Hyblitz Chevalier (niveau 1)
Messages postés : 74 Date d'inscription : 10/07/2014 Jauge LPC :
| Sujet: [RMXP] Problème de script MogHunter Dim 27 Juil 2014 - 11:27 | |
| Salut les gens désoler de vous déranger encore une fois, et j'éspére que tout le monde vas bien, donc voila j'ai un petit problème entre 2 script de MogHunter ( un pour Scene_Gameover, l'autre Scene_Title) le problème c'est que je suis en menu gameover et je choisie sois Load ou Quit sa me fait cette erreur la : et Voila les deux script : Scene Title Sofia V1.2 - Code:
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#_________________________________________________ # MOG_Animated Title Sofia V1.2 #_________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_________________________________________________ module MOG #Auto Fullscreen. FULL_SCREEN = false #Logo Picture Name. LOGO_PIC = "logo" #Logo Time. LOGO_TIME = 100 #Logo ME. LOGO_ME = "sub_healingbuf" #Set Game Frame Rate (Default 40FPS). PER = 60 #Random Music. RAND_MUSIC = true #Set Random Music. MUSIC1 = "Saikihunter_bgm" MUSIC2 = "Saikihunter_bgm" MUSIC3 = "Saikihunter_bgm" #Active Title BGS. BGS_ON = false #Set Title BGS. BGS = "004-Wind04" #Set BGS volume. BGS_VOL = 10 #Transition Type. TRANS_TITLE = "011-Random03" #Transition Time. TRANS_TIME = 20 #Texto para acessar o menu de opções(Press any Key) T_B = "P r e s s a n y k e y" #Tamanho da fonte(Press any Key). T_B_FONT = 30 #Posição do texto na horizontal.(Press any Key) T_B_X = 255 #Posição do texto na vertical.(Press any Key) T_B_Y = 255 #Som ao apertar a tecla.(Press any Key) T_B_SE = "087-Action02" #Ativar Zoom reverso na imagem de fundo. BACK_ZOOM = true #Nome da picture de opções de comando. #É necessário ter 3 picures nomeadas com #o nome abaixo mais o prefixo _01 , _02 e _03. COM = "Com" #----------------- # Imagem de Fundo #----------------- PIC_FD = "Back"#Nome da imagem. PIC_FD_OX = 1 #Velocidade de movimento na horizontal. PIC_FD_OY = 0 #Velocidade de movimento na vertical. PIC_FD_PRIOR = 1 #Prioridade da imagem. PIC_FD_OPA = 255 #Transparência da imagem. PIC_FD_BLEND = 0 #Tipo de Blend. #----------------- # Letras do Titulo #----------------- PIC_TEXTO = "Texto"#Nome da imagem. PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal. PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical. PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem. PIC_TEXTO_PRIOR = 9 #Prioridade da imagem. PIC_TEXTO_BLEND = 0 #Tipo de Blend. #----------------- # Imagem Camada 1 #----------------- PIC_FOG1 = "Fog01" #Nome da imagem. PIC_FOG_RAND = true #Ativar Sistema de Vento. PIC_FOG_MOV = 100 #Time para mudar de direção. PIC_FOG_OX_01 = 2 #Velocidade de movimento na horizontal. PIC_FOG_OY_01 = 2 #Velocidade de movimento na vertical. PIC_FOG_OX_02 = 3 #Velocidade de movimento na horizontal. PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical. PIC_FOG1_PRIOR = 3 #Prioridade da imagem. PIC_FOG1_BLEND = 1 #Tipo de Blend. PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal. PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical. PIC_FOG1_OPA = 255 #Transparência da imagem. #----------------- # Imagem Camada 2 #----------------- PIC_FOG2 = "Fog02" #Nome da imagem. PIC_FOG2_RAND = true #Ativar Sistema de Vento. PIC_FOG2_MOV = 100 #Time para mudar de direção. PIC_FOG2_PRIOR = 2 #Prioridade da imagem. PIC_FOG2_BLEND = 1 #Tipo de Blend. PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical. PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal. PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical. PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal. PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical. PIC_FOG2_OPA = 50 #Transparência da imagem. #----------------- # Imagem Camada 3 #----------------- PIC_FOG3 = "Tree" #Nome da imagem. PIC_FOG3_RAND = false #Ativar Sistema de