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Index du forum > Entraide > [RPG maker VX Ace] modification d'un script


thypothame - posté le 08/07/2015 à 10:00:12 (4 messages postés)

❤ 0

Domaine concerné: script
Logiciel utilisé: RPG maker VX Ace
Salut à tous,

J'ai été faire mon bout de chemin sur d'autres forums afin de réunir un maximum d'informations pour mon projet et j'ai pu trouver quelque chose d'intéressant. J'ai donc trouvé un script déjà tout prêt mais qu'il faudrait modifier...
Le script propose un jeu de calculs a résoudre et j'aimerais me servir de ce squelette pour mon système de combats, en sachant qu'il faut mettre à la place des calculs des mots ou des phrases à écrire et à la place de la nana qui prend des coups si on se trompe il faudrait un monstre bien sûr.

Aller ça progresse!

Des idées?

Je vous mets le script et la vidéo de démo du système de combat. Merci d'avance!

https://atelierrgss.wordpress.com/rgss3-yuruyuri/

=============================================================================
# +++ MOG - YuruYuri - Perfect Math (1.0) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Este script é um minigame, baseado nos personagens do anime Yuru Yuri,
# na qual o objetivo é responder corretamente as perguntas matemáticas
# dentro do limite do tempo.
# Caso o jogador conseguir responder todas as perguntas, uma switch
# será ativada .
#==============================================================================
# UTILIZAÇÃO
#==============================================================================
# Use o comando abaixo para chamar o script.
#
# yuruyuri(LEVEL ,NUMBER OF QUESTIONS ,SWITCH_ID)
#
# LEVEL = Definição da dificuldade. (0...3)
# NUMBER OF QUESTIONS = Quantidade de questões
# SWITCH_ID = Definição da switch que será ativada ao final da cena.
#
#==============================================================================
# EX
#
# yuruyuri(1,10,5)
#
#==============================================================================
module MOG_YURUYURI_PERFECT_MATH
#Definição do botão de selecionar.
BUTTON_SELECT = :C
#Definição do botão do modo de ação.
BUTTON_ACTION_MODE = :B
#Definição do arquivo de música.
MUSIC_NAME = "YuruYuri"
#Definição do sons utilizados no sistema.(Opcional)
SE_START = "V_Start"
SE_BLOW = "Blow1"
SE_RIGHT = "V_Right"
SE_WRONG = "V_Wrong"
SE_TIMEOVER = "V_Timeover"
SE_YOU_WIN = "V_You_Win"
SE_YOU_LOSE = "V_You_Lose"
#Configuração do nível de dificuldade.
#
# LEVEL => [NUMBER RANGE, TIME LIMIT ,HP, SLEEP SPEED]
#
# NUMBER RANGE = Valor base para o cálculo.
# TIME LIMIT = Tempo para responder a pergunta
# HP = Quantidade de HP ou a quantidade de erros permitidos.
# SLEEP SPEED = Velocidade para o personagem dormir.
#
LEVEL_DATA = {
0 => [9,700,8,250], #Easy
1 => [99,650,6,300], #Normal
2 => [999,600,5,330], #Hard
3 => [9999,550,5,350] #Lunatic
}
#Definição da área de impacto na cabeça.
HIT_RANGE = [215,335,55,130]
#Ativar o medidor de Sono.
SPEEP_EFFECT = true
#Definição da posição do medidor de sono.
SPEEP_POSITION = [35,135]
#Posição do sprite de aviso de sono.
SLEEP_WARNING_POSITION = [80,40]
#Porcentagem que será ativada o sprite de aviso.
SPEEP_WARNING_PERCENTAGE = 70
end

$imported = {} if $imported.nil?
$imported[:mog_yuruyuri] = true

#==============================================================================
# ** Cache
#==============================================================================
module Cache

#--------------------------------------------------------------------------
# * Himaadanaa
#--------------------------------------------------------------------------
def self.yuruyuri(filename)
load_bitmap("Graphics/yuruyuri/", filename)
end

end

#==============================================================================
# ** Game Temp
#==============================================================================
class Game_Temp

attr_accessor :yuruyuri

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_himaadanaa_initialize initialize
def initialize
@yuruyuri = [0,1,0]
mog_himaadanaa_initialize
end

end

#==============================================================================
# ** Game Interpreter
#==============================================================================
class Game_Interpreter

#--------------------------------------------------------------------------
# * Yuruyuri
#--------------------------------------------------------------------------
def yuruyuri(level,n_questions,switch_id)
n_questions = 1 if n_questions < 1
level = 3 if level > 3
$game_temp.yuruyuri = [level,n_questions,switch_id]
SceneManager.goto(Scene_Yuruyuri)
wait(1)
end

end

#==============================================================================
# ** Scene Yuruyuri
#==============================================================================
class Scene_Yuruyuri
include MOG_YURUYURI_PERFECT_MATH

#--------------------------------------------------------------------------
# * Main
#--------------------------------------------------------------------------
def main
execute_setup
execute_loop
execute_dispose
end

#--------------------------------------------------------------------------
# * Execute Setup
#--------------------------------------------------------------------------
def execute_setup
BattleManager.save_bgm_and_bgs
RPG::BGM.fade(1500)
difficult_setup
@phase = 0
@cursor_pos = [Graphics.width / 2,Graphics.height / 2]
@cursor_limit = [Graphics.width - 16,Graphics.height - 16]
@face_index = 0
@face_animation = 0
@shake_duration = 0
@move_number = false
@number_index = 0
@number_set = []
@number_set_real = 0
@sleep = [false,0,@lv[3],0]
@sleep_high = @sleep[2] * SPEEP_WARNING_PERCENTAGE / 100
@clear_number_speed = 0
@event_time = 420
@particle_index = 0
@char_animation = [0,1]
@right_animation = 0
ctime = Time.new
@current_sec = [0,ctime.sec]
create_sprites
end

#--------------------------------------------------------------------------
# * Difficult Setup
#--------------------------------------------------------------------------
def difficult_setup
@level = $game_temp.yuruyuri[0]
@lv = LEVEL_DATA[@level]
@number_range = [@lv[0],@lv[0]]
@input_duration = [@lv[1],@lv[1]]
@data = [0,0,$game_temp.yuruyuri[1],0]
@hp = [@lv[2],@lv[2],@lv[2]]
end

