Ergebnis 1 bis 20 von 215

Thema: diäitsch's Problem Sammelthread (Xp) :D

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  1. #1
    @-KD-: Erstmal versuche ich das über Variabeln zu regeln, (viele Items wird man beim Wechsel eh nicht haben).
    Wenn ich das gar nicht hinkriege, werde ich Wohl oder Übel den Script benutzen.
    (Ich finde's gut, das sich Leute die Mühe machen, Scripts zu erstellen, aber mein Spiel soll Bug Frei bleiben. Was jetzt nicht heißt, das jeder Script verbugt ist...)
    Trotzdem danke

  2. #2
    Probier's doch erst mit Script. Wenn's verbugt ist, merkt man das schnell

  3. #3
    Zitat Zitat von diäitsch Beitrag anzeigen
    @-KD-: Erstmal versuche ich das über Variabeln zu regeln, (viele Items wird man beim Wechsel eh nicht haben).
    Wenn ich das gar nicht hinkriege, werde ich Wohl oder Übel den Script benutzen.
    (Ich finde's gut, das sich Leute die Mühe machen, Scripts zu erstellen, aber mein Spiel soll Bug Frei bleiben. Was jetzt nicht heißt, das jeder Script verbugt ist...)
    Trotzdem danke
    Das macht irgendwie keinen Sinn...oder?.
    Das ist so als wenn du Hunger hast und Fisch essen willst und KD präsentiert ein Teller feinstem Lachs mit vielen leckeren Beilagen, welches du kostenlos Essen darfst, aber du ablehnend dann mit einem "Nein, danke. Schmeissen sie Teller weg, Herr Ober. Ich schaue mal selber was ich im Fluss an Fischen so finde" daherkommst.

  4. #4
    So, ich habe jetzt erstmal für jeden Ggst. den man mit Team 1 erhalten kann eine Variabel festgelegt, und jetzt? (Hab's erstmal als extra Test Event gemacht)





    Wenn ich ihn anklicke, bleiben die Items so, mit "Sub" habe ich's auch schon versucht


    Edit: @Ascare: Ich würde lieber Matjes oder einen Hering essen, will heißen ich will die standard Möglichkeiten des Makers nutzen

    Geändert von diäitsch (23.08.2008 um 15:57 Uhr)

  5. #5
    ich erklaere es mit nur ein Item:
    1)erstelle einen zyklus
    2)im zykluss am amfang fraegst du mit einen conditional brench ab; obe es ein Item, gibt.
    Wenn ja, dann erhoehst du Variable 0001 um eins.
    Jetzt ferriengerst du das Item
    2-2)Du fraegst wieder mit ein CB ab, ob das Item immrnoch exestiert. Im Ja-Berreich passiert nichts.
    Aber im Nein Berreich wird Variable 0002 auf die gleiche Zahl, wie 0001 gesezt und der Zyklus wird gebrochen.
    Dies gillt auch im anderem Nein-Berreich.

    WICHTIG:
    Pro Item nur zwei Variablen benutzen.

    Um die genommene Items wieder z bekommen, muss man folgendes machen:
    1)
    zuerst ein Zyklus mit flogendes:
    Du fraegst mit ein CB ab,ob Variable 0001 groeser als null ist und im ja-Fall erhoest du dein Item um eins und erniedrigst die Variable 0001 um eins.
    Im Nein-Fall brichst du den Zyklus.

    Geändert von SMWma (23.08.2008 um 22:21 Uhr)

  6. #6
    So, danke an euch allen, ich habe jetzt erstmal die Möglichkeit von Adrian2000 genommen, (Vorerst nur Items abgeben) 17 Loops mit CB sind doch gar nicht so viel

  7. #7
    Zitat Zitat von diäitsch Beitrag anzeigen
    Edit: @Ascare: Ich würde lieber Matjes oder einen Hering essen, will heißen ich will die standard Möglichkeiten des Makers nutzen
    Zu denen RGSS im Falle des RMXP ja wohl dazugehört.

    Mal abgesehen davon können deine Eventskripte genau so verbugt sein wie Rubyskripte es sind. Und es soll tatsächlich Leute geben, die von sowas ne Ahnung haben, und es schaffen einfache Skripte ohne Bugs zu erstellen. Hab ich irgendwo mal gehört.

