Aldeia RPG

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    [SYS] Dia Noite e Chuva global

    Kies
    Kies
    Diva
    Diva


    Mensagens : 1155
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    Ficha do personagem
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    Experiência:
    [SYS] Dia Noite e Chuva global Left_bar_bleue0/0[SYS] Dia Noite e Chuva global Empty_bar_bleue  (0/0)
    Vida:
    [SYS] Dia Noite e Chuva global Left_bar_bleue30/30[SYS] Dia Noite e Chuva global Empty_bar_bleue  (30/30)

    [SYS] Dia Noite e Chuva global Empty [SYS] Dia Noite e Chuva global

    Mensagem por Kies Dom Ago 16, 2015 4:26 am

    Bom venho trazer um sistema melhorado do matheus180 aqui do fórum o sistema é muito antigo porem eu dei uma editada e ficou muito massa.




    Vamos la, primeiro de tudo cole esse script em um novo slot em cima do MAIN:

    Código:
    =begin
    #===============================================================================
    # Clima Avançado
    # por CCOA
    #===============================================================================
    Script que adiciona efeitos avançado de clima ao jogo.
     
     
    para usar basta usar o comando Chamar script e adicionar esta linha:
    $game_screen.weather(tipo, força, transição)
     
    Tipos de Clima:
    1 - chuva
    2 - tempestade
    3 - neve
    4 - granizo
    5 - chuva com relâmpagos
    6 - folhas de outono caindo
    7 - folhas de outono sopradas ao vento
    8 - folhas de outono girando ao vento
    9 - folhas verdes caindo
    10 - pétalas de cerejeira caindo
    11 - pétalas de rosa caindo
    12 - penas
    13 - chuva de sangue
    14 - brilhos
    15 - personalizado
    16 - neve forte
    17 - chuva de meteoros
    18 - cinzas
    19 - tempestade de neve
    20 - tempestade de areia
     
    Força do Clima:
    um valor entre 0 e 50.
    0 = sem clima
    50 = clima forte
     
    Transição:
    valor em frames para atualização do clima. recomenda-se um valor
    próximo a 10
     
     
    para usar basta usar o comando Chamar script e adicionar esta linha:
    $game_screen.weather(0, 0, 0)
     
    Para usar o clima personalizad
    olhe as seguintes variaveis globais
    #===============================================================================
    =end
    $Weather_Update  = false
    $Weather_Images  = []
    $Weather_X        = 0
    $Weather_Y        = 0
    $Weather_Fade    = 0
    $Weather_Animated = false
    ################################################################################
    #===============================================================================
    # * RPG::Weather
    #===============================================================================
    module RPG
      class Weather
      #----------------------------------------------------------------
      attr_reader :type
      attr_reader :max
      attr_reader :ox
      attr_reader :oy
      #-----------------------------------------------------------------------------
      def initialize(viewport = nil)
        @type = 0
        @max = 0
        @ox = 0
        @oy = 0
        @count = 0
        @current_pose = []
        @info = []
        @countarray = []
        make_bitmaps
        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
        @sand_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
          bitmap = @rain_bitmap
        when 2
          bitmap = @storm_bitmap
        when 3
          bitmap = @snow_bitmap
        when 4
          bitmap = @hail_bitmap
        when 5
          bitmap = @rain_bitmap
          @thunder = true
        when 6
          bitmap = @autumn_leaf_bitmaps[0]
        when 7
          bitmap = @autumn_leaf_bitmaps[0]
        when 8
          bitmap = @autumn_leaf_bitmaps[0]
        when 9
          bitmap = @green_leaf_bitmaps[0]
        when 10
          bitmap = @petal_bitmap
        when 11
          bitmap = @rose_bitmaps[0]
        when 12
          bitmap = @feather_bitmaps[0]
        when 13
          bitmap = @blood_rain_bitmap
        when 14
          bitmap = @sparkle_bitmaps[0]
        when 15
          bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
        when 16 
          bitmap = @snow_bitmap
        when 17 
          bitmap = @meteor_bitmap
        when 18 
          bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
        when 19 
          bitmap = @snow_bitmap
        when 20 
          bitmap = @sand_bitmap
        else
          bitmap = nil
        end
        if @type != 5
          @thunder = false
        end
        #---------------------------------------------------------------------------
        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
            sprite.x -= 8
            sprite.y += 16
            sprite.opacity -= 12
          end
          if @type == 3
            sprite.x -= 2
            sprite.y += 8
            sprite.opacity -= 8
          end
          if @type == 4
            sprite.x -= 1
            sprite.y += 18
            sprite.opacity -= 15
          end
          if @type == 6
            @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
            @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
            @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
            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
            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
            @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
            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
            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
            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
          if @type == 16
            sprite.x -= 10
            sprite.y += 6
            sprite.opacity -= 4
          end
          if @type == 17
            if @countarray[i] > 0
              if rand(20) == 0
                sprite.bitmap = @impact_bitmap
                @countarray[i] = -5
              else
                sprite.x -= 6
                sprite.y += 10
              end
            else
              @countarray[i] += 1
              if @countarray[i] == 0
                sprite.bitmap = @meteor_bitmap
                sprite.opacity = 0
                @count_array = 1
              end
            end
          end
          if @type == 18
            sprite.y += 2
            case @countarray[i] % 3
            when 0
              sprite.x -= 1
            when 1
              sprite.x += 1
            end
          end
          if @type == 19
            sprite.x += 20
            sprite.opacity -= 4
          end
          if @type == 20
            sprite.x -= 20
            sprite.opacity -= 4
          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
      #-----------------------------------------------------------------------------
      # * Make Bitmaps
      #-----------------------------------------------------------------------------
      def make_bitmaps
        color1 = Color.new(255, 255, 255, 255)
        color2 = Color.new(255, 255, 255, 128)
        color3 = Color.new(255, 140, 0, 255)
        color4 = Color.new(255, 140, 0, 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 = []
     
