Norris Fighter: The End of the World

20 de junho de 2015
assistir Norris Fighter: The End of the World

Norris Fighter: The End of the World (Chuck Norris vs. Street Fighter) é um vídeo que coloca o mítico herói de ação e ícone das artes marciais como um lutador do Street Fighter II... Certamente, seria algo interessante.

Passwords do jogo Hobo 4: Total War

19 de junho de 2015
assistir Passwords do jogo Hobo 4: Total War

O nosso mais novo vídeo é mais uma demonstração das senhas de um jogo Hobo, desta ver o quarto da série, o Total War. Está valendo a pena montar esses videozinhos pois está tendo uma procura relativamente boa por eles e estão tendo boas visualizações (nos nossos parâmetros de canal microscópico). Está sendo legal também para divulgar os games da […]

Encontrado o brinquedo de onde tiraram a BFG 9000

18 de junho de 2015
acessar Encontrado o brinquedo de onde tiraram a BFG 9000

Conheça o brinquedo de onde tiraram a BFG 9000, ou melhor, o que serviu de base para a criação dos sprites da famosa arma do Doom e para algumas texturas do game.

Ficamos sabendo disso bem nas semanas onde estava tendo muita falação sobre esta franquia da id Software, especialmente especialmente por causa do lançamento do gameplay do Doom 2016 na Bethesda E3 de 2015 e do lançamento da v20 do Brutal Doom, que também deu o maior bafafá na época.

Não é a toa que nossa página de humor baseada no Facebook, a Curtas do Doomguy, também fervilhou com umas postagens a respeito. Compartilharam lá também umas coisas interessantes, como estas figuras, enviadas lá pelo Rodrigo Dukke Monterier, um dos fãs da page (clique para amplia-las): Acesse o resto deste post »

Special Trooper Forces

17 de junho de 2015
acessar Special Trooper Forces

Em Special Trooper Forces, você é o sargento de uma tropa especial de combate e a sua missão é achar a saída de cada mapa, eliminando todos os inimigos, neste jogo que lembra bastante o Counter-Strike e outros clássicos como o Doom. Divirta-se com este joguinho grátis em flash de tiro em primeira pessoa! PS. se você gostar, experimente o […]

MOG MPW Map Name V1.3

16 de junho de 2015
acessar MOG MPW Map Name V1.3

Se você está procurando um script para o seu projeto de RPG Maker XP que mostra o nome do mapa onde o herói está, você pode tentar o MOG MPW Map Name, do Moghunter.

Uma vez instalado em seu game, ele faz a apresentação automática do nome do mapa com de efeito Fade e Move.

Instalação

Primeiro, copie a imagem abaixo para a pasta Graphics/Pictures, do seu projeto:

Mpname

Depois, insira o código abaixo acima do “Main”, na parte de scripts:

