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RD12
Komuro Takashi
Hatsurugi
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    Sprite reflection 1.3

    Hatsurugi
    Hatsurugi
    Diva
    Diva


    Mensagens : 236
    Créditos : 125

    Sprite reflection 1.3 Empty Sprite reflection 1.3

    Mensagem por Hatsurugi Seg Jun 04, 2012 5:31 pm

    Olá a todos!

    Hoje eu vim trazer um maravilhoso Script para dar mais realismo ao seu projeto.

    Características:


    • Cria reflexão por tags de terreno.


    • Define o Y da reflexão pelo notetag do tileset.

    • Define o Y da reflexão para personagens e eventos.

    • Liga e desliga a reflexão dos membros do time.


    Screenshot


    Sprite reflection 1.3 WgOnh

    Instruções


    Incluidas no Script

    Script


    Código:
    #==============================================================================
    # ** TDS Sprite Reflection
    #    Ver: 1.3
    #------------------------------------------------------------------------------
    #  * Description:
    #  This script creates the effect of reflection on certain map tiles.
    #------------------------------------------------------------------------------
    #  * Features:
    #  Set reflection tiles based on terrain.
    #  Set Y offset of reflection based on terrain tag on the tile notes.
    #  Set individual Y offset for character or events.
    #------------------------------------------------------------------------------
    #  * Instructions:
    #  For events to have a reflection their name must include this, "[Reflect]".
    #  (It's not case sensitive.)
    #
    #  To turn on/off the reflection on an event or player use this on a script
    #  call:
    #
    #  turn_on_reflection(id)
    #  turn_off_reflection(id)

    #  id = ID of Event to turn effect ON/OFF. For the player use 0 and for the
    #      followers use negative ID's (-1, -2, -3)
    #
    #  Example:
    #
    #  turn_off_reflection(0)
    #
    #  That would make the players reflection invisible.
    #
    #  turn_off_reflection(-1)
    #
    #  That would turn off the first followers reflection.
    #
    #  To set the terrain ID's that are reflective find this constant
    #  "REFLECTION_TERRAIN_TAGS" below the Setting Constants and set the ID's
    #
    #  Example:

    #  REFLECTION_TERRAIN_TAGS = [terrain_id, terrain_id, ...]
    #  REFLECTION_TERRAIN_TAGS = [1, 2]
    #
    #  To enable or disable the water wave effect of reflections find this constant
    #  "REFLECTION_WAVE_EFFECT" and set the value to true or false.
    #
    #  To set the individual offset based on terrain tag, go to the tileset editor
    #  and add this on it's notes.
    #
    #  S_REFLECT_OFFSET:
    #  terrain_tag: y_offset
    #  terrain_tag: y_offset
    #  terrain_tag: y_offset
    #  E_REFLECT_OFFSET:
    #
    #  terrain_tag: = Terrain Tag (1, 2, 3, 4, 5, 6, 7)
    #  y_offset: Y value offset of the reflection while on this terrain tag.
    #
    #  Example:
    #
    #  S_REFLECT_OFFSET:
    #  1: 9
    #  2: 14
    #  E_REFLECT_OFFSET:
    #------------------------------------------------------------------------------
    #  * Notes:
    #  This script is meant to be used mostly with the default sprites and square
    #  water tiles. If people need more complex clipping and X offset I will add
    #  them in a later version.
    #------------------------------------------------------------------------------
    #  * Special Thanks:
    #  Many thanks to Cozziekuns for his help witht the clipping method.
    #------------------------------------------------------------------------------
    # WARNING:
    #
    # Do not release, distribute or change my work without my expressed written
    # consent, doing so violates the terms of use of this work.
    #
    # If you really want to share my work please just post a link to the original
    # site.
    #
    # * Not Knowing English or understanding these terms will not excuse you in any
    #  way from the consequenses.
    #==============================================================================
    # * Import to Global Hash *
    #==============================================================================
    ($imported ||= {})[:TDS_Sprite_Reflection] = true

    #------------------------------------------------------------------------------
    # * Settings Constants
    #------------------------------------------------------------------------------
    # Reflection Terrain Tag ID's
    REFLECTION_TERRAIN_TAGS = [1, 2]
    # Reflection Water Wave Effect
    REFLECTION_WAVE_EFFECT = true


