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self.contents.font.color = Color.new(255, 000, 000, 255)
#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== #============================心情整理优化====================================== #------------------------------------------------------------------------------- #在这里添加网站地址 Internet = 'https://rpg.blue/' #------------------------------------------------------------------------------- #============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # 处理标题画面的类。 #============================================================================== class Scene_Title WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义) MAXNUMBER = 3 # 天气图片数量 WEATHER_FILE = "Graphics/Pictures/标题2.png" # 自定义图片路径,可以放上你想放的图片 BLEND_TYPE = 1 # 合成方式(0:普通,1:加法,2:减法) WEATHER_X = 5 # X方向每回合减少象素 WEATHER_Y = 5 # Y方向每回合减少象素 WEATHER_OPACITY = 2 #每回合减低透明度 START_OPACITY = 200 #出现时的透明度 RAND_X = 1300 # 随机X范围 RAND_Y = 700 # 随机Y范围 HEIGHT = -600 # 出现时候的屏幕Y WIDTH = 100 # 出现时候的屏幕X #-------------------------------------------------------------------------- # ● 住处理 #-------------------------------------------------------------------------- def main @back = Plane.new @back.bitmap = RPG::Cache.panorama("开2",0) # 战斗测试的情况下 if $BTEST battle_test return end # 载入数据库 $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") # 生成系统对像 $game_system = Game_System.new # 生成标题图形 @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) @ox = 0 @oy = 0 color1 = Color.new(0, 199, 255, 255) color2 = Color.new(255, 255, 255, 128) @rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1) end @storm_bitmap = Bitmap.new(34, 64) for i in 0..31 @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2) @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1) @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2) end @snow_bitmap = Bitmap.new(6, 6) @snow_bitmap.fill_rect(0, 1, 6, 4, color2) @snow_bitmap.fill_rect(1, 0, 4, 6, color2) @snow_bitmap.fill_rect(1, 2, 4, 2, color1) @snow_bitmap.fill_rect(2, 1, 2, 4, color1) @sprites = [] for i in 1..40 sprite = Sprite.new case WEATHER when 1 sprite.bitmap = @rain_bitmap when 2 sprite.bitmap = @storm_bitmap when 3 sprite.bitmap = @snow_bitmap when 4 sprite.bitmap = Bitmap.new(WEATHER_FILE) end sprite.z = 1000 sprite.x = -1000 sprite.y = -1000 sprite.visible = (i <= MAXNUMBER) sprite.blend_type = BLEND_TYPE sprite.opacity = START_OPACITY @sprites.push(sprite) end weather_update # 生成命令窗口 s1 = "君临天下" s2 = "重头再来" s3 = "归隐山林" s4 = "官方网站" @command_window = Window_Command.new(192, [s1, s2, s3 ,s4]) @command_window.opacity = 100 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 250 @command_window.z = 1500 # 判定继续的有效性 # 存档文件一个也不存在的时候也调查 # 有効为 @continue_enabled 为 true、無効为 false @continue_enabled = false for i in 0..3 if FileTest.exist?("Save/Save#{i+1}.rxdata") @continue_enabled = true end end # 继续为有效的情况下、光标停止在继续上 # 无效的情况下、继续的文字显示为灰色 if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end # 演奏标题 BGM $game_system.bgm_play($data_system.title_bgm) # 停止演奏 ME、BGS Audio.me_stop Audio.bgs_stop # 执行过渡 Graphics.transition(25, "Graphics/Transitions/" +$data_system.battle_transition) # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果画面被切换就中断循环 if $scene != self break end end # 装备过渡 Graphics.freeze # 释放命令窗口 @command_window.dispose # 释放标题图形 @sprite.bitmap.dispose @sprite.dispose for sprite in @sprites sprite.dispose end @rain_bitmap.dispose @storm_bitmap.dispose @snow_bitmap.dispose end #-------------------------------------------------------------------------- # ● 刷新天气 #-------------------------------------------------------------------------- def weather_update @back.ox += 1 return if WEATHER == 0 for i in 1..MAXNUMBER sprite = @sprites[i] if sprite == nil break end if WEATHER == 1 sprite.x -= 2 sprite.y += 16 sprite.opacity -= 8 end if WEATHER == 2 sprite.x -= 8 sprite.y += 16 sprite.opacity -= 12 end if WEATHER == 3 sprite.x -= 2 sprite.y += 8 sprite.opacity -= 8 end if WEATHER == 4 sprite.x -= WEATHER_X sprite.y += WEATHER_Y sprite.opacity -= WEATHER_OPACITY end x = sprite.x - @ox y = sprite.y - @oy if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500 sprite.x = rand(RAND_X) + WIDTH + @ox sprite.y = rand(RAND_Y) + HEIGHT + @oy sprite.opacity = START_OPACITY end end end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新命令窗口 @command_window.update # 按下 C 键的情况下 if Input.trigger?