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我使用了“装备扩展系统-10装备”与“整合 标题画面”脚本,但是在标题画面选择“开始游戏”时弹出窗口
装备扩展:
http://rpg.blue/forum.php?mod=viewthread&tid=139476&highlight=%E8%A3%85%E5%A4%87%E6%89%A9%E5%B1%95
标题画面脚本:- #==============================================================================
- # ■ 高自由度设定 图片标题菜单 动态标题画面 闪烁文字 整合
- #
- # §§ 简称:高自由度 整合 标题画面设置
- #------------------------------------------------------------------------------
- # 整合作者:TERENCE (龙皇)
- #
- # 图片标题菜单:By chaochao From 幻想森林论坛
- # http://www.66rpg.com/htm/news167.htm
- #
- # 动态标题画面(流星雨版):By 柳柳
- # http://www.66rpg.com/htm/news92.htm
- #
- # 闪烁标题脚本:未知作者,来源日本
- # http://www.66rpg.com/htm/news107.htm
- #==============================================================================
- class Scene_Title
-
-
- ## ===================== ↓自定义设置区↓ ===================== ##
-
- #--------------------------------------------------------------------------
- # ● 标题画面闪烁文字自定义设定
- #--------------------------------------------------------------------------
- TITLE_STR = "序章·战火" # 闪烁文字
-
- FONT_NAME = ["標楷體","黑体", "楷体", "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 = 28 # 字体大小
- FONT_BOLD = true # 加粗 ( true 是 / false 否 )
- FONT_ITALIC = false # 斜体 ( true 是 / false 否 )
-
- STR_COLOR = Color.new( 173,255,47 ) # 文字颜色
- # 文字颜色可以參考此帖
- # [增补功能]136种颜色表 By 禾西
- # http://rpg.blue/forumTopicRead.asp?id=88854
- # 查考数字的地方→ def self.pink(opacity = 255);new(***,***,***,opacity);end
- # 查考颜色的地方→ def self.***(opacity........
-
- DRAW_FRAME = true
- # 文字是否勾边 ( true 是 / false 否 )
-
- FRAME_COLOR = Color.new(0, 0, 0) # 勾边颜色
-
- LOCATE_X = 351 # 闪烁文字 X 座标
- LOCATE_Y = 174 # 闪烁文字 Y 座标
- DRAW_X = 0 # X 座标修正値(相对中心)
- DRAW_Y = -100 # Y 座标修正値(相对中心)
- BLINK = true # 闪烁
-
- #--------------------------------------------------------------------------
- # ● 标题画面SE音效自定义设定
- #--------------------------------------------------------------------------
- Cursor_SE = "Audio/SE/标题-光标.wav" # Title 游标音效SE 文件名 路径
- Buzzer_SE = "Audio/SE/标题-错误.wav" # Title 无效音效SE 文件名 路径
- Decision_SE = "Audio/SE/标题-确定.wav" # Title 确定音效SE 文件名 路径
-
- #--------------------------------------------------------------------------
- # ● 图片标题菜单自定义常量及相关设定
- #--------------------------------------------------------------------------
- STAR1 = "Graphics/Pictures/开始2.png" # 游标没在 "开始游戏" 所显示图片 的路径
- STAR2 = "Graphics/Pictures/开始1.png" # 游标位在 "开始游戏" 所显示图片 的路径
- Start_x = 0 # 开始游戏 图片X座标 (P.S.原点是左上)
- Start_y = 264 # 开始游戏 图片Y座标 (P.S.原点是左上)
- CONTINUE1 = "Graphics/Pictures/继续2.png" # 游标没在 "读取进度" 所显示图片 的路径
- CONTINUE2 = "Graphics/Pictures/继续1.png" # 游标位在 "读取进度" 所显示图片 的路径
- Continue_x = 50 # 读取进度 图片X座标 (P.S.原点是左上)
- Continue_y = 334 # 读取进度 图片Y座标 (P.S.原点是左上)
- EXIT1 = "Graphics/Pictures/离开2.png" # 游标没在 "离开游戏" 所显示图片 的路径
- EXIT2 = "Graphics/Pictures/离开1.png" # 游标位在 "离开游戏" 所显示图片 的路径
- Exit_x = 100 # 离开游戏 图片X座标 ( P.S.原点是左上 )
- Exit_y = 404 # 离开游戏 图片Y座标 ( P.S.原点是左上 )
-
- TitleTable_opacity = 210 # 标题图片透明度
- TitleTable_change = 10 # 标题图片透明度变化速度( 建议范围:10~30 )
-
