#================================================= =============================
# Resident Evil Like Weapons System
#================================================= =============================
#
# Créditos: Leon-S.K --- ou --- AndreMaker --- ou --- 4ndreMTM
#
#
# Para Criar um inimigo, coloque o comentario em um evento:
# - enemy_id= E coloque o ID do inimigo na database
# Para adicionar um comando quando o inimigo morrer, coloque o comentario
# Die Erase - Ira apagar o inimigo
# Die Switch Local X - Ira ativar a switch local x
# Die Switch X - Ira ativar a switch
#
# Você pode criar um objeto, colocando um comentario no evento
# - object command
#
# E SUBSTITUA command por :
# Self X - Ativa a switch local x
# Switch X - Ativa a swich X
# Start - Executa tudo após o comentario
#
# Exemplo:
# - Object Self A
#
# Outro Exemplo:
# - Object Switch 20
#
# Para o Inimigo no database, coloque nos comentarios
# animation_id= id da animação
# Para definir uma animação de ataque
#
# Você ainda pode criar uma arma com dano em area ou que atravessa mais
# de um inimigo.
#
# Para fazer-lo coloque no comentario da arma:
#
# Adicione "area" para criar uma arma com efeito de area(explosao)
# Adicione "pierce x" e troque x para quantos inimigos quiser atravessar
#
# Para colocar as armas no script, visite "weapons room"
#
#================================================= =============================
module Module_Of_Config
#
# CONFIGURAÇÕES GERAIS
#
Default_Animation = 1 # Animação padrao de tiro (quando a arma nao tiver)
Opacity_Burn = 10 # A velocidade que a opacidade diminui quando morto
Enemy_Recover = 60 # Recover do inimigo (padrao = 60)
Attack_Key = :X # Tecla de Tiro
Reload_Key = :Y # Tecla de Reload
Pierce_Enemies = 1 # Quantos inimigos a bala pode atravessar (padrao 1)
Move_Type_Custom = false # true se quiser que o inimigo ande conforme abaixo
Move_Type_Near = 2 # A velocidade do inimigo quando perto (max 5)
Move_Type_Far = 1 # A velocidade do inimigo quando longe (max 5)
Die_SE = "Monster6" # SE tocado quando o inimigo Morre
Player_Die_SE = "die_abyss" # SE tocado quando o player morre
Show_Damage_Sprites = true # Mostrar valor do dano no alvo
Show_Melee_Sprites = true # Mostrar sprites de armas melee (facas, etc)
Show_Weapon_Sprites = true # Mostrar sprites de armas (pistolas, etc)
Show_Smoke_On_Fire = true # Mostrar sprites de fumaça ao atirar
Show_Blood_Anim = true # Mostrar sangue
# Se os tiros estiverem passando por um tile que não pode ser passavel, marque
# o tile com o numero abaixo...
Terrain_Debug = 1
Flash = true
Floor = true
Melee_Wav_Name = "knife_hit"
Explosion_SE = "Explosion2"
Blend_Type = 1
Fragments = 10
Frag_Vel = 9
Smokes = 2
Smoke_Vel = 2
Smoke_Freq = 3
Shot_Bit = {}
AreaChar = "$!rocket"
Floor_Bit = Bitmap.new("Graphics/Particles/floor")
Explosion_Bit = Bitmap.new("Graphics/Particles/explosion")
Fragment_Bit = Bitmap.new("Graphics/Particles/fragments")
Smoke_Bit = Bitmap.new("Graphics/Particles/smoke")
Blood_Bit = Bitmap.new("Graphics/Particles/blood")
Melee_Bit = Bitmap.new("Graphics/Particles/knifeslash")
Shot_Bit[:x] = Bitmap.new("Graphics/Particles/shot_x")
Shot_Bit[:y] = Bitmap.new("Graphics/Particles/shot_y")
#
#
end
#
# AREA NAO EDITAVEL - APENAS SE SABE OQUE ESTA FAZENDO =D
#
class Game_Map
attr_accessor :enemies
attr_accessor :damage_sprites
attr_accessor :item_windows
attr_accessor :explosion_chars
alias abs_setup setup
def setup(map_id)
@enemies.nil? ? @enemies = [] : @enemies.clear
@item_windows.nil? ? @item_windows = [] : @item_windows.clear
abs_setup(map_id)
end
def window(type)
@item_windows.push(type)
end
end
#
#
class Game_Event < Game_Character
include Module_Of_Config
attr_reader :enemy
attr_reader
bject
attr_reader :not_blood
alias abs_setup_page_settings setup_page_settings
alias abs_initialize initialize
alias abs_update update
alias abs_start start
alias abs_movement update_self_movement
alias abs_erase_enemy erase
def initialize(map_id, event)
@enemy = nil
@recover = 0; @timer = 0
abs_initialize(map_id, event)
end
def setup_page_settings
abs_setup_page_settings
check_enemy
end
def update_self_movement
if @enemy != nil and Move_Type_Custom == true
if near_the_player?
