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Discovery Title Screen 0.7
Autor Wiadomość
isDaViT 



Dołączył: 25 Lip 2012
Posty: 14
Wysłany: Sro 25 Lip, 2012 20:21
Discovery Title Screen 0.7
~ Discovery Title Screen 0.7 ~




Stworzony przez: Rekx(TheRexion)
Tłumaczenie: isDaViT


Wprowadzenie
Nie jest to ogromny skrypt lecz upiększa nasze Title

Zrzuty Ekranu
Spoiler:



Jak korzystac?
Umiesc nad Main,najlepiej na szczycie wszystkich skryptów ze względu na kompatybilnosc,a następnie usuń orginalny Scene_Title.Do działania tego skryptu potrzeba piec obrazków: new_game, continue, exit, title_image, and title_bg.Przykładowe obrazki podane są w Demo


Skrypt
Nie przetłumaczony
Spoiler:


##############################################################
# Discovery Title Screen
#
# Script By TheRexion/Rekx
# Program: Rpg Maker VX
# Language: RGSS2
#
# Credits to:
# Johnny Mercy
##############################################################
# Class SceneTitle
##############################################################

module CustomTitle

# Falling objects on or off
FALLING = true

# Three options side by side or three on top of each other
STYLE = 2 # 1 or 2
# 1 = Left Aligned, 2 = Centered, 3 = Right Aligned. Only applies for Style 2
PLACEMENT = 1

# Would you like the title image to be wavy?
WAVY = true

# Screen Resolution
# ONLY needed if you're using Center Aligned
RESO = 544

# How quickly things fade in and out
# I recommend 5 - 30, anything else is too slow or too fast.
FADE_DURATION = 7

# How fast menu items slide
# ONLY VALID IN PLACEMENTS 1 AND 3 WITH STYLE 2 ACTIVATED
# For this, I recommend 3 - 15.
SLIDE_SPEED = 3

# The transparency of the menu items
HOVER = 225
INACTIVE = 50

# Automatically change the menu input keys when the style changes?
AUTO_CONTROL_CHANGE = true

# If AUTO_CONTROL_CHANGE = false, which do you want active?
UP_DOWN = true
LEFT_RIGHT = true

end

class Scene_Title < Scene_Base

#--------------------------------------------------------------------------
# Processo principal
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
else
super
end
end
#--------------------------------------------------------------------------
# Initialize the process
#--------------------------------------------------------------------------
def start

load_database
create_game_objects
check_continue
play_title_music

#----------------------------------------------------------------------
# Configuration
#----------------------------------------------------------------------

# Name of the background image
$up = true
@nBgImage = "title_bg"

# Name of the leaves
@nfall1 = "fall1"
@nfall2 = "fall2"

# Name of the menu items used in the title
@nnew_game = "new_game"
@ncontinue = "continue"
@nexit = "exit"

# Name of the title image
@ntitle = "title_image"

# Name of the credits image
@ncredits = "credits"

#----------------------------------------------------------------------
# End of configuration
#----------------------------------------------------------------------

@menu_index = 0
load_images()