#_______________________________________________________________________________
# MOG_MPW Map_Name V1.3            
#_______________________________________________________________________________
# By Moghunter       
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Font Name.
MPFONT = "Georgia"
#Fade ON/OFF(True - False).
MPNMFD = true
#Fade Time.
MPNMTM = 7
#Window Position.
# 0 = Upper Left.
# 1 = Lower Left.
# 2 = Upper Right.
# 3 = Lower Right.
MPNMPS = 3
# Disable Window Switch(ID).
WM_SWITCH_VIS_DISABLE = 15
end
#_________________________________________________
$mogscript = {} if $mogscript == nil
$mogscript["mpmapname"] = true
#############
# Game_Temp #            
#############
class Game_Temp
attr_accessor :fdtm
attr_accessor :mpnm_x
attr_accessor :mpnm_y
alias mog24_initialize initialize
def initialize
mog24_initialize
@fdtm = 255 + 40 * MOG::MPNMTM
if MOG::MPNMPS == 0 
@mpnm_x = -300
@mpnm_y = 0
elsif MOG::MPNMPS == 1
@mpnm_x = -300
@mpnm_y = 380
elsif MOG::MPNMPS == 2
@mpnm_x = 640
@mpnm_y = 0
else 
@mpnm_x = 640
@mpnm_y = 380
end  
end
end
############
# Game_Map #
############
class Game_Map
attr_reader   :map_id  
def mpname
$mpname = load_data("Data/MapInfos.rxdata") 
$mpname[@map_id].name
end
end
###############
# Window Base #
###############
class Window_Base < Window
def nd_mapic 
mapic = RPG::Cache.picture("")     
end  
def draw_mpname(x,y)
mapic = RPG::Cache.picture("Mpname") rescue nd_mapic   
cw = mapic.width  
ch = mapic.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 65, mapic, src_rect)
self.contents.font.name = MOG::MPFONT
self.contents.font.size = 22
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 76, y + 27, 110, 32, $game_map.mpname.to_s,1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 26, 110, 32, $game_map.mpname.to_s,1)
end
end
##########
# Mpname #
##########
class Mpname < Window_Base
def initialize
super($game_temp.mpnm_x, $game_temp.mpnm_y, 250, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpname(10,0)    
end
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog24_main main
def main
@mpnm = Mpname.new
@mpnm.contents_opacity = $game_temp.fdtm
if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false
@mpnm.visible = true
else
@mpnm.visible = false  
end  
mog24_main
@mpnm.dispose
end
alias mog24_update update
def update
mog24_update  
$game_temp.mpnm_x = @mpnm.x
$game_temp.mpnm_y = @mpnm.y
if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false
if $game_temp.fdtm <= 0
@mpnm.visible = false  
else
@mpnm.visible = true  
end 
else
@mpnm.visible = false  
end 
if MOG::MPNMPS == 0 or MOG::MPNMPS == 1 
if @mpnm.x < 0
   @mpnm.x += 8
elsif @mpnm.x >= 0
   @mpnm.x = 0
end   
else
if @mpnm.x > 400
   @mpnm.x -= 8
elsif @mpnm.x <= 400
   @mpnm.x = 400
end     
end 
@mpnm.contents_opacity = $game_temp.fdtm
if MOG::MPNMFD == true
$game_temp.fdtm -= 3
end
end
alias mog24_transfer_player transfer_player
def transfer_player
mog24_transfer_player
if MOG::MPNMPS == 0 
$game_temp.mpnm_x = -300
$game_temp.mpnm_y = 0
elsif MOG::MPNMPS == 1
$game_temp.mpnm_x = -300
$game_temp.mpnm_y = 380
elsif MOG::MPNMPS == 2
$game_temp.mpnm_x = 640
$game_temp.mpnm_y = 0
else 
$game_temp.mpnm_x = 640
$game_temp.mpnm_y = 380
end  
@mpnm.y = $game_temp.mpnm_y
@mpnm.x = $game_temp.mpnm_x
$game_temp.fdtm = 255 + 40 * MOG::MPNMTM
@mpnm.refresh
end
end

Trailer e exibição do novo Doom na Bethesda 2015 E3

15 de junho de 2015
assistir Trailer e exibição do novo Doom na Bethesda 2015 E3

Trailer e exibição do novo Doom na Bethesda 2015 E3. Com gameplay e legendas em português brasileiro.

House of Wolves

13 de junho de 2015
acessar House of Wolves

House of Wolves é um excelente jogo em Flash que é um tributo a clássicos de títulos de estratégia em tempo real, como StarCraft, WarCraft e Age of Empires.

Os fatalities secretos do Mortal Kombat

12 de junho de 2015
assistir Os fatalities secretos do Mortal Kombat

O Canal Nostalgia fez um vídeo com alguns dos fatalities mais secretos do épico jogo de luta, Mortal Kombat.

MOG_Element LV System V1.4

11 de junho de 2015
acessar MOG_Element LV System V1.4

MOG_Element LV System é um script criado pelo Moghunter script para a ferramenta RPG Maker XP que implementa um sistema de level (níveis) para o atributos de elementos. Quanto maior o level do elemento, maior será o seu poder.

O sistema permite também que as habilidades possam causar danos críticos.

MOG_Element LV System

Utilização

Para utilizar o sistema de level, basta atribuir os elementos, que são definidos no script, nas habilidades desejadas.

Para ativar o critical nas habilidades, crie um atributo com o nome de Critical e atribua-o a habilidade desejada.

