VX 스크립트

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
#===============================================================================
#-------------------------------------------------------------------------------

Comment '6'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5398
157 메뉴 메뉴 배경화면 바꾸는 스크립트 9 독도2005 2008.03.23 4520
156 아이템 아이템입수 화면 16 file RPGbooster 2008.10.08 4526
155 타이틀/게임오버 까만화면으로 시작하기 27 file 허걱 2009.07.04 4528
154 전투 스킬 커맨드 스크립트 16 아방스 2009.02.05 4535
153 상태/속성 넓어진 상태창 v1.0 11 file 아방스 2009.01.20 4536
152 메뉴 스타일 크로노 트리거 메뉴 31 file 콩밥 2010.07.19 4536
151 아이템 레벨,능력치,아이템소지갯수,소지금의 한계돌파스크립트 21 file 이탁 2009.01.28 4547
150 기타 간단한 스크립트의 사용법 6 아방스 2008.03.09 4552
149 메뉴 기본메인 메뉴 아이콘 추가 10 아방스 2010.12.11 4573
148 퀘스트 오메가7 퀘스트 스크립트 한글화,사용법,데모게임 직접제작 32 file DH Games 2010.02.14 4578
147 메시지 [완성]RPG Maker VX용 한글 조사 자동결정 10 file 시릴캣 2009.08.13 4598
146 이동 및 탈것 점프를 제한 하는 스크립트 15 아방스 2008.01.31 4605
145 전투 VX SRPG3d 수정본(1) 12 아이미르 2011.10.19 4617
144 기타 아이디를 띄우기 20 12345678 2011.11.07 4627
143 스킬 스킬 필요 조건(번역) 23 file 훈덕 2009.02.03 4644
142 제작도구 최대한 한글로 변혁 했음Window Maker V1.0(대박) 15 Man... 2008.10.29 4673
141 장비 KGC장비종류 추가 스크립트. 36 file 루시페르 2009.03.28 4674
140 ATB v1.0 배틀 시스템 + RPG Tankentai SBS v2.8 16 supergt 2008.10.11 4681
139 메뉴 자작 메뉴 스크립트 for VX(L's Simple Custom Menu VX ver.) 5 Alkaid 2010.09.02 4705
138 케릭터 텍스트박스 18 file RPGbooster 2008.10.08 4709
Board Pagination Prev 1 ... 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Next
/ 32