end
#--------------------------------------------------------------------------
# Screen Update
#--------------------------------------------------------------------------
def update
current_menu_index()
falling_animation() if CustomTitle::FALLING
keyboard_input()
@title.update
end
#--------------------------------------------------------------------------
# End the process
#--------------------------------------------------------------------------
def terminate
@bg.dispose
@new_game.dispose
@continue.dispose
@exit.dispose
@title.dispose
@credits.dispose
@fall1.dispose if CustomTitle::FALLING
@fall2.dispose if CustomTitle::FALLING
end
#--------------------------------------------------------------------------
# Keyboard Input
#--------------------------------------------------------------------------
def keyboard_input
if CustomTitle::AUTO_CONTROL_CHANGE
case CustomTitle::STYLE
when 1
if Input.trigger?(Input::RIGHT) and @menu_index < 2
@menu_index += 1
Sound.play_cursor
elsif Input.trigger?(Input::RIGHT) and @menu_index == 2
@menu_index = 0
Sound.play_cursor
elsif Input.trigger?(Input::LEFT) and @menu_index > 0
@menu_index -= 1
Sound.play_cursor
elsif Input.trigger?(Input::LEFT) and @menu_index == 0
@menu_index = 2
Sound.play_cursor
end
when 2
# Up and down keys
if Input.trigger?(Input::DOWN) and @menu_index < 2
@menu_index += 1
Sound.play_cursor
elsif Input.trigger?(Input::DOWN) and @menu_index == 2
@menu_index = 0
Sound.play_cursor
elsif Input.trigger?(Input::UP) and @menu_index > 0
@menu_index -= 1
Sound.play_cursor
elsif Input.trigger?(Input::UP) and @menu_index == 0
@menu_index = 2
Sound.play_cursor
end
else
print "STYLE has an incorrect value!"
exit
end
else
if CustomTitle::UP_DOWN
# Up and down keys
if Input.trigger?(Input::DOWN) and @menu_index < 2
@menu_index += 1
Sound.play_cursor
elsif Input.trigger?(Input::DOWN) and @menu_index == 2
@menu_index = 0
Sound.play_cursor
elsif Input.trigger?(Input::UP) and @menu_index > 0
@menu_index -= 1
Sound.play_cursor
elsif Input.trigger?(Input::UP) and @menu_index == 0
@menu_index = 2
Sound.play_cursor
end
end
if CustomTitle::LEFT_RIGHT
if Input.trigger?(Input::RIGHT) and @menu_index < 2
@menu_index += 1
Sound.play_cursor
elsif Input.trigger?(Input::RIGHT) and @menu_index == 2
@menu_index = 0
Sound.play_cursor
elsif Input.trigger?(Input::LEFT) and @menu_index > 0
@menu_index -= 1
Sound.play_cursor
elsif Input.trigger?(Input::LEFT) and @menu_index == 0
@menu_index = 2
Sound.play_cursor
end
end
end

if Input.trigger?(Input::C)
case @menu_index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# Animates the leaves
#--------------------------------------------------------------------------
def falling_animation
@fall2.ox += 2
@fall2.oy -= 1
@fall1.ox -= 1
@fall1.oy -= 1
end
#--------------------------------------------------------------------------
# Updates the menu
#--------------------------------------------------------------------------
def current_menu_index
if CustomTitle::PLACEMENT == 1
$MOVE = (Graphics.width / 3 - 165) - 10
$NOMOVE = (Graphics.width / 3 - 165) + 30
elsif CustomTitle::PLACEMENT == 3
$MOVE = (Graphics.width - @new_game.width - 15) + 10
$NOMOVE = (Graphics.width - @new_game.width - 15) - 30
else
$NOMOVE = CustomTitle::RESO / 3 + 19
$MOVE = CustomTitle::RESO / 3 + 19
end
a = CustomTitle::HOVER
b = CustomTitle::INACTIVE

case @menu_index
when 0
menu_opacity(a,b,b)
if CustomTitle::STYLE == 2
menu_slide($NOMOVE,$MOVE,$MOVE)
#menu_slide(30,-10,-10) if CustomTitle::PLACEMENT == 2
end
when 1
if @continue_enabled
menu_opacity(b,a,b)
else
menu_opacity(b,20,b)
end
if CustomTitle::STYLE == 2
menu_slide($MOVE,$NOMOVE,$MOVE)
end
when 2
menu_opacity(b,b,a)
if CustomTitle::STYLE == 2
menu_slide($MOVE,$MOVE,$NOMOVE)
end
end
end
#--------------------------------------------------------------------------
# Sets the opacity of the menu items
#--------------------------------------------------------------------------
def menu_opacity(a,b,c)
CustomTitle::FADE_DURATION.times {
@new_game.opacity -= 1 if @new_game.opacity > a
@new_game.opacity += 1 if @new_game.opacity < a
@new_game.update
break if @new_game.opacity == a
}
CustomTitle::FADE_DURATION.times {
@continue.opacity -= 1 if @continue.opacity > b
@continue.opacity += 1 if @continue.opacity < b
@continue.update
break if @continue.opacity == b
}
CustomTitle::FADE_DURATION.times {
@exit.opacity -= 1 if @exit.opacity > c
@exit.opacity += 1 if @exit.opacity < c
@exit.update
break if @exit.opacity == c
}
@title.update
end