@move_type = Move_Type_Near
abs_movement
else
@move_type = Move_Type_Far
abs_movement
end
else
abs_movement
end
end
def check_enemy
if !@enemy.nil?
@enemy = nil
$game_map.enemies.delete(self)
elsif !@object.nil?
@object = nil
$game_map.enemies.delete(self)
end
return if @list.nil?
@list.each do |command|
next if not command.code == 108 or command.code == 408
if @enemy.nil?
if command.parameters[0].downcase.include?("enemy_id=")
id = command.parameters[0].sub("enemy_id=","")
@enemy = ABS_Enemy.new(id.to_i)
@trigger = 2
$game_map.enemies.push(self)
print "Enemy #{@enemy.enemy.name} criado \n"
elsif command.parameters[0].downcase.include?("object")
die_com = command.parameters[0].downcase.sub("object ", ""); die_com.downcase!
if die_com.include?("self ")
switch = die_com.downcase.sub('self ','')
switch.downcase!
switch = check_switch_string(switch)
elsif die_com.include?("switch ") and !die_com.include?('local')
switch = die_com.downcase.sub('switch ','')
switch = switch.to_i
elsif die_com.include?('Start')
switch = true
else
switch = true
end
@object = ABS_Object.new(switch)
$game_map.enemies.push(self)
print "Objeto criado com switch #{@object.switch} \n"
end
else
if command.parameters[0].downcase.include?("die")
cmd = command.parameters[0].downcase
if cmd == "die erase"
@enemy.die = 0
elsif cmd.include?("die switch local")
@enemy.die = 1
maqoe = cmd.sub("die switch local ",'')
@enemy.switch = check_switch_string(maqoe)
elsif cmd.include?("die switch")
@enemy.die = 2
maqoe = cmd.sub("die switch ", '')
@enemy.switch = maqoe.to_i
else
@enemy.die = 0
end
print "Enemy #{@enemy.enemy.name} die command is #{@enemy.die} \n"
else
next
end
end
end
end
def check_switch_string(string)
if string.include?('a')
return "A"
elsif string.include?('b')
return "B"
elsif string.include?('c')
return "C"
elsif string.include?('d')
return "D"
end
return nil
end
def start_object
print "Object Started! \n"
if @object.switch.is_a?(String)
key = [$game_map.map_id, self.id, @object.switch]
$game_self_switches[key] ? $game_self_switches[key] = false : $game_self_switches[key] = true
print "Switch Local #{@object.switch} == #{$game_self_switches[key]} \n"
elsif @object.switch.is_a?(TrueClass)
@object = nil
$game_map.enemies.delete(self)
self.start
else
$game_switches[@object.switch] ? $game_switches[@object.switch] = false : $game_switches[@object.switch] = true
end
end
def erase
@character_name = ''
@priority_type = 1
moveto(0,0)
abs_erase_enemy
end
def damage_enemy(value)
if !@object.nil?
start_object
return
end
value -= (rand(10) - 5)
value -= @enemy.defense
value == 0 if value < 0
last_speed = @move_speed
last_freq = @move_frequency
@move_speed = 5
@move_frequency = 5
jump(0,0)
$game_map.damage_sprites.push(Damage_Sprite.new(se lf, value)) if Show_Damage_Sprites == true
@enemy.hp -= value
if @enemy.hp <= 0
$game_map.enemies.delete(self)
RPG::SE.new(Die_SE, 80).play
Audio.se_play('Audio/Se/Blow6', 90, 100)
expp = @enemy.enemy.exp
end
@move_speed = last_speed
@move_frequency = last_freq
end
def update
@not_blood = (@object.nil? ? false : true) if @not_blood.nil?
