Zmiana menu początkowego
Autor
Wiadomość
Parunu
Dołączył: 18 Cze 2010 Posty: 24
Wysłany: Sob 10 Lip, 2010 17:31
Zmiana menu początkowego
Info
Siema! To znowu ja. Teraz wam zaprezentuję skrypt na zmianę wyglądu menu początkowego (patrz niżej > screen).
Skrypt
Spoiler:
Kod: #==============================================================================
# ■ DeadlyDan_Title by DeadlyDan
#------------------------------------------------------------------------------
# Replaces Scene_Title with an image menu alternative.
#==============================================================================
# Usage:
=begin
Simply place this file anywhere after Scene_Title, place the following images in the "System" folder of your
project:
"new.png"
"new_over.png"
"continue.png"
"continue_over.png"
"quit.png"
"quit_over.png"
(NOTE)
This has been scripted to in the idea that people may add more items to the menu, my script is easy enough
to understand so it shouldn't be too hard to add new items. Just make sure that you add menu items after the
stock ones i've added since any additions may distort the "load game" processing for the menu items.
If you look at my positioning algorithm for the menu items you'll find it's not too hard to place your own.
=end
module DeadlyDan_Title
IMAGE_NEW = [ "new", "new_over" ]
IMAGE_CONTINUE = [ "continue", "continue_over" ]
IMAGE_QUIT = [ "quit", "quit_over" ]
end
class Scene_Title < Scene_Base
def main
if $BTEST
battle_test
else
super
end
end
def start
super
load_database
create_game_objects
check_continue
create_title_graphic
create_menu
play_title_music
end
def perform_transition
Graphics.transition ( 20 )
end
def post_start
super
end
def pre_terminate
super
end
def terminate
super
dispose_menu
snapshot_for_background
dispose_title_graphic
end
def update
super
if ( Input.trigger? ( Input::C ) )
case @menu_index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
update_menu
end
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
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
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
def check_continue
@continue_enabled = ( Dir.glob ( 'Save*.rvdata' ).size > 0 )
end
def create_title_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system ( "Title" )
end
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
def create_menu
padding = 5
@menu_item = []
@menu_item.push ( Sprite.new )
@menu_item.push ( Sprite.new )
@menu_item.push ( Sprite.new )
@menu_item[1].blend_type = 0
@menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] )
@menu_item[1].x = ( ( Graphics.width / 2 ) - ( @menu_item[1].bitmap.width / 2 ) )
@menu_item[1].y = ( ( Graphics.height / 2 ) - ( @menu_item[1].bitmap.height / 2 ) )
@menu_item[0].blend_type = 0
@menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] )
@menu_item[0].x = ( ( Graphics.width / 2 ) - ( @menu_item[0].bitmap.width / 2 ) )
@menu_item[0].y = ( ( Graphics.height / 2 ) - ( @menu_item[0].bitmap.height / 2 ) ) - ( @menu_item[1].bitmap.height + padding )
@menu_item[2].blend_type = 0
@menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] )
@menu_item[2].x = ( ( Graphics.width / 2 ) - ( @menu_item[2].bitmap.width / 2 ) )
@menu_item[2].y = ( ( Graphics.height / 2 ) - ( @menu_item[2].bitmap.height / 2 ) ) + ( @menu_item[1].bitmap.height + padding )
if ( @continue_enabled )
@menu_index = 1
@menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] )
@menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] )
@menu_item[1].tone
@menu_item[1].tone = Tone.new ( 0, 0, 0, 0 )
else
@menu_index = 0
@menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] )
@menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] )
@menu_item[1].opacity = 160
@menu_item[1].tone = Tone.new ( -100, -100, -100, 255 )
end
@menu_count = 3
end
def dispose_menu
for i in 0..@menu_item.size - 1
@menu_item[i].dispose
end
end
def update_menu
if ( Input.repeat? ( Input::UP ) or Input.repeat? ( Input::DOWN ) )
last_index = @menu_index
if ( Input.repeat? ( Input::DOWN ) )
if ( @menu_index < ( @menu_count - 1 ) )
if ( @continue_enabled )
@menu_index += 1
else
if ( ( @menu_index == 0 ) )
@menu_index = 2
else
@menu_index += 1
end
end
else
@menu_index = 0
end
end
if ( Input.repeat? ( Input::UP ) )
if ( @menu_index > 0 )
if ( @continue_enabled )
@menu_index -= 1
else
if ( ( @menu_index == 2 ) )
@menu_index = 0
else
@menu_index -= 1
end
end
else
@menu_index = ( @menu_count - 1 )
end
end
if ( @menu_index != last_index )
Sound.play_cursor
end
case ( @menu_index )
when 0
@menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] )
@menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] )
@menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] )
when 1
@menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] )
@menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] )
@menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] )
when 2
@menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] )
@menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] )
@menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[1] )
end
end
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start point not set."