#--------------------------------------------------------------------------
# * Execute Loop
#--------------------------------------------------------------------------
def execute_loop
Graphics.transition(60)
loop do
Input.update
update
Graphics.update
break if SceneManager.scene != self
end
end

end

#==============================================================================
# ** Scene Yuruyuri
#==============================================================================
class Scene_Yuruyuri

#--------------------------------------------------------------------------
# * Create Sprites
#--------------------------------------------------------------------------
def create_sprites
create_background
create_light
create_layout
create_cursor
create_character
create_number_input
create_number_data
create_time_meter
create_hp_meter
create_buttons
create_sleep
create_animation
create_wake_up
create_word
create_zzz
create_help_sprite
create_level_sprite
create_eyes
create_picture
end

#--------------------------------------------------------------------------
# * Create Animation
#--------------------------------------------------------------------------
def create_animation
@ani_image = Cache.yuruyuri("Animation")
@ani_data = [0,-1]
@ani_ch = @ani_image.height
@ani_cw = @ani_image.width / 7
@ani_sprite = Sprite.new
@ani_sprite.bitmap = Bitmap.new(@ani_cw,@ani_ch)
@ani_sprite.ox = @ani_cw / 2
@ani_sprite.oy = @ani_ch / 2
@ani_sprite.z = 102
end

#--------------------------------------------------------------------------
# * Animation
#--------------------------------------------------------------------------
def animation(id,x,y)
@ani_sprite.visible = false
@ani_id = id ; @ani_sprite.x = x ; @ani_sprite.y = y
refresh_animation(id)
end

#--------------------------------------------------------------------------
# * Refresh Animation
#--------------------------------------------------------------------------
def refresh_animation(id)
@ani_sprite.bitmap.clear
@ani_sprite.zoom_x = 1.00
@ani_sprite.zoom_y = @ani_sprite.zoom_x
@ani_sprite.opacity = 255
scr_rect = Rect.new(@ani_cw * @ani_id,0,@ani_cw,@ani_ch)
@ani_sprite.bitmap.blt(0,0,@ani_image,scr_rect)
end

#--------------------------------------------------------------------------
# * Create Picture
#--------------------------------------------------------------------------
def create_picture
@picture_image = []
2.times do |i| @picture_image.push(Cache.yuruyuri("Scene" + i.to_s)) end
@picture = Sprite.new
@picture.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@picture.z = 150
@picture_phase = -1
end

#--------------------------------------------------------------------------
# * Refreh Picture
#--------------------------------------------------------------------------
def refresh_picture(index = 0)
@picture_phase = 0
@picture.bitmap.clear if @picture.bitmap != nil
@picture.bitmap = @picture_image[index]
@picture.opacity = 0
end

#--------------------------------------------------------------------------
# * Update Picture
#--------------------------------------------------------------------------
def update_picture
return if @picture_phase == -1
case @picture_phase
when 0
@picture.opacity += 2
@picture_phase = 1 if @picture.opacity == 255
when 1
if @hp[0] == 0
Audio.se_play("Audio/SE/" + SE_YOU_LOSE, 100, 100) rescue nil
else
Audio.se_play("Audio/SE/" + SE_YOU_WIN, 100, 100) rescue nil
end
@picture_phase = 2
when 2
execute_end if Input.trigger?(:C)
end
end

#--------------------------------------------------------------------------
# * Execute End
#--------------------------------------------------------------------------
def execute_end
RPG::BGM.fade(1000)
Graphics.fadeout(1000 * Graphics.frame_rate / 1000)
BattleManager.replay_bgm_and_bgs
SceneManager.goto(Scene_Map)
end

#--------------------------------------------------------------------------
# * Create Eyes
#--------------------------------------------------------------------------
def create_eyes
@eyes_sprite = Sprite_Eyes_YuruYuri.new
end

#--------------------------------------------------------------------------
# * Crate Help Sprite
#--------------------------------------------------------------------------
def create_help_sprite
@help_image = Cache.yuruyuri("Help")
@help_cw = @help_image.width
@help_ch = @help_image.height / 2
@help_index = 0
@help_sprite = Sprite.new
@help_sprite.bitmap = Bitmap.new(@help_cw,@help_ch)
@help_sprite_org = [370,260,440,94]
@help_sprite.x = @help_sprite_org[0]
@help_sprite.y = @help_sprite_org[1]
@help_sprite.z = 102
@help_sprite.opacity = 0
refresh_help
end

#--------------------------------------------------------------------------
# * Set Help
#--------------------------------------------------------------------------
def set_help(index)
@help_index = index
@help_sprite.opacity = 0
refresh_help
end

#--------------------------------------------------------------------------
# * Refresh Help
#--------------------------------------------------------------------------
def refresh_help
@help_sprite.bitmap.clear
scr_rect = Rect.new(0,@help_ch * @help_index,@help_cw,@help_ch)
@help_sprite.bitmap.blt(0,0,@help_image,scr_rect)
@help_sprite.x = @help_index == 0 ? @help_sprite_org[0] - 150 : @help_sprite_org[0] + 150
@help_sprite.y = @help_index == 0 ? @help_sprite_org[1] : @help_sprite_org[3]
return if @help_index != 1
refresh_data_number(@number_data[3],@data[3],3)
@number_data[3].x += 150
end

#--------------------------------------------------------------------------
# * Create Level Sprite
#--------------------------------------------------------------------------
def create_level_sprite
@level_image = Cache.yuruyuri("Level")
@level_cw = @level_image.width
@level_ch = @level_image.height / 4
@level_sprite = Sprite.new
@level_sprite.bitmap = Bitmap.new(@level_cw,@level_ch)
@level_sprite.x = 325
@level_sprite.y = 4
@level_sprite.z = 21
refresh_level
end

#--------------------------------------------------------------------------
# * Refresh Level
#--------------------------------------------------------------------------
def refresh_level
@level_sprite.bitmap.clear
scr_rect = Rect.new(0,@level_ch * @level, @level_cw,@level_ch)
@level_sprite.bitmap.blt(0,0,@level_image,scr_rect)
end