if @enemy != nil
@recover -= 1 if @recover > 0
x, y = distance_x_from($game_player.x).abs, distance_y_from($game_player.y).abs
if x + y <= 1
move_toward_character($game_player) if !moving?
end
update_kill if @enemy.hp <= 0
end
abs_update
end
def update_kill
if @opacity > 0
@opacity -= Module_Of_Config::Opacity_Burn
else
case @enemy.die
when 0
print "Erased enemy #{@enemy.enemy.name}\n"
self.erase
@enemy = nil
when 1
key = [$game_map.map_id, self.id, @enemy.switch]
if $game_self_switches[key] == true
$game_self_switches[key] = false
else
$game_self_switches[key] = true
end
@opacity = 255
when 2
$game_switches[@enemy.switch] ? $game_switches[@enemy.switch] = false : $game_switches[@enemy.switch] = true
@opacity = 255
end
@enemy = nil if !@enemy.nil?
end
end
def start
if @object.nil?; abs_start; else; abs_start if !@object.switch.is_a?(TrueClass); end
if @enemy.nil?
abs_start
else
ax = @x - $game_player.x
ay = @y - $game_player.y
turn_toward_player if check_really_near and !moving?
case @direction
when 2
attack if ax == 0 and ay == -1
when 4
attack if ay == 0 and ax == 1
when 6
attack if ay == 0 and ax == -1
when 8
attack if ax == 0 and ay == 1
end
end
end
def check_really_near
sx = distance_x_from($game_player.x).abs
sy = distance_y_from($game_player.y).abs
return true if sx + sy < 3
end
def attack
return if @enemy.hp == 0 or @recover > 0
@recover = Module_Of_Config::Enemy_Recover
SceneManager.scene.spriteset.blood($game_player, @direction)
value = @enemy.attack
r = rand(20)
factor = r - 10
value += factor
$game_player.damage_hero(value)
SceneManager.scene.spriteset.melee(self)
end
end
#
#
class ABS_Object
attr_accessor :switch
def initialize(die_com)
@switch = die_com
end
end
#
#
class ABS_Enemy
include Module_Of_Config
attr_accessor :enemy
attr_accessor :hp
attr_accessor :attack
attr_accessor :defense
attr_accessor :die
attr_accessor :switch
attr_reader :name
attr_reader :animation
def initialize(id)
@enemy = Game_Enemy.new(0, id)
@name = @enemy.name
@die = 0, @switch = nil
note = @enemy.enemy.note
if note.include?("animation=")
aid = note.sub("animation=","")
@animation = aid.to_i
else
@animation = Default_Animation
end
@hp = enemy.mhp
@attack = enemy.atk
@defense = enemy.def
end
end
#
#
class Game_Player < Game_Character
include Module_Of_Config
attr_accessor :kill_player
attr_accessor :equipped_weapon
attr_accessor :real_vis_character_name
attr_accessor :real_vis_character_index
attr_accessor :bullets_hash
attr_reader :aiming
alias abs_initialize initialize
alias abs_update update
alias abs_movable movable?
def initialize
@recover = 0
@kill_player = false; @need_check = true
@real_vis_character_name = @character_name
@real_vis_character_index = @character_index
abs_initialize
end
def update
@recover -= 1 if @recover > 0
re_check_equipped_weapon if @need_check == true
if not @equipped_weapon == nil
@need_check = true if not @need_check = true
if Input.press?(Attack_Key) and @recover == 0
if not @equipped_weapon.bullets == 0
@equipped_weapon.area == true ? update_attack(true) : update_attack
return
else
Audio.se_play("Audio/SE/#{@equipped_weapon.wav_name}_no_ammo", 100, 130)
@recover = @equipped_weapon.recover
end
end
if Input.trigger?(Reload_Key)
if @equipped_weapon.bullets == 0
reload(@equipped_weapon)
else
Audio.se_play("Audio/Se/Buzzer1", 80, 100)
end
end
else
if Input.press?(Attack_Key)
update_melee if @recover == 0
end
end
update_kill if @kill_player
abs_update
end
def update_melee
actor = $game_party.members[0]
@recover = 60
if actor.weapons[0] != nil and Show_Melee_Sprites
SceneManager.scene.spriteset.weapon(self, actor.weapons[0].icon_index)
end
SceneManager.scene.spriteset.melee(self)
return if $game_map.enemies.empty?
