eddy_de_galdon Chevalier Dragon (niveau 2)
Messages postés : 807 Date d'inscription : 31/08/2013 Jauge LPC :
| Sujet: [XP]brouillard à l’écran titre Lun 7 Oct 2013 - 21:10 | |
| voici un script qui va permettre d'avoir un brouillard (animé, donc, qui bouge.) dans l'ecran titre. modifié par eddy_de_galdon : - Code:
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#============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # modifié par eddy_de_galdon #(inspiré des commandes d'un script de MOG) #pour avoir un brouillard #L. 15 à 19 : configuration #L.102/103 : déplacement du brouillard #dans chaque commande (def command...) : desactivation du brouillard #desactivation : @fundo45.opacity = 0 #==============================================================================
class Scene_Title #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main #ACTIVATION DU BROUILLARD #fundo45 est le nom d'activation du brouillard pour pouvoir en mettre plusieur. @fundo45 = Plane.new @fundo45.bitmap = RPG::Cache.fog("001-Fog01",0) @fundo45.blend_type = 1 @fundo45.z = 15 @fundo45.opacity = 50 # If battle test if $BTEST battle_test return end # Load database $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # Make system object $game_system = Game_System.new # Make title graphic @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) # Make command window s1 = "New Game" s2 = "Continue" s3 = "Shutdown" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 # Continue enabled determinant # Check if at least one save file exists # If enabled, make @continue_enabled true; if disabled, make it false @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end # If continue is enabled, move cursor to "Continue" # If disabled, display "Continue" text in gray if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end # Play title BGM $game_system.bgm_play($data_system.title_bgm) # Stop playing ME and BGS Audio.me_stop Audio.bgs_stop # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of command window @command_window.dispose # Dispose of title graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update #animation du brouillard (deplacement) @fundo45.ox += 3 @fundo45.oy += 3 # Update command window @command_window.update # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game #enlève le brouillard @fundo45.bitmap.dispose @fundo45.bitmap = nil @fundo45.dispose @fundo45 = nil # Play decision SE $game_system.se_play($data_system.decision_se) # Stop BGM Audio.bgm_stop # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each type of game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.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 # Set up initial party $game_party.setup_starting_members # Set up initial map position $game_map.setup($data_system.start_map_id) # Move player to initial position $game_player.moveto($data_system.start_x, $data_system.start_y) # Refresh player $game_player.refresh # Run automatic change for BGM and BGS set with map $game_map.autoplay # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue #enlève le brouillard @fundo45.bitmap.dispose @fundo45.bitmap = nil @fundo45.dispose @fundo45 = nil # If continue is disabled unless @continue_enabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to load screen $scene = Scene_Load.new end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown #enlève le brouillard @fundo45.bitmap.dispose @fundo45.bitmap = nil @fundo45.dispose @fundo45 = nil # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test # Load database (for battle test) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.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 # Set up party for battle test $game_party.setup_battle_test_members # Set troop ID, can escape flag, and battleback $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Switch to battle screen $scene = Scene_Battle.new end end
un screen ne serviras a rien.
Dernière édition par eddy_de_galdon le Mer 9 Oct 2013 - 18:13, édité 4 fois |
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Heaven Chevalier Dragon (niveau 1)
Messages postés : 755 Date d'inscription : 01/04/2013 Jauge LPC :
| Sujet: Re: [XP]brouillard à l’écran titre Mar 8 Oct 2013 - 15:43 | |
| Merci du partage, ce serait cool si tu pouvais poster le script original puisque tu dis avoir fait une modification (:
Heav'n
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eddy_de_galdon Chevalier Dragon (niveau 2)
Messages postés : 807 Date d'inscription : 31/08/2013 Jauge LPC :
| Sujet: Re: [XP]brouillard à l’écran titre Mar 8 Oct 2013 - 16:05 | |
| Par modifié, je parle du simple script Scene_Title de base. Mais je me suis aidé d'un script de moghuter pour le faire. |
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Heaven Chevalier Dragon (niveau 1)
Messages postés : 755 Date d'inscription : 01/04/2013 Jauge LPC :
| Sujet: Re: [XP]brouillard à l’écran titre Mar 8 Oct 2013 - 16:23 | |
| Oki ^^
Ce serai bien que tu mettes Moghunter à créditer si tu as fait qu'un modif' =D
Heav'n |
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eddy_de_galdon Chevalier Dragon (niveau 2)
Messages postés : 807 Date d'inscription : 31/08/2013 Jauge LPC :
| Sujet: Re: [XP]brouillard à l’écran titre Mar 8 Oct 2013 - 16:55 | |
| Pour l'aide des script de MOG, c'est pour les commandes du brouillard. Je rajoute MOG ! |
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City Hunter Administrateur
Messages postés : 6524 Date d'inscription : 25/05/2011 Jauge LPC :
| Sujet: Re: [XP]brouillard à l’écran titre Mar 8 Oct 2013 - 18:02 | |
| Merci du partage. Je t'ajoute des points. |
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