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Lv1.梦旅人
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- 2013-9-18
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3楼
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发表于 2014-10-5 21:51:53
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taroxd 发表于 2014-10-5 13:27
你加了什么别的脚本? - #encoding:utf-8
- #==============================================================================
- # ■ 薄雾年代记标题脚本
- #------------------------------------------------------------------------------
- # 薄雾年代记的标题脚本
- #==============================================================================
-
-
- #==============================================================================
- # 介绍:
- # 这个不完全是薄雾的标题脚本,但是是那个的普适版,作者:LBQ,请自由使用,转载
- #==============================================================================
- # 2013/12/4 Dev1.2 再次托小刀的福弄了._.
- #==============================================================================
-
-
- # 设置模块
- module LBQ
- module MC_Title
-
- #logo还有选项的淡入速度,数字越大淡出淡入越快
- FADE_SPEED=4
-
-
- #黑暗层的淡入淡出速度,数字越大淡出淡入越快。第一项是进入场景,第二项是退出
- MASK_FADE=[5,3]
- #图像设置
- GRAPHICS=['Choice','spark','background']
-
- #生成一个新的闪光点的间隔时间
- TIME_SPARK=12
-
- #分辨率设定
- RESOLUTION=[544,416]
-
- #储存文件的文件夹名称,位于Graphics文件夹下面
- FOLDER="Titles1"
-
- #离开界面的时候的BGM淡出速度,单位毫秒
- BGM_FADE=1600
-
- #3个层的Z坐标设定。
- Z_SETTINGS=[0,0,0]
-
- #闪光的生命周期。(半衰期,总共生命周期)←装X的设定
- LIFE_CYCLE=[300,500]
- end
- end
-
-
- #Cache加强
- module Cache
- include LBQ::MC_Title
- #--------------------------------------------------------------------------
- # ● 标题
- #--------------------------------------------------------------------------
- def self.mc_title(filename)
- load_bitmap("Graphics/#{FOLDER}/", filename)
- end
- end
-
-
- #==============================================================================
- # ■ LBQ Spark
- #------------------------------------------------------------------------------
- # 闪光的精灵类
- #==============================================================================
- class Sprite_lbqSpark < Sprite_Base
- include LBQ::MC_Title
-
- attr_reader :delete_me
- def initialize(viewport=nil)
- @timer=0
- super(viewport)
- self.bitmap=Cache.mc_title(GRAPHICS[1])
- @opacity_speed=10
- @zoom_change=0
- set_rand_stats
-
- end
-
-
- def update
- super
- @timer+=1
- calc_speed
- self.x += @x_speed
- self.y += @y_speed
- if @timer<=LIFE_CYCLE[0]
- self.opacity += @opacity_speed
- else
- self.opacity -= @opacity_speed*2
- end
-
- self.angle += @angle_speed
- self.zoom_x += @zoom_change
- self.zoom_y += @zoom_change
- if @timer>=LIFE_CYCLE[1]
- self.visible=false
- @delete_me = true
- end
-
-
-
-
- end
- def calc_speed
- end
- def set_rand_stats
- @x_speed=(rand(4)-2)*0.8
- @y_speed=(rand(4)-2)*0.8
- @x_speed+=rand(2)-1 if @x_speed==0
- @y_speed+=rand(2)-1 if @y_speed==0
- @opacity_speed=2
- @angle_speed=rand(3)-3
- self.opacity = 1
- self.angle = rand(360)
-
- rand_num=rand(9)
- case rand_num
- when 0
- self.x,self.y=0,0
- when 1
- self.x,self.y=RESOLUTION[0],RESOLUTION[1]
- when 2
- self.x,self.y=RESOLUTION[0],0
- when 3
- self.x,self.y=0,RESOLUTION[1]
- when 4
- self.x,self.y=RESOLUTION[0]/2,0
- when 5
- self.x,self.y=RESOLUTION[0]/2,RESOLUTION[1]
- when 6
- self.x,self.y=0,208
- when 7
- self.x,self.y=RESOLUTION[0],RESOLUTION[1]/2
- when 8
- self.x,self.y=RESOLUTION[0]/2 ,RESOLUTION[1]/2
- end
-
-
-
- self.zoom_x=(rand(100) + 100) / 100.0
- self.zoom_y = self.zoom_x
- self.blend_type=1
- end
- def get_rand_pos
- pos=[]
- case rand(4)
- when 0
- pos[0]=0
- when 1
- pos[0]=200
- when 2
- pos[0]=300
- when 3
- pos[0]=500
- when 4
- pos[0]=100
- end
-
- case rand(4)
- when 0
- pos[1]=0
- when 1
- pos[1]=200
- when 2
- pos[1]=300
- when 3
- pos[1]=500
- when 4
- pos[1]=100
- end
- return pos
- end
-
- end
-
-
- #==============================================================================
- # ■ MC Choice
- #------------------------------------------------------------------------------
- # 可爱的选项~
- #==============================================================================
- # 选项用精灵类
- class Sprite_MCchoice < Sprite_Base
- include LBQ::MC_Title
- #设置
- MAX_INDEX=3
- MIN_INDEX=1
- #初始化
- def initialize(viewport=nil)
- super(viewport)
-
- #光标Index
- if DataManager.save_file_exists?