$game_map.enemies.each {|enemy|
ax = @x - enemy.x
ay = @y - enemy.y
case @direction
when 2
if ax == 0 and ay == -1
enemy.damage_enemy(actor.atk)
SceneManager.scene.spriteset.blood(enemy, @direction) if enemy.object.nil?
end
when 4
if ay == 0 and ax == 1
enemy.damage_enemy(actor.atk)
SceneManager.scene.spriteset.blood(enemy, @direction) if enemy.object.nil?
end
when 6
if ay == 0 and ax == -1
enemy.damage_enemy(actor.atk)
SceneManager.scene.spriteset.blood(enemy, @direction) if enemy.object.nil?
end
when 8
if ax == 0 and ay == 1
enemy.damage_enemy(actor.atk)
SceneManager.scene.spriteset.blood(enemy, @direction) if enemy.object.nil?
end
end
}
end
def re_check_equipped_weapon
return if @equipped_weapon != nil
$weapons.each { |weapon|
if $game_party.members[0].equips.include?(weapon.weapon)
@equipped_weapon = weapon
@need_check = false
return
end
}
@need_check = false
end
def reload(weapon)
$game_party.items.each { |item|
if item.id == weapon.magazine.id
$game_party.lose_item(weapon.magazine,1)
@equipped_weapon.bullets += @equipped_weapon.max
Audio.se_play("Audio/Se/#{weapon.wav_name}_reload", 100, 100)
@recover = @equipped_weapon.recover
return
end
}
Audio.se_play("Audio/Se/Buzzer1", 85, 100)
@recover = (@equipped_weapon.recover > 40 ? @equipped_weapon.recover : 45)
end
def movable?
$game_map.explosion_chars.compact!
return false if !$game_map.explosion_chars.empty?
abs_movable
end
def update_attack(bazooca = false)
$game_map.enemies.compact!
return if @kill_player
return if $game_party.members[0].weapons[0] == nil
re_check_equipped_weapon if @equipped_weapon == nil
return if @equipped_weapon.nil? or @equipped_weapon.class != Abs_Weapon
Audio.se_stop
Audio.se_play("Audio/Se/#{@equipped_weapon.wav_name}", 100, 100)
@equipped_weapon.bullets -= 1
@recover = @equipped_weapon.recover
range_x = {'pos' => [], 'neg' => []}
range_y = {'pos' => [], 'neg' => []}
SceneManager.scene.spriteset.shoot(self)
for i in 1..8
if (map_passable?(@x - i, @y, 4) or $game_map.counter?(@x - i, @y)) and $game_map.terrain_tag(@x - i, @y) != Terrain_Debug
range_x.push(i)
else
break; next
end
end
for i in 1..8
if (map_passable?(@x + i, @y, 6) or $game_map.counter?(@x + i, @y)) and $game_map.terrain_tag(@x + i, @y) != Terrain_Debug
range_x.push(i * (-1))
else
break; next
end
end
for i in 1..8
if (map_passable?(@x, @y - i, 8) or $game_map.counter?(@x, @y - i)) and $game_map.terrain_tag(@x, @y - i) != Terrain_Debug
range_y.push(i)
else
break; next
end
end
for i in 1..8
if (map_passable?(@x, @y + i, 2) or $game_map.counter?(@x, @y + i)) and $game_map.terrain_tag(@x, @y + i) != Terrain_Debug
range_y.push(i * (-1))
else
break; next
end
end
@new_enemies = []
$game_map.enemies.each do |enemy|
ax = @x - enemy.x
ay = @y - enemy.y
case @direction
when 2
if not ax != 0
if ay == -1
@new_enemies[0] = enemy
elsif ay == - 2
@new_enemies[1] = enemy
elsif ay == - 3
@new_enemies[2] = enemy
elsif ay == - 4
@new_enemies[3] = enemy
elsif ay == - 5
@new_enemies[4] = enemy
elsif ay == - 6
@new_enemies[5] = enemy
elsif ay == - 7
@new_enemies[6] = enemy
elsif ax == - 8
@new_enemies[7] = enemy
end
end
when 4
if not ay != 0
if ax == 1
@new_enemies[0] = enemy
elsif ax == 2
@new_enemies[1] = enemy
elsif ax == 3
