Particle Engine v2 [RPG Maker XP]

7 de dezembro de 2015

Particle Engine é um engine de partículas para o RPG Maker XP desenvolvido pelo Near Fantastica baseada no Particle Engine desenvolvido pelo PinkMan.

Basicamente, ele permite belos efeitos de partículas serem apresentados no seu projeto ou jogo desenvolvido neste maker, como na cachoeira exibida na screenshot abaixo:

Screenshot

Particle Engine

Utilização

É recomendado baixar a demo para ver como tudo funciona, além de pegar os recursos necessários prontos também.

O Particle Engine v2 precisa do Standart Development Kit e, o seu código (abaixo) deve ficar abaixo deste e acima do Main:

#==============================================================================
# ** Particle Engine
#==============================================================================
# Near Fantastica
# Version 2
# 04.01.06
#==============================================================================
# Based on the Particle Engine designed by PinkMan
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Particle Engine", "Near Fantastica", 2, "04.01.06")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Particle Engine") == true
  
  class Particle_Engine
  #--------------------------------------------------------------------------
  def initialize(viewport)
    @viewport = viewport
    @effect = []
  end
  #--------------------------------------------------------------------------
  def add_effect(event)
    type = SDK.event_comment_input(event, 1, "Particle Engine Type")
    return if type.nil?
    case type[0].downcase
    # PinkMan's Effects
    when "fire"
      @effect[event.id] = Particle_Engine::Fire.new(event,@viewport)
    when "smoke"
      @effect[event.id] = Particle_Engine::Smoke.new(event,@viewport)
    when "teleport"
      @effect[event.id] = Particle_Engine::Teleport.new(event,@viewport)
    when "spirit"
      @effect[event.id] = Particle_Engine::Spirit.new(event,@viewport)
    when "explosion"
      @effect[event.id] = Particle_Engine::Explosion.new(event,@viewport)
    when "aura"
      @effect[event.id] = Particle_Engine::Aura.new(event,@viewport)
    # BlueScope's Effects
    when "soot"
      @effect[event.id] = Particle_Engine::Soot.new(event,@viewport)
    when "sootsmoke"
      @effect[event.id] = Particle_Engine::SootSmoke.new(event,@viewport)
    when "rocket"
      @effect[event.id] = Particle_Engine::Rocket.new(event,@viewport)
    when "fixteleport"
      @effect[event.id] = Particle_Engine::FixedTeleport.new(event,@viewport)
    when "smokescreen"
      @effect[event.id] = Particle_Engine::Smokescreen.new(event,@viewport)
    when "flare"
      @effect[event.id] = Particle_Engine::Flare.new(event,@viewport)
    when "splash"
      @effect[event.id] = Particle_Engine::Splash.new(event,@viewport)
    end
  end
  #--------------------------------------------------------------------------
  def remove_effect(event)
    return if @effect[event.id].nil?
    @effect[event.id].dispose
    @effect.delete_at(event.id)
  end
  #--------------------------------------------------------------------------
  def update
    for particle in @effect
      next if particle.nil?
      particle.update 
    end
  end
  #--------------------------------------------------------------------------
  def dispose
    for particle in @effect
      next if particle.nil?
      particle.dispose 
    end
    @effect = []
  end
  #===========================================================================
    class Particle_Engine::Fire
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @xoffset = -5       # offset for the x
        @yoffset = -13      # offset for the y 
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 20 # Wouldnt suggest going any higher then 478
        @hue = 40           # Starting hue color
        @slowdown = 0.5     # This will slow down the particless
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.10    # Gravity for y axis (goes by tens)
        @particles = []     
        @opacity = []  
        @startingx = event.screen_x + @xoffset
        @startingy = event.screen_y + @yoffset
        @screen_x = @event.screen_x 
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 250
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          end
          @opacity[i] = @opacity[i] - rand(30)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown)) + offsetx
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown)) + offsetx
          end
          @particles[i].y = (@particles[i].y - (@ygravity / @slowdown)) + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
  #===========================================================================
    class Particle_Engine::Smoke
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @leftright = 0        # This is made to help the "fire" effect
        @fade = 0             # Opacity wont change at all 0 = yes, 1 = no
        @originalopacity = 80 # this will only work if the one above is 0
        @maxparticless = 20   # Wouldnt suggest going any higher then 478
        @hue = 0              # Starting hue color
        @slowdown = 0.5       # This will slow down the particless
        @ytop = 0             # Top half of the screen pixel
        @ybottom = 480        # Screen Height
        @xleft = 0            # First pixel to the left
        @xright = 640         # Screen Width
        @xgravity = 0.5       # Gravity for x axis (goes by tens)
        @ygravity = 0.10      # Gravity for y axis (goes by tens)
        @xoffset = -5         # offset for the x  
        @yoffset = -15        # offset for the y  
        @particles = []
        @opacity = []     
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x 
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 100
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end      
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250            
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end        
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          end
          @opacity[i] = @opacity[i] - rand(5)
          @leftright = rand(2)       
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown)) + offsetx
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown)) + offsetx
