#============================================================================== # Base on RMXP's Script # Edited by Mini (gqhondafit) #---------------------------------------------------------------------------- #此脚本的43-46行中为随机生成标题图形的设置,请根据自己的实际需要进行如下调整: #┣将 picname = "img" 中引号中的字符改为实际的文件名前缀; #┣将 picformat = "png" 中引号中的字符改为图片的格式(建议使用png格式); #┗将 picnumber = 3 中的数字改为实际图片文件的个数。 # 在使用此脚本前请将文件导入Graphics\Titles文件夹,并修改好文件名。 # # 其它请阅读“关于”文件,并根据实际使用情况进行调整。 #============================================================================== # ■ Scene_Title # 处理标题画面的类。 #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● 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 # 随机生成标题图形 picname = "title" # 图片文件名前缀 picformat = "png" # 图片格式 picnumber = 8 # 图片数量 pic = rand(picnumber) @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title("#{picname}#{pic+1}.#{picformat}") # 生成命令窗口 s1 = "新游戏" s2 = "继续" s3 = "退出" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 # 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、无效为 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) 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 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 end end 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[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== #============================================================================== # Scene_Title #============================================================================== class Scene_Title def main if $BTEST battle_test return end $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 case i when 1 x=210 y=318 @sprite[i].x =x @sprite[i].y =y when 2 x=210 y=318 @sprite[i].x =x @sprite[i].y =y when 3 x=210 y=372 @sprite[i].x =x @sprite[i].y =y when 4 x=210 y=372 @sprite[i].x =x @sprite[i].y =y when 5 x=210 y=426 @sprite[i].x =x @sprite[i].y =y when 6 x=210 y=426 @sprite[i].x =x @sprite[i].y =y end end @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end if @continue_enabled @command_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 $game_system.bgm_play($data_system.title_bgm) Audio.me_stop Audio.bgs_stop Graphics.transition loop do Graphics.update #淡出背景图形 if @sprite[0].opacity <= 255 @sprite[0].opacity += 15 end Input.update update if $scene != self break end end Graphics.freeze # 释放图形 for i in 0..6 @sprite[i].bitmap.dispose @sprite[i].dispose end end def update chaochaocommandchaochao 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 chaochaocommandchaochao 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 end
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