#--------------------------------------------------------------------------
# Slide the menu button
#--------------------------------------------------------------------------
def menu_slide(a, b, c)
CustomTitle::SLIDE_SPEED.times {
@new_game.x -= 1 if @new_game.x > a
@new_game.x += 1 if @new_game.x < a
@new_game.update
break if @new_game.x == a
}
CustomTitle::SLIDE_SPEED.times {
@continue.x -= 1 if @continue.x > b
@continue.x += 1 if @continue.x < b
@continue.update
break if @continue.x == b
}
CustomTitle::SLIDE_SPEED.times {
@exit.x -= 1 if @exit.x > c
@exit.x += 1 if @exit.x < c
@exit.update
break if @exit.x == c
}
end
#--------------------------------------------------------------------------
# Loads the images used in the title screen
#--------------------------------------------------------------------------
def load_images
#Background
@bg = Sprite.new
@bg.bitmap = Cache.picture(@nBgImage)
#Menu
@new_game = Sprite.new
@new_game.bitmap = Cache.picture(@nnew_game)
if CustomTitle::STYLE == 2
@new_game.y = 288
if CustomTitle::PLACEMENT == 1
@new_game.x = Graphics.width / 3 - 165
elsif CustomTitle::PLACEMENT == 2
@new_game.x = Graphics.width / 3 + 19
else
@new_game.x = Graphics.width - @new_game.width - 15
end
elsif CustomTitle::STYLE == 1
@new_game.x = Graphics.width / 3 - 165
@new_game.y = 338
end
@continue = Sprite.new
@continue.bitmap = Cache.picture(@ncontinue)
if CustomTitle::STYLE == 2
#@continue.x = -10
@continue.y = 318
if CustomTitle::PLACEMENT == 1
@continue.x = Graphics.width / 3 - 165
elsif CustomTitle::PLACEMENT == 2
@continue.x = Graphics.width / 3 + 19
else
@continue.x = Graphics.width - @continue.width - 15
end
elsif CustomTitle::STYLE == 1
@continue.x = Graphics.width / 3 + 19
@continue.y = 338
end
@continue.opacity = 100
@exit = Sprite.new
@exit.bitmap = Cache.picture(@nexit)
if CustomTitle::STYLE == 2
#@exit.x = -10
@exit.y = 348
if CustomTitle::PLACEMENT == 1
@exit.x = Graphics.width / 3 - 165
elsif CustomTitle::PLACEMENT == 2
@exit.x = Graphics.width / 3 + 19
else
@exit.x = Graphics.width - @exit.width - 15
end
elsif CustomTitle::STYLE == 1
@exit.x = Graphics.width - @exit.width - 15
@exit.y = 338
end
@exit.opacity = 100
@title = Sprite.new
@title.bitmap = Cache.picture(@ntitle)
@title.x = Graphics.width / 2 - @title.width / 2
@title.y = 3
@title.z = 10
@title.opacity = 200
if CustomTitle::WAVY
@title.wave_amp = 8
@title.wave_length = 240
@title.wave_speed = 160#320
end
#Credit Image
@credits = Sprite.new
@credits.bitmap = Cache.picture(@ncredits)
@credits.x = Graphics.width / 2 - (@credits.width / 2)
@credits.y = 377
if CustomTitle::FALLING
# Leaves
@fall1 = Plane.new
@fall1.bitmap = Cache.picture(@nfall1)
@fall1.opacity = 130
@fall2 = Plane.new
@fall2.bitmap = Cache.picture(@nfall2)
@fall2.opacity = 100
@fall1.z = 9
@fall2.z = 11
end
end
#--------------------------------------------------------------------------
# Loading the 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
#--------------------------------------------------------------------------
# Loads the database for the test battle
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# Creation of 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
#--------------------------------------------------------------------------
# Verifies that there are saves
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# Checks for the starting position
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "The starting position has not been set!"
exit
end
end
#--------------------------------------------------------------------------
# Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Setup the initial party
$game_map.setup($data_system.start_map_id) # Set the initial map and position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(120)
Graphics.wait(60)
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: Exit
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# Play the title music
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
#--------------------------------------------------------------------------
# Battle Test
#--------------------------------------------------------------------------
def battle_test
load_bt_database # Loads the database for the test
create_game_objects # Create the game objects
Graphics.frame_count = 0 # Initialize frame count
$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



