Falling Confetti and Leaves Blowing in the Wind

ChaoticShadow24

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Hello, I'm looking for a "Weather Script".

I really want to find a way to make confetti fall from the sky, as if there was a huge party happening. I figured the best way to do this would be to use a weather script.

I also need the weather script to have falling leaves too.

I know about Moghunter's weather script already, and it's great! Except the falling leaves part. For some reason the leaves fall from the corner of the screen! You can see them appear and then flow down to the other corner. It should have the leaves spawn out of the players view and then fall to the corner. I'm not sure if anyone understands, but to keep it simple, it looks weird. (No offence to the script maker, everything else is perfect ^0^)

Please help!

Thanks in advance :D
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


Wouldn't it be simpler to just provide a link to Moghunter's script, if "everything else is perfect" and ask if anyone can change it so the leaves appear out of view then disappear out of view, than to request a completely new or different script?


Also, no need to post over and over. You couldn't see your thread because you posted it in the wrong place, in a forum that requires moderator approval. And you posted the second one in exactly the same place (at least if it didn't show up, consider what the reason might be)
 
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ChaoticShadow24

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

Wouldn't it be simpler to just provide a link to Moghunter's script, if "everything else is perfect" and ask if anyone can change it so the leaves appear out of view then disappear out of view, than to request a completely new or different script?

Also, no need to post over and over. You couldn't see your thread because you posted it in the wrong place, in a forum that requires moderator approval. And you posted the second one in exactly the same place (at least if it didn't show up, consider what the reason might be)
That was my bad, I clicked Post as soon as my internet cut out for a second and was worried it didn't post.

Here's the link to Mr Moghunters script! Someone please help ^-^

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

The only problem I'm worried about is that it's in Spanish hehe...
 

Shaz

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the comments maybe, but the code should be reasonably understandable.
 

ChaoticShadow24

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the comments maybe, but the code should be reasonably understandable.
Spanish and code... Two languages I do not understand.

I really hope someone can help me out here ^-^
 

Shaz

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Add this to a new slot below MOG_Weather_EX

class Weather_EX alias os_wind wind def wind os_wind if rand(2) == 1 @wp.x = -@cw else @wp.y = -@ch end endendThis makes the leaves enter from the top or left of the screen. There may be just a fraction of a second where there are no leaves on the screen then they all start coming in, which might look a bit weird, but to be honest, I'm not noticing it even though I'm looking for it. And this is in the demo, where the map is already visible when I turn the weather on. If you've got it in a parallel processing event that runs before the map fades in, the player will never see that.

However, if you DO have it turning on suddenly while on the map, and not set up to have the leaves blowing when the player first enters, and you DO see a distinct "empty" screen and then the leaves noticeably coming in from the edge, let me know and I'll see if I can do an initial setup with a heap of leaves already on screen.
 

Miss Nile

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Someone on VXAce.net had converted ccoa's weather script. Unfortunately, I can't remember who. :/ Here you are,