        @sand_bitmap = Bitmap.new(4,4)
        @sand_bitmap.fill_rect(0, 1, 4, 2, color4)
        @sand_bitmap.fill_rect(1, 0, 2, 4, color4)
        @sand_bitmap.fill_rect(1, 2, 2, 1, color3)
        @sand_bitmap.fill_rect(2, 1, 1, 2, color3)
        @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)
        color1 = Color.new(255,0,255,255)
        color2 = Color.new(0,0,0,255)
     
        # 1st feather bitmap
        @feather_bitmaps[0] = Bitmap.new(3, 3)
        @feather_bitmaps[0].set_pixel(0, 2, color1)
        @feather_bitmaps[0].set_pixel(1, 2, color2)
        @feather_bitmaps[0].set_pixel(2, 1, color2)
     
        # 2nd feather bitmap
        @feather_bitmaps[0] = Bitmap.new(3, 3)
        @feather_bitmaps[0].set_pixel(0, 0, color1)
        @feather_bitmaps[0].set_pixel(0, 1, color2)
        @feather_bitmaps[0].set_pixel(1, 2, color2)
     
        # 3rd feather bitmap
        @feather_bitmaps[0] = Bitmap.new(3, 3)
        @feather_bitmaps[0].set_pixel(2, 0, color1)
        @feather_bitmaps[0].set_pixel(1, 0, color2)
        @feather_bitmaps[0].set_pixel(0, 1, color2)
     
        # 4th feather bitmap
        @feather_bitmaps[0] = Bitmap.new(3, 3)
        @feather_bitmaps[0].set_pixel(2, 2, color1)
        @feather_bitmaps[0].set_pixel(2, 1, color2)
        @feather_bitmaps[0].set_pixel(1, 0, color2)
     
        @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)
     
        # Meteor bitmap
        @meteor_bitmap = Bitmap.new(14, 12)
        @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
        @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
        @meteor_bitmap.set_pixel(7, 8, paleOrange)
        @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
        @meteor_bitmap.set_pixel(2, 7, brightOrange)
        @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
        @meteor_bitmap.set_pixel(3, 8, brightOrange)
        @meteor_bitmap.set_pixel(3, 10, brightOrange)
        @meteor_bitmap.set_pixel(4, 9, brightOrange)
        @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
        @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
        @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
        @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
        @meteor_bitmap.set_pixel(9, 5, brightOrange)
        @meteor_bitmap.set_pixel(3, 8, midRed)
        @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
        @meteor_bitmap.set_pixel(4, 5, midRed)
        @meteor_bitmap.set_pixel(5, 4, midRed)
        @meteor_bitmap.set_pixel(5, 6, midRed)
        @meteor_bitmap.set_pixel(6, 5, midRed)
        @meteor_bitmap.set_pixel(6, 7, midRed)
        @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
        @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
        @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
        @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
        @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
        @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
        @meteor_bitmap.set_pixel(13, 0, midRed)
     
        # impact bitmap
        @impact_bitmap = Bitmap.new(22, 11)
        @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
        @impact_bitmap.set_pixel(1, 4, brightOrange)
        @impact_bitmap.set_pixel(1, 6, brightOrange)
        @impact_bitmap.set_pixel(2, 3, brightOrange)
        @impact_bitmap.set_pixel(2, 7, brightOrange)
        @impact_bitmap.set_pixel(3, 2, midRed)
        @impact_bitmap.set_pixel(3, 7, midRed)
        @impact_bitmap.set_pixel(4, 2, brightOrange)
        @impact_bitmap.set_pixel(4, 8, brightOrange)
        @impact_bitmap.set_pixel(5, 2, midRed)
        @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
        @impact_bitmap.set_pixel(6, 1, midRed)
        @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
        @impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
     