DEMO:
Rozmiar Dema: 994KB
Rodzaj pliku: .exe


Download 1
Download 2(link bezposredni)

KILKA WAŻNYCH UWAG!!!

1.Jeżeli używasz skryptu w grze(dla celów komercyjnych) będzie cie to kosztować 1dolar'a
2.Jeżeli link wygasł proszę powiadomić mnie albo autra

Autor:
TheRexion

Tłumaczenie:
isDaViT

Kompatybilność:
RPG Maker VX

Skrypt:
Spoiler:

Kod:
[spoiler]##############################################################
# Discovery Title Screen
#
# Script By TheRexion/Rekx
# Program: Rpg Maker VX
# Language: RGSS2
#
# Credits to:
#   Johnny Mercy
##############################################################
# Class SceneTitle
##############################################################

module CustomTitle
 
  # Falling objects on or off
  FALLING = true
 
  # Three options side by side or three on top of each other
  STYLE = 2 # 1 or 2
  # 1 = Left Aligned, 2 = Centered, 3 = Right Aligned.  Only applies for Style 2
  PLACEMENT = 1
 
  # Would you like the title image to be wavy?
  WAVY = true
 
  # Screen Resolution
  # ONLY needed if you're using Center Aligned
  RESO = 544
 
  # How quickly things fade in and out
  # I recommend 5 - 30, anything else is too slow or too fast.
  FADE_DURATION = 7
 
  # How fast menu items slide
  # ONLY VALID IN PLACEMENTS 1 AND 3 WITH STYLE 2 ACTIVATED
  # For this, I recommend 3 - 15.
  SLIDE_SPEED = 3
 
  # The transparency of the menu items
  HOVER = 225
  INACTIVE = 50
 
  # Automatically change the menu input keys when the style changes?
  AUTO_CONTROL_CHANGE = true
 
  # If AUTO_CONTROL_CHANGE = false, which do you want active?
  UP_DOWN = true
  LEFT_RIGHT = true
 
end

class Scene_Title < Scene_Base
 
  #--------------------------------------------------------------------------
  # Processo principal
  #--------------------------------------------------------------------------
  def main
    if $BTEST                       
      battle_test                   
    else                             
      super                         
    end
  end
  #--------------------------------------------------------------------------
  # Initialize the process
  #--------------------------------------------------------------------------
  def start
   
    load_database                   
    create_game_objects             
    check_continue                   
    play_title_music                 
   
    #----------------------------------------------------------------------
    # Configuration
    #----------------------------------------------------------------------
 