  8. #8
    @The_Burrito:Ich habe jetzt Adrian2000's Lösungsweg benutzt, und er funktioniert super.
    Der Eventscript funktioniert tadellos, und deshalb werde ich ihn auch nicht durch irgendeinen Script austauschen
    Btw. glaube ich dir gerne, das es Leute gibt, die Scripte ohne Bugs schreiben, aber es gibt auch welche, deren Scripte so verbuggt sind, das sie das Spiel beim z.B. Textbox anzeigen abstürzen lassen oder was auch immer

  9. #9
    Hey Leute,
    kurze Frage:
    Kann man die "Weather Effects" (beim Xp) eigentlich stärker als "9" machen?
    Wenn ja, wie?
    (Naja, man kann ja alles umstellen...aber wie? Ruby...)^^

  10. #10
    Vielleicht so:

  11. #11
    Danke, werd's mal am Wochenende ausprobieren.
    Über "Main" einfügen?

  12. #12
    Zitat Zitat von diäitsch Beitrag anzeigen
    Danke, werd's mal am Wochenende ausprobieren.
    Über "Main" einfügen?
    Yep. Allerdings musst du aufpassen weil Firebird kein CODE-Tag benutzt hat...könnten also Fehler auftauchen.

  13. #13
    Zitat Zitat von Ascare Beitrag anzeigen
    Yep. Allerdings musst du aufpassen weil Firebird kein CODE-Tag benutzt hat...könnten also Fehler auftauchen.
    Äh, was ?!

  14. #14
    Wenn du Scripte postest benutze den CODE-Tag, dann wird das Script richtig formatiert. Bei deinem Script sind ganz zum Schluß unten 2 Smileys z.B. das gehört da nicht hin und wird daher nicht funktionieren. Anstatt den Spoiler zu nehmen gibt es 3 Symbole links davon so ein # und das ist der CODE-Tag, das sieht dann so aus:
    Code:
    #===========================
    # ccoa's weather script
    # with ideas by ScriptKitty and Mr.DJ
    #===========================
    # Weather Types:
    # 1 - rain
    # 2 - storm
    # 3 - snow
    # 4 - hail
    # 5 - rain with thunder and lightning
    # 6 - falling leaves (autumn)
    # 7 - blowing leaves (autumn)
    # 8 - swirling leaves (autumn)
    # 9 - falling leaves (green)
    # 10 - cherry blossom (sakura) petals
    # 11 - rose petals
    # 12 - feathers
    # 13 - blood rain
    # 14 - sparkles
    # 15 - user defined
    #
    # Weather Power:
    # An integer from 0-40. 0 = no weather, 40 = 400 sprites
    #
    # Usage:
    # Create a call script with the following:
    # $game_screen.weather(type, power, hue)
    #
    # Usage of user-defined weather:
    # Look at the following globals:
    
    $WEATHER_UPDATE = false # the $WEATHER_IMAGES array has changed, please update
    $WEATHER_IMAGES = [] # the array of picture names to use
    $WEATHER_X = 0 # the number of pixels the image should move horizontally (positive = right, negative = left)
    $WEATHER_Y = 0 # the number of pizels the image should move vertically (positive = down, negative = up)
    $WEATHER_FADE = 0 # how much the image should fade each update (0 = no fade, 255 = fade instantly)
    $WEATHER_ANIMATED = false # whether or not the image should cycle through all the images
    
    module RPG
    class Weather
    def initialize(viewport = nil)
    @type = 0
    @max = 0
    @ox = 0
    @oy = 0
    @count = 0
    @current_pose = []
    @info = []
    @countarray = []
    
    make_bitmaps
    
    # **** ccoa ****
    for i in 1..500
    sprite = Sprite.new(viewport)
    sprite.z = 1000
    sprite.visible = false
    sprite.opacity = 0
    @sprites.push(sprite)
    @current_pose.push(0)
    @info.push(rand(50))
    @countarray.push(rand(15))
    end
    end
    
    def dispose
    for sprite in @sprites
    sprite.dispose
    end
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @petal_bitmap.dispose
    @blood_rain_bitmap.dispose
    for image in @autumn_leaf_bitmaps
    image.dispose
    end
    for image in @green_leaf_bitmaps
    image.dispose
    end
    for image in @rose_bitmaps
    image.dispose
    end
    for image in @feather_bitmaps
    image.dispose
    end
    for image in @sparkle_bitmaps
    image.dispose
    end
    for image in @user_bitmaps
    image.dispose
    end
    $WEATHER_UPDATE = true
    end
    