Vento. PIC_FOG3_MOV = 100 #Time para mudar de direção. PIC_FOG3_PRIOR = 7 #Prioridade da imagem. PIC_FOG3_BLEND = 0 #Tipo de Blend. PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical. PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal. PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical. PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal. PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical. PIC_FOG3_OPA = 255 #Transparência da imagem. #----------------- # Imagem LEAF - 01 #----------------- PIC_LEAF1 = "Leaf01" #Nome da imagem. PIC_LEAF1_RAND = true #Ativar Sistema de Vento. PIC_LEAF1_MOV = 200 #Time para mudar de direção. PIC_LEAF1_PRIOR = 10 #Prioridade da imagem. PIC_LEAF1_BLEND = 0 #Tipo de Blend. PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical. PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal. PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical. PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal. PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical. PIC_LEAF1_OPA = 255 #Transparência da imagem. #----------------- # Imagem LEAF - 02 #----------------- PIC_LEAF2 = "Leaf02" #Nome da imagem. PIC_LEAF2_RAND = true #Ativar Sistema de Vento. PIC_LEAF2_MOV = 150 #Time para mudar de direção. PIC_LEAF2_PRIOR = 8 #Prioridade da imagem. PIC_LEAF2_BLEND = 0 #Tipo de Blend. PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal. PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical. PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal. PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical. PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal. PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical. PIC_LEAF2_OPA = 255 #Transparência da imagem. #------------------------------------------------------------------------------- #Movimento de Dispose. #------------------------------------------------------------------------------- #Alterar movimento ao escolher uma opção de comando. DIS_MOV = true #Tempo do movimento DIS_TIME = 80 #Redução da Transparência imagem. DIS_PIC1_OPA = 0 DIS_PIC2_OPA = 5 DIS_PIC3_OPA = 0 DIS_PIC4_OPA = 0 DIS_PIC5_OPA = 0 DIS_PIC6_OPA = 0 DIS_PIC_LEAF1_OPA = 5 DIS_PIC_LEAF2_OPA = 5 #Movimento da imagem DIS_PIC1_OX = -6 DIS_PIC1_OY = 0 DIS_PIC2_OX = 0 DIS_PIC2_OY = 0 DIS_PIC3_OX = 0 DIS_PIC3_OY = 0 DIS_PIC4_OX = 0 DIS_PIC4_OY = 0 DIS_PIC5_OX = 4 DIS_PIC5_OY = 0 DIS_PIC6_OX = 0 DIS_PIC6_OY = 0 DIS_PIC_LEAF1_OX = 0 DIS_PIC_LEAF1_OY = 0 DIS_PIC_LEAF2_OX = 0 DIS_PIC_LEAF2_OY = 0 #Zoom da imagem DIS_PIC1_ZOOMX = 0.02 DIS_PIC1_ZOOMY = 0.02 DIS_PIC2_ZOOMX = 0 DIS_PIC2_ZOOMY = 0 DIS_PIC3_ZOOMX = 0 DIS_PIC3_ZOOMY = 0 DIS_PIC4_ZOOMX = 0 DIS_PIC4_ZOOMY = 0 DIS_PIC5_ZOOMX = 0.004 DIS_PIC5_ZOOMY = 0.004 DIS_PIC6_ZOOMX = 0 DIS_PIC6_ZOOMY = 0 DIS_PIC_LEAF1_ZOOMX = 0 DIS_PIC_LEAF1_ZOOMY = 0 DIS_PIC_LEAF2_ZOOMX = 0 DIS_PIC_LEAF2_ZOOMY = 0 end
#=============================================================================== # Scene Title #=============================================================================== class Scene_Title #-------------------------------------------------------------------------- # Main #-------------------------------------------------------------------------- def main if $BTEST battle_test return end $full_screen += 1 if MOG::FULL_SCREEN == true and $full_screen == 1 $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' $showm.call(18,0,0,0) $showm.call(13,0,0,0) $showm.call(13,0,2,0) $showm.call(18,0,2,0) end $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") $game_system = Game_System.new s1 = "" s2 = "" s3 = "" @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.opacity = 0 @command_window.x = 0 - @command_window.width / 2 @command_window.y = 0 @command_window.visible = false @command_window.active = false @mb01 = Plane.new @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD) @mb01.opacity = MOG::PIC_FD_OPA @mb01.z = MOG::PIC_FD_PRIOR @mb01.blend_type = MOG::PIC_FD_BLEND @mb02 = Plane.new @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO) @mb02.z = MOG::PIC_TEXTO_PRIOR @mb02.opacity = MOG::PIC_TEXTO_OPA @mb02.blend_type = MOG::PIC_TEXTO_BLEND @mb03 = Plane.new @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1) @mb03.z = MOG::PIC_FOG1_PRIOR @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY @mb03.blend_type = MOG::PIC_FOG1_BLEND @mb03.opacity = MOG::PIC_FOG1_OPA @mb04 = Plane.new @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2) @mb04.z = MOG::PIC_FOG2_PRIOR @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY @mb04.blend_type = MOG::PIC_FOG2_BLEND @mb04.opacity = MOG::PIC_FOG2_OPA @mb05 = Plane.new @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3) @mb05.z = MOG::PIC_FOG3_PRIOR @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY @mb05.blend_type = MOG::PIC_FOG3_BLEND @mb05.opacity = MOG::PIC_FOG3_OPA @mb07 = Plane.new @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1) @mb07.z = MOG::PIC_LEAF1_PRIOR @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY @mb07.blend_type = MOG::PIC_LEAF1_BLEND @mb07.opacity = MOG::PIC_LEAF1_OPA @mb08 = Plane.new @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2) @mb08.z = MOG::PIC_LEAF2_PRIOR @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY @mb08.blend_type = MOG::PIC_LEAF2_BLEND @mb08.opacity = MOG::PIC_LEAF2_OPA @bot = Sprite.new @bot.bitmap = Bitmap.new(160,100) @bot.x = MOG::T_B_X @bot.y = MOG::T_B_Y @bot.z = 9999 @bot.opacity = 0 @bot.bitmap.font.size = MOG::T_B_FONT @bot.bitmap.font.bold = true @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B) @bot2 = Sprite.new @bot2.bitmap = Bitmap.new(160,100) @bot2.x = MOG::T_B_X @bot2.y = MOG::T_B_Y @bot2.z = 9998 @bot2.opacity = 0 @bot2.bitmap.font.size = MOG::T_B_FONT @bot2.bitmap.font.bold = true @bot2.color.set(0,0,0) @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B) @com = Sprite.new @com.bitmap = RPG::Cache.title(MOG::COM + "_01") @com.z = 10000 @com.opacity = 0 @com.y = 300 @logo = Plane.new @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC) @logo.z = 999999 @logo.opacity = 0 @time = 0 @time_zoom = 0 @time_music = 0 @time_logo = MOG::LOGO_TIME @logo_r = 0 @rs = 0 @mb01.visible = false @mb02.visible = false @mb03.visible = false @mb04.visible = false @mb05.visible = false @mb07.visible = false @mb08.visible = false @com.visible = false @logo.visible = true @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end Audio.bgm_stop Audio.me_stop Audio.bgs_stop if MOG::BGS_ON == true Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100) end Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE ) loop do Graphics.update Input.update update if $scene != self break end end if MOG::DIS_MOV == true for i in 1..MOG::DIS_TIME @mb01.opacity -= MOG::DIS_PIC1_OPA @mb02.opacity -= MOG::DIS_PIC2_OPA @mb03.opacity -= MOG::DIS_PIC3_OPA @mb04.opacity -= MOG::DIS_PIC4_OPA @mb05.opacity -= MOG::DIS_PIC5_OPA @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA @com.opacity -= MOG::DIS_PIC2_OPA @mb01.ox += MOG::DIS_PIC1_OX @mb01.oy += MOG::DIS_PIC1_OY @mb02.ox += MOG::DIS_PIC2_OX @mb02.oy += MOG::DIS_PIC2_OY @mb03.ox += MOG::DIS_PIC3_OX @mb03.oy += MOG::DIS_PIC3_OY @mb04.ox += MOG::DIS_PIC4_OX @mb04.oy += MOG::DIS_PIC4_OY @mb05.ox += MOG::DIS_PIC5_OX @mb05.oy += MOG::DIS_PIC5_OY @mb07.ox += MOG::DIS_PIC_LEAF1_OX @mb07.oy += MOG::DIS_PIC_LEAF1_OY @mb08.ox += MOG::DIS_PIC_LEAF2_OX @mb08.oy += MOG::DIS_PIC_LEAF2_OY @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY @bot.opacity -= 10 @bot2.opacity -= 10 Graphics.update end end Graphics.freeze @command_window.dispose @mb01.dispose @mb02.dispose @mb03.dispose @mb04.dispose @mb05.dispose @mb07.dispose @mb08.dispose @bot.dispose @bot2.dispose @com.dispose @logo.dispose