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[已经过期] 求帮忙修改一菜单脚本(貌似不太复杂?)

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Lv1.梦旅人

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发表于 2013-3-22 19:16:38 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 l123698i987450y 于 2013-3-22 20:01 编辑
  1. # 0 - NEW GAME
  2.     # 1 - CONTINUE
  3.     # 2 - OPTIONS
  4.     # 3 - EXIT
  5.     if Input.trigger?(Input::RIGHT)
  6.         @arrow_x_check = 0
  7.         @arrow_r.flash(Color.new(255,255,255), 20)
  8.         Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
  9.         @glowcount = 0
  10.         @menuglow.opacity = 0
  11.         @glowswitch = false
  12.       case @command_window.index
  13.       when 0 # NEWGAME TO CONTINUE
  14.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
  15.         @arrow_r.x = 460
  16.         @arrow_l.x = 140
  17.         @arrow_r_x_base = 440
  18.         @arrow_l_x_base = 160
  19.         @commandanimate = 0
  20.         @commandpoint = 1
  21.         @command_window.index = 1
  22.         if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
  23.         @menu.tone = Tone.new(0, 0, 0, 0)
  24.         @menuglow.tone = Tone.new(0, 0, 0, 0)
  25.       else
  26.         @menu.tone = Tone.new(0, 0, 0, 255)
  27.         @menuglow.tone = Tone.new(0, 0, 0, 255)
  28.         end
  29.       when 1 # OPTIONS TO EXIT
  30.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
  31.         @arrow_r.x = 440
  32.         @arrow_l.x = 160
  33.         @arrow_r_x_base= 380
  34.         @arrow_l_x_base = 220
  35.         @commandanimate = 0
  36.         @commandpoint = 3
  37.         @command_window.index = 3
  38.       when 3 # EXIT TO NEWGAME
  39.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  40.         @arrow_r.x = 380
  41.         @arrow_l.x = 220
  42.         @arrow_r_x_base = 460
  43.         @arrow_l_x_base = 140
  44.         @commandanimate = 0
  45.         @commandpoint = 4
  46.         @command_window.index = 0
  47.       end
  48.       @arrows_x_base_switch = true
  49.     end
  50.     if Input.trigger?(Input::LEFT)
  51.         @arrow_x_check = 0
  52.         @arrow_l.flash(Color.new(255,255,255), 20)
  53.         Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
  54.         @glowcount = 0
  55.         @menuglow.opacity = 0
  56.         @glowswitch = false
  57.       case @command_window.index
  58.       when 0 # NEWGAME TO EXIT
  59.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
  60.         @arrow_r.x = 460
  61.         @arrow_l.x = 140
  62.         @arrow_r_x_base = 380
  63.         @arrow_l_x_base = 220
  64.         @commandanimate = 0
  65.         @commandpoint = 5
  66.         @command_window.index = 3
  67.       when 1 # CONTINUE TO NEWGAME
  68.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  69.         @arrow_r.x = 440
  70.         @arrow_l.x = 160
  71.         @arrow_r_x_base = 460
  72.         @arrow_l_x_base = 140
  73.         @menu.tone = Tone.new(0, 0, 0, 0)
  74.         @menuglow.tone = Tone.new(0, 0, 0,0)
  75.         @commandanimate = 0
  76.         @commandpoint = 6
  77.         @command_window.index = 0
  78.       when 2 # OPTIONS TO CONTINUE
  79.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
  80.         @arrow_r.x = 440
  81.         @arrow_l.x = 160
  82.         @arrow_r_x_base = 440
  83.         @arrow_l_x_base = 160
  84.         @commandanimate = 0
  85.         @commandpoint = 7
  86.         @command_window.index = 1
  87.         if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
  88.         @menu.tone = Tone.new(0, 0, 0, 0)
  89.         @menuglow.tone = Tone.new(0, 0, 0, 0)
  90.       else
  91.         @menu.tone = Tone.new(0, 0, 0, 255)
  92.         @menuglow.tone = Tone.new(0, 0, 0, 255)
  93.         end
  94.       when 3 # EXIT TO OPTIONS
  95.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  96.         @arrow_r.x = 380
  97.         @arrow_l.x = 220
  98.         @arrow_r_x_base = 440
  99.         @arrow_l_x_base = 160
  100.         @commandanimate = 0
  101.         @commandpoint = 8
  102.         @command_window.index = 2
  103.       end
  104.       @arrows_x_base_switch = true
  105.     end
  106.     #COMMAND GLOW ANIMATION
  107.     if @glowcount == 50 && @glowswitch == false
  108.         if @menuglow.opacity != 255
  109.            @menuglow.opacity += 3
  110.         else
  111.            @glowswitch = true
  112.         end
  113.     elsif @glowcount == 50 && @glowswitch == true
  114.         if @menuglow.opacity != 0
  115.            @menuglow.opacity -= 3
  116.         else
  117.            @glowswitch = false
  118.         end
  119.     else
  120.         @glowcount += 1
  121.     end

  122.     #COMMAND GLOW GRAPHIC UPDATE
  123.     case @command_window.index
  124.     when 0
  125.       @menuglow.bitmap = Cache.system("Title-NewGlow")
  126.     when 1
  127.       @menuglow.bitmap = Cache.system("Title-ContinueGlow")
  128.     when 2
  129.       @menuglow.bitmap = Cache.system("Title-OptionsGlow")
  130.     when 3
  131.       @menuglow.bitmap = Cache.system("Title-ExitGlow")
  132.     end
  133.     #
  134.     if Input.trigger?(Input::C)
  135.       case @command_window.index
  136.       when 0    #New game
  137.         command_new_game
  138.       when 1    # Continue
  139.         command_continue
  140.       when 2    # Shutdown
  141.         command_shutdown
  142.       end
  143.     end
  144.   end
复制代码
ss