    def type=(type)
    return if @type == type
    @type = type
    case @type
    when 1 # rain
    bitmap = @rain_bitmap
    when 2 # storm
    bitmap = @storm_bitmap
    when 3 # snow
    bitmap = @snow_bitmap
    when 4 # hail
    bitmap = @hail_bitmap
    when 5 # rain w/ thunder and lightning
    bitmap = @rain_bitmap
    @thunder = true
    when 6 # falling autumn leaves
    bitmap = @autumn_leaf_bitmaps[0]
    when 7 # blowing autumn leaves
    bitmap = @autumn_leaf_bitmaps[0]
    when 8 # swirling autumn leaves
    bitmap = @autumn_leaf_bitmaps[0]
    when 9 # falling green leaves
    bitmap = @green_leaf_bitmaps[0]
    when 10 # sakura petals
    bitmap = @petal_bitmap
    when 11 # rose petals
    bitmap = @rose_bitmaps[0]
    when 12 # feathers
    bitmap = @feather_bitmaps[0]
    when 13 # blood rain
    bitmap = @blood_rain_bitmap
    when 14 # sparkles
    bitmap = @sparkle_bitmaps[0]
    when 15 # user-defined
    bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    else
    bitmap = nil
    end
    if @type != 5
    @thunder = false
    end
    # **** ccoa ****
    for i in 1..500
    sprite = @sprites[i]
    if sprite != nil
    sprite.visible = (i <= @max)
    sprite.bitmap = bitmap
    end
    end
    end
    
    def ox=(ox)
    return if @ox == ox;
    @ox = ox
    for sprite in @sprites
    sprite.ox = @ox
    end
    end
    
    def oy=(oy)
    return if @oy == oy;
    @oy = oy
    for sprite in @sprites
    sprite.oy = @oy
    end
    end
    
    def max=(max)
    return if @max == max;
    # **** ccoa ****
    @max = [[max, 0].max, 500].min
    for i in 1..500
    sprite = @sprites[i]
    if sprite != nil
    sprite.visible = (i <= @max)
    end
    end
    end
    
