Destrua todos os agrupamentos de blocos coloridos sem tocar as células letalmente perigosas. No inicio, este game parece bem simples, mas ele vai ficando complicado em cada fase. Nem todos conseguem vencer todas os 28 níveis deste jogo viciante de arcade, com gráficos retrô e pixel art. Mais quebra-cabeças
Postado em: Jogos online, Quebra-Cabeça
Procedimento em vídeo e em texto que ensina como alterar o gamemode (modo de jogo) no single player do Minecraft mesmo em mundos criados sem cheats (trapaças) ativadas.
Postado em: Dicas e soluções, Vídeos
Eles filmaram as reações dos fãs e dos publico diante da revelação das primeiras imagens do novo DOOM, na Quakecon 2014. Parece que desta vez, eles revelaram imagens do gameplay, também. Na ocasião, a id Software pediu para que não se filmassem as imagens do reboot da série, pois estas eram para os fãs, mas não estavam prontas para serem […]
Postado em: Vídeos
MOG Scene Shop Felicia é um script de “Scene Shop” com layout em pictures e movimento desenvolvido pelo Moghunter para ser usado em jogos ou projetos desenvolvidos com a ferramenta RPG Maker XP.
Para renomear as Faces dos personagens, use da seguinte forma: Aluxes_FC.png
Ou seja, coloque o nome do personagem mais o sufixo _FC. É conveniente baixar a demo, que já possui todas as imagens exemplos e o script.

#_______________________________________________________________________________
# MOG_Scene_Shop V1.7
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNSHPT= 30
#Transition Type (Name)
MNSHPTT= "006-Stripe02"
end
#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# Draw_item_Name_Ex
#--------------------------------------------------------------------------
def draw_item_name_ex(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
#--------------------------------------------------------------------------
# Nada
#--------------------------------------------------------------------------
def nada
face = RPG::Cache.picture("")
end
#--------------------------------------------------------------------------
# Drw_face
#--------------------------------------------------------------------------
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
end
#===============================================================================
# Game_Actor
#===============================================================================
class Win_Shop_Sel < Window_Base
attr_reader :index
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
#--------------------------------------------------------------------------
# Index
#--------------------------------------------------------------------------
def index=(index)
@index = index
update_cursor_rect
end
#--------------------------------------------------------------------------
# row_max
#--------------------------------------------------------------------------
def row_max
return (@item_max + @column_max - 1) / @column_max
end
#--------------------------------------------------------------------------
# Top_Row
#--------------------------------------------------------------------------
def top_row
return self.oy / 32
end
#--------------------------------------------------------------------------
# Top_Row(Row)
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 32
end
#--------------------------------------------------------------------------
# Page_Row_Max
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / 32
end
#--------------------------------------------------------------------------
# Page_Item_Max
#--------------------------------------------------------------------------
def page_item_max
return page_row_max * @column_max
end
#--------------------------------------------------------------------------
# Update_Cursor_Rect
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * 80
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, 32, 32)
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::RIGHT)
if @column_max >= 2 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
if Input.repeat?(Input::LEFT)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
end
update_cursor_rect
end
end
#===============================================================================
# Window_ShopCommand
#===============================================================================
class Window_ShopCommand < Win_Shop_Sel
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super(58, 68, 230, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["", "", ""]
self.index = 0
end
end
#===============================================================================
# Window_ShopBuy
#===============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(shop_goods)
super(-10, 180, 310, 225)
@shop_goods = shop_goods
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# Ite
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items[goods_item[1]]
when 1
item = $data_weapons[goods_item[1]]
when 2
item = $data_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# Draw_Item
#--------------------------------------------------------------------------
def draw_item(index)
self.contents.font.name = "Georgia"
self.contents.font.bold = false
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
x = 4
y = index * 32
if item.price <= $game_party.gold and number < 99
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(x + 150, y, 88, 32, "G", 1)
if item.price <= $game_party.gold
if number < 99
self.contents.font.color = Color.new(200,200,50,255)
else
self.contents.font.color = disabled_color
end
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
end
#--------------------------------------------------------------------------
# Update_Help
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#===============================================================================