- #--------------------------------------------------------------------------
- # ● 动态标题画面自定义常量及相关设定
- #--------------------------------------------------------------------------
- WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)
- MAXNUMBER = 10 # 天气图片数量
-
- WEATHER_FILE = "Graphics/Pictures/2.png" # 自定义图片路径
-
- BLEND_TYPE = 1 # 合成方式(0:普通,1:加法,2:减法)
- WEATHER_X = 0 # X方向每回合减少象素
- WEATHER_Y = -1 # Y方向每回合减少象素
- WEATHER_OPACITY = 0.5 # 每回合减低透明度
- START_OPACITY = 200 # 出现时的透明度
- RAND_X = 1200 # 随机X范围
- RAND_Y = 600 # 随机Y范围
- HEIGHT = 300 # 出现时候的屏幕Y
- WIDTH = 0 # 出现时候的屏幕X
-
- #--------------------------------------------------------------------------
- # ● 题画面图片先后顺序设定 (值越大图片越上一层)
- #--------------------------------------------------------------------------
- TITLE_NAME_Z = 0 # 闪烁文字
- CHAOCHAO_Z = 3 # 图片标题
- WEATHER_Z = 1 # 动态天气
-
- ## ===================== ↑自定义设置区↑ ===================== ##
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- if $BTEST
- battle_test
- return
- end
- # 载入资料库
- $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")
- $game_system = Game_System.new
- # 生成二為阵列的Sprite.new
- @sprite = [Sprite.new]
- for i in 0..3
- for j in 0..1
- @sprite[i] = [Sprite.new]
- @sprite[i][j] = Sprite.new
- @sprite[i][j].opacity = 0
- end
- end
- # 生成标题图形
- @sprite[0][0].bitmap = RPG::Cache.title($data_system.title_name)
- @sprite[0][0].opacity = 0
- #开始游戏的图片
- @sprite[1][0].bitmap = Bitmap.new(STAR1)
- @sprite[1][1].bitmap = Bitmap.new(STAR2)
- #继续游戏的图片
- @sprite[2][0].bitmap = Bitmap.new(CONTINUE1)
- @sprite[2][1].bitmap = Bitmap.new(CONTINUE2)
- #结束游戏的图片
- @sprite[3][0].bitmap = Bitmap.new(EXIT1)
- @sprite[3][1].bitmap = Bitmap.new(EXIT2)
- #图片位置 及 初始透明度
- for j in 0..1
- @sprite[1][j].opacity = 0
- @sprite[1][j].x = Start_x
- @sprite[1][j].y = Start_y
- @sprite[1][j].z = CHAOCHAO_Z
- @sprite[2][j].opacity = 0
- @sprite[2][j].x = Continue_x
- @sprite[2][j].y = Continue_y
- @sprite[2][j].z = CHAOCHAO_Z
- @sprite[3][j].opacity = 0
- @sprite[3][j].x = Exit_x
- @sprite[3][j].y = Exit_y
- @sprite[3][j].z = CHAOCHAO_Z
- end
- ### ↓生成动态标题画面相关图片↓ ###
- @ox = 0
- @oy = 0
-
- color1 = Color.new(255, 255, 255, 255)
- color2 = Color.new(255, 255, 255, 128)
- # 生成雨
- @rain_bitmap = Bitmap.new(7, 56)
- for i in 0..6
- @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
- end
- # 生成风
- @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
- # 生成雪
- @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 = []
- # 使用自定义判别
- 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 = WEATHER_Z
- 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
- ### ↑生成动态标题画面相关图片↑ ###
- ### ↓スプライトの作成↓ ###
- @title_name_sprite = RPG::Sprite.new
- @title_name_sprite.z = TITLE_NAME_Z
- @title_name_sprite.opacity = 0
- bitmap = Bitmap.new(32, 32)
- bitmap.font.name = FONT_NAME
- bitmap.font.size = FONT_SIZE
- bitmap.font.bold = FONT_BOLD
- rect = bitmap.text_size(TITLE_STR)
- bitmap.dispose
- bitmap = nil
- @title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height)