    def update
    return if @type == 0
    for i in 1..@max
    sprite = @sprites[i]
    if sprite == nil
    break
    end
    if @type == 1 or @type == 5 or @type == 13 # rain
    sprite.x -= 2
    sprite.y += 16
    sprite.opacity -= 8
    if @thunder and (rand(8000 - @max) == 0)
    $game_screen.start_flash(Color.new(255, 255, 255, 255), 5)
    Audio.se_play("Audio/SE/061-Thunderclap01")
    end
    end
    if @type == 2 # storm
    sprite.x -= 8
    sprite.y += 16
    sprite.opacity -= 12
    end
    if @type == 3 # snow
    sprite.x -= 2
    sprite.y += 8
    sprite.opacity -= 8
    end
    if @type == 4 # hail
    sprite.x -= 1
    sprite.y += 18
    sprite.opacity -= 15
    end
    if @type == 6 # falling autumn leaves
    @count = rand(20)
    if @count == 0
    sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
    @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
    end
    sprite.x -= 1
    sprite.y += 1
    end
    if @type == 7 # blowing autumn leaves
    @count = rand(20)
    if @count == 0
    sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
    @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
    end
    sprite.x -= 10
    sprite.y += (rand(4) - 2)
    end
    if @type == 8 # swirling autumn leaves
    @count = rand(20)
    if @count == 0
    sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
    @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
    end
    if @info[i] != 0
    if @info[i] >= 1 and @info[i] <= 10
    sprite.x -= 3
    sprite.y -= 1
    elsif @info[i] >= 11 and @info[i] <= 16
    sprite.x -= 1
    sprite.y -= 2
    elsif @info[i] >= 17 and @info[i] <= 20
    sprite.y -= 3
    elsif @info[i] >= 21 and @info[i] <= 30
    sprite.y -= 2
    sprite.x += 1
    elsif @info[i] >= 31 and @info[i] <= 36
    sprite.y -= 1
    sprite.x += 3
    elsif @info[i] >= 37 and @info[i] <= 40
    sprite.x += 5
    elsif @info[i] >= 41 and @info[i] <= 46
    sprite.y += 1
    sprite.x += 3
    elsif @info[i] >= 47 and @info[i] <= 58
    sprite.y += 2
    sprite.x += 1
    elsif @info[i] >= 59 and @info[i] <= 64
    sprite.y += 3
    elsif @info[i] >= 65 and @info[i] <= 70
    sprite.x -= 1
    sprite.y += 2
    elsif @info[i] >= 71 and @info[i] <= 81
    sprite.x -= 3
    sprite.y += 1
    elsif @info[i] >= 82 and @info[i] <= 87
    sprite.x -= 5
    end
    @info[i] = (@info[i] + 1) % 88
    else
    if rand(200) == 0
    @info[i] = 1
    end
    sprite.x -= 5
    sprite.y += 1
    end
    end
    if @type == 9 # falling green leaves
    if @countarray[i] == 0
    @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
    sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
    @countarray[i] = rand(15)
    end
    @countarray[i] = (@countarray[i] + 1) % 15
    sprite.y += 1
    end
    if @type == 10 # sakura petals
    if @info[i] < 25
    sprite.x -= 1
    else
    sprite.x += 1
    end
    @info[i] = (@info[i] + 1) % 50
    sprite.y += 1
    end
    if @type == 11 # rose petals
    @count = rand(20)
    if @count == 0
    sprite.bitmap = @rose_bitmaps[@current_pose[i]]
    @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
    end
    if @info[i] % 2 == 0
    if @info[i] < 10
    sprite.x -= 1
    else
    sprite.x += 1
    end
    end
    sprite.y += 1
    end
    if @type == 12 # feathers
    if @countarray[i] == 0
    @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
    sprite.bitmap = @feather_bitmaps[@current_pose[i]]
    end
    @countarray[i] = (@countarray[i] + 1) % 15
    if rand(100) == 0
    sprite.x -= 1
    end
    if rand(100) == 0
    sprite.y -= 1
    end
    if @info[i] < 50
    if rand(2) == 0
    sprite.x -= 1
    else
    sprite.y -= 1
    end
    else
    if rand(2) == 0
    sprite.x += 1
    else
    sprite.y += 1
    end
    end
    @info[i] = (@info[i] + 1) % 100
    end
    if @type == 14 # sparkles
    if @countarray[i] == 0
    @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
    sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
    end
    @countarray[i] = (@countarray[i] + 1) % 15
    sprite.y += 1
    sprite.opacity -= 1
    end
    if @type == 15 # user-defined
    if $WEATHER_UPDATE
    update_user_defined
    $WEATHER_UPDATE = false
    end
    if $WEATHER_ANIMATED and @countarray[i] == 0
    @current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
    sprite.bitmap = @user_bitmaps[@current_pose[i]]
    end
    @countarray[i] = (@countarray[i] + 1) % 15
    sprite.x += $WEATHER_X
    sprite.y += $WEATHER_Y
    sprite.opacity -= $WEATHER_FADE
    end
    
    x = sprite.x - @ox
    y = sprite.y - @oy
    if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
    sprite.x = rand(800) - 50 + @ox
    sprite.y = rand(800) - 200 + @oy
    sprite.opacity = 255
    end
    end
    end
    
    def make_bitmaps
    color1 = Color.new(255, 255, 255, 255)
    color2 = Color.new(255, 255, 255, 128)
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
    @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    end
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
    @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
    @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
    @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    end
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    @sprites = []
    
    blueGrey = Color.new(215, 227, 227, 150)
    grey = Color.new(214, 217, 217, 150)
    lightGrey = Color.new(233, 233, 233, 250)
    lightBlue = Color.new(222, 239, 243, 250)
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
    
    
    color3 = Color.new(255, 167, 192, 255) # light pink
    color4 = Color.new(213, 106, 136, 255) # dark pink
    @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    @petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    @petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    @petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    @petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    @petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    @petal_bitmap.fill_rect(3, 1, 1, 1, color4)
    
    
    brightOrange = Color.new(248, 88, 0, 255)
    orangeBrown = Color.new(144, 80, 56, 255)
    burntRed = Color.new(152, 0, 0, 255)
    paleOrange = Color.new(232, 160, 128, 255)
    darkBrown = Color.new(72, 40, 0, 255)
    @autumn_leaf_bitmaps = []
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    # draw the first of the leaf1 bitmaps
    @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
    