          end
          @particles[i].y = (@particles[i].y - (@ygravity / @slowdown)) + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Teleport
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @randomhue = 1      # should the hue change ranomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 10 # Wouldnt suggest going any higher then 478
        @hue = 40           # Starting hue color
        @slowdown = 0.5     # This will slow down the particless
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.10    # Gravity for y axis (goes by tens)
        @xoffset = -8       # offset for the x
        @yoffset = -15      # offset for the y  
        @particles = [] 
        @opacity = []
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x 
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("portal", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 250
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("portal", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(20)
          @leftright = rand(2)
          @particles[i].x = @particles[i].x + offsetx
          @particles[i].y = @particles[i].y - 3 + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Spirit
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @randomhue = 1      # should the hue change ranomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 20 # Wouldnt suggest going any higher then 478
        @hue = 40           # Starting hue color
        @slowdown = 0.5     # This will slow down the particless, change it to whatever.
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.10    # Gravity for y axis (goes by tens)
        @xoffset = -5       # offset for the x  
        @yoffset = -13      # offset for the y  
        @particles = []
        @opacity = []
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx 
          @particles[i].z = @event.screen_z
          @opacity[i] = 250
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(30)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown))
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown))
          end
          @particles[i].y = (@particles[i].y - (@ygravity / @slowdown))
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Explosion
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @randomhue = 0      # should the hue change ranomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 20 # Wouldnt suggest going any higher then 478
        @hue = 0            # Starting hue color
        @slowdown = 0.5     # This will slow down the particles
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.10    # Gravity for y axis (goes by tens)
        @xoffset = -5       # offset for the x  
        @yoffset = -13      # offset for the y
        @particles = []
        @opacity = [] 
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x 
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("explosion", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 250
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(30)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown)) + offsetx
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown)) + offsetx
          end
          @particles[i].y = (@particles[i].y - (@ygravity / @slowdown)) + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Aura
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @s = 0              # Just a variable to save the math
        @randomhue = 0      # Should the hue change ranomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 20 # Wouldnt suggest going any higher then 478
        @particles = []     # This just hold all of the sprites
        @hue = 0            # Starting hue color
        @slowdown = 0.5     # This will slow down the particless
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.10    # Gravity for y axis (goes by tens)
        @opacity = []       # This is the opacity for every particles
        @xoffset = -5       # offset for the x  
        @yoffset = -13      # offset for the y  
        @particles = []
        @opacity = [] 
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x 
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 250
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(30)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - 2) + offsetx
            @particles[i].y = (@particles[i].y - 2) + offsety
          else
            @particles[i].x = (@particles[i].x + 2) + offsetx
            @particles[i].y = (@particles[i].y - 2) + offsety
          end
          #@particles[i].angle = @particles[i].angle + 1
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Soot # by BlueScope
      #------------------------------------------------------------------------
      # A soot effect for use on smokestaches or campfires.
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @leftright = 0        # This is made to help the "fire" effect
        @fade = 0             # Opacity wont change at all 0 = yes, 1 = no
        @originalopacity = 80 # this will only work if the one above is 0
        @maxparticless = 20   # Wouldnt suggest going any higher then 478
        @hue = 0              # Starting hue color
        @slowdown = 0.5       # This will slow down the particless
        @ytop = 0             # Top half of the screen pixel
        @ybottom = 480        # Screen Height
        @xleft = 0            # First pixel to the left
        @xright = 640         # Screen Width
        @xgravity = 0.5       # Gravity for x axis (goes by tens)
        @ygravity = 0.10      # Gravity for y axis (goes by tens)
        @xoffset = -5         # offset for the x  
        @yoffset = -15        # offset for the y  
        @particles = []
        @opacity = []     
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          @particles[i].blend_type = 2
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 100
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          end
          @opacity[i] = @opacity[i] - rand(5)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown)) + offsetx
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown)) + offsetx
          end
          @particles[i].y = (@particles[i].y - (@ygravity / @slowdown)) + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::SootSmoke # by BlueScope