#--------------------------------------------------------------------------
# * Create Word
#--------------------------------------------------------------------------
def create_word
@word_image = Cache.yuruyuri("Word")
@word_data = [0,0]
@word_cw = @word_image.width
@word_ch = @word_image.height / 3
@word_sprite = Sprite.new
@word_sprite.bitmap = Bitmap.new(@word_cw,@word_ch)
@word_sprite.ox = @word_cw / 2
@word_sprite.oy = @word_ch / 2
@word_sprite.z = 102
@word_org = [375 + @word_sprite.ox,220 + @word_sprite.oy]
@word_sprite.x = @word_org[0]
@word_sprite.y = @word_org[1]
end

#--------------------------------------------------------------------------
# * Word Set
#--------------------------------------------------------------------------
def word_set(value,time = 120)
@word_data = [time,value]
@word_sprite.visible = true
@word_sprite.zoom_x = value == 0 ? 2.00 : 1.00
@word_sprite.zoom_y = @word_sprite.zoom_x
@word_sprite.opacity = 255
refresh_word
end

#--------------------------------------------------------------------------
# * Refresh Word
#--------------------------------------------------------------------------
def refresh_word
case @word_data[1]
when 0 ; @word_sprite.angle = 0 ; @word_sprite.x = @word_org[0] - 40
when 1 ; @word_sprite.angle = 30; @word_sprite.x = @word_org[0] - 135
when 2 ; @word_sprite.angle = 0
end
@word_sprite.bitmap.clear
src_rect = Rect.new(0,@word_ch * @word_data[1],@word_cw,@word_ch)
@word_sprite.bitmap.blt(0,0,@word_image,src_rect)
end

#--------------------------------------------------------------------------
# * Create Wake UP
#--------------------------------------------------------------------------
def create_wake_up
@wake_animation = 0
@wake = Sprite.new
@wake.bitmap = Cache.yuruyuri("Wakeup")
@wake.visible = false
@wake.x = SLEEP_WARNING_POSITION[0]
@wake.y = SLEEP_WARNING_POSITION[1]
@wake.z = 20
end

#--------------------------------------------------------------------------
# * Create ZZZ
#--------------------------------------------------------------------------
def create_zzz
@zzz_sprite = []
5.times do |i| @zzz_sprite.push(Particles_Zzzz.new) end
end

#--------------------------------------------------------------------------
# * Create Sleep
#--------------------------------------------------------------------------
def create_sleep
@sprite_sleep = Sprite_sleep_Himaadanaa.new(@sleep)
end

#--------------------------------------------------------------------------
# * Create Background
#--------------------------------------------------------------------------
def create_background
@background_scroll = 0
@background = []
2.times do |i|
@background.push(Plane.new) if i == 0
@background.push(Sprite.new) if i == 1
@background.bitmap = Cache.yuruyuri("Background" + i.to_s)
@background.z = i
end
end

#--------------------------------------------------------------------------
# * Create Light
#--------------------------------------------------------------------------
def create_light
@light = Sprite.new
@light.bitmap = Cache.yuruyuri("Light")
@light.blend_type = 1
@light.z = 2
@light_animation = [0,0]
@light.opacity = 0
end

#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
@layout = Plane.new
@layout.bitmap = Cache.yuruyuri("Layout")
@layout.z = 20
end

#--------------------------------------------------------------------------
# * Create Cursor
#--------------------------------------------------------------------------
def create_cursor
@cursor_viewport = Viewport.new
@cursor_viewport.z = 50
@cursor = Sprite_Cursor_Himaadanaa.new(@cursor_viewport)
end

#--------------------------------------------------------------------------
# * Create Time Meter
#--------------------------------------------------------------------------
def create_time_meter
@time_image = Cache.yuruyuri("Time_Meter")
@time_cw = @time_image.width
@time_ch = @time_image.height
@time_meter = Sprite.new
@time_meter.bitmap = Bitmap.new(@time_cw,@time_ch)
@time_meter.angle = 180
@time_meter.x = 17
@time_meter.y = 284
@time_meter.z = 21
refresh_time_meter
end

#--------------------------------------------------------------------------
# * Refresh Time Meter
#--------------------------------------------------------------------------
def refresh_time_meter
@time_meter.bitmap.clear
range = @input_duration[0] * @time_ch / @input_duration[1]
src_rect = Rect.new(0,0,@time_cw,range)
@time_meter.bitmap.blt(0,0,@time_image,src_rect)
end

#--------------------------------------------------------------------------
# * Create Hp Meter
#--------------------------------------------------------------------------
def create_hp_meter
@hp_image = Cache.yuruyuri("Hp_Meter")
@hp_cw = @hp_image.width
@hp_ch = @hp_image.height
@hp_meter = Sprite.new
@hp_meter.bitmap = Bitmap.new(@hp_cw,@hp_ch)
@hp_meter.x = 435
@hp_meter.y = 9
@hp_meter.z = 21
refresh_hp_meter
end

#--------------------------------------------------------------------------
# * Refresh HP Meter
#--------------------------------------------------------------------------
def refresh_hp_meter
@hp[1] = @hp[0]
@hp_meter.bitmap.clear
range = @hp[0] * @hp_cw / @hp[2]
src_rect = Rect.new(0,0,range,@hp_ch)
@hp_meter.bitmap.blt(0,0,@hp_image,src_rect)
end

#--------------------------------------------------------------------------
# * Create Character
#--------------------------------------------------------------------------
def create_character
@character_sprite = Sprite_Character_Himaadanaa.new
@character2_sprite = Sprite_Character2_Himaadanaa.new
end

#--------------------------------------------------------------------------
# * Create Number Input
#--------------------------------------------------------------------------
def create_number_input
@number_image1 = Cache.yuruyuri("Number1")
@number_cw1 = @number_image1.width / 10
@number_ch1 = @number_image1.height / 3
@number_input_org = [[200,365],[170,323]]
@number_input = []
2.times do |i|
@number_input.push(Sprite.new)
@number_input.bitmap = Bitmap.new(286,@number_ch1)
if i == 1
@number_input.ox = @number_input.bitmap.width / 2
@number_input.oy = @number_input.bitmap.height / 2
@number_input_org[0] += @number_input.ox
@number_input_org[1] += @number_input.oy
end
@number_input.x = @number_input_org[0]
@number_input.y = @number_input_org[1]
@number_input.z = 101
end
refresh_cal
end