# ccoa's weather script## Weather Types:# 1 - rain# 2 - storm# 3 - snow# 4 - hail# 5 - rain with thunder and lightning# 6 - falling leaves (autumn)# 7 - blowing leaves (autumn)# 8 - swirling leaves (autumn)# 9 - falling leaves (green)# 10 - cherry blossom (sakura) petals# 11 - rose petals# 12 - feathers# 13 - blood rain# 14 - sparkles# 15 - user defined# 16 - blowing snow# 17 - meteor shower# 18 - falling ash# 19 - bubbles## Weather Power:# An integer from 0-50. 0 = no weather, 50 = 500 sprites## Transition:# The number of frames to "transition" the weather in## Tone: (optional)# The RGB tone of the weather sprites. Use as Tone.new(R, G, B, [Gr]), where R, G, and B are values from -255-255 and Gr is optional and a value from 0-255.## Usage:# Create a call script with the following:# $game_screen.weather(type, power, transition, [tone])## Usage of user-defined weather:# Look at the following globals:$WEATHER_UPDATE = false # the $WEATHER_IMAGES array has changed, please update$WEATHER_IMAGES = [] # the array of picture names to use$WEATHER_X = 0 # the number of pixels the image should move horizontally (positive = right, negative = left)$WEATHER_Y = 0 # the number of pizels the image should move vertically (positive = down, negative = up)$WEATHER_FADE = 0 # how much the image should fade each update (0 = no fade, 255 = fade instantly)$WEATHER_ANIMATED = false # whether or not the image should cycle through all the images# name of the thunder sound effect. Change it to use a different SETHUNDER_SE = "Thunder1"class Spriteset_Map alias w_update_weather update_weather def update_weather w_update_weather @weather.max = ($game_map.screen.weather_power + 1) * 4.0 endendclass Game_Screen attr_reader :weather_tone alias ccoa_weather_clear clear def clear ccoa_weather_clear @weather_tone = Tone.new(0, 0, 0) end alias ccoa_weather_weather change_weather def change_weather(type, power, fadein, tone = nil) ccoa_weather_weather(type, power, fadein) if tone.nil? @weather_tone = Tone.new(0, 0, 0) else @weather_tone = tone end endendclass Spriteset_Weather def initialize(viewport = nil) @type = 0 @max = 0 @ox = 0 @oy = 0 @count = 0 @current_pose = [] @info = [] @countarray = [] @tone = Tone.new(0, 0, 0) make_bitmaps # **** ccoa **** for i in 1..500 sprite = Sprite.new(viewport) sprite.z = 1000 sprite.visible = false sprite.opacity = 0 @sprites.push(sprite) @current_pose.push(0) @info.push(rand(50)) @countarray.push(rand(15)) end end def dispose for sprite in @sprites sprite.dispose end @rain_bitmap.dispose @storm_bitmap.dispose @snow_bitmap.dispose @hail_bitmap.dispose @petal_bitmap.dispose @blood_rain_bitmap.dispose for image in @autumn_leaf_bitmaps image.dispose end for image in @green_leaf_bitmaps image.dispose end for image in @rose_bitmaps image.dispose end for image in @feather_bitmaps image.dispose end for image in @sparkle_bitmaps image.dispose end for image in @user_bitmaps image.dispose end $WEATHER_UPDATE = true end def type=(type) if @type == type if @tone == $game_map.screen.weather_tone return end end @type = type @tone = $game_map.screen.weather_tone case @type when 1 # rain bitmap = @rain_bitmap when 2 # storm bitmap = @storm_bitmap when 3 # snow bitmap = @snow_bitmap when 4 # hail bitmap = @hail_bitmap when 5 # rain w/ thunder and lightning bitmap = @rain_bitmap @thunder = true when 6 # falling autumn leaves bitmap = @autumn_leaf_bitmaps[0] when 7 # blowing autumn leaves bitmap = @autumn_leaf_bitmaps[0] when 8 # swirling autumn leaves bitmap = @autumn_leaf_bitmaps[0] when 9 # falling green leaves bitmap = @green_leaf_bitmaps[0] when 10 # sakura petals bitmap = @petal_bitmap when 11 # rose petals bitmap = @rose_bitmaps[0] when 12 # feathers bitmap = @feather_bitmaps[0] when 13 # blood rain bitmap = @blood_rain_bitmap when 14 # sparkles bitmap = @sparkle_bitmaps[0] when 15 # user-defined bitmap = @user_bitmaps[rand(@user_bitmaps.size)] when 16 # blowing snow bitmap = @snow_bitmap when 17 # meteors bitmap = @meteor_bitmap when 18 # falling ash bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)] when 19 # bubbles bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)] else bitmap = nil end if @type != 5 @thunder = false end # **** ccoa **** for i in 1..500 sprite = @sprites if sprite != nil sprite.visible = (i <= @max) if @type == 19 sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)] else sprite.bitmap = bitmap end sprite.tone = @tone end end end def ox=(ox) return if @ox == ox; @ox = ox for sprite in @sprites sprite.ox = @ox end end def oy=(oy) return if @oy == oy; @oy = oy for sprite in @sprites sprite.oy = @oy end end def max=(max) return if @max == max; # **** ccoa **** @max = [[max, 0].max, 500].min for i in 1..500 sprite = @sprites if sprite != nil sprite.visible = (i <= @max) end end end def update return if @type == 0 for i in 1..@max sprite = @sprites if sprite == nil break end if @type == 1 or @type == 5 or @type == 13 # rain sprite.x -= 2 sprite.y += 16 sprite.opacity -= 8 if @thunder and (rand(8000 - @max) == 0) $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5) Audio.se_play("Audio/SE/" + THUNDER_SE) end end if @type == 2 # storm sprite.x -= 8 sprite.y += 16 sprite.opacity -= 12 end if @type == 3 # snow sprite.x -= 2 sprite.y += 8 sprite.opacity -= 8 end if @type == 4 # hail sprite.x -= 1 sprite.y += 18 sprite.opacity -= 15 end if @type == 6 # falling autumn leaves @count = rand(20) if @count == 0 sprite.bitmap = @autumn_leaf_bitmaps[@current_pose] @current_pose = (@current_pose + 1) % @autumn_leaf_bitmaps.size end sprite.x -= 1 sprite.y += 1 end if @type == 7 # blowing autumn leaves @count = rand(20) if @count == 0 sprite.bitmap = @autumn_leaf_bitmaps[@current_pose] @current_pose = (@current_pose + 1) % @autumn_leaf_bitmaps.size