      #------------------------------------------------------------------------
      # The mixed smoke and soot effect for use on putted-out campfires.
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @leftright = 0        # This is made to help the "fire" effect
        @fade = 0             # Opacity wont change at all 0 = yes, 1 = no
        @originalopacity = 80 # this will only work if the one above is 0
        @maxparticless = 30   # Wouldnt suggest going any higher then 478
        @hue = 0              # Starting hue color
        @slowdown = 0.5       # This will slow down the particless
        @ytop = 0             # Top half of the screen pixel
        @ybottom = 480        # Screen Height
        @xleft = 0            # First pixel to the left
        @xright = 640         # Screen Width
        @xgravity = 0.5       # Gravity for x axis (goes by tens)
        @ygravity = 0.10      # Gravity for y axis (goes by tens)
        @xoffset = -5         # offset for the x  
        @yoffset = -15        # offset for the y  
        @particles = []
        @opacity = []     
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          if rand(6) < 3
            @particles[i].blend_type = 1
          else
            @particles[i].blend_type = 2
          end
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 100
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(5)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown)) + offsetx
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown)) + offsetx
          end
          @particles[i].y = (@particles[i].y - (@ygravity / @slowdown)) + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Rocket # by BlueScope
      #------------------------------------------------------------------------
      # A trail for fast moving objects with a smoke output (like rockets)
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @leftright = 0        # This is made to help the "fire" effect
        @fade = 0             # Opacity wont change at all 0 = yes, 1 = no
        @originalopacity = 80 # this will only work if the one above is 0
        @maxparticless = 60   # Wouldnt suggest going any higher then 478
        @hue = 0              # Starting hue color
        @slowdown = 0.5       # This will slow down the particless
        @ytop = 0             # Top half of the screen pixel
        @ybottom = 480        # Screen Height
        @xleft = 0            # First pixel to the left
        @xright = 640         # Screen Width
        @xgravity = 0.5       # Gravity for x axis (goes by tens)
        @ygravity = 0.10      # Gravity for y axis (goes by tens)
        @xoffset = -5         # offset for the x  
        @yoffset = -15        # offset for the y  
        @particles = []
        @opacity = []
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z - 1
          @opacity[i] = 100
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z - 1
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          end
          @opacity[i] = @opacity[i] - rand(5)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity / @slowdown))
          else
            @particles[i].x = (@particles[i].x + (@xgravity / @slowdown))
          end
          #@particles[i].y = (@particles[i].y - (@ygravity / @slowdown))
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::FixedTeleport # by BlueScope
      #------------------------------------------------------------------------
      # The fixed teleport effect
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @randomhue = 1      # should the hue change ranomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 10 # Wouldnt suggest going any higher then 478
        @hue = 40           # Starting hue color
        @slowdown = 0.5     # This will slow down the particless
        @ytop = -480        # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.10    # Gravity for y axis (goes by tens)
        @xoffset = -8       # offset for the x
        @yoffset = -15      # offset for the y  
        @particles = [] 
        @opacity = []
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("portal", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 250
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset - 16
        @startingy = @event.screen_y + @yoffset - 16
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("wideportal", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(20)
          @leftright = rand(2)
          @particles[i].x = @particles[i].x + offsetx
          @particles[i].y = @particles[i].y - 3 + offsety
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Smokescreen # by BlueScope
      #------------------------------------------------------------------------
      # A smokescreen like caused through smoke grenades
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @leftright = 0        # This is made to help the "fire" effect
        @fade = 0             # Opacity wont change at all 0 = yes, 1 = no
        @originalopacity = 80 # this will only work if the one above is 0
        @maxparticless = 450  # Wouldnt suggest going any higher then 478
        @hue = 0              # Starting hue color
        @slowdown = 0.2       # This will slow down the particless
        @ytop = 0             # Top half of the screen pixel
        @ybottom = 480        # Screen Height
        @xleft = 0            # First pixel to the left
        @xright = 640         # Screen Width
        @xgravity = 0.8       # Gravity for x axis (goes by tens)
        @ygravity = 0.8       # Gravity for y axis (goes by tens)
        @xoffset = -5         # offset for the x  
        @yoffset = -15        # offset for the y  
        @particles = []
        @opacity = []
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @leftright = rand(3)
          if @leftright < 1
            @particles[i].bitmap = RPG::Cache.fog("explosionsmoke", @hue)
            @opacity[i] = 1
          else
            @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
            @opacity[i] = 100
          end
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @leftright = rand(3)
            if @leftright > 1
