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- Demostración de la mecánica: https://imgur.com/UNaAm9s
- Scripts:
- Se define en PBTerrains los tags isLuz? y isSombra?
- Se define F como input en Controls
- Se definen las formas en MultipleForms
- ---En Scene Map---
- #Cambio de forma 802
- if Input.trigger?(Input::F) && !pbMapInterpreterRunning? && $game_switches[101]
- for i in $Trainer.party
- if i.species==802
- if $game_variables[101]==1 #si es luz, pasa a sombra
- if PBTerrain.isLuz?(pbGetTerrainTag)
- Kernel.pbMessage(_INTL("¡No puedes transformarte aquí!"))
- break
- end
- i.resetMovesOddish(0)
- i.form=0
- $Trainer.outfit=0
- $game_variables[101]=0
- else #si es sombra, pasa a luz
- if PBTerrain.isSombra?(pbGetTerrainTag)
- Kernel.pbMessage(_INTL("¡No puedes transformarte aquí!"))
- break
- end
- i.resetMovesOddish(1)
- i.form=1
- $Trainer.outfit=1
- $game_variables[101]=1
- end
- $game_map.refresh
- pbSEPlay("expfull")
- break
- end
- end
- end
- ----En Game_Map----
- #Sombra y luz comprobaciones
- elsif PBTerrain.isLuz?(@terrain_tags[tile_id]) && $globalluz==0
- Kernel.pbStartOver
- elsif PBTerrain.isSombra?(@terrain_tags[tile_id]) && $globalsombra==0
- Kernel.pbStartOver
- elsif PBTerrain.isLuz?(@terrain_tags[tile_id]) && $game_variables[101]==0
- return false
- elsif PBTerrain.isSombra?(@terrain_tags[tile_id]) && $game_variables[101]==1
- return false
- ------En PBField_Field, bajo field_movement------
- $globalluz=250
- $globalsombra=250
- Events.onStepTaken+=proc{
- if PBTerrain.isLuz?(pbGetTerrainTag)
- $globalluz-=5
- elsif PBTerrain.isSombra?(pbGetTerrainTag)
- $globalsombra-=5
- end
- }
- --------En el script de Simple Hud de FL, en Coded Blue Bar-----------
- if USEBAR
- bar=IconSprite.new(0,yposition,@viewport1)
- bar.bitmap=Bitmap.new(Graphics.width,Graphics.height)
- colors=[
- Color.new(255,255,255),Color.new(160,160,160), # Luz
- Color.new(0,0,0),Color.new(160,160,160), # Sombra
- ]
- if $game_switches[101]==true
- #Luz
- bar.bitmap.fill_rect(Rect.new(10,40,250*10/20,6),colors[1])
- bar.bitmap.fill_rect(Rect.new(10,40,$globalluz*10/20,6),colors[0])
- end
- #Sombra
- bar.bitmap.fill_rect(Rect.new(10,50,250*10/20,6),colors[3])
- bar.bitmap.fill_rect(Rect.new(10,50,$globalsombra*10/20,6),colors[2])
- bar.z = 1000
- @hud.push(bar)
- end
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