exit
end
end
def command_new_game
confirm_player_location
Sound.play_decision
$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
$scene = Scene_Map.new
RPG::BGM.fade ( 1500 )
Graphics.fadeout ( 60 )
Graphics.wait ( 40 )
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new ( false, true, false )
else
Sound.play_buzzer
end
end
def command_shutdown
Sound.play_decision
RPG::BGM.fade ( 800 )
RPG::BGS.fade ( 800 )
RPG::ME.fade ( 800 )
$scene = nil
end
def battle_test
load_bt_database
create_game_objects
Graphics.frame_count = 0
$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
Screen
Wymagane grafiki
Podane poniżej grafiki wkleić do folderu system (oczywiście znajdującym się w folderze rpg makera VX!)
Mam nadzieję, że komuś pomogłem .
________________________ I kto jest jest MISTRZEM?
Ostatnio zmieniony przez Ayene Nie 11 Lip, 2010 06:58, w całości zmieniany 1 raz
radek02
Preferowany:
Pomógł: 13 razy Dołączył: 17 Lut 2010 Posty: 257 Skąd: klikasz ?
Wysłany: Sob 10 Lip, 2010 18:19
ten skrypt jest podobny do tego ... [Click ] ....
________________________ 2009-10-12 - dzień , od którego jestem uczestnikiem na polskiej scenie RPG Makera [/b]
Dołącz do grupy makerowiczów na nk ! http://nk.pl/#grupy/29610
Parunu
Dołączył: 18 Cze 2010 Posty: 24
Wysłany: Sob 10 Lip, 2010 19:31
1. To nie jest ten sam skrypt.
2. jak piszesz psot pisz coś więcej, nie napisałeś czy podoba ci się czy nie.
3. Jest tylko podobny . (czcionka inna , nie ma napisów obok)
4. Jest wiele podobnych skryptów, np ten który podałeś, ten: http://www.ultimateam.pl/viewtopic.php?t=2191 .
PS. .
________________________ I kto jest jest MISTRZEM?
Agumon
Preferowany:
Ranga RM:
Pomógł: 53 razy Dołączył: 30 Gru 2009 Posty: 515 Skąd: Ruda Śląska
Wysłany: Wto 13 Lip, 2010 15:12
A można umieścić swoje grafiki????
________________________
Parunu
Dołączył: 18 Cze 2010 Posty: 24
Wysłany: Czw 15 Lip, 2010 19:00
Chyba można... wystarczy, że zamiast wymaganych grafik , wstawisz swoje, pod tą samą nazwą .
________________________ I kto jest jest MISTRZEM?
Agumon
Preferowany:
Ranga RM:
Pomógł: 53 razy Dołączył: 30 Gru 2009 Posty: 515 Skąd: Ruda Śląska
Wysłany: Czw 15 Lip, 2010 19:22
Aha ok dzięki.
________________________
bartek2940
Preferowany:
Pomógł: 1 raz Dołączył: 10 Kwi 2010 Posty: 88
Wysłany: Nie 18 Lis, 2012 13:20
Mógłby ktoś podrzucić tu jeszcze raz grafiki, bo nie wiem jak wam, ale mnie nie pokazuje się drugie Continue
________________________ Obecny projekt - Chwilowo brak