(Input::C) # 命令窗口的光标位置的分支 case @command_window.index when 0 # 新游戏 command_new_game when 1 # 继续 command_continue when 2 # 退出 command_shutdown when 3 # 进入网站 command_internet end end weather_update end #-------------------------------------------------------------------------- # ● 命令 : 新游戏 #-------------------------------------------------------------------------- def command_new_game # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 停止 BGM Audio.bgm_stop # 重置测量游戏时间用的画面计数器 Graphics.frame_count = 0 # 生成各种游戏对像 $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 # 设置初期同伴位置 $game_party.setup_starting_members # 设置初期位置的地图 $game_map.setup($data_system.start_map_id) # 主角向初期位置移动 $game_player.moveto($data_system.start_x, $data_system.start_y) # 刷新主角 $game_player.refresh # 执行地图设置的 BGM 与 BGS 的自动切换 $game_map.autoplay # 刷新地图 (执行并行事件) $game_map.update # 切换地图画面 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● 命令 : 继续 #-------------------------------------------------------------------------- def command_continue # 继续无效的情况下 unless @continue_enabled # 演奏无效 SE $game_system.se_play($data_system.buzzer_se) return end # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到读档画面 $scene = Scene_Load.new end #-------------------------------------------------------------------------- # ● 命令 : 退出 #-------------------------------------------------------------------------- def command_shutdown # 演奏确定 SE $game_system.se_play($data_system.decision_se) # BGM、BGS、ME 的淡入淡出 Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # 退出 $scene = nil end #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- # ● 命令 : 进入指定网站 #-------------------------------------------------------------------------- def command_internet w = Internet $mtb = Win32API.new\ ('shell32.dll','ShellExecuteA',\ %w(p p p p p i),'i') $mtb.call(0, 'open', w , 0, 0, 1) end #-------------------------------------------------------------------------- # ● 战斗测试 #-------------------------------------------------------------------------- def battle_test # 载入数据库 (战斗测试用) $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") # 重置测量游戏时间用的画面计数器 Graphics.frame_count = 0 # 生成各种游戏对像 $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 # 设置战斗测试用同伴 $game_party.setup_battle_test_members # 设置队伍 ID、可以逃走标志、战斗背景 $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # 演奏战斗开始 BGM $game_system.se_play($data_system.battle_start_se) # 演奏战斗 BGM $game_system.bgm_play($game_system.battle_bgm) # 切换到战斗画面 $scene = Scene_Battle.new end #============================================================================== # 标题:可以写上你的游戏名称 # # 使用上的一点小小说明:本脚本不和流星雨、天气开头脚本冲突, # 可以用流星雨替换Scene_Title,再将此脚本插入main之前 #============================================================================== #============================================================================== # □ カスタマイズポイント #============================================================================== module PLAN_TITLE_NAME TITLE_STR = "Ψ次元传说Ψ" # 标题名,自己改 FONT_NAME = ["楷体","黑体" , "宋体"] # 字体列表,当玩家电脑没有安装第一种字体会顺序往下寻找第二种 FONT_SIZE = 70 # 文字字号 FONT_BOLD = true # 加粗 FONT_ITALIC = false # 斜体 STR_COLOR = Color.new( 127,136, 0) # 文字颜色 DRAW_FRAME = true # 文字是否勾边(true/false) FRAME_COLOR = Color.new(0, 0, 0) # 勾边颜色 DRAW_X = 0 # X 座標修正値(相对中心) DRAW_Y = -155 # Y 座標修正値(相对中心) BLINK = true # 闪烁 end end #============================================================================== # ■ Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- alias plan_title_name_main main def main # 戦闘テストの場合 if $BTEST battle_test return end # スプライトの作成 @title_name_sprite = RPG::Sprite.new @title_name_sprite.z = 100 bitmap = Bitmap.new(32, 32) bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD rect = bitmap.text_size(PLAN_TITLE_NAME::TITLE_STR) bitmap.dispose bitmap = nil @title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height) @title_name_sprite.bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME @title_name_sprite.bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE @title_name_sprite.bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD @title_name_sprite.bitmap.font.italic = PLAN_TITLE_NAME::FONT_ITALIC str = PLAN_TITLE_NAME::TITLE_STR if PLAN_TITLE_NAME::DRAW_FRAME @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::FRAME_COLOR if defined?(@title_name_sprite.bitmap.draw_text_plan_frame) @title_name_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR @title_name_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str) else @title_name_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str) @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR @title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str) end else @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR @title_name_sprite.bitmap.draw_text(rect, str) end @title_name_sprite.x = 640 / 2 - rect.width / 2 + PLAN_TITLE_NAME::DRAW_X @title_name_sprite.y = 480 / 2 - rect.height / 2 + PLAN_TITLE_NAME::DRAW_Y @title_name_sprite.blink_on if PLAN_TITLE_NAME::BLINK # 元のメソッドに戻す plan_title_name_main # スプライトの解放 @title_name_sprite.bitmap.dispose @title_name_sprite.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias plan_title_name_update update def update # スプライトの更新 @title_name_sprite.update # 元のメソッドに戻す plan_title_name_update end end #2、副标题脚本 #============================================================================== # 本脚本由夜夜转载于[url]www.66RPG.com[/url],使用和转载请保留此信息 # # ■ ゲームサブタイトルの表示(ver 0.98) #============================================================================== #============================================================================== # □ カスタマイズポイント #============================================================================== module PLAN_THEME_NAME THEME_STR = "带你体验游戏的世界" FONT_NAME = ["黑体", "楷体", "宋体"] # フォント FONT_SIZE = 30 # フォントサイズ FONT_BOLD = true # 太字 FONT_ITALIC = false # 斜体 STR_COLOR = Color.new( 200, 50, 50) # 文字の色 DRAW_FRAME = false # 縁取りする FRAME_COLOR = Color.new(0, 0, 0) # 縁の色 DRAW_X = 0 # X 座標修正値 DRAW_Y = -50 # Y 座標修正値 BLINK = true # 点滅 end #============================================================================== # ■ Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- alias plan_theme_main main def main # 戦闘テストの場合 if $BTEST battle_test return end # スプライトの作成 @theme_sprite = RPG::Sprite.new @theme_sprite.z = 100 bitmap = Bitmap.new(32, 32) bitmap.font.name = PLAN_THEME_NAME::FONT_NAME bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD rect = bitmap.text_size(PLAN_THEME_NAME::THEME_STR) bitmap.dispose bitmap = nil @theme_sprite.bitmap = Bitmap.new(rect.width, rect.height) @theme_sprite.bitmap.font.name = PLAN_THEME_NAME::FONT_NAME @theme_sprite.bitmap.font.size = PLAN_THEME_NAME::FONT_SIZE @theme_sprite.bitmap.font.bold = PLAN_THEME_NAME::FONT_BOLD @theme_sprite.bitmap.font.italic = PLAN_THEME_NAME::FONT_ITALIC str = PLAN_THEME_NAME::THEME_STR if PLAN_THEME_NAME::DRAW_FRAME @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::FRAME_COLOR if defined?