end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update @time_logo -= 1 if @time_logo <= 0 @time_logo = 0 end if @logo.opacity < 30 and @logo_r == 1 @logo.visible = false @logo.opacity = 0 @logo.bitmap = RPG::Cache.title("") end if @bot.opacity < 30 and @command_window.active == true @bot.visible = false @bot2.visible = false @bot.bitmap.draw_text(0, 0, 32, 32,"") @bot2.bitmap.draw_text(0, 0, 32, 32,"") end if @logo_r == 0 and @logo.opacity <= 250 @logo.opacity += 2 elsif @time_logo <= 0 @logo_r = 1 @logo.opacity -= 2 @mb01.visible = true @mb02.visible = true @mb03.visible = true @mb04.visible = true @mb05.visible = true @mb07.visible = true @mb08.visible = true @com.visible = true @bot.opacity += 2 @bot2.opacity += 2 Audio.me_fade(500) if @bot.opacity >= 255 @bot.opacity = 255 @bot2.opacity = 255 end end if MOG::RAND_MUSIC == false and @logo_r == 1 and @rs == 1 @rs += 1 case rand(3) when 0 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100) when 1 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100) when 2 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100) end else if @logo_r == 1 and @rs == 1 $game_system.bgm_play($data_system.title_bgm) @rs += 1 end end if @command_window.active == true @bot.opacity -= 5 @bot2.opacity -= 5 @bot.x -= 5 @bot2.x += 5 @com.opacity += 2 if @com.y > 0 @com.y -= 5 elsif @com.y < 0 @com.y = 0 @com.opacity = 255 end end r = rand(100) + 150 g = rand(100) + 150 b = rand(100) + 150 @command_window.update @time += 2 @time_zoom += 1 if @time_zoom > 1000 @time_zoom = 0 end if @time_zoom > 500 and MOG::BACK_ZOOM == true @mb01.zoom_x += 0.004 @mb01.zoom_y += 0.004 if @mb01.zoom_x >= 2 @mb01.zoom_x = 2 @mb01.zoom_y = 2 end elsif MOG::BACK_ZOOM == true @mb01.zoom_x -= 0.004 @mb01.zoom_y -= 0.004 if @mb01.zoom_x <= 1 @mb01.zoom_x = 1 @mb01.zoom_y = 1 end end @mb01.ox -= MOG::PIC_FD_OX @mb01.oy -= MOG::PIC_FD_OY @mb02.ox -= MOG::PIC_TEXTO_OX @mb02.oy -= MOG::PIC_TEXTO_OY @mb02.opacity += 2 Graphics.frame_rate = MOG::PER if @time < MOG::PIC_LEAF1_MOV and MOG::PIC_LEAF1_RAND == true @mb07.ox += MOG::PIC_LEAF1_OX2 @mb07.oy -= MOG::PIC_LEAF1_OY2 else @mb07.ox -= MOG::PIC_LEAF1_OX1 @mb07.oy -= MOG::PIC_LEAF1_OY1 end if @time < MOG::PIC_LEAF2_MOV and MOG::PIC_LEAF2_RAND == true @mb08.ox -= MOG::PIC_LEAF2_OX2 @mb08.oy -= MOG::PIC_LEAF2_OY2 else @mb08.ox += MOG::PIC_LEAF2_OX1 @mb08.oy -= MOG::PIC_LEAF2_OY1 end if @time < MOG::PIC_FOG_MOV and MOG::PIC_FOG_RAND == true @mb03.ox -= MOG::PIC_FOG_OX_02 @mb03.oy -= MOG::PIC_FOG_OY_02 else @mb03.ox += MOG::PIC_FOG_OX_01 @mb03.oy -= MOG::PIC_FOG_OY_01 end if @time < MOG::PIC_FOG2_MOV and MOG::PIC_FOG2_RAND == true @mb04.ox -= MOG::PIC_FOG2_OX_02 @mb04.oy -= MOG::PIC_FOG2_OY_02 else @mb04.ox -= MOG::PIC_FOG2_OX_01 @mb04.oy -= MOG::PIC_FOG2_OY_01 end if @time < MOG::PIC_FOG3_MOV and MOG::PIC_FOG3_RAND == true @mb05.ox -= MOG::PIC_FOG3_OX_02 @mb05.oy -= MOG::PIC_FOG3_OY_02 else @mb05.ox -= MOG::PIC_FOG3_OX_01 @mb05.oy -= MOG::PIC_FOG3_OY_01 end @bot.color.set(r,g,b) if @time > 400 @time = 0 end if @rs == 0 Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100) @rs += 1 end if @logo.opacity <= 100 and @logo_r == 1 if Input.trigger?(Input::C) and @command_window.active == true case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end elsif Input.trigger?(Input::C) and @command_window.active == false or Input.trigger?