              @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
            else
              @particles[i].bitmap = RPG::Cache.fog("explosionsmoke", @hue)
            end
          end
          @opacity[i] = @opacity[i] - rand(5)
          multiple = 1.7
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - (@xgravity * multiple) / @slowdown) + offsetx
          else
            @particles[i].x = (@particles[i].x + (@xgravity * multiple) / @slowdown) + offsetx
          end
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].y = (@particles[i].y - (@ygravity * multiple) / @slowdown) + offsety
          else
            @particles[i].y = (@particles[i].y + (@ygravity * multiple) / @slowdown) + offsety
          end
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Flare # by BlueScope
      #------------------------------------------------------------------------
      # A flare effect to lay over magic objects
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @s = 0              # Just a variable to save the math
        @randomhue = 0      # Should the hue change randomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 30 # Wouldnt suggest going any higher then 478
        @particles = []     # This just hold all of the sprites
        @hue = 10           # Starting hue color
        @slowdown = 0.5     # This will slow down the particless
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.50    # Gravity for y axis (goes by tens)
        @opacity = []       # This is the opacity for every particles
        @xoffset = -5       # offset for the x  
        @yoffset = -12      # offset for the y  
        @particles = []
        @opacity = [] 
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 255
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          if @randomhue == 1
            if @hue == 360
              @hue = 0
            end
            @hue = @hue + 0.5
            @particles[i].bitmap = RPG::Cache.fog("particle", @hue)
          else
          end
          @opacity[i] = @opacity[i] - rand(30)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - 2) + offsetx
            @particles[i].y = (@particles[i].y - 2) + offsety
          else
            @particles[i].x = (@particles[i].x + 2) + offsetx
            @particles[i].y = (@particles[i].y - 2) + offsety
          end
          #@particles[i].angle = @particles[i].angle + 1
          @particles[i].opacity = @opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
    #===========================================================================
    class Particle_Engine::Splash # by BlueScope
      #------------------------------------------------------------------------
      # This is a waterfall mist effect (use it at the lowest waterfall tile)
      #------------------------------------------------------------------------
      def initialize(event, viewport)
        @event = event
        @s = 0              # Just a variable to save the math
        @randomhue = 0      # Should the hue change randomly 0 no 1 yes
        @leftright = 0      # This is made to help the "fire" effect
        @maxparticless = 30 # Wouldnt suggest going any higher then 478
        @particles = []     # This just hold all of the sprites
        @hue = 255            # Starting hue color
        @slowdown = 0.5     # This will slow down the particless
        @ytop = 0           # Top half of the screen pixel
        @ybottom = 480      # Screen Height
        @xleft = 0          # First pixel to the left
        @xright = 640       # Screen Width
        @xgravity = 0.5     # Gravity for x axis (goes by tens)
        @ygravity = 0.50    # Gravity for y axis (goes by tens)
        @opacity = []       # This is the opacity for every particles
        @xoffset = -5       # offset for the x  
        @yoffset = -12      # offset for the y  
        @particles = []
        @opacity = [] 
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        @screen_x = @event.screen_x
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i] = Sprite.new(viewport)
          @particles[i].bitmap = RPG::Cache.fog("smoke", @hue)
          @particles[i].blend_type = 1
          @particles[i].y = @startingy
          @particles[i].x = @startingx
          @particles[i].z = @event.screen_z
          @opacity[i] = 255
        end
      end
      #------------------------------------------------------------------------
      def update
        @startingx = @event.screen_x + @xoffset
        @startingy = @event.screen_y + @yoffset
        offsetx = @event.screen_x - @screen_x
        @screen_x = @event.screen_x
        offsety = @event.screen_y - @screen_y
        @screen_y = @event.screen_y
        for i in 0...@maxparticless
          @particles[i].z = @event.screen_z
          if @particles[i].y <= @ytop
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x <= @xleft
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].y >= @ybottom
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end
          if @particles[i].x >= @xright
            @particles[i].y = @startingy + @yoffset
            @particles[i].x = @startingx + @xoffset
          end           
          if @fade == 0
            if @opacity[i] <= 0
              @opacity[i] = @originalopacity
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          else
            if @opacity[i] <= 0
              @opacity[i] = 250
              @particles[i].y = @startingy + @yoffset
              @particles[i].x = @startingx + @xoffset
            end  
          end
          @opacity[i] = @opacity[i] - rand(30)
          @leftright = rand(2)
          if @leftright == 1
            @particles[i].x = (@particles[i].x - 4) + offsetx
            @particles[i].y = (@particles[i].y - 2) + offsety
          else
            @particles[i].x = (@particles[i].x + 4) + offsetx
            @particles[i].y = (@particles[i].y - 2) + offsety
          end
          @particles[i].opacity = 50 #@opacity[i]
        end
      end
      #------------------------------------------------------------------------
      def dispose
        for particle in @particles
          particle.dispose 
        end
        @particles = []
      end
    end
  end
  