@new_enemies[2] = enemy
elsif ax == 4
@new_enemies[3] = enemy
elsif ax == 5
@new_enemies[4] = enemy
elsif ax == 6
@new_enemies[5] = enemy
elsif ax == 7
@new_enemies[6] = enemy
elsif ax == 8
@new_enemies[7] = enemy
end
end
when 6
if not ay != 0
if ax == -1
@new_enemies[0] = enemy
elsif ax == - 2
@new_enemies[1] = enemy
elsif ax == - 3
@new_enemies[2] = enemy
elsif ax == - 4
@new_enemies[3] = enemy
elsif ax == - 5
@new_enemies[4] = enemy
elsif ax == - 6
@new_enemies[5] = enemy
elsif ax == - 7
@new_enemies[6] = enemy
elsif ax == - 8
@new_enemies[7] = enemy
end
end
when 8
if not ax != 0
if ay == 1
@new_enemies[0] = enemy
elsif ay == 2
@new_enemies[1] = enemy
elsif ay == 3
@new_enemies[2] = enemy
elsif ay == 4
@new_enemies[3] = enemy
elsif ay == 5
@new_enemies[4] = enemy
elsif ay == 6
@new_enemies[5] = enemy
elsif ay == 7
@new_enemies[6] = enemy
elsif ay == 8
@new_enemies[7] = enemy
end
end
end
end
@new_enemies.compact!; a = 0
@new_enemies.each do |enemy|
if @equipped_weapon.pierce == true
break if a >= Pierce_Enemies + @equipped_weapon.pierce_num
else
break if a >= Pierce_Enemies
end
next if not enemy.is_a?(Game_Event)
ax = @x - enemy.x
ay = @y - enemy.y
case @direction
when 2
if ax == 0
if range_y.include?(ay)
bazooca ? damage_area(enemy) : attack_enemy(enemy)
a += 1
next
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
when 4
if ay == 0
if range_x.include?(ax)
bazooca ? damage_area(enemy) : attack_enemy(enemy)
a += 1
next
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
when 6
if ay == 0
if range_x.include?(ax)
bazooca ? damage_area(enemy) : attack_enemy(enemy)
a += 1
next
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
when 8
if ax == 0
if range_y.include?(ay)
bazooca ? damage_area(enemy) : attack_enemy(enemy)
a += 1
next
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
else
@equipped_weapon.area ? miss_area(range_x, range_y) : miss; break
end
end
end
@new_enemies.clear
if a == 0
@equipped_weapon.area ? miss_area(range_x, range_y) : miss
end
end
def miss_area(area_x, area_y)
@recover = @equipped_weapon.recover
now = @equipped_weapon.weapon.animation_id
anim_n = $data_animations[now].frames.size * 3
area_x.sort!; area_x.sort!
area_y.sort!; area_y.sort!
area_x.compact!; area_x.compact!
area_y.compact!; area_y.compact!
xis, yis = @x, @y
gm = $game_party.members[0]
pre_feito = gm.atk - gm.def
pre_feito = 0 if pre_feito <= 0
if not area_x.empty? or area_x.empty? or area_y.empty? or area_y.empty?
case @direction
when 2
if area_y[0].nil?; damage_hero(pre_feito); SceneManager.scene.spriteset.explode($game_player. x, $game_player.y); return; end
xis = @x; yis -= area_y[0]
when 4
a = area_x.size
if area_x[a - 1].nil?; damage_hero(pre_feito); SceneManager.scene.spriteset.explode($game_player. x, $game_player.y); return; end
yis = @y; xis -= area_x[a - 1]
when 6
if area_x[0].nil?; damage_hero(pre_feito); SceneManager.scene.spriteset.explode($game_player. x, $game_player.y); return; end
yis = @y; xis -= area_x[0]
when 8
a = area_y.size
if area_y[a - 1].nil?; damage_hero(pre_feito); SceneManager.scene.spriteset.explode($game_player. x, $game_player.y); return; end
xis = @x; yis -= area_y[a - 1]
end
else
return
end
xis = 0 if xis.nil?
yis = 0 if yis.nil?
