, 2, rain) @snow_bitmap.fill_rect(2, 1, 2, 4, rain) # acid bitmap @acid_bitmap = Bitmap.new(7, 56) for i in 0..6 @acid_bitmap.fill_rect(3 - i, i * 4, 1, 4, acid) end # blood bitmap @blood_bitmap = Bitmap.new(7, 56) for i in 0..6 @blood_bitmap.fill_rect(3 - i, i * 4, 1, 4, darkblood) end # blood snow bitmap @bloodsnow_bitmap = Bitmap.new(6, 6) @bloodsnow_bitmap.fill_rect(0, 1, 6, 4, lightblood) @bloodsnow_bitmap.fill_rect(1, 0, 4, 6, lightblood) @bloodsnow_bitmap.fill_rect(1, 2, 4, 2, darkblood) @bloodsnow_bitmap.fill_rect(2, 1, 2, 4, darkblood) # cherry blossom bitmap @cherryblossom_bitmap = Bitmap.new(4, 4) @cherryblossom_bitmap.fill_rect(0, 3, 1, 1, lightpink) @cherryblossom_bitmap.fill_rect(1, 2, 1, 1, lightpink) @cherryblossom_bitmap.fill_rect(1, 3, 1, 1, darkpink) @cherryblossom_bitmap.fill_rect(2, 1, 1, 1, lightpink) @cherryblossom_bitmap.fill_rect(2, 2, 1, 1, darkpink) @cherryblossom_bitmap.fill_rect(3, 0, 1, 1, lightpink) @cherryblossom_bitmap.fill_rect(3, 1, 1, 1, darkpink) # rose bitmap @rose_bitmap = Bitmap.new(3, 3) @rose_bitmap.fill_rect(1, 0, 2, 1, brightred) @rose_bitmap.fill_rect(0, 1, 1, 2, brightred) @rose_bitmap.fill_rect(1, 1, 2, 2, red) @rose_bitmap.set_pixel(2, 2, darkred) # holy stones bitmap @holystone_bitmap = [] @holystone_bitmap[0] = Bitmap.new(4, 3) @holystone_bitmap[0].fill_rect(1, 0, 2, 2, gray) @holystone_bitmap[0].fill_rect(4, 1, 2, 1, gray) @holystone_bitmap[0].fill_rect(3, 1, 1, 1,gray) @holystone_bitmap[0].fill_rect(0, 1, 1, 1,darkgray) @holystone_bitmap[0].fill_rect(4, 3, 1, 1,darkgray) @holystone_bitmap[1] = Bitmap.new(8, 6) @holystone_bitmap[1].fill_rect(2, 1, 4, 4, gray) @holystone_bitmap[1].fill_rect(5, 2, 4, 2, gray) @holystone_bitmap[1].fill_rect(4, 2, 2, 2,gray) @holystone_bitmap[1].fill_rect(1, 2, 2, 2,darkgray) @holystone_bitmap[1].fill_rect(5, 4, 2, 2,darkgray) # Holy snow flakes @snowflake_bitmap = [] @snowflake_bitmap[0] = Bitmap.new(3, 3) @snowflake_bitmap[0].fill_rect(1, 0, 1, 1, lightblue) @snowflake_bitmap[0].fill_rect(1, 2, 1, 1, lightblue) @snowflake_bitmap[0].fill_rect(0, 1, 1, 1, lightblue) @snowflake_bitmap[0].fill_rect(2, 1, 1, 1, lightblue) @snowflake_bitmap[0].fill_rect(1, 1, 1, 1, skyblue)
@snowflake_bitmap[1] = Bitmap.new(5, 5) @snowflake_bitmap[1].fill_rect(2, 2, 5, 0, skyblue) @snowflake_bitmap[1].fill_rect(2, 2, 0, 5, skyblue) @snowflake_bitmap[1].fill_rect(0, 0, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(4, 0, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(3, 1, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(1, 3, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(0, 4, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(4, 4, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(1, 1, 1, 1, lightblue) @snowflake_bitmap[1].fill_rect(3, 3, 1, 1, lightblue)
# golden leaves bitmap @goldenleaves_bitmap = Bitmap.new(6, 8) @goldenleaves_bitmap.fill_rect(1, 4, 1, 2, gold2) @goldenleaves_bitmap.fill_rect(2, 2, 1, 6, gold3) @goldenleaves_bitmap.fill_rect(3, 1, 2, 1, gold3) @goldenleaves_bitmap.fill_rect(4, 2, 2, 1, gold3) @goldenleaves_bitmap.fill_rect(5, 3, 2, 1, gold3) @goldenleaves_bitmap.fill_rect(5, 4, 1, 2, gold4) @goldenleaves_bitmap.fill_rect(3, 3, 1, 4, gold5) @goldenleaves_bitmap.fill_rect(5, 6, 1, 1, gold5) @goldenleaves_bitmap.fill_rect(4, 7, 1, 1, gold5) @goldenleaves_bitmap.fill_rect(4, 4, 1, 1, gold5) @goldenleaves_bitmap.fill_rect(4, 5, 1, 2, gold6) @goldenleaves_bitmap.fill_rect(5, 6, 1, 1, gold6) @goldenleaves_bitmap.set_pixel(2, 1, gold4) @goldenleaves_bitmap.set_pixel(3, 2, gold4) @goldenleaves_bitmap.set_pixel(4, 3, gold4) @goldenleaves_bitmap.set_pixel(3, 7, gold4) @goldenleaves_bitmap.set_pixel(1, 3, gold1) @goldenleaves_bitmap.set_pixel(1, 6, gold1)