  #==============================================================================
  # ** Game_Event
  #------------------------------------------------------------------------------
  #  This class deals with events. It handles functions including event page 
  #  switching via condition determinants, and running parallel process events.
  #  It's used within the Game_Map class.
  #==============================================================================
  
  class Game_Event < Game_Character
    #--------------------------------------------------------------------------
    attr_accessor :pe_refresh
    #--------------------------------------------------------------------------
    alias nf_particles_game_map_initialize initialize
    alias nf_particles_game_map_refresh refresh
    #--------------------------------------------------------------------------
    def initialize(map_id, event)
      @pe_refresh = false
      nf_particles_game_map_initialize(map_id, event)
    end
    #--------------------------------------------------------------------------
    def refresh
      nf_particles_game_map_refresh
      @pe_refresh = true
    end
  end
  
  #==============================================================================
  # ** Spriteset_Map
  #------------------------------------------------------------------------------
  #  This class brings together map screen sprites, tilemaps, etc.
  #  It's used within the Scene_Map class.
  #==============================================================================
  
  class Spriteset_Map
    #--------------------------------------------------------------------------
    alias nf_particles_spriteset_map_init_viewports init_viewports
    alias nf_particles_spriteset_map_dispose dispose
    alias nf_particles_spriteset_map_update_character_sprites update_character_sprites
    alias nf_particles_spriteset_map_update update
    #--------------------------------------------------------------------------
    def init_viewports
      nf_particles_spriteset_map_init_viewports
      @particle_engine = Particle_Engine.new(@viewport1)
    end
    #--------------------------------------------------------------------------
    def dispose
      nf_particles_spriteset_map_dispose
      @particle_engine.dispose
    end
    #--------------------------------------------------------------------------
    def update_character_sprites
      nf_particles_spriteset_map_update_character_sprites
      for sprite in @character_sprites
        next unless sprite.character.is_a?(Game_Event)
        if sprite.character.pe_refresh == true
          sprite.character.pe_refresh = false
          @particle_engine.remove_effect(sprite.character)
          @particle_engine.add_effect(sprite.character)
        end
      end
    end
    #--------------------------------------------------------------------------
    def update
      nf_particles_spriteset_map_update
      @particle_engine.update
    end
  end
  
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
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