(Input::B) and @command_window.active == false Audio.se_play("Audio/SE/" + MOG::T_B_SE) @command_window.active = true end end case @command_window.index when 0 @com.bitmap = RPG::Cache.title(MOG::COM + "_01") when 1 @com.bitmap = RPG::Cache.title(MOG::COM + "_02") when 2 @com.bitmap = RPG::Cache.title(MOG::COM + "_03") end end #-------------------------------------------------------------------------- # Command_New_Game #-------------------------------------------------------------------------- def command_new_game Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $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 $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end #-------------------------------------------------------------------------- # Command_Continue #-------------------------------------------------------------------------- def command_continue unless @continue_enabled $game_system.se_play($data_system.buzzer_se) return end Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new end #-------------------------------------------------------------------------- # Command_Shutdown #-------------------------------------------------------------------------- def command_shutdown $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end #-------------------------------------------------------------------------- # Battle_Test #-------------------------------------------------------------------------- def 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") Graphics.frame_count = 0 $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 $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end
$full_screen = 0 $mog_rgss_title_sofia = true
Scene Gameover de Mog - Code:
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#_______________________________________________________________________________ # MOG_Scene_GameOver V1.7 #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ module MOG #Transition Time. GTT = 10 #Transition Type(Name). GTN = "012-Random04" #Tipo de Game Over. #0 = Usa o Battleback como fundo. #1 = Usa o mapa como fundo. (ABS Mode) GTYPE = 1 end
#=============================================================================== # Scene Gameover #=============================================================================== class Scene_Gameover include MOG #-------------------------------------------------------------------------- # Main #-------------------------------------------------------------------------- def main s1 = "" s2 = "" @com = Window_Command.new(192, [s1, s2]) @com.opacity = 0 @com.visible = false @com.contents_opacity = 0 if GTYPE == 1 @sprite = Sprite.new @sprite.bitmap = RPG::Cache.battleback($game_map.battleback_name) else @spriteset = Spriteset_Map.new end @gover_lay = Sprite.new @gover_lay.bitmap = RPG::Cache.gameover("Gover_lay") @gover_lay.y = 480 @gover_lay.opacity = 0 @gove_com = Sprite.new @gove_com.bitmap = RPG::Cache.gameover("Gover_com01") @gove_com.x = 220 @gove_com.y = -480 $game_system.bgm_play(nil) $game_system.bgs_play(nil) $game_system.me_play($data_system.gameover_me) if GTYPE == 1 Graphics.transition else Graphics.transition(MOG::GTT, "Graphics/Transitions/" + MOG::GTN ) end loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze if GTYPE == 0 @sprite.dispose @status_window.dispose else @spriteset.dispose end @gover_lay.dispose @com.dispose @gove_com.dispose Graphics.transition(MOG::GTT, "Graphics/Transitions/" + MOG::GTN ) Graphics.freeze if $BTEST $scene = nil end end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update if GTYPE == 0 if @sprite.zoom_y < 1.5 @sprite.zoom_y += 0.01 end if @sprite.zoom_x < 1.5 @sprite.zoom_x += 0.01 end if @status_window.y < 480 @status_window.y += 3 elsif @status_window.y >= 480 @status_window.y = 480 end end if @gover_lay.y > 0 @gover_lay.y -= 5 @gover_lay.opacity += 5 @gove_com.y += 8 @gove_com.opacity += 5 elsif @gover_lay.y <= 0 @gover_lay.y = 0 @gover_lay.opacity = 255 @gove_com.y = 290 @gove_com.opacity = 255 end @com.update case @com.index when 0 @gove_com.bitmap = RPG::Cache.gameover("Gover_com01") when 1 @gove_com.bitmap = RPG::Cache.gameover("Gover_com02") end if Input.trigger?(Input::C) case @com.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new when 1 $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end end end end
$mog_rgss_Scene_GameOver = true Et voila la ligne ou il y a l'erreur : - Code:
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Graphics.freeze if GTYPE == 0 @sprite.dispose @status_window.dispose else @spriteset.dispose end
Je vous remercie d'avance, peace, love, and making games. |
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Hyblitz Chevalier (niveau 1)
Messages postés : 74 Date d'inscription : 10/07/2014 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Dim 27 Juil 2014 - 22:28 | |
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Ti-Max Membre V.I.P.
Messages postés : 2260 Date d'inscription : 11/07/2012 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Lun 28 Juil 2014 - 2:51 | |
| C'est pas mon boulot de faire ça, mais faire un up dans la même journée n'est pas permis, il faut au moins une journée. Sinon pour ton problème, je peux regarder, j'ai une petite base en script. Par contre, serait-il possible d'avoir les images du titles ? Car il en a beaucoup et ça va être long pour être sûr d'avoir tout. |
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Hyblitz Chevalier (niveau 1)
Messages postés : 74 Date d'inscription : 10/07/2014 Jauge LPC :
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Ti-Max Membre V.I.P.
Messages postés : 2260 Date d'inscription : 11/07/2012 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Mar 29 Juil 2014 - 15:44 | |
| Je veux dire qu'il me faudrait toute les images séparées, car le script demande d'avoir toutes les images. ^^'
L'image Background, texto, fog01 etc.
Merci. |
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Hyblitz Chevalier (niveau 1)
Messages postés : 74 Date d'inscription : 10/07/2014 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Mer 30 Juil 2014 - 15:17 | |
| Ah oui voila : https://www.mediafire.com/?7aogmorxxii2kjk |
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Ti-Max Membre V.I.P.
Messages postés : 2260 Date d'inscription : 11/07/2012 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Mer 30 Juil 2014 - 18:26 | |
| Apparemment il y a aussi des musiques et sons à mettre.... Désolé je n'avais pas remarquer plus tôt.... -_-' |
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Hyblitz Chevalier (niveau 1)
Messages postés : 74 Date d'inscription : 10/07/2014 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Mer 30 Juil 2014 - 21:31 | |
| Tu peut modifier le son dans le script et mettre les SE des RTP non ? |
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Ti-Max Membre V.I.P.
Messages postés : 2260 Date d'inscription : 11/07/2012 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Mer 30 Juil 2014 - 23:27 | |
| À la ligne 68 du script 'MOG_Scene_GameOver V1.7' change - Code:
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@spriteset.dispose par - Code:
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@sprite.dispose |
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Hyblitz Chevalier (niveau 1)
Messages postés : 74 Date d'inscription : 10/07/2014 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Jeu 31 Juil 2014 - 19:53 | |
| Sa marche a merveille (y) merci beaucoup TI-MAX c'est toi le chef, admis plus de point pour se monsieur s'il vous plait. Merci a vous. |
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City Hunter Administrateur
Messages postés : 6524 Date d'inscription : 25/05/2011 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Jeu 31 Juil 2014 - 20:48 | |
| Résolu.. Donc point et je classe! |
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Elekami Fondateur
Messages postés : 19071 Date d'inscription : 19/07/2008 Jauge LPC :
| Sujet: Re: [RMXP] Problème de script MogHunter Jeu 31 Juil 2014 - 21:41 | |
| Bravo TI-MAX, un héros, un vrai. |
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| Sujet: Re: [RMXP] Problème de script MogHunter | |
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