Project1
标题:
强化标题界面[增加选项]+[特效]+[基本解说字幕]+[难度模式]
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作者:
YamazakiRyusa
时间:
2011-8-1 11:11
标题:
强化标题界面[增加选项]+[特效]+[基本解说字幕]+[难度模式]
本帖最后由 YamazakiRyusa 于 2011-8-1 11:11 编辑
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简介:该脚本整合了 66RPG 原有的一个标题“流星雨”特效,另外增加了一个难度模式选项,以及随着光标切换到不同选项,底部的字幕会随之改变。特别注意,难度模式选项可选,需要游戏目录下的 HARDMARK.HMF(可以自行更改名称)文件校验。如此,便可以让游戏实现二周目功能。需要生成的文件详见第二个脚本。
额外提示:二周目可以用开关设置。进入难度模式时额外打开两个开关(详见 311 行 与 312 行)。其中,闪光属性的设置可以为,数据库的状态增加一个闪光状态,BUFF 状态大家都会设置了吧?攻击力、防御力 150% 啥的就靠 DIY 了。然后在队伍设置事件页,条件分歧当闪光开关打开时敌人全体增加闪光 BUFF 即可。
使用方法:复制脚本,放到 Main 脚本的前面;如果有把握的话也可以直接替换掉 Scene_Title 那个渣脚本。
①标题脚本:
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
=begin
更改内容:
· 增加天气效果,可以自由设定,目前为雨效果 by 66RPG
· 增加难度模式选项,该选项由文件 HARDMODE.HMF 指定。该文件存在时则开启难度模式,
若文件不存在则选项不可用 by Ryusa
· 取消了切换场景时 BGM 停止的指令 by 66RPG
修改/Ryusa 参考/66RPG、宇文隳、SmilP 日期/2011 年 7 月 29 日
=end
class Scene_Title
WEATHER = 1 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)
MAXNUMBER = 18 # 天气图片数量
WEATHER_FILE = "Graphics/Pictures/TESTMODE.png"
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 = 1200 # 随机X范围
RAND_Y = 600 # 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
# 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(255, 255, 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 = "角色登录"
s2 = "载入进度"
s3 = "难度模式"
s4 = "退出游戏"
@command_window = Window_Command.new(192, [s1, s2, s3, s4])
@command_window.back_opacity = 160
@command_window.x = 545 - @command_window.width / 2
@command_window.y = 320
# 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#{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) # 在第二项显示灰色
end
# 判定卡片的存在
# 有効为 @hardmode_enabled 为 true、无效为 false
@hardmode_enabled = false
if FileTest.exist?("HARDMARK.HMF")
# 读取文件内容,如果利用非法的难度模式标记访问,会被拒绝
# 附拒绝原因:无法读取二进制以外的编码
ryusa = file = load_data("HARDMARK.HMF")
if ryusa == 1
@hardmode_enabled = true
end
end
# 无效的情况下、继续的文字显示为灰色
if @hardmode_enabled
#@command_window.index = 1
else
@command_window.disable_item(2) # 在第三项显示灰色
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
# 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
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 # 难度模式
hardmode
when 3 # 退出
command_shutdown
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 :难度模式
#--------------------------------------------------------------------------
def hardmode
# 判定卡片是否存在,不存在则选项为灰色。已经在 125 行设定条件
# 卡片不存在的情况下
unless @hardmode_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)
# 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
# 打开指定开关,如果下面两行脚本放到前面则会被清空
$game_switches[132] = true # 难度模式开关,会在窗口左上角显示 HARDMODE 字符
$game_switches[134] = true # 闪光开关,敌人开启闪光状态,实力增强
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_actors = Game_Actors.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 : 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
#--------------------------------------------------------------------------
# ● 窗口:状态解说
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# ● 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
end
复制代码
然后这份脚本是难度模式生成器。
该脚本需要在事件中调用,调用的参数为下面两行。
$Scene = Scene_HMark.new
$Scene.Writein()
②难度模式生成器
#————————————————————#——————————————————————————————————————
# Scene_HardModeWritein 难度模式文件生成器
#————————————————————#——————————————————————————————————————
# 制作 / Ryusa
# 参考 / 尽头 宇文隳 絶倫少女
class Scene_HMark
def Writein()
# 判断最终 BOSS 是否被消灭,(120 是消灭后打开的开关,可以自己改)如果没有,强行调用也没辙
if $game_switches[120] == true
ryusa = 1
# 将二进制字符“1”写入难度模式标记 HARDMARK.HMF
save_data(ryusa , "HARDMARK.HMF")
# 弹出窗口提示
print "已经生成难度模式标记"
print "在标题界面可以选择难度模式"
end
end
end
复制代码
③ 选项增加基本解说字幕(这份脚本是从“标题增加版权信息”改编的)
使用方法:复制代码在 Main 前面插入,放进去
#————————————————————#——————————————————————————————————————
# Scene_TitleEX 标题强化:选项增加基本解说字幕
#————————————————————#——————————————————————————————————————
# 改编 / 宇文隳
module PLAN_COPYRIGHT
# 标题选项解说
COPYRIGHT_STR_ARY = ["★☆;开始新的游戏;☆★", "★☆;读取已存进度;☆★", "★☆;功能正在调试;☆★", "重置正式版"]
FONT_NAME = ["华文细黑" , "华文楷体" , "黑体"] # フォント
FONT_SIZE = 20 # フォントサイズ
FONT_BOLD = false # 太字
FONT_ITALIC = false # 斜体
STR_COLOR = Color.new(200, 200, 200) # 文字の色
DRAW_FRAME = true # 縁取りする
FRAME_COLOR = Color.new(0, 0, 0) # 縁の色
DRAW_X = -250 # X 座標修正値
DRAW_Y = -0 # 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)
rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR_ARY[0])
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_ARY[0]
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
updateExtra
# スプライトの更新
@copyrcight_sprite.update
# 元のメソッドに戻す
plan_copyrcight_update
end
#--------------------------------------------------------------------------
# ● 付くフレーム更新
#--------------------------------------------------------------------------
def updateExtra
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
str = PLAN_COPYRIGHT::COPYRIGHT_STR_ARY[@command_window.index]
rect = bitmap.text_size(PLAN_COPYRIGHT::COPYRIGHT_STR_ARY[@command_window.index])
if PLAN_COPYRIGHT::DRAW_FRAME
@copyrcight_sprite.bitmap.clear
@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
end
end
复制代码
作者:
summer92
时间:
2011-8-1 12:32
挺好的,我也做过一个类似的(广告
)
作者:
雪见
时间:
2011-8-15 14:28
提示:
作者被禁止或删除 内容自动屏蔽
作者:
feishzz
时间:
2012-7-21 09:22
能做個VA的麼···
欢迎光临 Project1 (https://rpg.blue/)
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