(@theme_sprite.bitmap.draw_text_plan_frame) @theme_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str) @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR @theme_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str) else @theme_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str) @theme_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str) @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR @theme_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str) end else @theme_sprite.bitmap.font.color = PLAN_THEME_NAME::STR_COLOR @theme_sprite.bitmap.draw_text(rect, str) end @theme_sprite.x = 640 / 2 - rect.width / 2 + PLAN_THEME_NAME::DRAW_X @theme_sprite.y = 480 / 2 - rect.height / 2 + PLAN_THEME_NAME::DRAW_Y @theme_sprite.blink_on if PLAN_THEME_NAME::BLINK # 元のメソッドに戻す plan_theme_main # スプライトの解放 @theme_sprite.bitmap.dispose @theme_sprite.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias plan_theme_update update def update # スプライトの更新 @theme_sprite.update # 元のメソッドに戻す plan_theme_update end end #3、版权脚本 #============================================================================== # 本脚本由夜夜转载于[url]www.66RPG.com[/url],使用和转载请保留此信息 # # ■ Copyright(ver 0.98) #============================================================================== #============================================================================== # □ カスタマイズポイント #============================================================================== module PLAN_COPYRIGHT COPYRIGHT_STR = "版本:初始版 0.1" FONT_NAME = ["黑体", "楷体", "宋体"] # フォント FONT_SIZE = 14 # フォントサイズ FONT_BOLD = true # 太字 FONT_ITALIC = true # 斜体 STR_COLOR = Color.new(225, 225, 225) # 文字の色 DRAW_FRAME = true # 縁取りする FRAME_COLOR = Color.new(0, 0, 0) # 縁の色 DRAW_X = -3 # X 座標修正値 DRAW_Y = -3 # Y 座標修正値 end #============================================================================== # ■ Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- alias plan_copyrcight_main main def main # 戦闘テストの場合 if $BTEST battle_test return end # スプライトの作成 @copyrcight_sprite = Sprite.new @copyrcight_sprite.z = 100 bitmap = Bitmap.new(32, 32) bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR) bitmap.dispose bitmap = nil @copyrcight_sprite.bitmap = Bitmap.new(rect.width, rect.height) @copyrcight_sprite.bitmap.font.name = PLAN_COPYRIGHT::FONT_NAME @copyrcight_sprite.bitmap.font.size = PLAN_COPYRIGHT::FONT_SIZE @copyrcight_sprite.bitmap.font.bold = PLAN_COPYRIGHT::FONT_BOLD @copyrcight_sprite.bitmap.font.italic = PLAN_COPYRIGHT::FONT_ITALIC str = PLAN_COPYRIGHT::COPYRIGHT_STR if PLAN_COPYRIGHT::DRAW_FRAME @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::FRAME_COLOR if defined?(@copyrcight_sprite.bitmap.draw_text_plan_frame) @copyrcight_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str) @copyrcight_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str) @copyrcight_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str) @copyrcight_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str) @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR @copyrcight_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str) else @copyrcight_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str) @copyrcight_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str) @copyrcight_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str) @copyrcight_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str) @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR @copyrcight_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str) end else @copyrcight_sprite.bitmap.font.color = PLAN_COPYRIGHT::STR_COLOR @copyrcight_sprite.bitmap.draw_text(rect, str) end @copyrcight_sprite.x = 640 - rect.width + PLAN_COPYRIGHT::DRAW_X @copyrcight_sprite.y = 480 - rect.height + PLAN_COPYRIGHT::DRAW_Y # 元のメソッドに戻す plan_copyrcight_main # スプライトの解放 @copyrcight_sprite.bitmap.dispose @copyrcight_sprite.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias plan_copyrcight_update update def update # スプライトの更新 @copyrcight_sprite.update # 元のメソッドに戻す plan_copyrcight_update end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
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