    #==============================================================================
    # ** Game_Map
    #------------------------------------------------------------------------------
    #  This class handles maps. It includes scrolling and passage determination
    # functions. The instance of this class is referenced by $game_map.
    #==============================================================================

    class Game_Map
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_reader :reflect_terrain_offsets        # Map Reflection Y Offset Hash
      #--------------------------------------------------------------------------
      # * Alias Listings
      #-------------------------------------------------------------------------- 
      alias tds_sprite_reflection_game_map_setup                  setup
      alias tds_sprite_reflection_game_map_change_tileset          change_tileset
      #--------------------------------------------------------------------------
      # * Setup
      #--------------------------------------------------------------------------
      def setup(*args)
        # Run Original Method
        tds_sprite_reflection_game_map_setup(*args)
        # Setup Terrain Reflect Offset Values
        setup_terrain_reflect_offset
      end
      #--------------------------------------------------------------------------
      # * Setup Reflect Terrain Offset Values
      #--------------------------------------------------------------------------
      def setup_terrain_reflect_offset   
        # Make Reflect Terrain Offsets Hash
        @reflect_terrain_offsets = {}
        # Set Default Terrain Offset Value
        @reflect_terrain_offsets.default = 0   
        # Get Tileset Terrain Offset Text
        tileset.note[/S_REFLECT_OFFSET:(.*)E_REFLECT_OFFSET:/m] ; offsets = $1
        # Return if offsets list text is nil
        return if offsets.nil?
        # Scan Battleback Text for region names information
        offsets.scan(/(?'terrain_tag'[0-9]+): (?'offset'[0-9]+)/) {|t|
          # Get Match Information
          m = Regexp.last_match
          # Set Region Name
          @reflect_terrain_offsets[m[:terrain_tag].to_i] = m[:offset].to_i
        }
      end
      #--------------------------------------------------------------------------
      # * Change Tileset
      #--------------------------------------------------------------------------
      def change_tileset(*args) 
        # Run Original Method
        tds_sprite_reflection_game_map_change_tileset(*args)
        # Setup Terrain Reflect Offset
        setup_terrain_reflect_offset   
      end
      #--------------------------------------------------------------------------
      # * Get Terrain Reflection Offset Value
      #--------------------------------------------------------------------------
      def terrain_reflection_offset(terrain_tag) ; @reflect_terrain_offsets[terrain_tag] end
      #--------------------------------------------------------------------------
      # * Determine if Reflection happens at position
      #--------------------------------------------------------------------------
      def reflection_at?(x, y) ; REFLECTION_TERRAIN_TAGS.include?(terrain_tag(x, y)) end
    end


    #==============================================================================
    # ** Game_Interpreter
    #------------------------------------------------------------------------------
    #  An interpreter for executing event commands. This class is used within the
    #  Game_Map, Game_Troop, and Game_Event classes.
    #==============================================================================

    class Game_Interpreter
      #--------------------------------------------------------------------------
      # * Turn On/Off Character Reflection
      #  id : event id (0 and negative for player and followers)
      #--------------------------------------------------------------------------
      def turn_on_reflection(id) ; change_reflection_state(id, true) end 
      def turn_off_reflection(id) ; change_reflection_state(id, false) end
      #--------------------------------------------------------------------------
      # * Change Reflection State
      #  id    : event id (0 and negative for player and followers)
      #  state : True/False
      #--------------------------------------------------------------------------
      def change_reflection_state(id, state)
        # If ID is less than 1
        if id < 1
          if id == 0
            # Set Reflection State for Player
            $game_player.reflection_active = state
          else
            # Set Reflection State for Followers
            $game_player.followers[id.abs].reflection_active = state       
          end
        else
          # Set Event Reflection State
          $game_map.events[id].reflection_active = state
        end
      end
    end


    #==============================================================================
    # ** Spriteset_Map
    #------------------------------------------------------------------------------
    #  This class brings together map screen sprites, tilemaps, etc. It's used
    # within the Scene_Map class.
    #==============================================================================