这是菜单脚本哈~~
就它,我想去掉里面的“Options”(←不知道是什么,一敲空格就自动退出,所以求去掉)
并且这个脚本应用后存一次档再进游戏总是[开始],点它一下之后却弹出了读档界面?!
这令人无法理解,求帮忙修改,
想求被修改成如下这样:
游戏开始界面默认是[新的游戏],按左是[退出],按右是[读档],
在显示读档时,按左是[新的游戏],按右是[退出],
在现实退出时,按左是[读档],按右是[新的游戏],
喵喵咪的范例太大了,不往上贴了,
实在想看范例就去下载vs(一个游戏,全称好像是Valkyrie Stories)吧~
这个是全部脚本↓(求修改的在上面↑↑↑)
谢谢啦~~~ 











ss                                                                                         
  1. #==============================================================================
  2. # ** Scene_Title
  3. #------------------------------------------------------------------------------
  4. #  This class performs the title screen processing.
  5. #==============================================================================

  6. class Scene_Title < Scene_Base
  7.   #--------------------------------------------------------------------------
  8.   # * Main Processing
  9.   #--------------------------------------------------------------------------
  10.   def main
  11.     @TITLE_SE = "System_TitleSelect"
  12.     @VOLUME = 80
  13.     @PITCH = 150
  14.     @wavecount = 300
  15.     @waveswitch = 0
  16.     @sparklespeed1 = 0
  17.     @sparklespeed2 = 0
  18.     @sparklespeed3 = 0
  19.     @sparklespeed4 = 0
  20.     @sparklerandom1 = 0
  21.     @sparklerandom2 = 0
  22.     @sparklerandom3 = 0
  23.     @sparklerandom4 = 0
  24.     @sparklefade = 0
  25.     @arrow_r_count = 0
  26.     @arrow_l_count = 0
  27.     @arrow_r_move = false
  28.     @arrow_l_move = false
  29.     @arrows_x_base_switch = false
  30.     @arrow_x_check = 0
  31.     @arrow_r_x_base1 = 0
  32.     @arrow_r_x_base2 = 0
  33.     @arrow_l_x_base1 = 0
  34.     @arrow_l_x_base2 = 0
  35.     #@crystal_count = 0
  36.     @sparklefadeswitch = false
  37.     @commandpoint = 0
  38.     @commandanimate = 0
  39.     @flashcount = 0
  40.     @glowcount = 0
  41.     @glowswitch = false
  42.     if $BTEST                         # If battle test
  43.       battle_test                     # Start battle test
  44.     else                              # If normal play
  45.       super                           # Usual main processing
  46.     end
  47.   end
  48.   #--------------------------------------------------------------------------
  49.   # * Start processing
  50.   #--------------------------------------------------------------------------
  51.   def start
  52.     super
  53.     load_database                     # Load database
  54.     create_game_objects               # Create game objects
  55.     check_continue                    # Determine if continue is enabled
  56.     create_title_graphic              # Create title graphic
  57.     create_command_window             # Create command window
  58.     play_title_music                  # Play title screen music
  59.   end
  60.   #--------------------------------------------------------------------------
  61.   # * Execute Transition
  62.   #--------------------------------------------------------------------------
  63.   def perform_transition
  64.     Graphics.transition(20)
  65.   end
  66.   #--------------------------------------------------------------------------
  67.   # * Post-Start Processing
  68.   #--------------------------------------------------------------------------
  69.   def post_start
  70.     super
  71.     open_command_window
  72.   end
  73.   #--------------------------------------------------------------------------
  74.   # * Pre-termination Processing
  75.   #--------------------------------------------------------------------------
  76.   def pre_terminate
  77.     super
  78.     close_command_window
  79.   end
  80.   #--------------------------------------------------------------------------
  81.   # * Termination Processing
  82.   #--------------------------------------------------------------------------
  83.   def terminate
  84.     super
  85.     dispose_command_window
  86.     snapshot_for_background
  87.     dispose_title_graphic
  88.   end
  89.   #--------------------------------------------------------------------------
  90.   # * Frame Update
  91.   #--------------------------------------------------------------------------
  92.   def update
  93.     super
  94.     #CRYSTAL EFFECT
  95.     #if @crystal_count == 10
  96.     #@crystal.ox -= 1
  97.     #@crystal_count = 0
  98.     #else
  99.     #@crystal_count += 1
  100.     #end
  101.     #SPARKLE EFFECT
  102.     @comsparkle1.ox -= 1
  103.     @comsparkle1.oy += 1
  104.     @comsparkle2.ox -= 1
  105.     @comsparkle2.oy -= 1
  106.     @comsparkle3.ox -= 1
  107.     if @sparklespeed1 == 5
  108.     @sparkle1.oy += 1
  109.     @sparklespeed1 = 0
  110.     @sparklerandom1 = rand(100)
  111.     case @sparklerandom1
  112.      when 0..35
  113.        @sparkle1.ox += 1
  114.      when 36..70
  115.        @sparkle1.ox -= 1