Na pasta Graphics/Pictures do seu projeto, copie e cole as imagens abaixo:

ELV_Meter

ELV_Back

Para ver a janela de Elemental Data basta apertar a tecla C na janela de Status.

Adicione o código abaixo acima do “Main”, na sua janela de scripts do RMXP:

#_________________________________________________
# MOG_Element LV System V1.4            
#_________________________________________________
# By Moghunter    
# http://www.atelier-rgss.com
#_________________________________________________
# Sistema de Level para o atributos de elementos.
# Quanto maior o level do elemento maior será o seu
# poder.
# Para usar o sistema de level basta atribuir os
# elementos as skills desejadas.
#
# O sistema permite também que as skill causem 
# dano crítico, para isso basta criar um atributo
# com o nome de "Critical" e atribu-a a skill
# desejada.
#_________________________________________________
module MOG
#Definição do limite maximo de level.  
MAXELLV = 99
#Tipo de calculo para ganhar exp.
# 0 = Experiência é baseada na diferença do level do
#     do personagem em relação ao level do elemento.
# 1 = Experiência ganha é baseada no valor definido 
#
EXP_TYPE = 0
# Definição do valor de experiência ganha(Calculo tipo 1)
EL_EXP = 10
#Defina os nomes dos atributo dos elementos, eles devem
#ser iguais a do Database.
# Nome do Elemento 1
EL_NAME1 = "Fire"  
# Nome do Elemento 2
EL_NAME2 = "Ice"  
# Nome do Elemento 3
EL_NAME3 = "Thunder"
# Nome do Elemento 4
EL_NAME4 = "Water"
# Nome do Elemento 5
EL_NAME5 = "Earth" 
# Nome do Elemento 6
EL_NAME6 = "Wind" 
# Nome do Elemento 7
EL_NAME7 = "Light" 
# Nome do Elemento 8
EL_NAME8 = "Darkness" 
#Definição do som ao fazer Level UP.
ELE_LVSE = "056-Right02"
#Definição da ID da animação ao fazer LVUP.
EL_LVANIME = 63
end
$mogscript = {} if $mogscript == nil
$mogscript["elementlv"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
include MOG
attr_accessor   :element1_exp 
attr_accessor   :element2_exp 
attr_accessor   :element3_exp
attr_accessor   :element4_exp
attr_accessor   :element5_exp
attr_accessor   :element6_exp
attr_accessor   :element7_exp
attr_accessor   :element8_exp
attr_accessor   :element1_lv
attr_accessor   :element2_lv
attr_accessor   :element3_lv
attr_accessor   :element4_lv
attr_accessor   :element5_lv
attr_accessor   :element6_lv
attr_accessor   :element7_lv
attr_accessor   :element8_lv
alias mog30_setup setup
def setup(actor_id)
@element1_exp = 0
@element2_exp = 0
@element3_exp = 0
@element4_exp = 0
@element5_exp = 0
@element6_exp = 0
@element7_exp = 0
@element8_exp = 0
@element1_lv = 1
@element2_lv = 1
@element3_lv = 1
@element4_lv = 1
@element5_lv = 1
@element6_lv = 1
@element7_lv = 1
@element8_lv = 1
mog30_setup(actor_id)  
end
def element1_exp
n = [[@element1_exp, 0].max, 100].min  
return n
end
def element2_exp
n = [[@element2_exp, 0].max, 100].min  
return n
end
def element3_exp
n = [[@element3_exp, 0].max, 100].min  
return n
end
def element4_exp
n = [[@element4_exp, 0].max, 100].min  
return n
end
def element5_exp
n = [[@element5_exp, 0].max, 100].min  
return n
end
def element6_exp
n = [[@element6_exp, 0].max, 100].min  
return n
end
def element7_exp
n = [[@element7_exp, 0].max, 100].min  
return n
end
def element8_exp
n = [[@element8_exp, 0].max, 100].min  
return n
end
def element1_lv
n = [[@element1_lv, 1].max, MAXELLV].min    
return n
end
def element2_lv
n = [[@element2_lv, 1].max, MAXELLV].min    
return n
end
def element3_lv
n = [[@element3_lv, 1].max, MAXELLV].min    
return n
end
def element4_lv
n = [[@element4_lv, 1].max, MAXELLV].min    
return n
end
def element5_lv
n = [[@element5_lv, 1].max, MAXELLV].min    
return n
end
def element6_lv
n = [[@element6_lv, 1].max, MAXELLV].min    
return n
end
def element7_lv
n = [[@element7_lv, 1].max, MAXELLV].min    
return n
end
def element8_lv
n = [[@element8_lv, 1].max, MAXELLV].min    
return n
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_elementlv(actor, x, y,type)
self.contents.font.color = normal_color
back = RPG::Cache.picture("ELV_Back")    
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)    
self.contents.blt(x + 77, y - ch , back, src_rect)
meter = RPG::Cache.picture("ELV_Meter")    
case type  
when 0
cw = meter.width * actor.element1_exp / 100 
when 1
cw = meter.width * actor.element2_exp / 100 
when 2
cw = meter.width * actor.element3_exp / 100 
when 3
cw = meter.width * actor.element4_exp / 100 
when 4
cw = meter.width * actor.element5_exp / 100 
when 5
cw = meter.width * actor.element6_exp / 100 
when 6
cw = meter.width * actor.element7_exp / 100 
when 7
cw = meter.width * actor.element8_exp / 100 
end
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 80, y - ch - 8, meter, src_rect)
self.contents.font.name = "Georgia"
case type  
when 0