#--------------------------------------------------------------------------
# * Create Number Sprite
#--------------------------------------------------------------------------
def refresh_number(sprite,value,image)
sprite.bitmap.clear
draw_phase = [0,0]
loop do
rch = draw_phase[0] == 2 ? @number_ch1 * 2 : 0
rch = @number_ch1 * 3 if draw_phase[0] == 1 or draw_phase[0] == 3
case draw_phase[0]
when 0 ; real_value = value[0]
when 2 ; real_value = value[2]
when 4 ; real_value = value[1]
else ; real_value = 0
end
number = real_value.abs.to_s.split(//)
for r in 0..number.size - 1
number_abs = number[r].to_i
src_rect = Rect.new(@number_cw1 * number_abs, rch, @number_cw1, @number_ch1)
sprite.bitmap.blt(@number_cw1 * draw_phase[1], 0, image, src_rect)
draw_phase[1] += 1
end
draw_phase[0] += 1
break if draw_phase[0] > 4
end
sprite.x = @number_input_org[1][0] - (draw_phase[1] * (@number_cw1 / 2))
sprite.zoom_x = 1.50
sprite.zoom_y = sprite.zoom_y
end

#--------------------------------------------------------------------------
# * Create Number Data
#--------------------------------------------------------------------------
def create_number_data
@number_image2 = Cache.yuruyuri("Number2")
@number_cw2 = @number_image2.width / 10
@number_ch2 = @number_image2.height
@number_data_org = [[480,33],[510,64],[40,382],[442,115]]
@number_data = []
4.times do |i|
@number_data.push(Sprite.new)
@number_data.bitmap = Bitmap.new(@number_image2.width,@number_ch2)
@number_data.x = @number_data_org[0]
@number_data.y = @number_data_org[1]
@number_data.z = 25
refresh_data_number(@number_data,@data,i) unless i == 3
end
end

#--------------------------------------------------------------------------
# * Refresh Data Number
#--------------------------------------------------------------------------
def refresh_data_number(sprite,value,index)
sprite.bitmap.clear
number = value.abs.to_s.split(//)
for r in 0..number.size - 1
number_abs = number[r].to_i
src_rect = Rect.new(@number_cw2 * number_abs, 0, @number_cw2, @number_ch2)
sprite.bitmap.blt(@number_cw2 * r, 0, @number_image2, src_rect)
end
sprite.x = @number_data_org[index][0] - (number.size * (@number_cw2 / 2))
end

#--------------------------------------------------------------------------
# * Create Buttons
#--------------------------------------------------------------------------
def create_buttons
@button_image = Cache.yuruyuri("button")
@button = []
13.times do |i| @button.push(Sprite_Button_Himaadanaa.new(i,@button_image)) end
end

end

#==============================================================================
# ■ Particles_
#==============================================================================
class Particles_Zzzz < Sprite

#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@speed_x = 0; @speed_y = 0 ; @type = -1 ; @cpos = [0,0]
@image = Cache.yuruyuri("Particles")
@cw = @image.width / 2 ; @ch = @image.height
@limit = [-@cw,Graphics.width + @cw,-@ch,Graphics.height + @ch]
self.bitmap = Bitmap.new(@cw,@ch)
self.z = 15 ; self.opacity = 0
@width_range = Graphics.width + self.bitmap.width
@height_range = Graphics.height + self.bitmap.width
reset_setting
refresh(-1,@cpos)
@type = -1
end

#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose_sprites
self.bitmap.dispose if self.bitmap != nil
@image.dispose
end

#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh(index = 0,position)
@type = index
self.bitmap.clear
scr_rect = Rect.new(@cw * index,0,@cw,@ch)
self.bitmap.blt(0,0,@image,scr_rect)
@cpos = position
reset_setting
end

#--------------------------------------------------------------------------
# ● Reset Setting
#--------------------------------------------------------------------------
def reset_setting
self.visible = true
zoom = (50 + rand(100)) / 100.1
self.zoom_x = zoom
self.zoom_y = zoom
self.angle = rand(360)
self.opacity = 0
if @type == 0
self.x = 230 + rand(64)
self.y = 200 + rand(64)
@speed_y = -(1 + rand(3))
@speed_x = (1 + rand(2))
else
self.opacity = 255
self.x = @cpos[0] + rand(32)
self.y = @cpos[1] + rand(32)
d = [rand(2),rand(2)]
d2 = [(1 + rand(3)),(1 + rand(3))]
@speed_y = d[0] == 0 ? d2[0] : -d2[0]
@speed_x = d[1] == 0 ? d2[1] : -d2[1]
end
end

#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update_animation(sleep,index,pos)
if index == 0
self.visible = false if !sleep
else
self.opacity -= 15
end
self.x += @speed_x
self.y += @speed_y
self.opacity += 5
refresh(index,pos) if @type != index
reset_setting if can_reset_setting?(sleep,index)
end

#--------------------------------------------------------------------------
# ● Can Reset Setting
#--------------------------------------------------------------------------
def can_reset_setting?(sleep,index)
return false if @type != 0
return false if !sleep
return true if !self.y.between?(@limit[0],@limit[1])
return true if !self.y.between?(@limit[2],@limit[3])
return false
end

end

#==============================================================================
# ** Sprite Sleep Himaadanaa
#==============================================================================
class Sprite_sleep_Himaadanaa

include MOG_YURUYURI_PERFECT_MATH

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(data)
@data = data
@org_pos = SPEEP_POSITION
@np = [@org_pos[0],@org_pos[1]]
@sleep_layout = Sprite.new
@sleep_layout.bitmap = Cache.yuruyuri("Sleep_Layout")
@sleep_layout.x = -200
@sleep_layout.y = @np[1]
@sleep_layout.z = 22
@sleep_layout.visible = SPEEP_EFFECT
@sleep_meter_image =Cache.yuruyuri("Sleep_Meter")
@sleep_cw = @sleep_meter_image.width
@sleep_ch = @sleep_meter_image.height
@sleep_meter = Sprite.new
@sleep_meter.bitmap = Bitmap.new(@sleep_cw,@sleep_ch)
@sleep_meter.x = @sleep_layout.x + 7
@sleep_meter.y = @np[1] + 18
@sleep_meter.z = 22
@sleep_meter.visible = SPEEP_EFFECT
update_meter
end

