class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# Animacja
#--------------------------------------------------------------------------
alias eb_sp1_dispose_animation dispose_animation
def dispose_animation
eb_sp1_dispose_animation
@animation_bitmap1 = nil
@animation_bitmap2 = nil
end
#--------------------------------------------------------------------------
# (RPG::Animation::Frame)
#--------------------------------------------------------------------------
alias eb_sp1_animation_set_sprites animation_set_sprites
def animation_set_sprites(frame)
eb_sp1_animation_set_sprites(frame)
cell_data = frame.cell_data
for i in 0..15
sprite = @animation_sprites[i]
next if sprite == nil
pattern = cell_data[i, 0]
next if pattern == nil or pattern == -1
if @animation_mirror
sprite.y = @animation_oy + cell_data[i, 2]
end
sprite.z = self.z + 300 + i
end
end
end
################################################################################
# Scene World Map
#-------------------------------------------------------------------------------
class Scene_World < Scene_Base
include Pernalonga
def create_comandos
comandos = []
comano = @windows.compact
for i in 0...comano.size
comandos[i] = ""
end
@comandos = Window_Command.new(100, comandos)
@comandos.y = 5000
end
def update
super
@plane.ox += World_Plane[1]
@plane.oy += World_Plane[2]
@comandos.update
@seta.update
update_local unless @Data.empty?
update_selection
end
def terminate
super
@plane.dispose
@fundo.dispose
@seta.dispose
@comandos.dispose
unless @Data.empty?
for i in 0...@jan.size
@jan[i].dispose
@img[i].dispose
end
else
@windows.dispose
end
end
def update_selection
@img = @imagens.compact
if Input.trigger?(Input::B)
Sound.play_cancel
if @comandos.active
$scene = Scene_Map.new
else
@img[@comandos.index].opacity = 0
@fundo.opacity = 255
@comandos.active = true
for b in 0...@jan.size
@jan[b].contents_opacity = 255
end
end
elsif Input.trigger?(Input::C) and not @Data.empty?
Sound.play_decision
@comandos.active = false
@img[@comandos.index].opacity = 255
@fundo.opacity = 0
for a in 0...@jan.size
@jan[a].contents_opacity = 0
end
end
end
def draw_icon
@windows = []
@imagens = []
@Data = []
for i in 0...World_Data.size
if $game_switches[World_Data[i][5]]
@imagens[i] = Sprite.new
@imagens[i].bitmap = Cache.picture(World_Data[i][1])
@imagens[i].opacity = 0
@imagens[i].z = 101
@windows[i] = Window_WorldMap.new(World_Data[i][3], World_Data[i][4], 400, 400)
@windows[i].draw_icones(World_Data[i][3], World_Data[i][4], i)
@windows[i].opacity = 0
@Data.push(@windows[i])
end
end
end
end
$Pernalonga_WorldMap = true
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Koniec skryptu
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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