- @title_name_sprite.bitmap.font.name = FONT_NAME
- @title_name_sprite.bitmap.font.size = FONT_SIZE
- @title_name_sprite.bitmap.font.bold = FONT_BOLD
- @title_name_sprite.bitmap.font.italic = FONT_ITALIC
- str = TITLE_STR
- if DRAW_FRAME
- @title_name_sprite.bitmap.font.color = 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 = 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 = STR_COLOR
- @title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
- end
- else
- @title_name_sprite.bitmap.font.color = STR_COLOR
- @title_name_sprite.bitmap.draw_text(rect, str)
- end
- @title_name_sprite.x = LOCATE_X
- @title_name_sprite.y = LOCATE_Y
- if BLINK
- @title_name_sprite.blink_on
- end
- ### ↑スプライトの作成↑ ###
-
- # 判定读取进度的有效性
- # 游戏存档一个也不存在的时候也调查
- # 有效為 @continue_enabled 為 true、无效為 false
- @continue_enabled = false
- for i in 0..3
- if FileTest.exist?("Save#{i+1}.rxdata")
- @continue_enabled = true
- end
- end
- # 读取进度為有效的情况下、游标停止在读取进度上
- # 无效的情况下、读取进度的文字显示為灰色
- if @continue_enabled
- @command_index = 1
- else
- @command_index = 0
- @sprite[2][0].tone = Tone.new(0, 0, 0, 255)
- @sprite[2][1].tone = Tone.new(0, 0, 0, 255)
- 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
- # 主循环
- loop do
- # 更新游戏画面
- Graphics.update
- #淡出背景图形 闪烁文字
- if @sprite[0][0].opacity <= 255
- @sprite[0][0].opacity += 15
- @title_name_sprite.opacity += 15
- end
- # 更新输入讯息
- Input.update
- # 更新画面
- 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
- # 释放图片标题
- for i in 0..3
- for j in 0..1
- unless i==0 and j==1
- @sprite[i][j].bitmap.dispose
- @sprite[i][j].dispose
- end
- end
- end
- # 释放天气图片
- for sprite in @sprites
- sprite.dispose
- end
- @rain_bitmap.dispose
- @storm_bitmap.dispose
- @snow_bitmap.dispose
- # スプライトの解放
- @title_name_sprite.bitmap.dispose
- @title_name_sprite.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- chaochaocommandchaochao
- # スプライトの更新
- @title_name_sprite.update
- if Input.trigger?(Input::C)
- case @command_index
- when 0 # 新游戏
- command_new_game
- when 1 # 继续
- command_continue
- when 2 # 退出
- command_shutdown
- end
- end
- weather_update
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 新的游戏
- #--------------------------------------------------------------------------
- def command_new_game
- # 演奏确定 SE
- Audio.se_play(Decision_SE,100,100)
- # 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
- # 產生各种游戏物件
- $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
- # 设定初期同伴位置
- $game_party.setup_starting_members
- # 设定初期位置的地图
- $game_map.setup($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)
- # 更新主角
- $game_player.refresh
- # 执行地图设定的 BGM 与 BGS 的自动切换
- $game_map.autoplay
- # 更新地图 (执行并行事件)
- $game_map.update
- # 切换地图画面
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 读取进度
- #--------------------------------------------------------------------------
- def command_continue
- # 继续无效的情况下
- unless @continue_enabled
- # 演奏无效 SE
- Audio.se_play(Buzzer_SE,80,100)
- return
- end
- # 演奏确定 SE
- Audio.se_play(Decision_SE,100,100)
- # 切换到读取画面