#--------------------------------------------------------------------------
# * Update Meter
#--------------------------------------------------------------------------
def update_meter
@sleep_meter.bitmap.clear
range = @data[1] * @sleep_cw / @data[2]
scr_rect = Rect.new(0,0,range,@sleep_ch)
@sleep_meter.bitmap.blt(0,0,@sleep_meter_image,scr_rect)
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
@sleep_layout.bitmap.dispose
@sleep_layout.dispose
@sleep_meter.bitmap.dispose
@sleep_meter.dispose
@sleep_meter_image.dispose
end

#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update(phase,data)
return if !SPEEP_EFFECT
if phase != 1
@sleep_meter.opacity -= 10
@sleep_layout.opacity -= 10
return
end
@sleep_meter.opacity += 10
@sleep_layout.opacity += 10
@data = data
update_meter
execute_move(@sleep_layout,0,@sleep_layout.x,@np[0])
execute_move(@sleep_layout,1,@sleep_layout.y,@np[1])
execute_move(@sleep_meter,0,@sleep_meter.x,@np[0] + 7)
execute_move(@sleep_meter,1,@sleep_meter.y,@np[1] + 18)
end

#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(sprite,type,cp,np)
sp = 5 + ((cp - np).abs / 60)
if cp > np
cp -= sp
cp = np if cp < np
elsif cp < np
cp += sp
cp = np if cp > np
end
sprite.x = cp if type == 0
sprite.y = cp if type == 1
end

end

#==============================================================================
# ** Sprite Button Himaadanaa
#==============================================================================
class Sprite_Button_Himaadanaa < Sprite

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil,index,image)
super(viewport)
@image = image
@cw = @image.width / 13
@ch = @image.height
@cw2 = @cw + 6
@ch2 = @ch + 6
self.bitmap = Bitmap.new(@cw,@ch)
self.ox = @cw / 2
self.oy = @ch / 2
self.x = -self.ox
self.y = -self.oy
self.z = 21
self.opacity = 255
@index = index
@phase = 0
@np = [0,0]
refresh_button
set_button_position(@index)
end

#--------------------------------------------------------------------------
# * Refresh Button
#--------------------------------------------------------------------------
def refresh_button
self.bitmap.clear
scr_rect = Rect.new(@cw * @index,0,@cw,@ch)
self.bitmap.blt(0,0,@image,scr_rect)
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
end

#--------------------------------------------------------------------------
# * Set Button Position
#--------------------------------------------------------------------------
def set_button_position(now_index)
n = [now_index / 4,(@cw2 * 4) * (now_index / 4)]
rp = [365 + (now_index * @cw2) - n[1], 300 + (n[0] * @ch2)]
@np = [rp[0],rp[1]]
self.x = @np[0] ; self.y = @np[1]
end

#--------------------------------------------------------------------------
# * Update Move
#--------------------------------------------------------------------------
def update_move(phase,index,sleep)
return if phase == 0
if !sleep
self.opacity += 25
else
self.opacity -= 5 if self.opacity > 125
end
update_zoom
set_button_position(index) if @index == 12
end

#--------------------------------------------------------------------------
# * Set Press
#--------------------------------------------------------------------------
def set_press
self.zoom_x = 1.50
self.zoom_y = 1.50
end

#--------------------------------------------------------------------------
# * Update Zoom
#--------------------------------------------------------------------------
def update_zoom
return if self.zoom_x == 1.00
self.zoom_x -= 0.05
self.zoom_x = 1.00 if self.zoom_x < 1.00
self.zoom_y = self.zoom_x
end

end

#==============================================================================
# ** Sprite Cursor Himaadanaa
#==============================================================================
class Sprite_Cursor_Himaadanaa < Sprite

attr_accessor :blow

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
self.bitmap = Cache.yuruyuri("Cursor")
self.x = Graphics.width / 2
self.y = Graphics.height / 2
self.z = 100
self.opacity = 0
@phase = 0
@blow = 0
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
end

#--------------------------------------------------------------------------
# * Update Move
#--------------------------------------------------------------------------
def update_move(nx,ny,phase)
if phase != 1
self.visible = false
else
self.visible = true
end
self.opacity += 25
update_blow_animation
execute_move(0,self.x,nx)
execute_move(1,self.y,ny)
end

#--------------------------------------------------------------------------
# * Update Blow Animation
#--------------------------------------------------------------------------
def update_blow_animation
return if self.angle <= 0
self.angle -= 10
end

#--------------------------------------------------------------------------
# * Set blow
#--------------------------------------------------------------------------
def set_blow
@blow = 30
self.angle = 120
end

#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(type,cp,np)
sp = 5 + ((cp - np).abs / 5)
if cp > np
cp -= sp
cp = np if cp < np
elsif cp < np
cp += sp
cp = np if cp > np
end
self.x = cp if type == 0
self.y = cp if type == 1
end

end

#==============================================================================
# ** Sprite Eyes Yuruyuri
#==============================================================================
class Sprite_Eyes_YuruYuri < Sprite

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@image = Cache.yuruyuri("Eyes")
@sprite_cw = @image.width
@sprite_ch = @image.height / 2
@sprite_index = 0
self.bitmap = Bitmap.new(@sprite_cw,@sprite_ch)
self.x = 211
self.y = 130
self.z = 11
@cw = self.bitmap.width
@ch = self.bitmap.height
@animation = [0,0,10]
@phase = 0
refresh_sprite
end

#--------------------------------------------------------------------------
# * Refresh Sprite
#--------------------------------------------------------------------------
def refresh_sprite
self.bitmap.clear
sp_rect = Rect.new(0,@ch * @sprite_index,@cw,@ch)
self.bitmap.blt(0,0,@image,sp_rect)
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
@image.dispose
end