end sprite.x -= 10 sprite.y += (rand(4) - 2) end if @type == 8 # swirling autumn leaves @count = rand(20) if @count == 0 sprite.bitmap = @autumn_leaf_bitmaps[@current_pose] @current_pose = (@current_pose + 1) % @autumn_leaf_bitmaps.size end if @info != 0 if @info >= 1 and @info <= 10 sprite.x -= 3 sprite.y -= 1 elsif @info >= 11 and @info <= 16 sprite.x -= 1 sprite.y -= 2 elsif @info >= 17 and @info <= 20 sprite.y -= 3 elsif @info >= 21 and @info <= 30 sprite.y -= 2 sprite.x += 1 elsif @info >= 31 and @info <= 36 sprite.y -= 1 sprite.x += 3 elsif @info >= 37 and @info <= 40 sprite.x += 5 elsif @info >= 41 and @info <= 46 sprite.y += 1 sprite.x += 3 elsif @info >= 47 and @info <= 58 sprite.y += 2 sprite.x += 1 elsif @info >= 59 and @info <= 64 sprite.y += 3 elsif @info >= 65 and @info <= 70 sprite.x -= 1 sprite.y += 2 elsif @info >= 71 and @info <= 81 sprite.x -= 3 sprite.y += 1 elsif @info >= 82 and @info <= 87 sprite.x -= 5 end @info = (@info + 1) % 88 else if rand(200) == 0 @info = 1 end sprite.x -= 5 sprite.y += 1 end end if @type == 9 # falling green leaves if @countarray == 0 @current_pose = (@current_pose + 1) % @green_leaf_bitmaps.size sprite.bitmap = @green_leaf_bitmaps[@current_pose] @countarray = rand(15) end @countarray = (@countarray + 1) % 15 sprite.y += 1 end if @type == 10 # sakura petals if @info < 25 sprite.x -= 1 else sprite.x += 1 end @info = (@info + 1) % 50 sprite.y += 1 end if @type == 11 # rose petals @count = rand(20) if @count == 0 sprite.bitmap = @rose_bitmaps[@current_pose] @current_pose = (@current_pose + 1) % @rose_bitmaps.size end if @info % 2 == 0 if @info < 10 sprite.x -= 1 elsif sprite.x += 1 end end sprite.y += 1 end if @type == 12 # feathers if @countarray == 0 @current_pose = (@current_pose + 1) % @feather_bitmaps.size sprite.bitmap = @feather_bitmaps[@current_pose] end @countarray = (@countarray + 1) % 15 if rand(100) == 0 sprite.x -= 1 end if rand(100) == 0 sprite.y -= 1 end if @info < 50 if rand(2) == 0 sprite.x -= 1 else sprite.y -= 1 end else if rand(2) == 0 sprite.x += 1 else sprite.y += 1 end end @info = (@info + 1) % 100 end if @type == 14 # sparkles if @countarray == 0 @current_pose = (@current_pose + 1) % @sparkle_bitmaps.size sprite.bitmap = @sparkle_bitmaps[@current_pose] end @countarray = (@countarray + 1) % 15 sprite.y += 1 sprite.opacity -= 1 end if @type == 15 # user-defined if $WEATHER_UPDATE update_user_defined $WEATHER_UPDATE = false end if $WEATHER_ANIMATED and @countarray == 0 @current_pose = (@current_pose + 1) % @user_bitmaps.size sprite.bitmap = @user_bitmaps[@current_pose] end sprite.x += $WEATHER_X sprite.y += $WEATHER_Y sprite.opacity -= $WEATHER_FADE end if @type == 16 # blowing snow sprite.x -= 10 sprite.y += 6 sprite.opacity -= 4 end if @type == 17 # meteors if @countarray > 0 if rand(20) == 0 sprite.bitmap = @impact_bitmap @countarray = -5 else sprite.x -= 6 sprite.y += 10 end else @countarray += 1 if @countarray == 0 sprite.bitmap = @meteor_bitmap sprite.opacity = 0 @count_array = 1 end end end if @type == 18 # ash sprite.y += 2 case @countarray % 3 when 0 sprite.x -= 1 when 1 sprite.x += 1 end end if @type == 19 # bubbles switch = rand(75) + rand(75) + 1 if @info < switch / 2 sprite.x -= 1 else sprite.x += 1 end @info = (@info + 1) % switch sprite.y -= 1 if switch % 2 == 0 sprite.opacity -= 1 end end x = sprite.x - @ox y = sprite.y - @oy if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500 sprite.x = rand(800) - 50 + @ox sprite.y = rand(800) - 200 + @oy sprite.opacity = 255 end end end def make_bitmaps color1 = Color.new(255, 255, 255, 255) color2 = Color.new(255, 255, 255, 128) @rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1) end @storm_bitmap = Bitmap.new(34, 64) for i in 0..31 @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2) @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1) @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2) end @snow_bitmap = Bitmap.new(6, 6) @snow_bitmap.fill_rect(0, 1, 6, 4, color2) @snow_bitmap.fill_rect(1, 0, 4, 6, color2) @snow_bitmap.fill_rect(1, 2, 4, 2, color1) @snow_bitmap.fill_rect(2, 1, 2, 4, color1) @sprites = [] blueGrey = Color.new(215, 227, 227, 150) grey = Color.new(214, 217, 217, 150) lightGrey = Color.new(233, 233, 233, 250) lightBlue = Color.new(222, 239, 243, 250) @hail_bitmap = Bitmap.new(4, 4) @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey) @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey) @hail_bitmap.fill_rect(3, 1, 1, 2, grey) @hail_bitmap.fill_rect(1, 3, 2, 1, grey) @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey) @hail_bitmap.set_pixel(1, 1, lightBlue) color3 = Color.new(255, 167, 192, 255) # light pink color4 = Color.new(213, 106, 136, 255) # dark pink @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0) @petal_bitmap.fill_rect(1, 2, 1, 1, color3) @petal_bitmap.fill_rect(2, 1, 1, 1, color3) @petal_bitmap.fill_rect(3, 0, 1, 1, color3) @petal_bitmap.fill_rect(1, 3, 1, 1, color4) @petal_bitmap.fill_rect(2, 2, 1, 1, color4) @petal_bitmap.fill_rect(3, 1, 1, 1, color4) brightOrange = Color.new(248, 88, 0, 255) orangeBrown = Color.new(144, 80, 56, 255) burntRed = Color.new(152, 0, 0, 255) paleOrange = Color.new(232, 160, 128, 255) darkBrown = Color.new(72, 40, 0, 255) @autumn_leaf_bitmaps = [] @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) # draw the first of the leaf1 bitmaps @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown) @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange) @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange) @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown) @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange) @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange) # draw the 2nd of the