     
        # Ash bitmaps
        @ash_bitmaps = []
        @ash_bitmaps[0] = Bitmap.new(3, 3)
        @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
        @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
        @ash_bitmaps[0].set_pixel(1, 1, white)
        @ash_bitmaps[1] = Bitmap.new(3, 3)
        @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
        @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
        @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
     
        @user_bitmaps = []
        update_user_defined
      end
      #-----------------------------------------------------------------------------
      def update_user_defined
        for image in @user_bitmaps
          image.dispose
        end
        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
    end
    end
    Esse script adiciona sistema de temperaturas avançadas.




    Agora vamos a segunda parte do tutorial:


    agora vá no mapa que deseja ter  dia noite global ou seja todos menos os interiores é claro né:


    e faça o seguinte ai em baixo imgs:
    [SYS] Dia Noite e Chuva global XgYnItv

    [SYS] Dia Noite e Chuva global Q0hY6Vf
    [SYS] Dia Noite e Chuva global J6dzLtM
    Lembrando que esta em sequencia é melhor ver a demo.




    para agilizar o processo ai vai a demo:

    Demo






    Créditos ao Matheus180
    A min por ter criado o sistema mais complxo
    E claro ao CCOA
    Koro-Sensei
    Koro-Sensei
    Novato
    Novato


    Mensagens : 6
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    [SYS] Dia Noite e Chuva global Empty Re: [SYS] Dia Noite e Chuva global

    Mensagem por Koro-Sensei Seg Ago 17, 2015 7:33 pm

    Nossa está perfeito Very Happy
    vc pode me ensinar a mecher com scripts? (Sou péssimo...)
    Kies
    Kies
    Diva
    Diva


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    Ficha do personagem
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    Experiência:
    [SYS] Dia Noite e Chuva global Left_bar_bleue0/0[SYS] Dia Noite e Chuva global Empty_bar_bleue  (0/0)
    Vida:
    [SYS] Dia Noite e Chuva global Left_bar_bleue30/30[SYS] Dia Noite e Chuva global Empty_bar_bleue  (30/30)

    [SYS] Dia Noite e Chuva global Empty Re: [SYS] Dia Noite e Chuva global

    Mensagem por Kies Ter Ago 18, 2015 5:51 pm

    Add Br escreveu:Nossa está perfeito Very Happy
    vc pode me ensinar a mecher com scripts? (Sou péssimo...)


    Claro que posso tem skype se tiver me adiciona la:

    Login: matheus_reis@outlook.com.br
    Senha: ***********

    Brincadeira só adicionar la meu e-mail e esse ai decima.
    Haseo
    Haseo
    Ocasional
    Ocasional


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    [SYS] Dia Noite e Chuva global Empty Re: [SYS] Dia Noite e Chuva global

    Mensagem por Haseo Dom Nov 15, 2015 1:18 am

    Kielleds Me ajuda por Favor!!!!!
    Se pude me ajuda eu Agradeço!! Very Happy
    Kies
    Kies
    Diva
    Diva


    Mensagens : 1155
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    Ficha do personagem
    Nível: 1
    Experiência:
    [SYS] Dia Noite e Chuva global Left_bar_bleue0/0[SYS] Dia Noite e Chuva global Empty_bar_bleue  (0/0)
    Vida:
    [SYS] Dia Noite e Chuva global Left_bar_bleue30/30[SYS] Dia Noite e Chuva global Empty_bar_bleue  (30/30)

    [SYS] Dia Noite e Chuva global Empty Re: [SYS] Dia Noite e Chuva global

    Mensagem por Kies Dom Nov 15, 2015 2:48 am

    L0boNAga escreveu:Kielleds Me ajuda por Favor!!!!!
    Se pude me ajuda eu Agradeço!! Very Happy


    Pode falar carinha estou a olhados kkkkkkkkkk
    OFWGKTA
    OFWGKTA
    Experiente
    Experiente


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    Experiência:
    [SYS] Dia Noite e Chuva global Left_bar_bleue5/50[SYS] Dia Noite e Chuva global Empty_bar_bleue  (5/50)
    Vida:
    [SYS] Dia Noite e Chuva global Left_bar_bleue30/30[SYS] Dia Noite e Chuva global Empty_bar_bleue  (30/30)

    [SYS] Dia Noite e Chuva global Empty Re: [SYS] Dia Noite e Chuva global

    Mensagem por OFWGKTA Dom Nov 15, 2015 5:39 pm

    Meu aprendiz; Precisa melhorar


    _________________
    [SYS] Dia Noite e Chuva global 112898
    EVANGELION 

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