# golden leaves 2 bitmap @goldenleaves2_bitmap = Bitmap.new(10, 10) @goldenleaves2_bitmap.fill_rect(1, 4, 1, 2, gold2) @goldenleaves2_bitmap.fill_rect(2, 2, 1, 6, gold3) @goldenleaves2_bitmap.fill_rect(3, 1, 2, 1, gold3) @goldenleaves2_bitmap.fill_rect(4, 2, 2, 1, gold3) @goldenleaves2_bitmap.fill_rect(5, 3, 2, 1, gold3) @goldenleaves2_bitmap.fill_rect(6, 4, 1, 3, gold3) @goldenleaves2_bitmap.fill_rect(5, 4, 1, 2, gold4) @goldenleaves2_bitmap.fill_rect(3, 3, 1, 4, gold5) @goldenleaves2_bitmap.fill_rect(3, 8, 2, 1, gold5) @goldenleaves2_bitmap.fill_rect(6, 7, 1, 1, gold5) @goldenleaves2_bitmap.fill_rect(5, 6, 1, 1, gold5) @goldenleaves2_bitmap.fill_rect(4, 7, 1, 1, gold5) @goldenleaves2_bitmap.fill_rect(4, 4, 1, 1, gold5) @goldenleaves2_bitmap.fill_rect(4, 5, 1, 2, gold6) @goldenleaves2_bitmap.fill_rect(5, 6, 1, 1, gold6) @goldenleaves2_bitmap.fill_rect(5, 8, 2, 1, gold7) @goldenleaves2_bitmap.set_pixel(2, 1, gold4) @goldenleaves2_bitmap.set_pixel(3, 2, gold4) @goldenleaves2_bitmap.set_pixel(4, 3, gold4) @goldenleaves2_bitmap.set_pixel(3, 7, gold4) @goldenleaves2_bitmap.set_pixel(7, 5, gold3) @goldenleaves2_bitmap.set_pixel(1, 3, gold1) @goldenleaves2_bitmap.set_pixel(1, 6, gold1) # Gift bitmap @gift_bitmap = [] @gift_bitmap[0] = Bitmap.new(90, 10) @gift_bitmap[0].fill_rect(0, 0, 88, 10, giftcolor2) # R @gift_bitmap[0].fill_rect(0, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(0, 0, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(4, 0, 1, 5, giftcolor1) @gift_bitmap[0].fill_rect(1, 4, 3, 1, giftcolor1) @gift_bitmap[0].fill_rect(1, 5, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(2, 6, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(3, 7, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(4, 8, 1, 2, giftcolor1) # P @gift_bitmap[0].fill_rect(6, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(6, 0, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(6, 4, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(10, 0, 1, 5, giftcolor1) # G @gift_bitmap[0].fill_rect(12, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(12, 0, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(12, 9, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(16, 5, 1, 5, giftcolor1) @gift_bitmap[0].fill_rect(14, 5, 4, 1, giftcolor1) @gift_bitmap[0].fill_rect(14, 5, 1, 3, giftcolor1) # M @gift_bitmap[0].fill_rect(18, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(24, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(19, 1, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(20, 2, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(21, 3, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(22, 2, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(23, 1, 1, 1, giftcolor1) # A @gift_bitmap[0].fill_rect(26, 3, 1, 7, giftcolor1) @gift_bitmap[0].fill_rect(32, 3, 1, 7, giftcolor1) @gift_bitmap[0].fill_rect(27, 2, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(28, 1, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(29, 0, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(30, 1, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(31, 2, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(27, 5, 5, 1, giftcolor1) # K @gift_bitmap[0].fill_rect(34, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(39, 0, 1, 2, giftcolor1) @gift_bitmap[0].fill_rect(35, 5, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(36, 6, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(36, 4, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(37, 7, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(37, 3, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(38, 8, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(38, 2, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(39, 9, 1, 1, giftcolor1) # E @gift_bitmap[0].fill_rect(41, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(42, 0, 4, 1, giftcolor1) @gift_bitmap[0].fill_rect(42, 9, 4, 1, giftcolor1) @gift_bitmap[0].fill_rect(42, 5, 3, 1, giftcolor1) # R @gift_bitmap[0].fill_rect(47, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(47, 0, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(51, 0, 1, 5, giftcolor1) @gift_bitmap[0].fill_rect(48, 4, 3, 1, giftcolor1) @gift_bitmap[0].fill_rect(48, 5, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(49, 6, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(50, 7, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(51, 8, 1, 2, giftcolor1) # V @gift_bitmap[0].fill_rect(53, 0, 1, 7, giftcolor1) @gift_bitmap[0].fill_rect(59, 0, 1, 7, giftcolor1) @gift_bitmap[0].fill_rect(54, 7, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(55, 8, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(56, 9, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(57, 8, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(58, 7, 1, 1, giftcolor1) # X @gift_bitmap[0].fill_rect(61, 0, 1, 3, giftcolor1) @gift_bitmap[0].fill_rect(61, 7, 1, 3, giftcolor1) @gift_bitmap[0].fill_rect(66, 0, 1, 3, giftcolor1) @gift_bitmap[0].fill_rect(66, 7, 1, 3, giftcolor1) @gift_bitmap[0].fill_rect(62, 3, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(62, 6, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(65, 3, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(65, 6, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(63, 4, 2, 2, giftcolor1) # . @gift_bitmap[0].fill_rect(68, 8, 2, 2, giftcolor1) # N @gift_bitmap[0].fill_rect(71, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(77, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(72, 1, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(76, 8, 1, 1, giftcolor1) @gift_bitmap[0].fill_rect(73, 2, 1, 2, giftcolor1) @gift_bitmap[0].fill_rect(74, 4, 1, 2, giftcolor1) @gift_bitmap[0].fill_rect(75, 6, 1, 2, giftcolor1) # E @gift_bitmap[0].fill_rect(79, 0, 1, 10, giftcolor1) @gift_bitmap[0].fill_rect(80, 0, 4, 1, giftcolor1) @gift_bitmap[0].fill_rect(80, 9, 4, 1, giftcolor1) @gift_bitmap[0].fill_rect(80, 5, 3, 1, giftcolor1) # T @gift_bitmap[0].fill_rect(85, 0, 5, 1, giftcolor1) @gift_bitmap[0].fill_rect(87, 1, 1, 8, giftcolor1) # RPGMAKERVX.NET end #-------------------------------------------------------------------------- # Set Type #-------------------------------------------------------------------------- def type=(type) return if @type == type @type = type case @type when 1 bitmap = @rain_bitmap when 2 bitmap = @storm_bitmap when 3 bitmap = @snow_bitmap when 4 bitmap = @acid_bitmap when 5 bitmap = @blood_bitmap when 6 bitmap = @bloodsnow_bitmap when 7 bitmap = @cherryblossom_bitmap when 8 bitmap = @rose_bitmap when 9 bitmap = @holystone_bitmap[0] when 10 bitmap = @snowflake_bitmap[0] when 11 bitmap = @goldenleaves_bitmap when 12 bitmap = @goldenleaves2_bitmap when 97..99 bitmap = @gift_bitmap[0] else bitmap = nil end for i in 0...@sprites.size sprite = @sprites[i] sprite.visible = (i <= @max) sprite.bitmap = bitmap end end #-------------------------------------------------------------------------- # Dispose #-------------------------------------------------------------------------- alias rainytitle_spriteset_weather_dispose dispose unless $@ def dispose rainytitle_spriteset_weather_dispose @acid_bitmap.dispose @blood_bitmap.dispose @bloodsnow_bitmap.dispose @cherryblossom_bitmap.dispose @rose_bitmap.dispose @goldenleaves_bitmap.dispose @goldenleaves2_bitmap.dispose @gift_bitmap[0].dispose for image in @holystone_bitmap image.dispose end for image in @snowflake_bitmap image.dispose end
end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update return if @type == 0 for i in 1..