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Lv1.梦旅人
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本帖最后由 1131150044 于 2011-9-4 11:50 编辑
用了一个别人的脚本 只是把WEATHER = 3改成了WEATHER = 4 就变成这样了-
#=========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #=========================================================================[img=640,477]file://C:\Users\Haier\Desktop\.....jpg[/img]
- #整合了以下两个脚本,不含素材图片请从原脚本发布帖获取 Ver1.2
- #制作动态标题画面 by chaochao@幻想森林论坛 原脚本在6R的链接:http://rpg.blue/article-40092.html
- #用图片做标题菜单 by 柳柳@66RPG 原脚本在6R的链接:http://rpg.blue/article-40167.html
- #无责任整合 by 各种压力的猫君@66RPG
- #Ver 1.0 初版
- #Ver 1.1 修正选项位置
- #Ver 1.2 增加用图片做标题菜单的自定义内容
- #对于脚本的自定义建议在18-45行进行,其余内容不建议修改
- #=========================================================================
- # ■ Scene_Title
- #-------------------------------------------------------------------------
- # 处理标题画面的类。
- #=========================================================================
- class Scene_Title
- #---------------------------------------------------------------------
- # ● 设定部分
- #---------------------------------------------------------------------
- #制作动态标题画面
- WEATHER = 3 # 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/Title_starlong.png"
- # 自定义图片路径,这个文件可以从黑暗圣剑DEMO获得,是流星雨
-
- 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
-
- #用图片做标题菜单
- TITLEPICW = 160 #标题菜单每个图片的宽度
- TITLEPICH = 50 #标题菜单每个图片的高度
- TITLEPICM = -15 #选项间距微调
- TITLEPICX = 0 #X坐标微调
- TITLEPICY = 300 #Y坐标微调
-
- #以下内容不建议修改
- #---------------------------------------------------------------------
- # ● 主处理
- #---------------------------------------------------------------------
- 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
- $game_system = Game_System.new
- # 生成标题图形
- @sprite = [Sprite.new]
- for i in 0..6
- @sprite[i] = Sprite.new
- @sprite[i].opacity = 0
- end
- @sprite[0].bitmap = RPG::Cache.title($data_system.title_name)
- @sprite[0].opacity = 0
- #开始游戏的图片
- @sprite[1].bitmap = Bitmap.new("Graphics/Pictures/start-1.png")
- @sprite[2].bitmap = Bitmap.new("Graphics/Pictures/start-2.png")
- #继续游戏的图片
- @sprite[3].bitmap = Bitmap.new("Graphics/Pictures/continue-1.png")
- @sprite[4].bitmap = Bitmap.new("Graphics/Pictures/continue-2.png")
- #结束游戏的图片
- @sprite[5].bitmap = Bitmap.new("Graphics/Pictures/exit-1.png")
- @sprite[6].bitmap = Bitmap.new("Graphics/Pictures/exit-2.png")
- #图片位置
- for i in 1..6
- @sprite[i].x = (640-TITLEPICW)/2+TITLEPICX
- @sprite[i].y = (i+1)/2*(TITLEPICH+TITLEPICM)+TITLEPICY
- end
- @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
- # 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_index = 0
- @sprite[3].tone = Tone.new(0, 0, 0, 255)
- @sprite[4].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(25, "Graphics/Transitions/" +$data_system.battle_transition)
- # 主循环
- loop do
- # 刷新游戏画面
- Graphics.update
- #淡出背景圖形
- if @sprite[0].opacity <= 255
- @sprite[0].opacity += 15
- end
- # 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
- # 釋放圖形
- for i in 0..6
- @sprite[i].bitmap.dispose
- @sprite[i].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
- #---------------------------------------------------------------------
- # ● 刷新图片标题
- #---------------------------------------------------------------------
- def pictitle_update
- picturetitle
- if Input.trigger?(Input::C)
- case @command_index
- when 0
- command_new_game
- when 1
- command_continue
- when 2
- command_shutdown
- end
- end
- end
- def picturetitle
- if Input.trigger?(Input::UP)
- @command_index -= 1
- if @command_index < 0
- @command_index = 2
- end
- $game_system.se_play($data_system.cursor_se)
- end
- if Input.trigger?(Input::DOWN)
- @command_index += 1
- if @command_index > 2
- @command_index = 0
- end
- $game_system.se_play($data_system.cursor_se)
- end
- case @command_index
- when 0
- if @sprite[1].opacity >= 0
- @sprite[1].opacity -= 30
- end
- if @sprite[2].opacity <= 240
- @sprite[2].opacity += 30
- end
- if @sprite[3].opacity <= 210
- @sprite[3].opacity += 30
- end
- if @sprite[4].opacity >= 0
- @sprite[4].opacity -= 30
- end
- if @sprite[5].opacity <= 210
- @sprite[5].opacity += 30
- end
- if @sprite[6].opacity >= 0
- @sprite[6].opacity -= 30
- end
- when 1
- if @sprite[1].opacity <= 210
- @sprite[1].opacity += 30
- end
- if @sprite[2].opacity >= 0
- @sprite[2].opacity -= 30
- end
- if @sprite[3].opacity >= 0
- @sprite[3].opacity -= 30
- end
- if @sprite[4].opacity <= 240
- @sprite[4].opacity += 30
- end
- if @sprite[5].opacity <= 210
- @sprite[5].opacity += 30
- end
- if @sprite[6].opacity >= 0
- @sprite[6].opacity -= 30
- end
- when 2
- if @sprite[1].opacity <= 210
- @sprite[1].opacity += 30
- end
- if @sprite[2].opacity >= 0
- @sprite[2].opacity -= 30
- end
- if @sprite[3].opacity <= 210
- @sprite[3].opacity += 30
- end
- if @sprite[4].opacity >= 0
- @sprite[4].opacity -= 30
- end
- if @sprite[5].opacity >= 0
- @sprite[5].opacity -= 30
- end
- if @sprite[6].opacity <= 240
- @sprite[6].opacity += 30
- end
- end
- end
- #---------------------------------------------------------------------
- # ● 刷新画面
- #---------------------------------------------------------------------
- def update
- pictitle_update
- 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
- #---------------------------------------------------------------------
- # ● 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
- #=========================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #=========================================================================
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