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element1_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element1_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME1.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element1_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element1_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME1.to_s)
when 1
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element2_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element2_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME2.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element2_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element2_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME2.to_s)
when 2
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element3_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element3_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME3.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element3_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element3_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME3.to_s)
when 3
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element4_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element4_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME4.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element4_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element4_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME4.to_s)
when 4
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element5_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element5_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME5.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element5_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element5_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME5.to_s)
when 5
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element6_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element6_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME6.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element6_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element6_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME6.to_s)
when 6
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element7_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element7_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME7.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element7_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element7_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME7.to_s)
when 7
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element8_exp.to_s + "%",1) 
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element8_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME8.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element8_exp.to_s + "%",1) 
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element8_lv.to_s) 
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME8.to_s)
end  
end  
end
########################
# Window_Element_Level #
########################
class Window_Element_Level < Window_Base
def initialize(actor)
super(100, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 9999
@actor = actor
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 50, y - 5 , 200, 50, "ELEMENT DATA")
self.contents.draw_text(x + 50, y + 411 , 200, 50, "Press C to Status")
self.contents.font.color = Color.new(255,255,255,255)  
self.contents.draw_text(x + 51, y - 4 , 200, 50, "ELEMENT DATA")
self.contents.draw_text(x + 51, y + 410 , 200, 50, "Press C to Status")
draw_elementlv(@actor, 40, 70,0) 
draw_elementlv(@actor, 40, 120,1) 
draw_elementlv(@actor, 40, 170,2) 
draw_elementlv(@actor, 40, 220,3) 
draw_elementlv(@actor, 40, 270,4)
draw_elementlv(@actor, 40, 320,5)
draw_elementlv(@actor, 40, 370,6)
draw_elementlv(@actor, 40, 420,7)
end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
alias mog30_refresh refresh
def refresh
mog30_refresh
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)  
self.contents.draw_text(x + 200, y + 416 , 250, 50, "Press C to Elemental Data")
self.contents.font.color = Color.new(255,255,255,255)  
self.contents.draw_text(x + 201, y + 415 , 250, 50, "Press C to Elemental Data")  
end  
end  
################
# Scene_Status #
################
class Scene_Status
alias mog30_main main
def main
@actor = $game_party.actors[@actor_index]  
@element_window = Window_Element_Level.new(@actor)
@element_window.y = -550
@element_window.visible = false
mog30_main 
@element_window.dispose
end
alias mog30_update update
def update  
mog30_update
if @element_window.y < 0
@element_window.y += 20
elsif @element_window.y >= 0
@element_window.y = 0
@element_window.contents_opacity = 255
end  
if @element_window.visible == true 
if Input.trigger?(Input::B) or Input.trigger?(Input::L) or
Input.trigger?(Input::R)
for i in 1..30
@element_window.y -= 25  
Graphics.update
end
end
end