  116.      end
  117.     else
  118.     @sparklespeed1 += 1
  119.     end
  120.     if @sparklespeed2 == 4
  121.     @sparkle2.oy += 2
  122.     @sparklespeed2 = 0
  123.     @sparklerandom2 = rand(100)
  124.     case @sparklerandom2
  125.      when 0..99
  126.        @sparkle2.ox += 1
  127.      end
  128.     else
  129.     @sparklespeed2 += 1
  130.     end
  131.    if @sparklespeed3 == 2
  132.     @sparkle3.oy += 1
  133.     @sparklespeed3 = 0
  134.     @sparklerandom3 = rand(100)
  135.     case @sparklerandom3
  136.      when 0..99
  137.        @sparkle3.ox -= 1
  138.      end
  139.     else
  140.     @sparklespeed3 += 1
  141.   end
  142.    if @sparklespeed4 == 10
  143.     @sparkle4.oy += 1
  144.     @sparklespeed4 = 0
  145.     @sparklerandom4 = rand(100)
  146.     case @sparklerandom4
  147.      when 0..99
  148.        @sparkle4.ox -= 1
  149.      end
  150.     else
  151.     @sparklespeed4 += 1
  152.   end
  153.    if @sparklefade == 200 && @sparklefadeswitch == false
  154.      if @sparkle4.opacity != 0
  155.        @sparkle4.opacity -= 1
  156.      else
  157.        @sparklefade = 0
  158.        @sparklefadeswitch = true
  159.      end
  160.     elsif @sparklefade == 200 && @sparklefadeswitch == true
  161.      if @sparkle4.opacity != 255
  162.        @sparkle4.opacity += 1
  163.      else
  164.        @sparklefade = 0
  165.        @sparklefadeswitch = false
  166.      end
  167.    else
  168.       @sparklefade += 1
  169.     end
  170.     #ARROW ANIMATION EFFECT
  171.      @arrow_r.update
  172.      @arrow_l.update
  173.     if @arrows_x_base_switch == false
  174.      #RIGHT ARROW
  175.     if @arrow_r_count == 5 && @arrow_r_move == false #Move to right
  176.         if @arrow_r_x_base1 != @arrow_r.x
  177.            @arrow_r.x += 1
  178.            @arrow_r_count = 0
  179.          else
  180.            @arrow_r_count = 0
  181.            @arrow_r_move = true
  182.         end
  183.     elsif @arrow_r_count == 5 && @arrow_r_move == true #Move to Left
  184.         if @arrow_r_x_base2 != @arrow_r.x
  185.           @arrow_r.x -= 1
  186.           @arrow_r_count = 0
  187.         else
  188.           @arrow_r_count = 0
  189.           @arrow_r_move = false
  190.         end
  191.     else
  192.         @arrow_r_count += 1
  193.       end
  194.     # LEFT ARROW
  195.     if @arrow_l_count == 5 && @arrow_l_move == true #Move to right
  196.         if @arrow_l_x_base1 != @arrow_l.x
  197.            @arrow_l.x += 1
  198.            @arrow_l_count = 0
  199.          else
  200.            @arrow_l_count = 0
  201.            @arrow_l_move = false
  202.         end
  203.     elsif @arrow_l_count == 5 && @arrow_l_move == false #Move to Left
  204.         if @arrow_l_x_base2 != @arrow_l.x
  205.           @arrow_l.x -= 1
  206.           @arrow_l_count = 0
  207.         else
  208.           @arrow_l_count = 0
  209.           @arrow_l_move = true
  210.         end
  211.     else
  212.         @arrow_l_count += 1
  213.       end
  214.     end
  215.     #ARROW ADJUSTMENT UPDATE
  216.     if @arrows_x_base_switch == true
  217.         @arrow_r_x_base1 = @arrow_r_x_base + 3
  218.         @arrow_r_x_base2 = @arrow_r_x_base - 3
  219.         @arrow_l_x_base1 = @arrow_l_x_base + 3
  220.         @arrow_l_x_base2 = @arrow_l_x_base - 3
  221.       if @arrow_x_check != 2 #check if Arrows is in place
  222.           if @arrow_r.x != @arrow_r_x_base
  223.               if @arrow_r.x > @arrow_r_x_base
  224.                  @arrow_r.x -= 10
  225.               elsif @arrow_r.x < @arrow_r_x_base
  226.                  @arrow_r.x += 10
  227.               end
  228.           else
  229.              @arrow_x_check += 1
  230.           end
  231.           if @arrow_l.x != @arrow_l_x_base
  232.               if @arrow_l.x > @arrow_l_x_base
  233.                  @arrow_l.x -= 10
  234.               elsif @arrow_l.x < @arrow_l_x_base
  235.                  @arrow_l.x += 10
  236.               end
  237.           else
  238.             @arrow_x_check += 1
  239.           end
  240.     else
  241.         @arrows_x_base_switch = false
  242.       end
  243.     end
  244.     #LOGO WAVE EFFECT
  245.     @wavelogo.update
  246.     if @wavecount == 300
  247.       if @waveswitch == 0 && @wavelogo.opacity != 155
  248.         @wavelogo.opacity += 1
  249.       elsif @waveswitch == 0 && @wavelogo.opacity >= 155
  250.       @waveswitch = 1
  251.       end
  252.       if @waveswitch == 1 && @wavelogo.opacity != 0
  253.         @wavelogo.opacity -= 1
  254.       elsif @waveswitch == 1 && @wavelogo.opacity == 0
  255.       @wavecount = 0
  256.       @waveswitch = 0
  257.       end
  258.     else
  259.       @wavecount += 1
  260.     end
  261.     #MENU COMMAND ANIMATION
  262.     menu_command_update # MENU COMMAND ANIMATION UPDATE