#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update(visible)
self.visible = visible
update_animation
end

#--------------------------------------------------------------------------
# * Update Animation
#--------------------------------------------------------------------------
def update_animation
@animation[1] += 1
return if @animation[1] < @animation[2]
@animation[1] = 0
@sprite_index = @sprite_index == 0 ? 1: 0
refresh_sprite
end

#--------------------------------------------------------------------------
# * Update Shake Effect
#--------------------------------------------------------------------------
def update_shake_effect(shake_duration)
self.x = shake_duration > 0 ? (@org_pos[0] - 5 + rand(10)) : @org_pos[0]
end

end

#==============================================================================
# ** Sprite Character Himaadanaa
#==============================================================================
class Sprite_Character_Himaadanaa < Sprite

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@image = Cache.yuruyuri("Character")
@sprite_cw = @image.width / 5
@sprite_ch = @image.height
@sprite_index = 0
self.bitmap = Bitmap.new(@sprite_cw,@sprite_ch)
self.oy = self.bitmap.height
@org_pos = [(Graphics.width / 2) - (@sprite_cw / 2),
(Graphics.height - @sprite_ch) + self.oy]
self.x = @org_pos[0]
self.y = @org_pos[1]
self.z = 10
@cw = self.bitmap.width
@ch = self.bitmap.height
@phase = 0
@shake_speed = 0
refresh_sprite(0)
end

#--------------------------------------------------------------------------
# * Refresh Sprite
#--------------------------------------------------------------------------
def refresh_sprite(sprite_index)
@sprite_index = sprite_index
self.bitmap.clear
sp_rect = Rect.new(@cw * @sprite_index,0,@cw,@ch)
self.bitmap.blt(0,0,@image,sp_rect)
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
@image.dispose
end

#--------------------------------------------------------------------------
# * Update Move
#--------------------------------------------------------------------------
def update_anime(phase,sprite_index,shake_duration)
update_shake_effect(shake_duration)
refresh_sprite(sprite_index) if @sprite_index != sprite_index
end

#--------------------------------------------------------------------------
# * Update Shake Effect
#--------------------------------------------------------------------------
def update_shake_effect(shake_duration)
self.x = shake_duration > 0 ? (@org_pos[0] - 5 + rand(10)) : @org_pos[0]
end

end

#==============================================================================
# ** Sprite Character 2 Himaadanaa
#==============================================================================
class Sprite_Character2_Himaadanaa < Sprite

#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil)
super(viewport)
@image = Cache.yuruyuri("Character2")
@sprite_cw = @image.width / 4
@sprite_ch = @image.height
@sprite_index = 0
self.bitmap = Bitmap.new(@sprite_cw,@sprite_ch)
self.oy = self.bitmap.height
@org_pos = [0,(Graphics.height - @sprite_ch) + self.oy]
self.x = -300#@org_pos[0]
self.y = @org_pos[1]
self.z = 101
self.opacity = 0
@np = [0,0]
@cw = self.bitmap.width
@ch = self.bitmap.height
@phase = 0
@refresh_times = 0
@animation = [0,0,10]
end

#--------------------------------------------------------------------------
# * Refresh Sprite
#--------------------------------------------------------------------------
def refresh_sprite
return if @refresh_times > 1 and @animation[2] == 40
self.bitmap.clear
sp_rect = Rect.new(@cw * @sprite_index,0,@cw,@ch)
self.bitmap.blt(0,0,@image,sp_rect)
@refresh_times += 1
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
self.bitmap.dispose
@image.dispose
end

#--------------------------------------------------------------------------
# * Update Move
#--------------------------------------------------------------------------
def update_anime(phase,sprite_index,shake_duration)
update_fade
update_animation
execute_move(0,self.x,@np[0])
end

#--------------------------------------------------------------------------
# * Update Animation
#--------------------------------------------------------------------------
def update_animation
# return if @sprite_index == 2
@animation[1] += 1
return if @animation[1] < @animation[2]
@animation[1] = 0
@sprite_index = @sprite_index == 0 ? 1: 0 if @animation[2] == 10
@sprite_index = @sprite_index == 2 ? 3: 2 if @animation[2] == 40
refresh_sprite
end

#--------------------------------------------------------------------------
# * Update Fade
#--------------------------------------------------------------------------
def update_fade
@animation[0] -= 1 if @animation[0] > 0
self.opacity -= 5 if @animation[0] == 0
end

#--------------------------------------------------------------------------
# * animation
#--------------------------------------------------------------------------
def animation(type)
speed = type == 0 ? 10 : 40
@animation = [90,0,speed]
self.x = -@sprite_cw
self.opacity = 255
@sprite_index = type
@refresh_times = 0
refresh_sprite
end

#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(type,cp,np)
sp = 5 + ((cp - np).abs / 10)
if cp > np
cp -= sp
cp = np if cp < np
elsif cp < np
cp += sp
cp = np if cp > np
end
self.x = cp if type == 0
self.y = cp if type == 1
end

end

#==============================================================================
# ** Scene Yuruyuri
#==============================================================================
class Scene_Yuruyuri

#--------------------------------------------------------------------------
# * Execute Dispose
#--------------------------------------------------------------------------
def execute_dispose
Graphics.freeze
dispose_background
dispose_light
dispose_layout
dispose_cursor
dispose_character
dispose_number
dispose_time_meter
dispose_hp_meter
dispose_button
dispose_sleep
dispose_animation
dispose_wake_up
dispose_word
dispose_zzz
dispose_help
dispose_level_sprite
dispose_eyes
dispose_picture
end

#--------------------------------------------------------------------------
# * Dispose Background
#--------------------------------------------------------------------------
def dispose_background
@background.each {|sprite| sprite.bitmap.dispose ; sprite.dispose }
end

#--------------------------------------------------------------------------
# * Dispose Light
#--------------------------------------------------------------------------
def dispose_light
@light.bitmap.dispose
@light.dispose
end