# Window_ShopSell
#===============================================================================
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super(-10, 180, 305, 225)
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# Draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.price > 0
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.font.name = "Georgia"
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 150, 32, item.name, 0)
self.contents.draw_text(x + 230, y, 16, 32, ":", 1)
self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# Update_Help
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#===============================================================================
# Window_ShopNumber
#===============================================================================
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super(-10, 180, 310, 225)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
#--------------------------------------------------------------------------
# Set
#--------------------------------------------------------------------------
def set(item, max, price)
@item = item
@max = max
@price = price
@number = 1
refresh
end
#--------------------------------------------------------------------------
# Number
#--------------------------------------------------------------------------
def number
return @number
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
self.contents.font.bold = true
draw_item_name_ex(@item, 4, 66)
self.contents.font.color = Color.new(50,150,250,255)
self.contents.draw_text(185, 66, 32, 32, "x")
self.contents.font.color = normal_color
self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2)
self.cursor_rect.set(304, 66, 32, 32)
total_price = @price * @number
cx = contents.text_size("G").width
self.contents.font.color = Color.new(200,200,50,255)
self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2)
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(90, 160, 88, 32, "G", 1)
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
if self.active
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
end
end
end
#===============================================================================
# Window_ShopStatus
#===============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super(300, 128, 350, 300)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
if @item == nil
return
end
if $mog_rgss_Item_Limit != nil
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
item_max = MOG::ITEM_LIMIT[@item.id]
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
item_max = MOG::WEAPON_LIMIT[@item.id]
when RPG::Armor
number = $game_party.armor_number(@item.id)
item_max = MOG::ARMOR_LIMIT[@item.id]
end
self.contents.font.color = system_color
self.contents.draw_text(190, 0, 200, 32, "Stock")
self.contents.font.color = normal_color
if item_max != nil
self.contents.draw_text(230, 0, 80, 32, number.to_s + " / " + item_max.to_s, 2)
else
max_limit = MOG::DEFAULT_LIMIT
self.contents.draw_text(230, 0, 80, 32, number.to_s + " / " + max_limit.to_s, 2)
end
else
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(210, 0, 200, 32, "Stock")
self.contents.font.color = normal_color
self.contents.draw_text(245, 0, 32, 32, number.to_s, 2)
end
if @item.is_a?(RPG::Item)
return
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(65, 0, 100, 32, "Equipped", 2)
drw_face(actor,0 ,80 + 64 * i)
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
if actor.equippable?(@item)
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Atk", 2)
self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Pdef", 2)
self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Mdef", 2)
change = atk2 - atk1
change2 = pdef2 - pdef1
change3 = mdef2 - mdef1
if atk2 > atk1
self.contents.font.color = Color.new(50,250,150,255)
elsif atk2 == atk1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2)
if pdef2 > pdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif pdef2 == pdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2)
if mdef2 > mdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif mdef2 == mdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2)
end
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
eva1 = item1 != nil ? item1.eva : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
eva2 = @item != nil ? @item.eva : 0
change = pdef2 - pdef1
change2 = mdef2 - mdef1
change3 = eva2 - eva1
self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Pdef", 2)
self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Mdef", 2)
self.contents.draw_text(160, 50 + 64 * i, 112, 32,"Eva", 2)
if pdef2 > pdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif pdef2 == pdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2)
if mdef2 > mdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif mdef2 == mdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2)
if eva2 > eva1
self.contents.font.color = Color.new(50,250,150,255)
elsif eva2 == eva1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2)
end
end
if item1 != nil
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = 64 + 64 * i
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x + 50, y - 35, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 75, y - 40, 212, 32, item1.name)
end
end
end
def item=(item)
if @item != item
@item = item
refresh
end
end
end
#===============================================================================
# Scene_Shop
#===============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
@mshop_back = Plane.new
@mshop_back.bitmap = RPG::Cache.picture("MN_BK2")
@mshop_back.z = 10
@mshop_lay = Sprite.new
@mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay")
@mshop_lay.z = 15
@mshop_com = Sprite.new