SceneManager.scene.spriteset.area(self, xis, yis)
SceneManager.scene.spriteset.explode(xis,yis)
range = {}
range[:x] = [xis]; range[:y] = [yis]
for i in 0..1
range[:x].push(xis + i)
range[:y].push(yis + i)
range[:x].push(xis - i)
range[:y].push(yis - i)
end
range[:x] = range[:x] & range[:x]
range[:y] = range[:y] & range[:y]
range[:x].sort!; range[:y].sort!
print "range x = ",range[:x],"\n"
print "range y = ",range[:y],"\n\n"
$game_map.enemies.each {|enemy|
if range[:x].include?(enemy.x) and range[:y].include?(enemy.y)
print "enemy x = ",enemy.x," - enemy.y = ",enemy.y, "\n"
enemy.damage_enemy(pre_feito)
end
}
if range[:x].include?($game_player.x) and range[:y].include?($game_player.y)
$game_player.damage_hero(pre_feito)
end
end
def remove_bullets(qnt)
if @equipped_weapon.bullets - qnt < 0
@equipped_weapons.bullets = 0
else
@equipped_weapon.bullets -= qnt
end
end
def damage_area(enemy)
Audio.se_stop
Audio.se_play("Audio/Se/#{@equipped_weapon.wav_name}", 100, 100)
SceneManager.scene.spriteset.area(self, enemy.x, enemy.y)
SceneManager.scene.spriteset.explode(enemy.x, enemy.y)
xis, yis = enemy.x, enemy.y
area = {'X' => [], 'Y' => []}
area.push(xis + 1)
area.push(xis - 1)
area.push(yis + 1)
area.push(yis - 1)
area.push(xis)
area.push(yis)
area.sort!; area.sort!
$game_map.enemies.compact!
a = $game_map.enemies.compact; a.delete(enemy)
attack_enemy(enemy, true)
for enemi in a
if area.include?(enemi.x) and area.include?(enemi.y)
attack_enemy(enemi, true)
end
end
Audio.se_play("Audio/Se/explosion1", 100, 100)
end
def miss
hero = $game_party.members[0]
@recover = @equipped_weapon.recover
end
def shot_anim;end
def attack_enemy(event, bazooca = false)
hero = $game_party.members[0]
r = rand(10)
rand = r - 5
event.damage_enemy(hero.atk + rand)
if event.object.nil?
SceneManager.scene.spriteset.blood(event, @direction) if bazooca != true
end
@recover = @equipped_weapon.recover
end
def get_bullets(weapon)
if not weapon.bullets == weapon.max
$game_party.lose_item(weapon.magazine, 1)
weapon.bullets += weapon.max
else
return
end
end
def damage_hero(value)
return if @kill_player
jump(0,0)
hero = $game_party.members[0]
value -= (rand(10) - 5)
value = 0 if value < 0
$game_map.damage_sprites.push(Damage_Sprite.new(se lf, value)) if Show_Damage_Sprites == true
if not value > hero.hp
hero.hp -= value
else
hero.hp = 1
@kill_player = true
RPG::SE.new(Player_Die_SE, 80).play
end
end
def update_kill
if @opacity > 0
@opacity -= Module_Of_Config::Opacity_Burn
else
SceneManager.goto(Scene_Gameover)
end
end
end
#
#
class Spriteset_Map
alias abs_initialize initialize
alias abs_update update
alias abs_dispose dispose
def initialize
$game_map.damage_sprites = []
$game_map.item_windows = []
$game_map.explosion_chars = []
@spritees = {}
abs_initialize
end
def update
abs_update
trash = []
trash2 = []
$game_map.damage_sprites.each do |sprite|
sprite.update
trash.push(sprite )if sprite.disposed?
end
if !$game_map.item_windows.empty?
if $game_map.item_windows[0].is_a?(Pop)
$game_map.item_windows[0].update
trash2.push($game_map.item_windows[0]) if $game_map.item_windows[0].disposed?
end
end
trash2.each { |item| $game_map.item_windows.delete(item) }
$game_map.item_windows.compact!
trash.each { |item| $game_map.damage_sprites.delete(item) }
trash2.clear; trash.clear
for char in $game_map.explosion_chars
char.update
char.my_sprite = Sprite_Character.new(@viewport1, char) if char.my_sprite.nil?
trash.push(char) if char.disposed?