    # Name of the background image
    $up = true
    @nBgImage = "title_bg"
   
    # Name of the leaves
    @nfall1 = "fall1"
    @nfall2 = "fall2"
   
    # Name of the menu items used in the title
    @nnew_game = "new_game"
    @ncontinue = "continue"
    @nexit = "exit"
   
    # Name of the title image
    @ntitle = "title_image"
   
    # Name of the credits image
    @ncredits = "credits"
   
    #----------------------------------------------------------------------
    # End of configuration
    #----------------------------------------------------------------------
   
    @menu_index = 0
    load_images()
   
  end
  #--------------------------------------------------------------------------
  # Screen Update
  #--------------------------------------------------------------------------
  def update
    current_menu_index()
    falling_animation() if CustomTitle::FALLING
    keyboard_input()
    @title.update
  end
  #--------------------------------------------------------------------------
  # End the process
  #--------------------------------------------------------------------------
  def terminate
    @bg.dispose
    @new_game.dispose
    @continue.dispose
    @exit.dispose
    @title.dispose
    @credits.dispose
    @fall1.dispose if CustomTitle::FALLING
    @fall2.dispose if CustomTitle::FALLING
  end
  #--------------------------------------------------------------------------
  # Keyboard Input
  #--------------------------------------------------------------------------
  def keyboard_input
    if CustomTitle::AUTO_CONTROL_CHANGE
    case CustomTitle::STYLE
      when 1
        if Input.trigger?(Input::RIGHT) and @menu_index < 2
          @menu_index += 1
          Sound.play_cursor
        elsif Input.trigger?(Input::RIGHT) and @menu_index == 2
          @menu_index = 0
          Sound.play_cursor
        elsif Input.trigger?(Input::LEFT) and @menu_index > 0
          @menu_index -= 1
          Sound.play_cursor
        elsif Input.trigger?(Input::LEFT) and @menu_index == 0
          @menu_index = 2
          Sound.play_cursor
        end
      when 2
        # Up and down keys
        if Input.trigger?(Input::DOWN) and @menu_index < 2
          @menu_index += 1
          Sound.play_cursor
        elsif Input.trigger?(Input::DOWN) and @menu_index == 2
          @menu_index = 0
          Sound.play_cursor
        elsif Input.trigger?(Input::UP) and @menu_index > 0
          @menu_index -= 1
          Sound.play_cursor
        elsif Input.trigger?(Input::UP) and @menu_index == 0
          @menu_index = 2
          Sound.play_cursor
        end
      else
        print "STYLE has an incorrect value!"
        exit
      end
    else
      if CustomTitle::UP_DOWN
        # Up and down keys
        if Input.trigger?(Input::DOWN) and @menu_index < 2
          @menu_index += 1
          Sound.play_cursor
        elsif Input.trigger?(Input::DOWN) and @menu_index == 2
          @menu_index = 0
          Sound.play_cursor
        elsif Input.trigger?(Input::UP) and @menu_index > 0
          @menu_index -= 1
          Sound.play_cursor
        elsif Input.trigger?(Input::UP) and @menu_index == 0
          @menu_index = 2
          Sound.play_cursor
        end
      end
      if CustomTitle::LEFT_RIGHT
        if Input.trigger?(Input::RIGHT) and @menu_index < 2
          @menu_index += 1
          Sound.play_cursor
        elsif Input.trigger?(Input::RIGHT) and @menu_index == 2
          @menu_index = 0
          Sound.play_cursor
        elsif Input.trigger?(Input::LEFT) and @menu_index > 0
          @menu_index -= 1
          Sound.play_cursor
        elsif Input.trigger?(Input::LEFT) and @menu_index == 0
          @menu_index = 2
          Sound.play_cursor
        end
      end
    end
     
