catskart Chevalier (niveau 1)
Messages postés : 79 Date d'inscription : 03/11/2013 Jauge LPC :
| Sujet: Choisir un lieu lors de la nouvelle partie. Lun 31 Mar 2014 - 15:58 | |
| Voici un script qui permet de choisir entre 6 maps où le héros y sera, lorsque vous cliquerez sur la nouvelle partie. - Code:
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#============================================================================== # ** Scene_Episode Par catskart #==============================================================================
#------------------------------------------------------------------------------ # Les valeurs pour changer le point de départ des 6 maps. (vous pouvez # bien sûr les modifier) # id = La map # x = le coordonné X # y = le coordonné Y #------------------------------------------------------------------------------ # Map 1 $idE1 = 1 $xE1 = 0 $yE1 = 0 # Map 2 $idE2 = 2 $xE2 = 0 $yE2 = 0 # Map 3 $idE3 = 3 $xE3 = 0 $yE3 = 0 # Map 4 $idE4 = 4 $xE4 = 0 $yE4 = 0 # Map 5 $idE5 = 5 $xE5 = 0 $yE5 = 0 # Map 6 $idE6 = 6 $xE5 = 0 $yE5 = 0
#------------------------------------------------------------------------------ # ** Scene_Title (Pour la commande new game) #------------------------------------------------------------------------------ class Scene_Title def command_new_game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to Episode screen $scene = Scene_Episode.new end end
class Scene_Episode def main s1 = "Map 1" s2 = "Map 2" s3 = "Map 3" s4 = "Map 4" s5 = "Map 5" s6 = "Map 6" s7 = "Retour" @command_window = Window_Command.new(192, [s1, s2, s3, s4, s5, s6, s7]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 @command_window.height= 190 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end def update @command_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Title.new return end if Input.trigger?(Input::C) case @command_window.index when 0 command_E1 when 1 command_E2 when 2 command_E3 when 3 command_E4 when 4 command_E5 when 5 command_E6 when 6 command_back end return end end #-------------------------------------------------------------------------- # * episode 1 #-------------------------------------------------------------------------- def command_E1 # 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 $game_map.setup($idE1) # Move player to initial position $game_player.moveto($xE1, $yE1) # 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 #-------------------------------------------------------------------------- # episode 2 #-------------------------------------------------------------------------- def command_E2 # 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 $game_map.setup($idE2) # Move player to initial position $game_player.moveto($xE2, $yE2) # 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 #-------------------------------------------------------------------------- # episode 3 #-------------------------------------------------------------------------- def command_E3 # 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 $game_map.setup($idE3) # Move player to initial position $game_player.moveto($xE3, $yE3) # 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 #-------------------------------------------------------------------------- # episode 4 #-------------------------------------------------------------------------- def command_E4 # 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 $game_map.setup($idE4) # Move player to initial position $game_player.moveto($xE4, $yE4) # 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 #-------------------------------------------------------------------------- # episode 5 #-------------------------------------------------------------------------- def command_E5 # 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 $game_map.setup($idE5) # Move player to initial position $game_player.moveto($xE5, $yE5) # 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 #-------------------------------------------------------------------------- # episode 6 #-------------------------------------------------------------------------- def command_E6 # 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 $game_map.setup($idE6) # Move player to initial position $game_player.moveto($xE6, $yE6) # 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 #-------------------------------------------------------------------------- # retour #-------------------------------------------------------------------------- def command_back # Play decision SE $game_system.se_play($data_system.cancel_se) # Switch to load screen $scene = Scene_Title.new end end |
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