end
trash.each { |item| $game_map.explosion_chars.delete(item) }
end
def dispose
abs_dispose
$game_map.damage_sprites.each do |sprite|
sprite.bitmap.dispose
sprite.dispose
end
$game_map.damage_sprites.clear
$game_map.item_windows.each do |window|
window.dispose
end
$game_map.item_windows.clear
$game_map.explosion_chars.each { |char| char.dispose }
$game_map.explosion_chars.clear
end
end
#
#
class Game_Party < Game_Unit
alias metodo_aliasado_com_sucesso gain_item
def gain_item(item, amount, include_equip = false)
times = $game_map.item_windows.size
$game_map.window(Pop.new(item))#, 150 * times))
metodo_aliasado_com_sucesso(item, amount, include_equip = false)
end
end
#
#
class Damage_Sprite < Sprite
def initialize(target, value)
super(nil)
@target = target
self.bitmap = Bitmap.new(100,20)
self.bitmap.draw_text(0,0,100,20,value,1)
self.ox = 50
self.z = 999
self.x = target.screen_x
self.y = target.screen_y - 40
@timer = 50
end
def update
if @timer > 0
@timer -= 1
self.y -= 1 if not self.y < @target.screen_y - 60
else
if self.opacity > 0
self.opacity -= 15
self.y -= 2
else
dispose
end
end
end
def dispose
self.bitmap.dispose
super
end
end
#
#
class Reward_Sprite < Sprite
def initialize(target, value)
super(nil)
@target = target
self.bitmap = Bitmap.new(100,20)
self.bitmap.font.color = Color.new(72,0,255)
self.bitmap.draw_text(0,0,100,20,value,1)
self.ox = 50
self.z = 999
self.x = target.screen_x - 5
self.y = target.screen_y - 40
@timer = 50
end
def update
if @timer > 0
@timer -= 1
self.zoom_x += 0.008
self.zoom_y += 0.008
self.y -= 1 if not self.y < @target.screen_y - 60
else
if self.opacity > 0
self.opacity -= 15
self.y -= 2
else
dispose
end
end
end
def dispose
self.bitmap.dispose
super
end
end
#
#
class Window_Ammo < Window_Base
def initialize
super(0,0,120,52)
self.contents = Bitmap.new(width - 32, height - 32)
if not $game_player.equipped_weapon == nil
self.contents.draw_text(2,0,120,20,"Ammo:" + $game_player.equipped_weapon.bullets.to_s)
end
end
def dispose
super
end
end
#
#
class Pop < Window_Base
def initialize(item)
if not item.nil?
super(0,355,175,60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.draw_text(30,5,120,20, item.name)
draw_icon(item.icon_index, 5, 5)
@timer = 70
self.opacity = 0; self.visible = false
else
dispose if not self.disposed?
end
end
def update
return if self.disposed?
self.opacity = 255 if self.opacity != 255
self.visible = true if self.visible == false
@timer > 0 ? @timer -= 1 : dispose
end
def dispose
super
end
end
#
#
module DataManager
def self.make_save_contents
contents = {}
contents[:system] = $game_system
contents[:timer] = $game_timer
contents[:message] = $game_message
contents[:switches] = $game_switches
contents[:variables] = $game_variables
contents[:self_switches] = $game_self_switches
contents[:actors] = $game_actors
contents[
arty] = $game_party
contents[:troop] = $game_troop
contents[:map] = $game_map
contents[
layer] = $game_player
if $weapons != nil
$weapons.compact!
contents[:weapons] = $weapons
end
contents
end
def self.extract_save_contents(contents)
$game_system = contents[:system]
$game_timer = contents[:timer]
$game_message = contents[:message]
$game_switches = contents[:switches]
$game_variables = contents[:variables]
$game_self_switches = contents[:self_switches]
$game_actors = contents[:actors]
$game_party = contents[
arty]
$game_troop = contents[:troop]
$game_map = contents[:map]
$game_player = contents[
layer]
$weapons = contents[:weapons] if contents.has_key?(:weapons)
$weapons.compact!
end
end
#
#
class Explosion_Character < Game_Character
attr_accessor :my_sprite
def initialize(xis, yis, anim_id, anim_frames = 20)
super()
@identification = rand(200)
moveto(xis, yis)
@animation_id = anim_id
@timer = anim_frames
@timer = 20 if @timer <= 0
@disposed = false
update
end
def update
@my_sprite.update if @my_sprite.class == Sprite_Character
return if self.disposed?
super
if @timer > 0
@timer -= 1
@disposed = false
else
dispose
end
end
def dispose
@my_sprite.dispose if @my_sprite.class == Sprite_Character
@timer = 0
@disposed = true
end
def disposed?; @disposed; end
end
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