Project1
标题:
求教VX开片动画
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作者:
playboywkw
时间:
2011-11-23 17:58
标题:
求教VX开片动画
各们大虾,请教VX开片动画,应如何设计,有没有好的脚本或范例供参考,请各们大虾不吝赐教,谢谢! dsu_plus_rewardpost_czw
作者:
月夜神音
时间:
2011-11-23 18:12
你这问题搜索一下就满天飞了哟~~
http://rpg.blue/search.php?mod=f ... +%E5%BC%80%E5%A4%B4
作者:
咚小黑
时间:
2011-11-23 19:07
有跳过标题的脚本,也有先显示图片再进入标题的脚本,你也可以在游戏里面搞图片显示。
我的提议(每一次打开游戏都播放动画的话,会烦死的。还是制作在新游戏里面吧)
作者:
BS包仔
时间:
2011-11-26 09:02
本帖最后由 BS包仔 于 2011-11-26 09:04 编辑
柳神的脚本
http://rpg.blue/thread-72378-1-1.html
如果直接拿的话,将空回车全部去掉,这是BUG,顺便预防伸手党
用这个脚本替换Scene_Title,就可以跳过标题画面,点击运行就直接从玩家在第一张地图开始进行了。
关系到的类是Scene_Title,全部替换就行了。
范例工程:
http://rpg.blue/UP_PIC/200801/VX
跳过标题范例.rar
脚本代码:
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
if $BTEST # 战斗测试的情况
battle_test # 开始处理战斗测试
else # 一般处理
super # 返回原来的主处理
end
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
load_database # 读取数据库
create_game_objects # 生成游戏对象
check_continue # 继续游戏的有效判定
command_new_game
end
#--------------------------------------------------------------------------
# ● 执行过渡
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(20)
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
snapshot_for_background
end
#--------------------------------------------------------------------------
# ● 读取数据库
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 战斗测试用的读取数据库
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 做成各种游戏对象
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 继续游戏的有效判定
#--------------------------------------------------------------------------
def check_continue
$continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# ● 指令 : 新的游戏
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
$game_party.setup_starting_members # 初期队伍
$game_map.setup($data_system.start_map_id) # 初期位置的地图
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
Graphics.frame_count = 0
$game_map.autoplay
end
#--------------------------------------------------------------------------
# ● 检查玩家的初期位置
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "还没设置玩家的初期位置。"
exit
end
end
#--------------------------------------------------------------------------
# ● 指令 : 继续游戏
#--------------------------------------------------------------------------
def command_continue
if $continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● 指令 : 离开游戏
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# ● 战斗测试
#--------------------------------------------------------------------------
def battle_test
load_bt_database # 战斗测试用数据库读取
create_game_objects # 作成游戏对象
Graphics.frame_count = 0 # 初期化游戏时间
$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
复制代码
作者:
小白玩家
时间:
2011-12-7 20:12
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#============================================================================== #==============================================================================
# ** Scene_Logo 1.7 RGSS2
# Script and RGSS2 debugging by Dëvic
# Support and RGSS1 debuggin by Isaacsol
#==============================================================================
class Scene_Logo
# 标准的值: %w( BGM BGS ME SE )
AudioTypes = %w( BGM BGS ME SE )
def initialize
# 图像分别替换到Image1 Image2 Image3 可以自己加
@img = [ 'Image1', ]
# Here, set 如果你想拥有一个褪色和淡出效果就输入'true'否则'false'.
@fade = true
# 淡入淡出值 (帧)
# 默认值: 20
@fade_delay = 20
# 在屏幕中等待时间 1/60秒
# 默认值: 120 frames.
@delaying = 280
# 音频的开始三个是:
# "Audio name", "Volume" 和 "Pitch"; 下一个播放的选项
# 在 AudioTypes[x]中填入.x的值取: 0: BGM; 1: BGS; 2: SE and 3: ME.
@audio = [ 'Airship', 100, 100, AudioTypes[0] ]
main
end
def main
@img.each { |i|
# 建立新的脚本模块
sprite = Sprite.new
# 这个脚本是读取"../Graphics/System/的
sprite.bitmap = Cache.system(i)
if AudioTypes
case @audio[3]
when 'BGM'
Audio.bgm_play("Audio/BGM/#{@audio[0]}", @audio[1], @audio[2])
when 'BGS'
Audio.bgs_play("Audio/BGS/#{@audio[0]}", @audio[1], @audio[2])
when 'ME'
Audio.me_play("Audio/ME/#{@audio[0]}", @audio[1], @audio[2])
when 'SE'
Audio.se_play("Audio/SE/#{@audio[0]}", @audio[1], @audio[2])
end
end
Graphics.transition
Graphics.fadein(@fade_delay) if @fade == true
Graphics.wait(@delaying)
Graphics.fadeout(@fade_delay) if @fade == true
sprite.dispose
Graphics.freeze
}
end
end
#这里是更改Scene_Title 模块的
class Scene_Title
alias old_start start
def start
Scene_Logo.new
old_start
end
end
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
复制代码
这个是在游戏开始前插图片的脚本,你试试能不能插GIF格式图片
加入你需要的图片,名字Image1 导入Graphics/System/,效果是在游戏前播放这张图片
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