- @index=2
- else
- @index=1
- end
-
-
- #动态阶段
- @stage=1
- end
-
-
- #更新方法
- def update
- #super
- super
-
- #基础的动态设定
- case @stage
- when 1
-
- #更新选项
- update_cursor
-
- #再次强化不透明度
- self.opacity=0
-
- #之后转成第二步
- @stage+=1
-
- when 2
- #变得透明
- self.opacity+=FADE_SPEED
- #如果已经变完了
- if self.opacity>=255
- #进入第三步
- @stage+=1
- end
- when 3
- #好的,于是咱来进行光标更新
- if Input.trigger?(:LEFT)
- Sound.play_cursor
- if @index==MIN_INDEX
- @index=MAX_INDEX
- else
- @index-=1
- end
- #输入完毕之后再更新
- update_cursor
-
- elsif Input.trigger?(:RIGHT)
- Sound.play_cursor
- if @index==MAX_INDEX
- #强化条件
- @index=MIN_INDEX
-
- else
- @index+=1
- end
- #输入完毕之后再更新
- update_cursor
- end
-
- end
- end
-
- #index外置接口
- def index
- @index
- end
-
- #更新光标
- def update_cursor
- #设置当前bitmap名字
- bitmap_name="#{GRAPHICS[0]}#{@index}"
- self.bitmap=Cache.mc_title(bitmap_name)
- end
- #设置当前index
- def set_index(index)
- @index=index
- end
-
- end
-
-
-
- #==============================================================================
- # ■ Scene_Title
- #------------------------------------------------------------------------------
- # 标题类
- #==============================================================================
- # Scene类
- class Scene_Title < Scene_Base
- include LBQ::MC_Title
- def start
- super
- return if @bg_sprite
- @sparks=[]
-
- @timer=0
-
-
- #抄袭原版的=-=
- SceneManager.clear
- Graphics.freeze
-
- #创建显示端口
- create_viewports
-
- #创建背景
- create_background
-
- #创建精灵类
- create_sprites
-
- #播放标题音乐
- play_title_music
-
- #动态阶段
- @stage=0
-
- end
-
- #创建各种显示端口
- def create_viewports
- #背景
- #RESOLUTION[0],RESOLUTION[1]
- @bg_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
-
- #选项
- @choice_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
- @choice_vp.z=Z_SETTINGS[0]
-
- @spark_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
- @spark_vp.z=Z_SETTINGS[1]
-
- @mask_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
- @mask_vp.z=Z_SETTINGS[2]
- end
-
-
- #创建背景
- def create_background
- #滚动的背景
- @bg_sprite=Plane.new(@bg_vp)
-
- #设置背景图像
- @bg_sprite.bitmap=Cache.mc_title(GRAPHICS[3])
- end
-
-
- #更新
- def update
- super
-
- #计时器+
- @timer+=1
-
- #滚动
- @bg_sprite.ox+=SHIFT_SPEED[1] if @timer%SHIFT_SPEED[0]==0
-
- @sparks.push(Sprite_lbqSpark.new(@spark_vp)) if @timer%TIME_SPARK==0
- @sparks.each{|spk|spk.update }
- @sparks.each do |s|
- if s.delete_me
- @sparks.delete(s)
- end
- end
-
-
-
-
- case @stage
- when 0
- if @entered_save
- deal_with_already_entered
- end
- @mask_sprite.opacity-=MASK_FADE[0]
- if @mask_sprite.opacity<=0
- @stage=1
- end
-
- when 1
- #淡入阶段
- @logo_sprite.opacity+=FADE_SPEED
- if @logo_sprite.opacity>=255
- @stage=2
- end
- #更新选项
- @choice_sprite.update
- when 2
- @for_save = false
- @choice_sprite.update
- #如果确定了
- if Input.trigger?(:C)
- Sound.play_ok
- case @choice_sprite.index
- when 1
- @stage=3
- when 2
- @stage=4
- when 3
- @stage=5
- end
- end
- when 3
- Audio.bgm_fade(BGM_FADE)
- @mask_sprite.opacity+=MASK_FADE[1]
- if @mask_sprite.opacity>=255
- command_new_game
- end
- when 4
- @stage = 2
- @for_save = true
- command_continue
- when 5
- Audio.bgm_fade(BGM_FADE)
- @mask_sprite.opacity+=MASK_FADE[1]
- if @mask_sprite.opacity>=255
- exit
- end
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 指令“继续游戏”
- #--------------------------------------------------------------------------
- def command_continue
- SceneManager.call(Scene_Load)
- end
- #--------------------------------------------------------------------------
- # ● 结束处理
- #--------------------------------------------------------------------------
- def terminate
- super
- SceneManager.snapshot_for_background
- return if @for_save
- @logo_sprite.dispose
- @choice_sprite.dispose
- @bg_sprite.dispose
- @bg_vp.dispose
- @choice_vp.dispose
- end
- #--------------------------------------------------------------------------
- # ● 指令“开始游戏”
- #--------------------------------------------------------------------------
- def command_new_game
- DataManager.setup_new_game
- $game_map.autoplay
- SceneManager.goto(Scene_Map)
- end
- def create_sprites
- @logo_sprite=Sprite_Base.new(@choice_vp)
- @logo_sprite.bitmap=Cache.mc_title(GRAPHICS[2])
- @logo_sprite.opacity=0
-
- @choice_sprite=Sprite_Base.new(@choice_vp)
-
- @choice_sprite=Sprite_MCchoice.new(@choice_vp)
- @choice_sprite.opacity=0
-
- @mask_sprite=Sprite.new(@mask_vp)
- @mask_sprite.bitmap=Bitmap.new(RESOLUTION[0],RESOLUTION[1])
- @mask_sprite.bitmap.fill_rect(0,0,RESOLUTION[0],RESOLUTION[1],Color.new(0,0,0))
- end
-
- def play_title_music
- $data_system.title_bgm.play
- RPG::BGS.stop
- RPG::ME.stop
- end
-
- end
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