  263.     @menu.update
  264.     #FLASH MENU ANIMATION
  265.     if @flashcount == 120
  266.     @menu.flash(Color.new(255,255,255), 20)
  267.     @flashcount = 0
  268.     else @flashcount += 1
  269.     end
  270.     #@command_window.update
  271.     # 0 - NEW GAME
  272.     # 1 - CONTINUE
  273.     # 2 - OPTIONS
  274.     # 3 - EXIT
  275.     if Input.trigger?(Input::RIGHT)
  276.         @arrow_x_check = 0
  277.         @arrow_r.flash(Color.new(255,255,255), 20)
  278.         Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
  279.         @glowcount = 0
  280.         @menuglow.opacity = 0
  281.         @glowswitch = false
  282.       case @command_window.index
  283.       when 0 # NEWGAME TO CONTINUE
  284.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
  285.         @arrow_r.x = 460
  286.         @arrow_l.x = 140
  287.         @arrow_r_x_base = 440
  288.         @arrow_l_x_base = 160
  289.         @commandanimate = 0
  290.         @commandpoint = 1
  291.         @command_window.index = 1
  292.         if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
  293.         @menu.tone = Tone.new(0, 0, 0, 0)
  294.         @menuglow.tone = Tone.new(0, 0, 0, 0)
  295.       else
  296.         @menu.tone = Tone.new(0, 0, 0, 255)
  297.         @menuglow.tone = Tone.new(0, 0, 0, 255)
  298.         end
  299.       when 1 # OPTIONS TO EXIT
  300.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
  301.         @arrow_r.x = 440
  302.         @arrow_l.x = 160
  303.         @arrow_r_x_base= 380
  304.         @arrow_l_x_base = 220
  305.         @commandanimate = 0
  306.         @commandpoint = 3
  307.         @command_window.index = 3
  308.       when 3 # EXIT TO NEWGAME
  309.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  310.         @arrow_r.x = 380
  311.         @arrow_l.x = 220
  312.         @arrow_r_x_base = 460
  313.         @arrow_l_x_base = 140
  314.         @commandanimate = 0
  315.         @commandpoint = 4
  316.         @command_window.index = 0
  317.       end
  318.       @arrows_x_base_switch = true
  319.     end
  320.     if Input.trigger?(Input::LEFT)
  321.         @arrow_x_check = 0
  322.         @arrow_l.flash(Color.new(255,255,255), 20)
  323.         Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
  324.         @glowcount = 0
  325.         @menuglow.opacity = 0
  326.         @glowswitch = false
  327.       case @command_window.index
  328.       when 0 # NEWGAME TO EXIT
  329.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
  330.         @arrow_r.x = 460
  331.         @arrow_l.x = 140
  332.         @arrow_r_x_base = 380
  333.         @arrow_l_x_base = 220
  334.         @commandanimate = 0
  335.         @commandpoint = 5
  336.         @command_window.index = 3
  337.       when 1 # CONTINUE TO NEWGAME
  338.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  339.         @arrow_r.x = 440
  340.         @arrow_l.x = 160
  341.         @arrow_r_x_base = 460
  342.         @arrow_l_x_base = 140
  343.         @menu.tone = Tone.new(0, 0, 0, 0)
  344.         @menuglow.tone = Tone.new(0, 0, 0,0)
  345.         @commandanimate = 0
  346.         @commandpoint = 6
  347.         @command_window.index = 0
  348.       when 2 # OPTIONS TO CONTINUE
  349.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
  350.         @arrow_r.x = 440
  351.         @arrow_l.x = 160
  352.         @arrow_r_x_base = 440
  353.         @arrow_l_x_base = 160
  354.         @commandanimate = 0
  355.         @commandpoint = 7
  356.         @command_window.index = 1
  357.         if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
  358.         @menu.tone = Tone.new(0, 0, 0, 0)
  359.         @menuglow.tone = Tone.new(0, 0, 0, 0)
  360.       else
  361.         @menu.tone = Tone.new(0, 0, 0, 255)
  362.         @menuglow.tone = Tone.new(0, 0, 0, 255)
  363.         end
  364.       when 3 # EXIT TO OPTIONS
  365.         @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  366.         @arrow_r.x = 380
  367.         @arrow_l.x = 220
  368.         @arrow_r_x_base = 440
  369.         @arrow_l_x_base = 160
  370.         @commandanimate = 0
  371.         @commandpoint = 8
  372.         @command_window.index = 2
  373.       end
  374.       @arrows_x_base_switch = true
  375.     end
  376.     #COMMAND GLOW ANIMATION
  377.     if @glowcount == 50 && @glowswitch == false
  378.         if @menuglow.opacity != 255
  379.            @menuglow.opacity += 3
  380.         else
  381.            @glowswitch = true
  382.         end
  383.     elsif @glowcount == 50 && @glowswitch == true
  384.         if @menuglow.opacity != 0
  385.            @menuglow.opacity -= 3
  386.         else
  387.            @glowswitch = false
  388.         end
  389.     else
  390.         @glowcount += 1
  391.     end

