Langage : Ruby
Posté le 21 décembre 2011
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#========================================================================================== #=================================Press_Start Image============================================ #========================================================================================== ######Auteur:Black974(Pris de base le script de Gando) ######Commencement du script:Mardi 21Décembre 2011(21/12/11) ######Fin du script: 22Decembre 2011(22/12/11) ######Remerciment:/ # http://rmd2.bbactif.com/forum # http://rpg-maker-vx.bbactif.com/ ######Difficulté:Débutant/Néophyte ######N°2 ######Version:1.0 #========================================================================================== =begin Permet d'afficher une image avant d'aller dans la fenêtre de choix. Lorsqu'on appuis sur entrée, l'image disparait et la fenêtre de choix s'ouvre. Le ton de l'écran titre lors de "press start" peut être modifié. Possibilité de configurer le son, la position X/Y et l'opacite de l'image Risque d'incompatibilité avec d'autre script de menu L'image doit aller dans le dossier Graphic/Pictures =end #========================================================================================== #=================================CONFIGURATION=========================================== #========================================================================================== #Copier coller ce script en dessous de matériel #Une modification ?Un problème ? #N'hésitez pas à me contacter par Mp ! # CREDITS: Gando/Black974 #========================================================================================== Press_Sound = "Decision2"#Son lorsque qu'on appuis sur Entrée dans press_start Return_Sound = "Cancel"#Son retour à la press_start I_Opacity = 255 #Opacite de l'image Pos_x = 0#Position X de l'image Pos_y = 0 #Position Yde l'image Ton_E = [-50,-50,-50,-50 ]#Ici le ton de l'écran (R,V,B,I) class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main if $BTEST # If battle test battle_test # Start battle test else # If normal play super # Usual main processing end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super load_database # Load database create_game_objects # Create game objects check_continue # Determine if continue is enabled create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # Play title screen music create_press_start end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super close_command_window end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super close_command_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_window snapshot_for_background dispose_title_graphic dispose_press_start end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update @press_start.update if @command_window.active if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end if @press_start.visible if Input.trigger?(Input::C) Audio.se_play("Audio/SE/" + Press_Sound, 80, 100) @press_start.visible = false @command_window.active = true @command_window.visible = true open_command_window end end if Input.trigger?(Input::B) Audio.se_play("Audio/SE/" + Return_Sound, 80, 100) close_command_window @press_start.visible = true @command_window.active = false @command_window.visible = false end end #-------------------------------------------------------------------------- # * Load Database #-------------------------------------------------------------------------- def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") end #-------------------------------------------------------------------------- # * Load Battle Test Database #-------------------------------------------------------------------------- def load_bt_database $data_actors = load_data("Data/BT_Actors.rvdata") $data_classes = load_data("Data/BT_Classes.rvdata") $data_skills = load_data("Data/BT_Skills.rvdata") $data_items = load_data("Data/BT_Items.rvdata") $data_weapons = load_data("Data/BT_Weapons.rvdata") $data_armors = load_data("Data/BT_Armors.rvdata") $data_enemies = load_data("Data/BT_Enemies.rvdata") $data_troops = load_data("Data/BT_Troops.rvdata") $data_states = load_data("Data/BT_States.rvdata") $data_animations = load_data("Data/BT_Animations.rvdata") $data_common_events = load_data("Data/BT_CommonEvents.rvdata") $data_system = load_data("Data/BT_System.rvdata") end #-------------------------------------------------------------------------- # * Create Game Objects #-------------------------------------------------------------------------- def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new end #-------------------------------------------------------------------------- # * Determine if Continue is Enabled #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Sprite.new @sprite.tone.set(0, 0, 0, 0) @sprite.bitmap = Cache.system("Title") end #-------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.active = false @command_window.visible = false @command_window.z = 25 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Create "Press Start" window #-------------------------------------------------------------------------- def create_press_start @press_start = Sprite.new @press_start.bitmap = Cache.picture("Start_I") @press_start.x = Pos_x @press_start.y = Pos_y @press_start.z = 100 @press_start.opacity = I_Opacity end #-------------------------------------------------------------------------- # * Dispose of Command Window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # * Dispose of Press start #-------------------------------------------------------------------------- def dispose_press_start @press_start.dispose end #-------------------------------------------------------------------------- # * Open Command Window #-------------------------------------------------------------------------- def open_command_window @command_window.open @sprite.tone.set(0, 0, 0, 0) begin @command_window.update Graphics.update end until @command_window.openness == 255 end #-------------------------------------------------------------------------- # * Close Command Window #-------------------------------------------------------------------------- def close_command_window @command_window.close @sprite.tone.set(Ton_E[0], Ton_E[1], Ton_E[2], Ton_E[3]) begin @command_window.update Graphics.update end until @command_window.openness == 0 end #-------------------------------------------------------------------------- # * Play Title Screen Music #-------------------------------------------------------------------------- def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end #-------------------------------------------------------------------------- # * Check Player Start Location Existence #-------------------------------------------------------------------------- def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members # Initial party $game_map.setup($data_system.start_map_id) # Initial map position $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue if @continue_enabled Sound.play_decision $scene = Scene_File.new(false, true, false) else Sound.play_buzzer end end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test load_bt_database # Load battle test database create_game_objects # Create game objects Graphics.frame_count = 0 # Initialize play time $game_party.setup_battle_test_members $game_troop.setup($data_system.test_troop_id) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end
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