    class Spriteset_Map
      #--------------------------------------------------------------------------
      # * Alias Listings
      #-------------------------------------------------------------------------- 
      alias tds_sprite_reflection_spriteset_map_initialize          initialize
      alias tds_sprite_reflection_spriteset_map_dispose            dispose
      alias tds_sprite_reflection_spriteset_map_update              update
      alias tds_sprite_reflection_spriteset_map_refresh_characters  refresh_characters
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        # Create Character Reflection Sprites
        create_character_reflections   
        # Run Original Method
        tds_sprite_reflection_spriteset_map_initialize   
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        # Run Original Method
        tds_sprite_reflection_spriteset_map_dispose
        # Dispose of Reflection Sprites
        dispose_reflection_sprites 
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose_reflection_sprites 
        # Dispose of Reflection Sprites
        @reflection_sprites.each {|s| s.dispose}
        # Clear Reflection Sprites Array
        @reflection_sprites.clear
      end
      #--------------------------------------------------------------------------
      # * Refresh Characters
      #--------------------------------------------------------------------------
      def refresh_characters
        # Run Original Method
        tds_sprite_reflection_spriteset_map_refresh_characters
        # Dispose of Reflection Sprites
        dispose_reflection_sprites 
        # Create Character Reflection Sprites
        create_character_reflections
      end 
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        # Run Original Method
        tds_sprite_reflection_spriteset_map_update
        # Update Character Reflections
        update_character_reflections
      end
      #--------------------------------------------------------------------------
      # * Create Character Reflection Sprites
      #--------------------------------------------------------------------------
      def create_character_reflections
        # Make Reflection Sprites Array
        @reflection_sprites = []
        # Go Through Game Map Events
        $game_map.events.values.each do |event|
          # If Event has Reflection
          if event.has_reflection?
            # Add Reflection Sprite to Array
            @reflection_sprites << Sprite_Character_Reflection.new(@viewport1, event)
          end
        end
        # Go Through Follower Sprites
        $game_player.followers.reverse_each do |follower|
          # Add Reflection Sprite to Array     
          @reflection_sprites << Sprite_Character_Reflection.new(@viewport1, follower)
        end
        # Add Player Reflection Sprite to Array     
        @reflection_sprites << Sprite_Character_Reflection.new(@viewport1, $game_player)
      end
      #--------------------------------------------------------------------------
      # * Update Character Reflection Sprites
      #--------------------------------------------------------------------------
      def update_character_reflections
        # Update Reflection Sprites
        @reflection_sprites.each {|s| s.update}
      end
    end


    #==============================================================================
    # ** Game_Character
    #------------------------------------------------------------------------------
    #  A character class with mainly movement route and other such processing added.
    #  It is used as a super class of Game_Player, Game_Follower, GameVehicle,
    #  and Game_Event.
    #==============================================================================

    class Game_Character < Game_CharacterBase
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :reflection_active              # Reflection Active Flag
      attr_accessor :reflection_y_offset            # Reflection Y Offset value
      #--------------------------------------------------------------------------
      # * Alias Listings
      #-------------------------------------------------------------------------- 
      alias tds_sprite_reflection_game_character_init_public_members init_public_members   
      #--------------------------------------------------------------------------
      # * Initialize Public Member Variables
      #--------------------------------------------------------------------------
      def init_public_members
        # Set Reflection Active Flag
        @reflection_active = true
        # Set Reflection Y Offset Value
        @reflection_y_offset = 0
        # Run Original Method
        tds_sprite_reflection_game_character_init_public_members
      end
      #--------------------------------------------------------------------------
      # * Determine if Character has a reflection
      #--------------------------------------------------------------------------
      def has_reflection?
        # If Self is an Game_Event Character
        if self.is_a?(Game_Event)
          # Return true if Event Name Includes the Reflect Flag
          return true if /\[REFLECT\]/i =~ @event.name
        end
        # Return false by default
        return false
      end
      #--------------------------------------------------------------------------
      # * Get Reflection Offset Value
      #--------------------------------------------------------------------------
      def reflection_offset(x = @x, y = @y + 1)
        # Return Character Reflection Offset with Character Offset   
        $game_map.terrain_reflection_offset($game_map.terrain_tag(x, y)) + @reflection_y_offset
      end
      #--------------------------------------------------------------------------
      # * Determine if Character reflection is visible
      #--------------------------------------------------------------------------
      def reflection_visible?(x = @x, y = @y + 1)
        return false if !@reflection_active
        return false if @transparent
        return false if !$game_map.reflection_at?(x, y)
        return true
      end
    end