@max sprite = @sprites[i] next if sprite == nil case type #------------------------------------------------------------------------- #------------------------------------------------------------------------- when 1,4 sprite.x -= 2 sprite.y += 16 sprite.opacity -= 8 #------------------------------------------------------------------------- when 2 sprite.x -= 4 sprite.y += 16 sprite.opacity -= 12 #------------------------------------------------------------------------- when 3,6 sprite.x -= 2 sprite.y += 4 sprite.opacity -= 8 #------------------------------------------------------------------------- when 5 sprite.x -= 8 sprite.y += 16 sprite.opacity -= 8 #------------------------------------------------------------------------- when 7 if @sway[i] < 25 sprite.x -= 1 else sprite.x += 1 end @sway[i] = (@sway[i] + 1) % 50 sprite.y += 1 sprite.opacity -= 1 #------------------------------------------------------------------------- when 8 if @sway[i] < 30 sprite.x -= 1 else sprite.x += 2 end @sway[i] = (@sway[i] + 1) % 50 sprite.y += 1 sprite.opacity -= 2 #------------------------------------------------------------------------- when 9 @count = rand(100) if @count == 0 sprite.bitmap = @holystone_bitmap[@pose[i]] @pose[i] = (@pose[i] + 1) % @holystone_bitmap.size end sprite.y -= 1 sprite.opacity -= 6 #------------------------------------------------------------------------- when 10 @count = rand(20) if @count == 0 sprite.bitmap = @snowflake_bitmap[@pose[i]] @pose[i] = (@pose[i] + 1) % @snowflake_bitmap.size end if @sway[i] % 2 == 0 if @sway[i] < 25 sprite.x -= 1 else sprite.x += 1 end end @sway[i] = (@sway[i] + 1) % 50 sprite.y += 1 sprite.opacity -= 1 #------------------------------------------------------------------------- when 11,12 if @sway[i] < 25 sprite.x -= 1 else sprite.x += 1 end @sway[i] = (@sway[i] + 1) % 50 sprite.y += 1 sprite.opacity -= 3 #------------------------------------------------------------------------- when 99 if @sway[i] % 2 == 0 if @sway[i] < 10 sprite.x -= 1 elsif sprite.x += 1 end end sprite.y += 1 sprite.opacity -= 4 when 98 if @sway[i] % 2 == 0 if @sway[i] < 10 sprite.x -= 2 elsif sprite.x += 2 end end sprite.y -= 2 sprite.opacity -= 4 when 97 if @sway[i] % 2 == 0 if @sway[i] < 10 sprite.x -= 1 elsif sprite.x += 1 end end sprite.y -= 1 sprite.opacity -= 4 #------------------------------------------------------------------------- end x = sprite.x - @ox y = sprite.y - @oy if sprite.opacity < 64 sprite.x = rand(800) - 100 + @ox sprite.y = rand(600) - 200 + @oy sprite.opacity = 255 end end end end
#------------------------------------------------------------------------------- #=============================================================================== # End of script #=============================================================================== #------------------------------------------------------------------------------- Tout est écrit dans le script si tu comprend un peu l'anglais ou si tu connais google trad Je sais pas si c'est le même script que celui qu'utilise magi mais celui-là est pas mal pour donner des effets sympas au titre sans se fouler. __________________________________________________________ Aussi, je voulais savoir ce que vous pensiez de ce screen : Il est issue du projet déchu "Alice" de PentagoneBuddy. Je voulais savoir ce que vous pensiez du style de la map. J'entend par là que je voudrais savoir si ce type de mapping de prairie est bien ou pas puisque je compte utiliser la même technique pour mes prés. A pluch' | |
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