if Input.trigger?(Input::C) and @element_window.visible == true 
$game_system.se_play($data_system.decision_se)
@element_window.visible = false
elsif Input.trigger?(Input::C) and @element_window.visible == false 
$game_system.se_play($data_system.decision_se)
@element_window.visible = true
@element_window.y = -550
end
end  
end
################
# Game_Battler #
################
class Game_Battler
include MOG  
def skill_effect(user, skill)
self.critical = false
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
return false
end
effective = false
effective |= skill.common_event_id > 0
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
effective |= hit < 100
if hit_result == true
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
if skill.element_set.include?($data_system.elements.index(EL_NAME1)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element1_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element1_lv
user.element1_exp += 1 + valor
else
user.element1_exp += EL_EXP
end  
if user.element1_exp > 99 and user.element1_lv < MAXELLV 
user.element1_exp = 0
user.element1_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME2)) and user.is_a?(Game_Actor) 
dmg_lv = power * 100 / 20 * user.element2_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element2_lv
user.element2_exp += 1 + valor
else
user.element2_exp += EL_EXP
end  
if user.element2_exp > 99 and user.element2_lv < MAXELLV 
user.element2_exp = 0
user.element2_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME3)) and user.is_a?(Game_Actor) 
dmg_lv = power * 100 / 20 * user.element3_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element3_lv
user.element3_exp += 1 + valor
else
user.element3_exp += EL_EXP
end  
if user.element3_exp > 99 and user.element3_lv < MAXELLV 
user.element3_exp = 0
user.element3_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME4)) and user.is_a?(Game_Actor)  
dmg_lv = power * 100 / 20 * user.element4_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element4_lv
user.element4_exp += 1 + valor
else
user.element4_exp += EL_EXP
end  
if user.element4_exp > 99 and user.element4_lv < MAXELLV 
user.element4_exp = 0
user.element4_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME5)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element5_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element5_lv
user.element5_exp += 1 + valor
else
user.element5_exp += EL_EXP
end  
if user.element5_exp > 99 and user.element5_lv < MAXELLV 
user.element5_exp = 0
user.element5_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME6)) and user.is_a?(Game_Actor)  
dmg_lv = power * 100 / 20 * user.element6_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element6_lv
user.element6_exp += 1 + valor
else
user.element6_exp += EL_EXP
end  
if user.element6_exp > 99 and user.element6_lv < MAXELLV   
user.element6_exp = 0
user.element6_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME7)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element7_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element7_lv
user.element7_exp += 1 + valor
else
user.element7_exp += EL_EXP
end  
if user.element7_exp > 99 and user.element7_lv < MAXELLV   
user.element7_exp = 0
user.element7_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME8)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element8_lv / MAXELLV   
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element8_lv
user.element8_exp += 1 + valor
else
user.element8_exp += EL_EXP
end  
if user.element8_exp > 99 and user.element8_lv < MAXELLV   
user.element8_exp = 0
user.element8_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
else
self.damage = power * rate / 20  
end  
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
if self.damage > 0
if rand(100) < 4 * user.dex / self.agi and skill.element_set.include?($data_system.elements.index("Critical"))
self.damage *= 2
self.critical = true
end      
if self.guarding?
self.damage /= 2
end
end
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp 
end
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
effective |= hit < 100
end
if hit_result == true
if skill.power != 0 and skill.atk_f > 0
remove_states_shock
effective = true
end
last_hp = self.hp
self.hp -= self.damage
effective |= self.hp != last_hp
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
if skill.power == 0
self.damage = ""
unless @state_changed
self.damage = "Miss"
end
end
else
self.damage = "Miss"
end
unless $game_temp.in_battle
self.damage = nil
end
return effective
end
end

Brutal Freedoom [Brutal Doom + Freedoom]

10 de junho de 2015
assistir Brutal Freedoom [Brutal Doom + Freedoom]

Brutal Freedoom foi um vídeo que fizemos antecipando o Starter Pack do Brutal Doom v20, os quais, segundo o Sergeant Mark IV, iriam precisar apenas do Freedoom. Daí, resolvemos testar para ver de qual é.

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