leaf1 bitmaps @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed) @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange) @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed) @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange) @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown) @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed) @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed) @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown) @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown) @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown) @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed) @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange) @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed) @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange) @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown) # draw the 3rd of the leaf1 bitmaps @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown) @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown) @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown) @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange) @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown) @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange) @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange) @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown) # draw the 4th of the leaf1 bitmaps @autumn_leaf_bitmaps.push(Bitmap.new(8, 8)) @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed) @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange) @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed) @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange) @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown) @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed) @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed) @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown) @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown) @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown) @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed) @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange) @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed) @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange) @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown) @green_leaf_bitmaps = [] darkGreen = Color.new(62, 76, 31, 255) midGreen = Color.new(76, 91, 43, 255) khaki = Color.new(105, 114, 66, 255) lightGreen = Color.new(128, 136, 88, 255) mint = Color.new(146, 154, 106, 255) # 1st leaf bitmap @green_leaf_bitmaps[0] = Bitmap.new(8, 8) @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen) @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen) @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen) @green_leaf_bitmaps[0].set_pixel(2, 2, khaki) @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen) @green_leaf_bitmaps[0].set_pixel(4, 2, khaki) @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen) @green_leaf_bitmaps[0].set_pixel(5, 3, khaki) @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen) @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[0].set_pixel(6, 4, khaki) @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[0].set_pixel(5, 5, khaki) @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen) @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen) @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen) @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen) @green_leaf_bitmaps[0].set_pixel(6, 7, khaki) # 2nd leaf bitmap @green_leaf_bitmaps[1] = Bitmap.new(8, 8) @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen) @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki) @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen) @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen) @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen) @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen) @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen) @green_leaf_bitmaps[1].set_pixel(4, 4, khaki) @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen) @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[1].set_pixel(5, 5, khaki) @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen) @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen) @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki) # 3rd leaf bitmap @green_leaf_bitmaps[2] = Bitmap.new(8, 8) @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen) @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen) @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen) @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen) @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen) @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen) @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki) @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen) @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen) @green_leaf_bitmaps[2].set_pixel(6, 7, khaki) # 4th leaf bitmap @green_leaf_bitmaps[3] = Bitmap.new(8, 8) @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen) @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen) @green_leaf_bitmaps[3].set_pixel(2, 4, khaki) @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen) @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen) @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen) @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen) @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[3].set_pixel(4, 5, mint) @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[3].set_pixel(6, 5, khaki) @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen) @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen) @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen) @green_leaf_bitmaps[3].set_pixel(5, 