    if Input.trigger?(Input::C)
      case @menu_index
      when 0 
        command_new_game
      when 1   
        command_continue
      when 2 
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # Animates the leaves
  #--------------------------------------------------------------------------
  def falling_animation
    @fall2.ox += 2
    @fall2.oy -= 1
    @fall1.ox -= 1
    @fall1.oy -= 1
  end
  #--------------------------------------------------------------------------
  # Updates the menu
  #--------------------------------------------------------------------------
  def current_menu_index
    if CustomTitle::PLACEMENT == 1
      $MOVE = (Graphics.width / 3 - 165) - 10
      $NOMOVE = (Graphics.width / 3 - 165) + 30
    elsif CustomTitle::PLACEMENT == 3
      $MOVE = (Graphics.width - @new_game.width - 15) + 10
      $NOMOVE = (Graphics.width - @new_game.width - 15) - 30
    else
      $NOMOVE = CustomTitle::RESO / 3 + 19
      $MOVE = CustomTitle::RESO / 3 + 19
    end
    a = CustomTitle::HOVER
    b = CustomTitle::INACTIVE
   
    case @menu_index
    when 0
      menu_opacity(a,b,b)
      if CustomTitle::STYLE == 2
        menu_slide($NOMOVE,$MOVE,$MOVE)
        #menu_slide(30,-10,-10) if CustomTitle::PLACEMENT == 2
      end
    when 1
      if @continue_enabled
        menu_opacity(b,a,b)
      else
        menu_opacity(b,20,b)
      end
      if CustomTitle::STYLE == 2
        menu_slide($MOVE,$NOMOVE,$MOVE)
      end
    when 2
      menu_opacity(b,b,a)
      if CustomTitle::STYLE == 2
        menu_slide($MOVE,$MOVE,$NOMOVE)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Sets the opacity of the menu items
  #--------------------------------------------------------------------------
  def menu_opacity(a,b,c)
    CustomTitle::FADE_DURATION.times {
      @new_game.opacity -= 1  if @new_game.opacity > a
      @new_game.opacity += 1 if @new_game.opacity < a
      @new_game.update
    break if @new_game.opacity == a
    }
    CustomTitle::FADE_DURATION.times {
      @continue.opacity -= 1  if @continue.opacity > b
      @continue.opacity += 1 if @continue.opacity < b
      @continue.update
    break if @continue.opacity == b
    }
    CustomTitle::FADE_DURATION.times {
      @exit.opacity -= 1  if @exit.opacity > c
      @exit.opacity += 1 if @exit.opacity < c
      @exit.update
    break if @exit.opacity == c
    }
    @title.update
  end
 