    #==============================================================================
    # ** Sprite_Character_Reflection
    #------------------------------------------------------------------------------
    #  This sprite is used to display character reflection. It observes an instance
    #  of the Game_Character class and automatically changes sprite state.
    #==============================================================================

    class Sprite_Character_Reflection < Sprite_Character
      #--------------------------------------------------------------------------
      # * Object Initialization
      #    viewport  : Viewport
      #    character : Game_Character
      #--------------------------------------------------------------------------
      def initialize(viewport, character = nil)
        super(viewport, character)
        # Character Ojbect
        @character = character
        # Reflection Sprite Settings
        self.mirror = true ; self.angle = 180 ; self.opacity = 160   
        # Set Self Wave Amp if Reflection Wave Effect is true
        self.wave_amp = 1 if REFLECTION_WAVE_EFFECT
        # Set Reflection Visibility Flag
        @visible = @character.reflection_visible?
        @clipping = false
        # Update
        update
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose ; super end ; def update_balloon ; end ; def setup_new_effect ; end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
      end
      #--------------------------------------------------------------------------
      # * Update Transfer Origin Rectangle
      #--------------------------------------------------------------------------
      def update_src_rect
        # If Enter Clipping should be applied
        if enter_clipping?
          if @tile_id == 0
            # Character Index
            index = @character.character_index
            # Character Pattern
            pattern = @character.pattern < 3 ? @character.pattern : 1
            sx = (index % 4 * 3 + pattern) * @cw
            sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch       
            # X Coordinate Distance
            x_dist = (@character.x - @character.real_x).abs
            # Y Coordinate Distance
            y_dist = (@character.y - @character.real_y).abs       
           
            # If Character Y Position is more than Real Y (Entering Down)
            if @character.y > @character.real_y
              # Set Source Rect
              self.src_rect.set(sx, sy, @cw, @ch - (y_dist * @ch))         
              # Set OX Value
              self.oy = (y_dist * @ch)
            end
           
            # If Character X Position is less than Real X (Entering to LEFT)
            if @character.x < @character.real_x         
              self.src_rect.set(sx, sy, @cw - (@cw * x_dist), @ch)
              # Set OX Value
              self.ox = (@cw - (x_dist * @cw)) / 2
            end
            # If Character X Position is more than Real X (Entering to RIGHT)
            if @character.x > @character.real_x
              self.src_rect.set(sx + (x_dist * @cw), sy, @cw - (x_dist * @cw), @ch)
              # Set OX Value
              self.ox = (x_dist * @cw) / 2                 
            end       
          end
          # Set Visibility to true
          self.visible = true           
          # Set Reflection X Coordinate Position
          self.x = @character.screen_x + (@cw / 2 - self.ox) * (@character.real_x < @character.x ? 1 : -1)     
          # Set Reflection Y Coordinate Position
          self.y = @character.screen_y + @character.reflection_offset  + (@ch - self.oy) * (@character.real_y < @character.y ? 1 : -1)
          # Set Clipping Flag to true
          @clipping = true     
          return
        end
       
        # If Exit Clipping should be applied
        if exit_clipping?     
          if @tile_id == 0
            index = @character.character_index
            pattern = @character.pattern < 3 ? @character.pattern : 1
            sx = (index % 4 * 3 + pattern) * @cw
            sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch       
            # X Coordinate Distance
            x_dist = (@character.x - @character.real_x).abs
            # Y Coordinate Distance
            y_dist = (@character.y - @character.real_y).abs
                   
            # If Character Y Position is less than Real Y (Exiting UP)
            if @character.y < @character.real_y
              # Set Source Rect
              self.src_rect.set(sx, sy, @cw, y_dist * @ch)         
              # Set OX Value
              self.oy = (y_dist * @ch)
              # Get Y offset for terrain
              y_offset = @character.reflection_offset(@character.x, @character.y + 2)
              # Set Reflection X Coordinate Position
              self.y = @character.screen_y + y_offset + (@ch - self.oy) * (@character.real_y < @character.y ? -1 : 1)
            end       
           
            # If Character X Position is less than Real X (Exiting LEFT)
            if @character.x < @character.real_x
              self.src_rect.set(sx + @cw - x_dist * @cw, sy, x_dist * @cw, @ch)
            end
            # If Character X Position is more than Real X (Exiting RIGHT)
            self.src_rect.set(sx, sy, x_dist * @cw, @ch) if @character.x > @character.real_x
            # Set OX Value
            self.ox = (x_dist * @cw) / 2       
            # Set Reflection X Coordinate Position
            self.x = @character.screen_x + (@cw / 2 - self.ox) * (@character.real_x < @character.x ? -1 : 1)       
            # Set Clipping Flag to true
            @clipping = true       
          end
          return
        end   

