Menu +2 options
RPG Maker universe :: RPG Maker VX :: Scripts :: Ecran-titre
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Menu +2 options
Ce script de Resource Dragon permet d'ajouter deux options, une qui permet d'afficher une image et une autre qui téléporte sur une map.
Dans ma démo, je l'ai utiliser pour un système de mini-jeu (pas du tout développer ) et les touches qui entre en jeux ... mais libre à vous ...
démo : http://www.megaupload.com/?d=9UV7B9GL
Pour ceux qui n'aiment pas télécharger :
Une image "Contrôle" doit être mise dans system (graphique)
Le script :
Dans ma démo, je l'ai utiliser pour un système de mini-jeu (pas du tout développer ) et les touches qui entre en jeux ... mais libre à vous ...
démo : http://www.megaupload.com/?d=9UV7B9GL
Pour ceux qui n'aiment pas télécharger :
Une image "Contrôle" doit être mise dans system (graphique)
Le script :
- Code:
#==============================================================================
# �?? Title ReDux ??� v1.0
# Created By Resource Dragon, Help from Kread-EX
# http://resourcedragon.weebly.com/
#------------------------------------------------------------------------------
# This is a ReDux of the title screen, making it easier to configure it.
#
#==============================================================================
module RDVOCAB
RDVOCAB::NEW_GAME = "Nouveau jeu" # Name for New Game.
RDVOCAB::CONTINUE = "Continuer" # Name for Continue.
RDVOCAB::ARENA = "Mini-jeux" # Name for Arena.
RDVOCAB::CONTROLS = "Contrôle" # Name for Controls.
RDVOCAB::SHUTDOWN = "Quitter" # Name for Shutdown.
end
#==============================================================================
# Arena Configurations
#==============================================================================
module ARENA
MAP = (2) # Map ID.
X = (2) # Start location, Map X.
Y = (2) # Start Location, Map Y.
BGMFADE = (1500) # How much the BGM Fades. Normal is 1500.
GRAPHICSFADE = (60) # How much the Graphics Fade. Normal is 60.
GRAPHICSWAIT = (40) # How long the Graphics wait. Normal is 40.
end
#==============================================================================
# Core Configurations
#==============================================================================
module RDCONFIG
TRANSITION = (20) #Transition.
TITLEGRAPHIC = ("Title") # Name of the title graphic in the Graphics/System
# Folder.
TITLEGRAPHIC2 = ("Title") # Name of the title graphic2 in the Graphics/System
# Folder.
CMDWINDOWX = (200) # Command windows vertical placing on title screen.
CMDWINDOWY = (150) # Command windows horizontal placing on title screen.
CONTROLS = "Contrôle" # Name for the controls graphic in Graphics/System
# Folder.
SWITCHTITLE = (10) # Turn on this Switch ID to change title graphic.
# ^ Currently not working. Doesn't do anything. Will fix this.
end
#==============================================================================
# End Configuration
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Main Process
#--------------------------------------------------------------------------
def main
if $BTEST # If battle test
battle_test # Start battle test
else # If normal play
super # Usual main processing
end
end
#--------------------------------------------------------------------------
# * Start process
#--------------------------------------------------------------------------
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
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(RDCONFIG::TRANSITION)
end
#--------------------------------------------------------------------------
# * Post-Start Process
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Process
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Process
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Arena
command_arena
when 3 # Controls
command_controls
when 4 # Exit
command_exit
end
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
$game_player = Game_Player.new
end
#--------------------------------------------------------------------------
# * Determine if Continue is Enabled
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# * Create Title Graphic
#--------------------------------------------------------------------------
def create_title_graphic
if !$game_switches[RDCONFIG::SWITCHTITLE]
then create_title_graphic2
else
@sprite = Sprite.new
@sprite.bitmap = Cache.system(RDCONFIG::TITLEGRAPHIC)
end
end
def create_title_graphic2
@sprite = Sprite.new
@sprite.bitmap = Cache.system(RDCONFIG::TITLEGRAPHIC2)
end
#--------------------------------------------------------------------------
# * Dispose of Title Graphic
#--------------------------------------------------------------------------
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = RDVOCAB::NEW_GAME
s2 = RDVOCAB::CONTINUE
s3 = RDVOCAB::ARENA
s4 = RDVOCAB::CONTROLS
s5 = RDVOCAB::SHUTDOWN
@command_window = Window_Command.new(172, [s1, s2, s3, s4, s5])
@command_window.x = RDCONFIG::CMDWINDOWX
@command_window.y = RDCONFIG::CMDWINDOWY
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
#--------------------------------------------------------------------------
# * Dispose of Command Window
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command Window
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
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
#--------------------------------------------------------------------------
# * Command: Arena
#--------------------------------------------------------------------------
def command_arena
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members
$game_map.setup(ARENA::MAP)
$game_player.moveto(ARENA::X,ARENA::Y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(ARENA::BGMFADE)
close_command_window
Graphics.fadeout(ARENA::GRAPHICSFADE)
Graphics.wait(ARENA::GRAPHICSWAIT)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Command: Controls
#--------------------------------------------------------------------------
def command_controls
close_command_window
dispose_title_graphic
@controls = Sprite.new
@controls.bitmap = Cache.system(RDCONFIG::CONTROLS)
loop do
Graphics.update
Input.update
break if Input.trigger?(Input::B)
end
@controls.bitmap.dispose
@controls.dispose
create_title_graphic
open_command_window
end
#--------------------------------------------------------------------------
# * Command: Exit
#--------------------------------------------------------------------------
def command_exit
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
RPG Maker universe :: RPG Maker VX :: Scripts :: Ecran-titre
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