6, khaki) @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen) # 5th leaf bitmap @green_leaf_bitmaps[4] = Bitmap.new(8, 8) @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen) @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen) @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[4].set_pixel(6, 3, khaki) @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen) @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki) @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[4].set_pixel(6, 4, khaki) @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[4].set_pixel(2, 5, khaki) @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[4].set_pixel(4, 5, mint) @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen) @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen) @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen) # 6th leaf bitmap @green_leaf_bitmaps[5] = Bitmap.new(8, 8) @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen) @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[5].set_pixel(6, 3, khaki) @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen) @green_leaf_bitmaps[5].set_pixel(4, 4, khaki) @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[5].set_pixel(6, 4, mint) @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[5].set_pixel(2, 5, khaki) @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint) @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen) @green_leaf_bitmaps[5].set_pixel(3, 6, khaki) @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen) # 7th leaf bitmap @green_leaf_bitmaps[6] = Bitmap.new(8, 8) @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen) @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen) @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen) @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen) @green_leaf_bitmaps[6].set_pixel(5, 3, khaki) @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen) @green_leaf_bitmaps[6].set_pixel(3, 4, khaki) @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen) @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen) @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[6].set_pixel(2, 5, khaki) @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen) @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen) @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen) # 8th leaf bitmap @green_leaf_bitmaps[7] = Bitmap.new(8, 8) @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen) @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen) @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen) @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen) @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen) @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki) @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen) @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen) @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen) @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen) @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen) # 9th leaf bitmap @green_leaf_bitmaps[8] = Bitmap.new(8, 8) @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen) @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen) @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen) @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen) @green_leaf_bitmaps[8].set_pixel(5, 3, khaki) @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen) @green_leaf_bitmaps[8].set_pixel(3, 4, khaki) @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen) @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen) @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[8].set_pixel(2, 5, khaki) @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen) @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen) @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen) # 10th leaf bitmap @green_leaf_bitmaps[9] = Bitmap.new(8, 8) @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen) @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[9].set_pixel(6, 3, khaki) @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen) @green_leaf_bitmaps[9].set_pixel(4, 4, khaki) @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[9].set_pixel(6, 4, mint) @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[9].set_pixel(2, 5, khaki) @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint) @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen) @green_leaf_bitmaps[9].set_pixel(3, 6, khaki) @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen) # 11th leaf bitmap @green_leaf_bitmaps[10] = Bitmap.new(8, 8) @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen) @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen) @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen) @green_leaf_bitmaps[10].set_pixel(6, 3, khaki) @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen) @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki) @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[10].set_pixel(6, 4, khaki) @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen) @green_leaf_bitmaps[10].set_pixel(2, 5, khaki) @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[10].set_pixel(4, 5, mint) @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen) @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen) @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen) # 12th leaf bitmap @green_leaf_bitmaps[11] = Bitmap.new(8, 8) @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen) @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen) @green_leaf_bitmaps[11].set_pixel(2, 