  392.     #COMMAND GLOW GRAPHIC UPDATE
  393.     case @command_window.index
  394.     when 0
  395.       @menuglow.bitmap = Cache.system("Title-NewGlow")
  396.     when 1
  397.       @menuglow.bitmap = Cache.system("Title-ContinueGlow")
  398.     when 2
  399.       @menuglow.bitmap = Cache.system("Title-OptionsGlow")
  400.     when 3
  401.       @menuglow.bitmap = Cache.system("Title-ExitGlow")
  402.     end
  403.     #
  404.     if Input.trigger?(Input::C)
  405.       case @command_window.index
  406.       when 0    #New game
  407.         command_new_game
  408.       when 1    # Continue
  409.         command_continue
  410.       when 2    # Shutdown
  411.         command_shutdown
  412.       end
  413.     end
  414.   end
  415.   #--------------------------------------------------------------------------
  416.   # Menu Command Update
  417.   #--------------------------------------------------------------------------
  418.   def menu_command_update
  419.     if @commandpoint == 1  # NEWGAME TO CONTINUE
  420.       if @commandanimate != 10
  421.         @commandanimate += 1
  422.         case @commandanimate
  423.         when 1
  424.           @menu.bitmap = Cache.system("Title-New02")
  425.         when 2
  426.           @menu.bitmap = Cache.system("Title-New03")
  427.         when 3
  428.           @menu.bitmap = Cache.system("Title-New04")
  429.         when 4
  430.           @menu.bitmap = Cache.system("Title-New05")
  431.         when 5
  432.           @menu.bitmap = Cache.system("Title-Continue05")
  433.         when 6
  434.           @menu.bitmap = Cache.system("Title-Continue04")
  435.         when 7
  436.           @menu.bitmap = Cache.system("Title-Continue03")
  437.         when 8
  438.           @menu.bitmap = Cache.system("Title-Continue02")
  439.         when 9
  440.           @menu.bitmap = Cache.system("Title-Continue01")
  441.         end
  442.       end
  443.     end
  444.     if @commandpoint == 2  # CONTINUE TO OPTIONS
  445.       if @commandanimate != 10
  446.         @commandanimate += 1
  447.         case @commandanimate
  448.         when 1
  449.           @menu.bitmap = Cache.system("Title-Continue02")
  450.         when 2
  451.           @menu.bitmap = Cache.system("Title-Continue03")
  452.         when 3
  453.           @menu.bitmap = Cache.system("Title-Continue04")
  454.         when 4
  455.           @menu.bitmap = Cache.system("Title-Continue05")
  456.           end
  457.       end
  458.     end
  459.     if @commandpoint == 3  # OPTIONS TO EXIT
  460.       if @commandanimate != 10
  461.         @commandanimate += 1
  462.         case @commandanimate
  463.         when 1
  464.           @menu.bitmap = Cache.system("Title-Exit05")
  465.         when 2
  466.           @menu.bitmap = Cache.system("Title-Exit04")
  467.         when 3
  468.           @menu.bitmap = Cache.system("Title-Exit03")
  469.         when 4
  470.           @menu.bitmap = Cache.system("Title-Exit02")
  471.         when 5
  472.           @menu.bitmap = Cache.system("Title-Exit01")
  473.         end
  474.       end
  475.     end
  476.     if @commandpoint == 4  # EXIT TO NEWGAME
  477.       if @commandanimate != 10
  478.         @commandanimate += 1
  479.         case @commandanimate
  480.         when 1
  481.           @menu.bitmap = Cache.system("Title-Exit02")
  482.         when 2
  483.           @menu.bitmap = Cache.system("Title-Exit03")
  484.         when 3
  485.           @menu.bitmap = Cache.system("Title-Exit04")
  486.         when 4
  487.           @menu.bitmap = Cache.system("Title-Exit05")
  488.         when 5
  489.           @menu.bitmap = Cache.system("Title-New05")
  490.         when 6
  491.           @menu.bitmap = Cache.system("Title-New04")
  492.         when 7
  493.           @menu.bitmap = Cache.system("Title-New03")
  494.         when 8
  495.           @menu.bitmap = Cache.system("Title-New02")
  496.         when 9
  497.           @menu.bitmap = Cache.system("Title-New01")
  498.         end
  499.       end
  500.     end
  501.     if @commandpoint == 5  # NEWGAME TO EXIT
  502.       if @commandanimate != 10
  503.         @commandanimate += 1
  504.         case @commandanimate
  505.         when 1
  506.           @menu.bitmap = Cache.system("Title-New02")
  507.         when 2
  508.           @menu.bitmap = Cache.system("Title-New03")
  509.         when 3
  510.           @menu.bitmap = Cache.system("Title-New04")
  511.         when 4
  512.           @menu.bitmap = Cache.system("Title-New05")
  513.         when 5
  514.           @menu.bitmap = Cache.system("Title-Exit05")
  515.         when 6
  516.           @menu.bitmap = Cache.system("Title-Exit04")
  517.         when 7
  518.           @menu.bitmap = Cache.system("Title-Exit03")
  519.         when 8
  520.           @menu.bitmap = Cache.system("Title-Exit02")
  521.         when 9
  522.           @menu.bitmap = Cache.system("Title-Exit01")
  523.         end
  524.       end
  525.     end
  526.      if @commandpoint == 6  # CONTINUE TO NEWGAME
  527.       if @commandanimate != 10
  528.         @commandanimate += 1
  529.         case @commandanimate
  530.         when 1
  531.           @menu.bitmap = Cache.system("Title-Continue02")
  532.         when 2
  533.           @menu.bitmap = Cache.system("Title-Continue03")
  534.         when 3
  535.           @menu.bitmap = Cache.system("Title-Continue04")
  536.         when 4
  537.           @menu.bitmap = Cache.system("Title-Continue05")
  538.         when 5
  539.           @menu.bitmap = Cache.system("Title-New05")
  540.         when 6
  541.           @menu.bitmap = Cache.system("Title-New04")
  542.         when 7
  543.           @menu.bitmap = Cache.system("Title-New03")
  544.         when 8
  545.           @menu.bitmap = Cache.system("Title-New02")
  546.         when 9
  547.           @menu.bitmap = Cache.system("Title-New01")
  548.         end
  549.       end
  550.     end
  551.     if @commandpoint == 7  # OPTIONS TO CONTINUE
  552.       if @commandanimate != 10
  553.         @commandanimate += 1
  554.         case @commandanimate
  555.         when 1
  556.           @menu.bitmap = Cache.system("Title-Continue05")
  557.         when 2
  558.           @menu.bitmap = Cache.system("Title-Continue04")
  559.         when 3
  560.           @menu.bitmap = Cache.system("Title-Continue03")
  561.         when 4
  562.           @menu.bitmap = Cache.system("Title-Continue02")
  563.         when 5
  564.           @menu.bitmap = Cache.system("Title-Continue01")
  565.         end
  566.       end
  567.     end
  568.     if @commandpoint == 8  # EXIT TO OPTIONS
  569.       if @commandanimate != 10
  570.         @commandanimate += 1
  571.         case @commandanimate
  572.         when 1
  573.           @menu.bitmap = Cache.system("Title-Exit02")
  574.         when 2
  575.           @menu.bitmap = Cache.system("Title-Exit03")
  576.         when 3
  577.           @menu.bitmap = Cache.system("Title-Exit04")
  578.         when 4
  579.           @menu.bitmap = Cache.system("Title-Exit05")