    # draw the 2nd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
    
    # draw the 3rd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
    
    # draw the 4th of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
    
    @green_leaf_bitmaps = []
    darkGreen = Color.new(62, 76, 31, 255)
    midGreen = Color.new(76, 91, 43, 255)
    khaki = Color.new(105, 114, 66, 255)
    lightGreen = Color.new(128, 136, 88, 255)
    mint = Color.new(146, 154, 106, 255)
    
    # 1st leaf bitmap
    @green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
    
    # 2nd leaf bitmap
    @green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
    
    # 3rd leaf bitmap
    @green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
    
    # 4th leaf bitmap
    @green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
    
    # 5th leaf bitmap
    @green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
    
    # 6th leaf bitmap
    @green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
    
    # 7th leaf bitmap
    @green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
    
    # 8th leaf bitmap
    @green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
    
    # 9th leaf bitmap
    @green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
    
    # 10th leaf bitmap
    @green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
    
    # 11th leaf bitmap
    @green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
    
    
    
    # 12th leaf bitmap
    @green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
    
    # 13th leaf bitmap
    @green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
    
    @rose_bitmaps = []
    brightRed = Color.new(255, 0, 0, 255)
    midRed = Color.new(179, 17, 17, 255)
    darkRed = Color.new(141, 9, 9, 255)
    
    # 1st rose petal bitmap
    @rose_bitmaps[0] = Bitmap.new(3, 3)
    @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    @rose_bitmaps[0].set_pixel(2, 2, darkRed)
    
    # 2nd rose petal bitmap
    @rose_bitmaps[1] = Bitmap.new(3, 3)
    @rose_bitmaps[1].set_pixel(0, 1, midRed)
    @rose_bitmaps[1].set_pixel(1, 1, brightRed)
    @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
    
    @feather_bitmaps = []
    white = Color.new(255, 255, 255, 255)
    
    # 1st feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 2, white)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    
    # 2nd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 0, white)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    
    # 3rd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 0, white)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    
    # 4th feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 2, white)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    
    @blood_rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
    @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    end
    
    @sparkle_bitmaps = []
    
    lightBlue = Color.new(181, 244, 255, 255)
    midBlue = Color.new(126, 197, 235, 255)
    darkBlue = Color.new(77, 136, 225, 255)
    
    # 1st sparkle bitmap
    @sparkle_bitmaps[0] = Bitmap.new(7, 7)
    @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
    
    # 2nd sparkle bitmap
    @sparkle_bitmaps[1] = Bitmap.new(7, 7)
    @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
    
    # 3rd sparkle bitmap
    @sparkle_bitmaps[2] = Bitmap.new(7, 7)
    @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
    
    # 4th sparkle bitmap
    @sparkle_bitmaps[3] = Bitmap.new(7, 7)
    @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
    
    # 5th sparkle bitmap
    @sparkle_bitmaps[4] = Bitmap.new(7, 7)
    @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    
    # 6th sparkle bitmap
    @sparkle_bitmaps[5] = Bitmap.new(7, 7)
    @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    @sparkle_bitmaps[5].set_pixel(3, 3, white)
    
    # 7th sparkle bitmap
    @sparkle_bitmaps[6] = Bitmap.new(7, 7)
    @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[6].set_pixel(3, 3, white)
    
    @user_bitmaps = []
    update_user_defined
    end
    
    def update_user_defined
    for image in @user_bitmaps
    image.dispose
    end
    
    #user-defined bitmaps
    for name in $WEATHER_IMAGES
    @user_bitmaps.push(RPG::Cache.picture(na me))
    end
    for sprite in @sprites
    sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    end
    end
    
    attr_reader :type
    attr_reader :max
    attr_reader :ox
    attr_reader :oy
    end
    end
    Alternativ kann man auch wahrscheinlich den php-Tag nehmen.

    Hier mehr Infos zu den Tags:
    http://www.multimediaxis.de/misc.php?do=bbcode#code

  15. #15
    Danke für deine Antwort. Werde es mir merken.

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