4, khaki) @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen) @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen) @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen) @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen) @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen) @green_leaf_bitmaps[11].set_pixel(4, 5, mint) @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen) @green_leaf_bitmaps[11].set_pixel(6, 5, khaki) @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen) @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen) @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen) @green_leaf_bitmaps[11].set_pixel(5, 6, khaki) @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen) # 13th leaf bitmap @green_leaf_bitmaps[12] = Bitmap.new(8, 8) @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen) @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen) @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen) @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen) @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen) @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen) @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen) @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen) @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen) @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen) @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki) @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen) @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen) @green_leaf_bitmaps[12].set_pixel(6, 7, khaki) @rose_bitmaps = [] brightRed = Color.new(255, 0, 0, 255) midRed = Color.new(179, 17, 17, 255) darkRed = Color.new(141, 9, 9, 255) # 1st rose petal bitmap @rose_bitmaps[0] = Bitmap.new(3, 3) @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed) @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed) @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed) @rose_bitmaps[0].set_pixel(2, 2, darkRed) # 2nd rose petal bitmap @rose_bitmaps[1] = Bitmap.new(3, 3) @rose_bitmaps[1].set_pixel(0, 1, midRed) @rose_bitmaps[1].set_pixel(1, 1, brightRed) @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed) @feather_bitmaps = [] white = Color.new(255, 255, 255, 255) # 1st feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(0, 2, white) @feather_bitmaps[0].set_pixel(1, 2, grey) @feather_bitmaps[0].set_pixel(2, 1, grey) # 2nd feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(0, 0, white) @feather_bitmaps[0].set_pixel(0, 1, grey) @feather_bitmaps[0].set_pixel(1, 2, grey) # 3rd feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(2, 0, white) @feather_bitmaps[0].set_pixel(1, 0, grey) @feather_bitmaps[0].set_pixel(0, 1, grey) # 4th feather bitmap @feather_bitmaps[0] = Bitmap.new(3, 3) @feather_bitmaps[0].set_pixel(2, 2, white) @feather_bitmaps[0].set_pixel(2, 1, grey) @feather_bitmaps[0].set_pixel(1, 0, grey) @blood_rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed) end @sparkle_bitmaps = [] lightBlue = Color.new(181, 244, 255, 255) midBlue = Color.new(126, 197, 235, 255) darkBlue = Color.new(77, 136, 225, 255) # 1st sparkle bitmap @sparkle_bitmaps[0] = Bitmap.new(7, 7) @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue) # 2nd sparkle bitmap @sparkle_bitmaps[1] = Bitmap.new(7, 7) @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue) @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue) @sparkle_bitmaps[1].set_pixel(3, 3, midBlue) # 3rd sparkle bitmap @sparkle_bitmaps[2] = Bitmap.new(7, 7) @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue) @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue) @sparkle_bitmaps[2].set_pixel(2, 2, midBlue) @sparkle_bitmaps[2].set_pixel(4, 2, midBlue) @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue) @sparkle_bitmaps[2].set_pixel(2, 4, midBlue) @sparkle_bitmaps[2].set_pixel(4, 4, midBlue) @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue) @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue) # 4th sparkle bitmap @sparkle_bitmaps[3] = Bitmap.new(7, 7) @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue) @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue) @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue) @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue) @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue) # 5th sparkle bitmap @sparkle_bitmaps[4] = Bitmap.new(7, 7) @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue) @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue) @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue) @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue) @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue) @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue) @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue) @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue) # 6th sparkle bitmap @sparkle_bitmaps[5] = Bitmap.new(7, 7) @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue) @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue) @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue) @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue) @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue) @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue) @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue) @sparkle_bitmaps[5].set_pixel(3, 3, white) # 7th sparkle bitmap @sparkle_bitmaps[6] = Bitmap.new(7, 7) @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue) @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue) @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue) @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue) @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue) @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue) @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue) @sparkle_bitmaps[6].set_pixel(3, 