        # If Clipping
        if @clipping
          # Set Visibility
          self.visible = @visible = true if !@character.moving? and @character.reflection_visible?
          self.visible = @visible = false if !@character.moving? and !@character.reflection_visible?
          # Set Clipping flag to false
          @clipping = false
          # Reset OX and OY Values
          self.ox = @cw / 2 ; self.oy = @ch     
        end   
        super
      end
      #--------------------------------------------------------------------------
      # * Determine if enter clipping should be applied
      #--------------------------------------------------------------------------
      def enter_clipping?
        return false if !@character.moving?
        return false if @visible   
        # Vertical Clipping (Up/Down)
        if @character.y != @character.real_y
          return false if !@character.reflection_visible?(@character.y + (@character.y > @character.real_y ? -1 : 1))
        end
        # Horizontal Clipping (Left/Right)
        if @character.x != @character.real_x
          return false if @character.reflection_visible?(@character.x + (@character.x > @character.real_x ? -1 : 1))     
        end
        return false if !@character.reflection_visible?
        return true
      end
      #--------------------------------------------------------------------------
      # * Determine if exit clipping should be applied
      #--------------------------------------------------------------------------
      def exit_clipping?
        return false if !@character.moving?
        return false if !@visible
        # Vertical Clipping (Up/Down)
        if @character.y != @character.real_y     
          return false if @character.reflection_visible?(@character.y + (@character.y > @character.real_y ? -1 : 1))
        end
        # Horizontal Clipping (Left/Right)
        if @character.x != @character.real_x
          return false if !@character.reflection_visible?(@character.x + (@character.x > @character.real_x ? -1 : 1))     
        end   
        return false if @character.reflection_visible?
        return true
      end 
      #--------------------------------------------------------------------------
      # * Update Position
      #--------------------------------------------------------------------------
      def update_position   
        # Return if Clipping Sprite
        return if @clipping
        self.x = @character.screen_x
        self.y = @character.screen_y + @character.reflection_offset
        self.z = @character.screen_z
      end
      #--------------------------------------------------------------------------
      # * Update Other
      #--------------------------------------------------------------------------
      def update_other   
        self.blend_type = @character.blend_type
        self.visible = @character.reflection_visible? if !@clipping   
        return
      end
    end

    Creditos:


    • À TDS: Por criar o Script.

    • À Hatsurugi: Por postar na aldeia.



    Espero que este script seja útil aos senhores

    De sua atiradora

    Hatsurugi


    _________________
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    Minha deusa:


    Sprite reflection 1.3 JCx9e
    Komuro Takashi
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    Sprite reflection 1.3 Empty Re: Sprite reflection 1.3

    Mensagem por Komuro Takashi Ter Jun 05, 2012 7:27 am

    Uou.....Mais um tiro certeiro @Hat....

    +1 Crédit.


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    Sprite reflection 1.3 Empty Re: Sprite reflection 1.3

    Mensagem por RD12 Ter Jun 05, 2012 10:11 am

    Esse script é muito bom, fica legal em qualquer jogo. Deixa mais real e bonito..
    +1
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    Sprite reflection 1.3 Empty Re: Sprite reflection 1.3

    Mensagem por Valentine Ter Jun 05, 2012 11:26 am

    Como usa? tem que criar algum comentário?
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    Sprite reflection 1.3 Empty Re: Sprite reflection 1.3

    Mensagem por Paulo Soreto Ter Jun 05, 2012 4:59 pm

    To turn on/off the reflection on an event or player use this on a script
    call:

    turn_on_reflection(id)
    turn_off_reflection(id)

    id = ID of Event to turn effect ON/OFF. For the player use 0 and for the
    followers use negative ID's (-1, -2, -3)


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    Mensagem por DeaN Ter Jun 05, 2012 6:38 pm

    bem legal este script dexa o jogo totalmente mais real, alguém pode fazer ele para RMXP.


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    Mensagem por Komuro Takashi Qua Jun 06, 2012 2:27 pm


    por Marlos Gama Ontem à(s) 11:26 am
    Como usa? tem que criar algum comentário?

    Bom comigo ele funcionou da seguinte forma.

    Apertei F9 e fui no nas conf. do tileset dai fui em terreno e coloquei (1) na tile da agua


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    Mensagem por JuanCollin Qua Jun 06, 2012 9:02 pm

    Acho que ele quis dizer nos eventos, nao sei como por reflexo nos eventos também...
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    Mensagem por Komuro Takashi Qui Jun 07, 2012 8:46 am

    o então é o que o Soreto falou mesmo...
    turn_on_reflection(id do evento)
    se não funcionar assim coloca entre


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