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.
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 […]
Postado em: Dicas e soluções, Vídeos
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 »
Postado em: Imagens
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 […]
Postado em: Jogos Online
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.
Primeiro, copie a imagem abaixo para a pasta Graphics/Pictures
, do seu projeto:
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
Postado em: Programação XP
Trailer e exibição do novo Doom na Bethesda 2015 E3. Com gameplay e legendas em português brasileiro.
Postado em: Vídeos
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.
Postado em: Jogos Online
O Canal Nostalgia fez um vídeo com alguns dos fatalities mais secretos do épico jogo de luta, Mortal Kombat.
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.
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:
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
Postado em: Programação XP
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.
Postado em: Vídeos