#--------------------------------------------------------------------------
# * Dispose Picture
#--------------------------------------------------------------------------
def dispose_picture
@picture.bitmap.dispose if @picture.bitmap != nil
@picture.dispose
@picture_image.each {|sprite| sprite.dispose}
end

#--------------------------------------------------------------------------
# * Dispose Eyes
#--------------------------------------------------------------------------
def dispose_eyes
@eyes_sprite.dispose
end

#--------------------------------------------------------------------------
# * Dispose Help
#--------------------------------------------------------------------------
def dispose_help
@help_sprite.bitmap.dispose
@help_sprite.dispose
@help_image.dispose
end

#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
@layout.bitmap.dispose
@layout.dispose
end

#--------------------------------------------------------------------------
# * Dispose Cursor
#--------------------------------------------------------------------------
def dispose_cursor
@cursor.dispose
end

#--------------------------------------------------------------------------
# * Dispose Body
#--------------------------------------------------------------------------
def dispose_character
@character_sprite.dispose
@character2_sprite.dispose
end

#--------------------------------------------------------------------------
# * Dispose Zzz
#--------------------------------------------------------------------------
def dispose_zzz
@zzz_sprite.each {|sprite| sprite.dispose }
end

#--------------------------------------------------------------------------
# * Dispose Number
#--------------------------------------------------------------------------
def dispose_number
@number_input.each {|sprite| sprite.dispose }
@number_data.each {|sprite| sprite.dispose }
@number_image1.dispose
@number_image2.dispose
end

#--------------------------------------------------------------------------
# * Dispose Time Meter
#--------------------------------------------------------------------------
def dispose_time_meter
@time_meter.bitmap.dispose
@time_meter.dispose
@time_image.dispose
end

#--------------------------------------------------------------------------
# * Dispose Level Sprite
#--------------------------------------------------------------------------
def dispose_level_sprite
@level_sprite.bitmap.dispose
@level_sprite.dispose
@level_image.dispose
end

#--------------------------------------------------------------------------
# * Dispose HP Meter
#--------------------------------------------------------------------------
def dispose_hp_meter
@hp_meter.bitmap.dispose
@hp_meter.dispose
@hp_image.dispose
end

#--------------------------------------------------------------------------
# * Dispose Button
#--------------------------------------------------------------------------
def dispose_button
@button.each {|sprite| sprite.dispose }
@button_image.dispose
end

#--------------------------------------------------------------------------
# * Dispose Sleep
#--------------------------------------------------------------------------
def dispose_sleep
@sprite_sleep.dispose
end

#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose_animation
@ani_sprite.bitmap.dispose
@ani_sprite.dispose
@ani_image.dispose
end

#--------------------------------------------------------------------------
# * Dispose Wake UP
#--------------------------------------------------------------------------
def dispose_wake_up
@wake.bitmap.dispose
@wake.dispose
end

#--------------------------------------------------------------------------
# * Dispose Word
#--------------------------------------------------------------------------
def dispose_word
@word_sprite.bitmap.dispose
@word_sprite.dispose
@word_image.dispose
end

end

#==============================================================================
# ** Scene Yuruyuri
#==============================================================================
class Scene_Yuruyuri

#--------------------------------------------------------------------------
# * Update Sprites
#--------------------------------------------------------------------------
def update_sprites
update_background
update_light
update_cursor
update_character
update_time_meter
update_hp_meter
update_button_sprite
update_number
update_sleep_sprite
update_animation
update_wake_up
update_word
update_zzz
update_help_sprite
update_eyes
update_picture
end

#--------------------------------------------------------------------------
# * Update Number
#--------------------------------------------------------------------------
def update_number
@number_input.each do |i| update_input_zoom(i) end
end

#--------------------------------------------------------------------------
# * Update Sleep Sprite
#--------------------------------------------------------------------------
def update_sleep_sprite
@sprite_sleep.update(@phase,@sleep)
end

#--------------------------------------------------------------------------
# * Update Input Zoom
#--------------------------------------------------------------------------
def update_input_zoom(i)
return if i.zoom_x == 1.00
i.zoom_x -= 0.05
i.zoom_x = 1.00 if i.zoom_x < 1.00
i.zoom_y = i.zoom_x
end

#--------------------------------------------------------------------------
# * Update Time Meter
#--------------------------------------------------------------------------
def update_time_meter
refresh_time_meter
end

#--------------------------------------------------------------------------
# * Update HP Meter
#--------------------------------------------------------------------------
def update_hp_meter
refresh_hp_meter if @hp[1] != @hp[0]
end

#--------------------------------------------------------------------------
# * Update Background
#--------------------------------------------------------------------------
def update_background
@background_scroll += 1
return if @background_scroll < 3
@background_scroll = 0
@background[0].ox += 1
end

#--------------------------------------------------------------------------
# * update
#--------------------------------------------------------------------------
def update_eyes
@eyes_sprite.update(can_eyes_visible?)
end

#--------------------------------------------------------------------------
# * Can Eyes Visible
#--------------------------------------------------------------------------
def can_eyes_visible?
return false if @face_index != 0
return true
end

#--------------------------------------------------------------------------
# * Update Cursor
#--------------------------------------------------------------------------
def update_cursor
@cursor.update_move(@cursor_pos[0],@cursor_pos[1],@phase)
end

#--------------------------------------------------------------------------
# * Update Character
#--------------------------------------------------------------------------
def update_character
@character_sprite.update_anime(@phase,@face_index,@shake_duration) if @char_animation[0] == 0
@character2_sprite.update_anime(@phase,@face_index,@shake_duration)
end

#--------------------------------------------------------------------------
# * Update Button Sprite
#--------------------------------------------------------------------------
def update_button_sprite
@button.each {|sprite| sprite.update_move(@phase,@number_index,@sleep[0])}
end

#--------------------------------------------------------------------------
# * Update Animation
#--------------------------------------------------------------------------
def update_animation
return if @ani_id == -1
return if @ani_id == 2 and @char_animation[0] > 45
@ani_sprite.visible = true
if [0,2,3,4,5,6].include?(@ani_id)
@ani_sprite.zoom_x += 0.02; @ani_sprite.opacity -= 4
elsif @ani_id == 1
@ani_sprite.y += 2 if @ani_sprite.opacity > 200
@ani_sprite.opacity -= 2
end
@ani_sprite.zoom_y = @ani_sprite.zoom_x
@ani_id = -1 if @ani_sprite.opacity == 0
end

