타이틀 화면에 비, 눈, 벚꽃 등이 흩뿌려지는 효과를 줄 수 있습니다.
이벤트에서 스크립트 쓰기 하면 게임 내에서도 사용 가능합니다. 출처
#-------------------------------------------------------------------------------
#===============================================================================
# Rainy Title Screen
# By Melmarvin V5.1 March 26, 2011
# 한글 번역: MinaAubert @ AVANGS
#===============================================================================
# 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)
#===============================================================================
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
#===============================================================================
# 효과 제어
#===============================================================================
# 효과
# 1= 비
# 2= 폭풍우
# 3= 함박눈
# 4= 산성비
# 5= 핏빛 비
# 6= 핏빛 눈
# 7= 벚꽃잎
# 8= 장미꽃잎
# 9= 성스러운 돌
# 10= 반짝이는 눈
# 11= 금빛 낙엽 (제작자 추천)
# 12= 금빛 낙엽 2 (제작자 曰: 대부분 이상해 보일 것임)
# 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
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# 이벤트용 스크립트;
# screen.weather(KIND, STRENGTH, 100)
#===============================================================================
#-------------------------------------------------------------------------------
module Rainytitle
# 효과 종류
KIND = 7
# 효과의 세기 (1 부터 40)
STRENGTH = 40
end
#-------------------------------------------------------------------------------
#===============================================================================
# 이 후는 수정하지 마십시오.
#===============================================================================
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
#===============================================================================
# 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
#===============================================================================
#-------------------------------------------------------------------------------