  580.         end
  581.       end
  582.     end
  583.     #====
  584.   end
  585.   #--------------------------------------------------------------------------
  586.   # * Load Database
  587.   #--------------------------------------------------------------------------
  588.   def load_database
  589.     $data_actors        = load_data("Data/Actors.rvdata")
  590.     $data_classes       = load_data("Data/Classes.rvdata")
  591.     $data_skills        = load_data("Data/Skills.rvdata")
  592.     $data_items         = load_data("Data/Items.rvdata")
  593.     $data_weapons       = load_data("Data/Weapons.rvdata")
  594.     $data_armors        = load_data("Data/Armors.rvdata")
  595.     $data_enemies       = load_data("Data/Enemies.rvdata")
  596.     $data_troops        = load_data("Data/Troops.rvdata")
  597.     $data_states        = load_data("Data/States.rvdata")
  598.     $data_animations    = load_data("Data/Animations.rvdata")
  599.     $data_common_events = load_data("Data/CommonEvents.rvdata")
  600.     $data_system        = load_data("Data/System.rvdata")
  601.     $data_areas         = load_data("Data/Areas.rvdata")
  602.   end
  603.   #--------------------------------------------------------------------------
  604.   # * Load Battle Test Database
  605.   #--------------------------------------------------------------------------
  606.   def load_bt_database
  607.     $data_actors        = load_data("Data/BT_Actors.rvdata")
  608.     $data_classes       = load_data("Data/BT_Classes.rvdata")
  609.     $data_skills        = load_data("Data/BT_Skills.rvdata")
  610.     $data_items         = load_data("Data/BT_Items.rvdata")
  611.     $data_weapons       = load_data("Data/BT_Weapons.rvdata")
  612.     $data_armors        = load_data("Data/BT_Armors.rvdata")
  613.     $data_enemies       = load_data("Data/BT_Enemies.rvdata")
  614.     $data_troops        = load_data("Data/BT_Troops.rvdata")
  615.     $data_states        = load_data("Data/BT_States.rvdata")
  616.     $data_animations    = load_data("Data/BT_Animations.rvdata")
  617.     $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
  618.     $data_system        = load_data("Data/BT_System.rvdata")
  619.   end
  620.   #--------------------------------------------------------------------------
  621.   # * Create Game Objects
  622.   #--------------------------------------------------------------------------
  623.   def create_game_objects
  624.     $game_temp          = Game_Temp.new
  625.     $game_message       = Game_Message.new
  626.     $game_system        = Game_System.new
  627.     $game_switches      = Game_Switches.new
  628.     $game_variables     = Game_Variables.new
  629.     $game_self_switches = Game_SelfSwitches.new
  630.     $game_actors        = Game_Actors.new
  631.     $game_party         = Game_Party.new
  632.     $game_troop         = Game_Troop.new
  633.     $game_map           = Game_Map.new
  634.     $game_player        = Game_Player.new
  635.   end
  636.   #--------------------------------------------------------------------------
  637.   # * Determine if Continue is Enabled
  638.   #--------------------------------------------------------------------------
  639.   def check_continue
  640.     @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  641.   end
  642.   #--------------------------------------------------------------------------
  643.   # * Create Title Graphic
  644.   #--------------------------------------------------------------------------
  645.   def create_title_graphic
  646.     #LAYERING
  647.     # 5 - Command
  648.     # 4 - Sparkles Over, Menu
  649.     # 3 - Logo
  650.     # 2 - Command Sparkles Layer
  651.     # 1 - LBGLayer,Command Sparkles
  652.     # 0 - Sparkles Behind
  653.     #-1 - BG
  654.     @viewport1 = Viewport.new(0, 0, 640, 480)
  655.     @viewport2 = Viewport.new(181, 328, 284, 45)
  656.     #@viewport3 = Viewport.new(0, 0, 1280, 480)
  657.     @viewport4 = Viewport.new(0, 0, 640, 480)
  658.     @viewport1.z = 4 # Sparkles Over
  659.     #@viewport3.z = 4 #CrystalBG Layer
  660.     @viewport2.z = 1 # Command Sparkles
  661.     @sprite = Sprite.new
  662.     @sprite.bitmap = Cache.system("Title-BG")
  663.     @sprite.z = -1
  664.     @sprite2 = Sprite.new
  665.     @sprite2.bitmap = Cache.system("Title-BGLayer")
  666.     @sprite2.z = 0 # LBGLayer
  667.     @sprite3 = Sprite.new
  668.     @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
  669.     @sprite3.z = 2 #Command Sparkles Layer
  670.     @sprite3.y = 311
  671.     #[url=home.php?mod=space&uid=10741]@Crystal[/url] = Plane.new(@viewport3)
  672.     #@crystal.bitmap = Cache.system("Title-CrystalBG01")