3, white) # Meteor bitmap @meteor_bitmap = Bitmap.new(14, 12) @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange) @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange) @meteor_bitmap.set_pixel(7, 8, paleOrange) @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange) @meteor_bitmap.set_pixel(2, 7, brightOrange) @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange) @meteor_bitmap.set_pixel(3, 8, brightOrange) @meteor_bitmap.set_pixel(3, 10, brightOrange) @meteor_bitmap.set_pixel(4, 9, brightOrange) @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange) @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange) @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange) @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange) @meteor_bitmap.set_pixel(9, 5, brightOrange) @meteor_bitmap.set_pixel(3, 8, midRed) @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed) @meteor_bitmap.set_pixel(4, 5, midRed) @meteor_bitmap.set_pixel(5, 4, midRed) @meteor_bitmap.set_pixel(5, 6, midRed) @meteor_bitmap.set_pixel(6, 5, midRed) @meteor_bitmap.set_pixel(6, 7, midRed) @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed) @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed) @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed) @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed) @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed) @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed) @meteor_bitmap.set_pixel(13, 0, midRed) # impact bitmap @impact_bitmap = Bitmap.new(22, 11) @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange) @impact_bitmap.set_pixel(1, 4, brightOrange) @impact_bitmap.set_pixel(1, 6, brightOrange) @impact_bitmap.set_pixel(2, 3, brightOrange) @impact_bitmap.set_pixel(2, 7, brightOrange) @impact_bitmap.set_pixel(3, 2, midRed) @impact_bitmap.set_pixel(3, 7, midRed) @impact_bitmap.set_pixel(4, 2, brightOrange) @impact_bitmap.set_pixel(4, 8, brightOrange) @impact_bitmap.set_pixel(5, 2, midRed) @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange) @impact_bitmap.set_pixel(6, 1, midRed) @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange) @impact_bitmap.fill_rect(7, 9, 8, 1, midRed) # Ash bitmaps @ash_bitmaps = [] @ash_bitmaps[0] = Bitmap.new(3, 3) @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey) @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey) @ash_bitmaps[0].set_pixel(1, 1, white) @ash_bitmaps[1] = Bitmap.new(3, 3) @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey) @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey) @ash_bitmaps[1].set_pixel(1, 1, lightGrey) # Bubble bitmaps @bubble_bitmaps = [] darkBlue = Color.new(77, 136, 225, 160) aqua = Color.new(197, 253, 254, 160) lavender = Color.new(225, 190, 244, 160) # first bubble bitmap @bubble_bitmaps[0] = Bitmap.new(24, 24) @bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue) @bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue) @bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue) @bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue) @bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue) @bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue) @bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue) @bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue) @bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua) @bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua) @bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua) @bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua) @bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua) @bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua) @bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender) @bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender) @bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender) @bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender) @bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender) @bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender) @bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender) @bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white) @bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white) @bubble_bitmaps[0].set_pixel(17, 6, white) # second bubble bitmap @bubble_bitmaps[1] = Bitmap.new(14, 15) @bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue) @bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue) @bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue) @bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue) @bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue) @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua) @bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua) @bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua) @bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua) @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua) @bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender) @bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender) @bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender) @bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white) @bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white) @bubble_bitmaps[1].set_pixel(7, 4, white) @bubble_bitmaps[1].set_pixel(8, 5, white) @user_bitmaps = [] update_user_defined end def update_user_defined for image in @user_bitmaps image.dispose end #user-defined bitmaps for name in $WEATHER_IMAGES @user_bitmaps.push(Cache.picture(name)) end for sprite in @sprites sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)] end end attr_reader :type attr_reader :max attr_reader :ox attr_reader :oyend