  #--------------------------------------------------------------------------
  # Slide the menu button
  #--------------------------------------------------------------------------
  def menu_slide(a, b, c)
    CustomTitle::SLIDE_SPEED.times {
      @new_game.x -= 1  if @new_game.x > a
      @new_game.x += 1 if @new_game.x < a
      @new_game.update
    break if @new_game.x == a
    }
    CustomTitle::SLIDE_SPEED.times {
      @continue.x -= 1  if @continue.x > b
      @continue.x += 1 if @continue.x < b
      @continue.update
    break if @continue.x == b
    }
    CustomTitle::SLIDE_SPEED.times {
      @exit.x -= 1  if @exit.x > c
      @exit.x += 1 if @exit.x < c
      @exit.update
    break if @exit.x == c
    }
  end
  #--------------------------------------------------------------------------
  # Loads the images used in the title screen
  #--------------------------------------------------------------------------
  def load_images
    #Background
    @bg = Sprite.new
    @bg.bitmap = Cache.picture(@nBgImage)
    #Menu
    @new_game = Sprite.new
    @new_game.bitmap = Cache.picture(@nnew_game)
    if CustomTitle::STYLE == 2
      @new_game.y = 288
      if CustomTitle::PLACEMENT == 1
        @new_game.x = Graphics.width / 3 - 165
      elsif CustomTitle::PLACEMENT == 2
        @new_game.x = Graphics.width / 3 + 19
      else
        @new_game.x = Graphics.width - @new_game.width - 15
      end
    elsif CustomTitle::STYLE == 1
      @new_game.x = Graphics.width / 3 - 165
      @new_game.y = 338
    end
    @continue = Sprite.new
    @continue.bitmap = Cache.picture(@ncontinue)
    if CustomTitle::STYLE == 2
      #@continue.x = -10
      @continue.y = 318
      if CustomTitle::PLACEMENT == 1
        @continue.x = Graphics.width / 3 - 165
      elsif CustomTitle::PLACEMENT == 2
        @continue.x = Graphics.width / 3 + 19
      else
        @continue.x = Graphics.width - @continue.width - 15
      end
    elsif CustomTitle::STYLE == 1
      @continue.x = Graphics.width / 3 + 19
      @continue.y = 338
    end
    @continue.opacity = 100
    @exit = Sprite.new
    @exit.bitmap = Cache.picture(@nexit)
    if CustomTitle::STYLE == 2
      #@exit.x = -10
      @exit.y = 348
      if CustomTitle::PLACEMENT == 1
        @exit.x = Graphics.width / 3 - 165
      elsif CustomTitle::PLACEMENT == 2
        @exit.x = Graphics.width / 3 + 19
      else
        @exit.x = Graphics.width - @exit.width - 15
      end
    elsif CustomTitle::STYLE == 1
      @exit.x = Graphics.width - @exit.width - 15
      @exit.y = 338
    end
    @exit.opacity = 100
    @title = Sprite.new
    @title.bitmap = Cache.picture(@ntitle)
    @title.x = Graphics.width / 2 - @title.width / 2
    @title.y = 3
    @title.z = 10
    @title.opacity = 200
    if CustomTitle::WAVY
      @title.wave_amp = 8
      @title.wave_length = 240
      @title.wave_speed = 160#320
    end
    #Credit Image
    @credits = Sprite.new
    @credits.bitmap = Cache.picture(@ncredits)
    @credits.x = Graphics.width / 2 - (@credits.width / 2)
    @credits.y = 377
    if CustomTitle::FALLING
      # Leaves
      @fall1 = Plane.new
      @fall1.bitmap = Cache.picture(@nfall1)
      @fall1.opacity = 130
      @fall2 = Plane.new
      @fall2.bitmap = Cache.picture(@nfall2)
      @fall2.opacity = 100
      @fall1.z = 9
      @fall2.z = 11
    end
  end
  #--------------------------------------------------------------------------
  # Loading the 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
  #--------------------------------------------------------------------------
  # Loads the database for the test battle
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # Creation of 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
  #--------------------------------------------------------------------------
  # Verifies that there are saves
  #--------------------------------------------------------------------------
  def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  #--------------------------------------------------------------------------
  # Checks for the starting position
  #--------------------------------------------------------------------------
  def confirm_player_location
    if $data_system.start_map_id == 0
      print "The starting position has not been set!"
      exit
    end
  end
  #--------------------------------------------------------------------------
  # Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    confirm_player_location
    Sound.play_decision
    $game_party.setup_starting_members            # Setup the initial party
    $game_map.setup($data_system.start_map_id)    # Set the initial map and position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    Graphics.fadeout(120)
    Graphics.wait(60)
    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: Exit
  #--------------------------------------------------------------------------
  def command_shutdown
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # Play the title music
  #--------------------------------------------------------------------------
  def play_title_music
    $data_system.title_bgm.play
    RPG::BGS.stop
    RPG::ME.stop
  end
  #--------------------------------------------------------------------------
  # Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    load_bt_database                  # Loads the database for the test
    create_game_objects               # Create the game objects
    Graphics.frame_count = 0          # Initialize frame count
    $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

 
 
Loki 




Preferowany:
RPG Maker VX

Pomógł: 12 razy
Dołączył: 25 Kwi 2012
Posty: 162
Wysłany: Czw 26 Lip, 2012 10:35
Bardzo dobry skrypt, sam też go używam :-)
 
 
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