  673.     #@crystal.blend_type = 1
  674.     @comsparkle1 = Plane.new(@viewport2)
  675.     @comsparkle1.bitmap = Cache.system("Title_CommandBG01")
  676.     @comsparkle2 = Plane.new(@viewport2)
  677.     @comsparkle2.bitmap = Cache.system("Title_CommandBG02")
  678.     @comsparkle3 = Plane.new(@viewport2)
  679.     @comsparkle3.bitmap = Cache.system("Title_CommandBG03")
  680.     @comsparkle1.blend_type = @comsparkle2.blend_type = @comsparkle3.blend_type = 1
  681.     @sparkle1 = Plane.new(@viewport1)
  682.     @sparkle1.bitmap = Cache.system("Title-Sparkle01")
  683.     @sparkle1.blend_type = 1
  684.     @sparkle1.opacity = 135
  685.     @sparkle2 = Plane.new(@viewport4) #Sparkles Behind
  686.     @sparkle2.bitmap = Cache.system("Title-Sparkle02")
  687.     @sparkle2.blend_type = 1
  688.     @sparkle2.opacity = 175
  689.     @sparkle3 = Plane.new(@viewport1)
  690.     @sparkle3.bitmap = Cache.system("Title-Sparkle03")
  691.     @sparkle3.blend_type = 1
  692.     @sparkle3.opacity = 215
  693.     @sparkle4 = Plane.new(@viewport1)
  694.     @sparkle4.bitmap = Cache.system("Title-Sparkle02")
  695.     @sparkle4.blend_type = 1
  696.     @sparkle4.opacity = 135
  697.     #Arrow Graphic Preparation
  698.     @arrow_r = Sprite.new
  699.     @arrow_r.bitmap = Cache.system("Title-ArrowR")
  700.     @arrow_r.x = 455
  701.     @arrow_r.y = 328
  702.     @arrow_r.z = 5
  703.     @arrow_r_x_base = @arrow_r.x
  704.     @arrow_r_x_base1 = @arrow_r_x_base + 3
  705.     @arrow_r_x_base2 = @arrow_r_x_base - 3
  706.     @arrow_l = Sprite.new
  707.     @arrow_l.bitmap = Cache.system("Title-ArrowL")
  708.     @arrow_l.x = 145
  709.     @arrow_l.y = 328
  710.     @arrow_l.z = 5
  711.     @arrow_l_x_base = @arrow_l.x
  712.     @arrow_l_x_base1 = @arrow_l_x_base + 3
  713.     @arrow_l_x_base2 = @arrow_l_x_base - 3
  714.     @logo = Sprite.new
  715.     @logo.bitmap = Cache.system("Logo")
  716.     @logo.x = 90
  717.     @logo.y = 20
  718.     @logo.z = 3
  719.     @wavelogo = Sprite.new
  720.     @wavelogo.bitmap = Cache.system("Logo")
  721.     @wavelogo.wave_amp = 2
  722.     @wavelogo.wave_length = 5
  723.     @wavelogo.wave_speed = 50
  724.     @wavelogo.opacity = 155
  725.     @wavelogo.x = 90
  726.     @wavelogo.y = 20
  727.     @wavelogo.z = 5
  728.     @menu = Sprite.new
  729.     @menu.bitmap = Cache.system("Title-New01")
  730.     @menu.y = 329
  731.     @menu.z = 4
  732.     @menuglow = Sprite.new
  733.     @menuglow.bitmap = Cache.system("Title-NewGlow")
  734.     @menuglow.opacity = 0
  735.     @menuglow.y = 320
  736.     @menuglow.z = 5
  737.     @menuglow.blend_type = 1
  738.   end
  739.   #--------------------------------------------------------------------------
  740.   # * Dispose of Title Graphic
  741.   #--------------------------------------------------------------------------
  742.   def dispose_title_graphic
  743.     @sprite.bitmap.dispose
  744.     @sprite.dispose
  745.     @sprite2.dispose
  746.     @sprite3.dispose
  747.     @sparkle1.dispose
  748.     @sparkle2.dispose
  749.     @sparkle3.dispose
  750.     @sparkle4.dispose
  751.     @menuglow.dispose
  752.     @comsparkle1.dispose
  753.     @comsparkle2.dispose
  754.     @comsparkle3.dispose
  755.     @menu.dispose
  756.     @logo.dispose
  757.     @arrow_r.dispose
  758.     @arrow_l.dispose
  759.     @wavelogo.dispose
  760.   end
  761.   #--------------------------------------------------------------------------
  762.   # * Create Command Window
  763.   #--------------------------------------------------------------------------
  764.   def create_command_window
  765.     s1 = Vocab::new_game
  766.     s2 = Vocab::continue
  767.     s3 = "Options"
  768.     s4 = "Exit"
  769.     @command_window = Window_Command.new(172, [s1, s2, s3, s4])
  770.     @command_window.x = (544 - @command_window.width) / 2
  771.     @command_window.y = 640
  772.     if @continue_enabled                    # If continue is enabled
  773.       @command_window.index = 1             # Move cursor over command
  774.     else                                    # If disabled
  775.       @command_window.draw_item(1, false)   # Make command semi-transparent
  776.     end
  777.     @command_window.openness = 0
  778.     @command_window.open
  779.   end
  780.   #--------------------------------------------------------------------------
  781.   # * Dispose of Command Window
  782.   #--------------------------------------------------------------------------
  783.   def dispose_command_window
  784.     @command_window.dispose
  785.   end
  786.   #--------------------------------------------------------------------------