Use this to call the script,

Code:
screen.change_weather (x, y, z)
 

Shaz

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A link would have been better ;)
 

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Add this to a new slot below MOG_Weather_EX

class Weather_EX alias os_wind wind def wind os_wind if rand(2) == 1 @wp.x = -@cw else @wp.y = -@ch end endendThis makes the leaves enter from the top or left of the screen. There may be just a fraction of a second where there are no leaves on the screen then they all start coming in, which might look a bit weird, but to be honest, I'm not noticing it even though I'm looking for it. And this is in the demo, where the map is already visible when I turn the weather on. If you've got it in a parallel processing event that runs before the map fades in, the player will never see that.However, if you DO have it turning on suddenly while on the map, and not set up to have the leaves blowing when the player first enters, and you DO see a distinct "empty" screen and then the leaves noticeably coming in from the edge, let me know and I'll see if I can do an initial setup with a heap of leaves already on screen.
For some reason, when I add this and set up the event and all that, the leaves will only fall when the player is in close proximity to the event. When i take out this little piece of script you gave me, it works no matter where I am on the map ;_;

Thank you though :)
 
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Shaz

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Sounds like you have some sort of anti-lag script that's interfering. Can you post a screenshot of your event? Include the whole window.
 

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Here it is! I don't have any sort of Anti Lag Scripts. The other Event you see below on the corner of the window is just a zoom in script. I've already tested the game without the zoom in and it still had the same outcome, so it isn't that I'm sure.

Event.png
 

Shaz

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I bet it's the map size. If you put your starting point in the top left corner and play, does it show falling leaves?


edit: Tested - yep, that solution works on small maps (like in the demo). I'd need to adjust it for larger maps, but I'll need to spend some more time looking into the script.


If you don't want to wait, CCOAs weather script is a good one.
 
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ChaoticShadow24

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I bet it's the map size. If you put your starting point in the top left corner and play, does it show falling leaves?

edit: Tested - yep, that solution works on small maps (like in the demo). I'd need to adjust it for larger maps, but I'll need to spend some more time looking into the script.

If you don't want to wait, CCOAs weather script is a good one.
Thank you Shaz, that'd be amazing if you did that ^-^

I'll try out Ccoa's weather script in the meantime!
 
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Bump!   ;)
 
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Shaz

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ChaoticShadow24, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.


You were checking out the translation of CCOA's script?
 

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ChaoticShadow24, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.

You were checking out the translation of CCOA's script?
My bad v.v

I was yeah, I'd much rather use MOG's though, more user friendly and easier to set up
 
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If i dont bad remember a scripter named artificial providence made a confetti like weather,but  sadly his site is Japanese.

however you can search for if you want. And for the case of the leaves you can use FenixFireX weather script.
 

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