- $scene = Scene_Load.new
- end
- #--------------------------------------------------------------------------
- # ● 命令 : 结束游戏
- #--------------------------------------------------------------------------
- def command_shutdown
- # 演奏确定 SE
- Audio.se_play(Decision_SE,100,100)
- # BGM、BGS、ME 的淡入淡出
- Audio.bgm_fade(800)
- Audio.bgs_fade(800)
- Audio.me_fade(800)
- # 结束游戏
- $scene = nil
- end
- #--------------------------------------------------------------------------
- # ● 刷新天气
- #--------------------------------------------------------------------------
- def weather_update
- 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
- #--------------------------------------------------------------------------
- # ● 刷新选项
- #--------------------------------------------------------------------------
- def chaochaocommandchaochao
- if Input.trigger?(Input::UP)
- @command_index -= 1
- if @command_index < 0
- @command_index = 2
- end
- Audio.se_play(Cursor_SE,80,100)
- end
- if Input.trigger?(Input::DOWN)
- @command_index += 1
- if @command_index > 2
- @command_index = 0
- end
- Audio.se_play(Cursor_SE,80,100)
- end
- case @command_index
- when 0
- if @sprite[1][0].opacity >= 0
- @sprite[1][0].opacity -= TitleTable_change
- end
- if @sprite[1][1].opacity <= TitleTable_opacity #240
- @sprite[1][1].opacity += TitleTable_change #30
- end
- if @sprite[2][0].opacity <= TitleTable_opacity #240
- @sprite[2][0].opacity += TitleTable_change #30
- end
- if @sprite[2][1].opacity >= 0
- @sprite[2][1].opacity -= TitleTable_change #30
- end
- if @sprite[3][0].opacity <= TitleTable_opacity #240
- @sprite[3][0].opacity += TitleTable_change #30
- end
- if @sprite[3][1].opacity >= 0
- @sprite[3][1].opacity -= TitleTable_change #30
- end
- when 1
- if @sprite[1][0].opacity <= TitleTable_opacity #210
- @sprite[1][0].opacity += TitleTable_change #30
- end
- if @sprite[1][1].opacity >= 0
- @sprite[1][1].opacity -= TitleTable_change #30
- end
- if @sprite[2][0].opacity >= 0
- @sprite[2][0].opacity -= TitleTable_change #30
- end
- if @sprite[2][1].opacity <= TitleTable_opacity #240
- @sprite[2][1].opacity += TitleTable_change #30
- end
- if @sprite[3][0].opacity <= TitleTable_opacity #240
- @sprite[3][0].opacity += TitleTable_change #30
- end
- if @sprite[3][1].opacity >= 0
- @sprite[3][1].opacity -= TitleTable_change #30
- end
- when 2
- if @sprite[1][0].opacity <= TitleTable_opacity #210
- @sprite[1][0].opacity += TitleTable_change #30
- end
- if @sprite[1][1].opacity >= 0
- @sprite[1][1].opacity -= TitleTable_change #30
- end
- if @sprite[2][0].opacity <= TitleTable_opacity #240
- @sprite[2][0].opacity += TitleTable_change #30
- end
- if @sprite[2][1].opacity >= 0
- @sprite[2][1].opacity -= TitleTable_change #30
- end
- if @sprite[3][0].opacity >= 0
- @sprite[3][0].opacity -= TitleTable_change #30
- end
- if @sprite[3][1].opacity <= TitleTable_opacity #240
- @sprite[3][1].opacity += TitleTable_change #30
- end
- end
- end
- end
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