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
@mshop_com.z = 20
@help_window = Window_Help.new
@help_window.contents.font.name = "Georgia"
@help_window.y = 413
@command_window = Window_ShopCommand.new
@command_window.visible = false
@gold_window = Window_Gold.new
@gold_window.x = 460
@gold_window.y = -5
@dummy_window = Window_Base.new(0, 128, 640, 352)
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
@status_window = Window_ShopStatus.new
@status_window.visible = false
@help_window.opacity = 0
@status_window.opacity = 0
@sell_window.opacity = 0
@buy_window.opacity = 0
@gold_window.opacity = 0
@command_window.opacity = 0
@number_window.opacity = 0
@dummy_window.opacity = 0
Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@mshop_back.ox += 1
@help_window.x -= 15
@gold_window.x += 15
@mshop_lay.zoom_x += 0.1
@mshop_lay.opacity -= 10
@command_window.x -= 15
@mshop_com.x -= 15
@buy_window.x -= 20
@sell_window.x -= 20
Graphics.update
end
Graphics.freeze
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@mshop_back.dispose
@mshop_lay.dispose
@mshop_com.dispose
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
@mshop_back.ox += 1
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 10
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
if @sell_window.active == true
@sell_window.visible = true
if @sell_window.x < -10
@sell_window.x += 15
@sell_window.contents_opacity += 10
elsif @sell_window.x >= -10
@sell_window.x = -10
@sell_window.contents_opacity = 255
end
else
if @sell_window.x > -300
@sell_window.x -= 15
@sell_window.contents_opacity -= 10
elsif @sell_window.x <= -300
@sell_window.x = -300
@sell_window.contents_opacity = 0
@sell_window.visible = false
end
end
if @buy_window.active == true
@buy_window.visible = true
if @buy_window.x < -10
@buy_window.x += 15
@buy_window.contents_opacity += 10
elsif @buy_window.x >= -10
@buy_window.x = -10
@buy_window.contents_opacity = 255
end
else
if @buy_window.x > -300
@buy_window.x -= 15
@buy_window.contents_opacity -= 10
elsif @buy_window.x <= -300
@buy_window.x = -300
@buy_window.contents_opacity = 0
@buy_window.visible = false
end
end
if @number_window.active == true
@number_window.visible = true
if @number_window.x < -10
@number_window.x += 15
@number_window.contents_opacity += 10
elsif @number_window.x >= -10
@number_window.x = -10
@number_window.contents_opacity = 255
end
else
if @number_window.x > -300
@number_window.x -= 15
@number_window.contents_opacity -= 10
elsif @number_window.x <= -300
@number_window.x = -300
@number_window.contents_opacity = 0
@number_window.visible = false
end
end
if @number_window.active == false
if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
case @command_window.index
when 0
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
when 1
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com02")
when 2
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com03")
end
if @command_window.active
update_command
return
end
if @buy_window.active
update_buy
return
end
if @sell_window.active
update_sell
return
end
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# Update_Command
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.refresh
@status_window.visible = true
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.refresh
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# Update Buy
#--------------------------------------------------------------------------
def update_buy
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
if number == 99
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
@buy_window.active = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
end
end
#--------------------------------------------------------------------------
# Update Sell
#--------------------------------------------------------------------------
def update_sell
@status_window.item = @sell_window.item
@status_window.visible = true
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @sell_window.item
@status_window.item = @item
if @item == nil or @item.price == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
max = number
@sell_window.active = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@status_window.visible = true
end
end
#--------------------------------------------------------------------------
# Update Number
#--------------------------------------------------------------------------
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
case @command_window.index
when 0
@buy_window.active = true
when 1
@sell_window.active = true
@status_window.visible = false
end
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.active = false
case @command_window.index
when 0
$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
when 1
$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@status_window.visible = false
end
return
end
end
end
$mog_rgss_Scene_Shop = truePostado em: Programação XP
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Na pichação está escrito, “TRAB PU KCIP”, que lido no espelho significa “PICK UP BART”, que é do episódio “Brother from the Same Planet” (na versão em português brasileiro), o décimo quarto da quarta temporada dos Simpsons, que por sua vez, faz uma referência ao filme O Iluminado, de Stanley Kubrick, com Milhouse falando de trás para frente como o Danny Torrance desta versão da história.
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Detonado do Angry Birds Space, a versão espacial do viciante game de arremessar galinhas, a mais recente, inclusive. Pelo que deu pra entender, foi feito pelo extinto canal Spongebob Games TV. O vídeo tem mais de uma hora de duração, e por isso está bem completo, podendo te ajudar a vencer algumas fases mais complicadas (se quiser spoilar, é claro). […]
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