#--------------------------------------------------------------------------
# * Update Help Sprite
#--------------------------------------------------------------------------
def update_help_sprite
if @move_number
@help_sprite.opacity += 5
if @help_sprite.x < @help_sprite_org[0]
@help_sprite.x += 5
@help_sprite.x = @help_sprite_org[0] if @help_sprite.x > @help_sprite_org[0]
elsif @help_sprite.x > @help_sprite_org[0]
@help_sprite.x -= 5
@help_sprite.x = @help_sprite_org[0] if @help_sprite.x < @help_sprite_org[0]
@number_data[3].x -= 5
end
else
@help_sprite.opacity -= 5
@help_sprite.x += 5 if @help_sprite.opacity > 0
end
@number_data[3].opacity = @help_sprite.opacity
@number_data[3].visible = rq_visible?
end

#--------------------------------------------------------------------------
# * Rq Visible
#--------------------------------------------------------------------------
def rq_visible?
return false if @char_animation[1] != 0
return false if @char_animation[0] == 0
return true
end

#--------------------------------------------------------------------------
# * Update Word
#--------------------------------------------------------------------------
def update_word
return if !@word_sprite.visible
@word_data[0] -= 1
case @word_data[1]
when 0 ; @word_sprite.zoom_x -= 0.02 if @word_sprite.zoom_x > 1.00
when 1 ; @word_sprite.x = @word_org[0] + rand(30) - 135
when 2 ; @word_sprite.x = @word_org[0] + rand(30) - 65
end
@word_sprite.zoom_y = @word_sprite.zoom_x
@word_sprite.opacity -= 5 if @word_data[0] <= 0
if @word_sprite.opacity == 0
@word_sprite.x = @word_org[0]
@word_sprite.visible = false
end
end

#--------------------------------------------------------------------------
# * Can Show Wake UP?
#--------------------------------------------------------------------------
def can_show_wake_up?
return false if @sleep[1] < @sleep_high
return false if @phase != 1
return true
end

#--------------------------------------------------------------------------
# * Update Wake UP
#--------------------------------------------------------------------------
def update_wake_up
if can_show_wake_up?
update_wake_up_animation
else
@wake.visible = false
end
end

#--------------------------------------------------------------------------
# * Update Wake UP Animation
#--------------------------------------------------------------------------
def update_wake_up_animation
@wake.visible = true
@wake_animation += 1
case @wake_animation
when 1..30
@wake.opacity = 255
when 31..60
@wake.opacity = 0
else
@wake_animation = 0
end
end

#--------------------------------------------------------------------------
# * Update Zzz
#--------------------------------------------------------------------------
def update_zzz
@zzz_sprite.each {|sprite| sprite.update_animation(@sleep[0],@particle_index,@cursor_pos)}
end

#--------------------------------------------------------------------------
# * Update Light
#--------------------------------------------------------------------------
def update_light
@light_animation[0] += 1
case @light_animation[0]
when 1..180#1..360
@light_animation[1] += 1 if @light_animation[1] < 100
when 181..540#361..1000
@light_animation[1] -= 1 if @light_animation[1] > 0
else
@light_animation = [0,0]
end
@light.opacity = @light_animation[1] + 0
end

end

#==============================================================================
# ** Scene Yuruyuri
#==============================================================================
class Scene_Yuruyuri

#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
update_current_time
update_phase
update_sprites
if can_update_system?
update_command
update_system
end
end

#--------------------------------------------------------------------------
# * Can Update System
#--------------------------------------------------------------------------
def can_update_system?
return false if @event_time > 0
return false if @phase != 1
return true
end

#--------------------------------------------------------------------------
# * Update Phase
#--------------------------------------------------------------------------
def update_phase
return if @event_time == 0
@event_time -= 1
update_start_phase if @phase == 0
if @event_time == 0
ctime = Time.new
@current_sec = [0,ctime.sec]
if @phase == 0
@phase = 1
Audio.bgm_play("Audio/BGM/" + MUSIC_NAME.to_s, 100, 100) rescue nil
clear_numbers
end
refresh_picture(1) if @phase == 2
refresh_picture(0) if @phase == 3
end
end

#--------------------------------------------------------------------------
# * Update Start Phase
#--------------------------------------------------------------------------
def update_start_phase
animation(5,265,220) if @event_time == 360
Sound.play_cursor if @event_time == 360
animation(4,265,220) if @event_time == 270
Sound.play_cursor if @event_time == 270
animation(3,265,220) if @event_time == 180
Sound.play_cursor if @event_time == 180
if @event_time == 90
animation(6,265,220)
Audio.se_play("Audio/SE/" + SE_START, 100, 100) rescue nil
end
end

#--------------------------------------------------------------------------
# * Update System
#--------------------------------------------------------------------------
def update_system
@shake_duration -= 1 if @shake_duration > 0
update_wrong_animation
update_face_animation
update_sleep
update_time
end

#--------------------------------------------------------------------------
# * Update Wrong Animation
#--------------------------------------------------------------------------
def update_wrong_animation
return if @char_animation[0] == 0
@char_animation[0] -= 1
return if @char_animation[0] > 0
if @char_animation[1] == 0
animation(1,335,120)
set_face(3,70,tru


Terzarok - posté le 13/07/2015 à 18:30:58 (345 messages postés)

❤ 0

Je n'ai pas assez de connaissances pour te répondre, mais pour ce qui est de la présentation, tu devrais mettre le code du script dans une balise "spoiler" ou "code". Là ça te fait une page de trois cents kilomètres de haut ce n'est pas très pratique :)

Il y a des gens qui passeraient des heures à expliquer qu'ils sont débordés. Moi sur Deviantart

Index du forum > Entraide > [RPG maker VX Ace] modification d'un script

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Ressources RPG Maker VX: Tilesets | Charsets | Facesets | Systèmes
Ressources RPG Maker MV: Tilesets | Characters | Faces | Systèmes | Title | Battlebacks | Animations | SV/Ennemis
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