  787.   # * Open Command Window
  788.   #--------------------------------------------------------------------------
  789.   def open_command_window
  790.     @command_window.open
  791.     begin
  792.       @command_window.update
  793.       Graphics.update
  794.     end until @command_window.openness == 255
  795.   end
  796.   #--------------------------------------------------------------------------
  797.   # * Close Command Window
  798.   #--------------------------------------------------------------------------
  799.   def close_command_window
  800.     @command_window.close
  801.     begin
  802.       @command_window.update
  803.       Graphics.update
  804.     end until @command_window.openness == 0
  805.   end
  806.   #--------------------------------------------------------------------------
  807.   # * Play Title Screen Music
  808.   #--------------------------------------------------------------------------
  809.   def play_title_music
  810.     $data_system.title_bgm.play
  811.     RPG::BGS.stop
  812.     RPG::ME.stop
  813.   end
  814.   #--------------------------------------------------------------------------
  815.   # * Check Player Start Location Existence
  816.   #--------------------------------------------------------------------------
  817.   def confirm_player_location
  818.     if $data_system.start_map_id == 0
  819.       print "Player start location not set."
  820.       exit
  821.     end
  822.   end
  823.   #--------------------------------------------------------------------------
  824.   # * Command: New Game
  825.   #--------------------------------------------------------------------------
  826.   def command_new_game
  827.     confirm_player_location
  828.     Audio.se_play("Audio/SE/System_NewGame", 90, 150)
  829.     $game_party.setup_starting_members            # Initial party
  830.     $game_map.setup($data_system.start_map_id)    # Initial map position
  831.     $game_player.moveto($data_system.start_x, $data_system.start_y)
  832.     $game_player.refresh
  833.     $game_switches[05] = true
  834.     $scene = Scene_Map.new
  835.     $game_switches[1] = true
  836.     RPG::BGM.fade(1500)
  837.     close_command_window
  838.     Graphics.fadeout(60)
  839.     Graphics.wait(40)
  840.     Graphics.frame_count = 0
  841.     RPG::BGM.stop
  842.     $game_map.autoplay
  843.   end
  844.   #--------------------------------------------------------------------------
  845.   # * Command: Continue
  846.   #--------------------------------------------------------------------------
  847.   def command_continue
  848.     if @continue_enabled
  849.       Sound.play_decision
  850.       $scene = Scene_File.new(false, true, false)
  851.     else
  852.       Sound.play_buzzer
  853.     end
  854.   end
  855.   #--------------------------------------------------------------------------
  856.   # * Command: Shutdown
  857.   #--------------------------------------------------------------------------
  858.   def command_shutdown
  859.     Sound.play_decision
  860.     RPG::BGM.fade(800)
  861.     RPG::BGS.fade(800)
  862.     RPG::ME.fade(800)
  863.     $scene = nil
  864.   end
  865.   #--------------------------------------------------------------------------
  866.   # * Battle Test
  867.   #--------------------------------------------------------------------------
  868.   def battle_test
  869.     load_bt_database                  # Load battle test database
  870.     create_game_objects               # Create game objects
  871.     Graphics.frame_count = 0          # Initialize play time
  872.     $game_system.bb = "BattleScreen03.jpg"
  873.     $game_party.setup_battle_test_members
  874.     $game_troop.setup($data_system.test_troop_id)
  875.     $game_troop.can_escape = true
  876.     $game_system.battle_bgm.play
  877.     snapshot_for_background
  878.     $scene = Scene_Battle.new
  879.   end
  880. end
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工程发出来...这个脚本需要大量的图片...  发表于 2013-3-22 19:31

Lv1.梦旅人

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发表于 2013-3-23 21:12:18 | 只看该作者
我看到这贴我就晕了
LZ发的乱七八糟的...
原来,
LZ没法工程...
不发工程我没法解决啊
只要发了工程就可以解决了哦~



所以...

发工程啊!!!

——旧坑欢迎戳
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发表于 2013-3-23 21:53:59 | 只看该作者
楼主把工程发上来吧,我也想要一个类似效果的

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这种伸手行为应该被捉去浸猪笼  发表于 2013-3-23 22:48
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发表于 2013-3-24 11:16:26 | 只看该作者
是这个工程不?好像有点不一样http://pan.baidu.com/share/link?shareid=416932&uk=251774355

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 楼主| 发表于 2013-3-26 16:52:50 | 只看该作者
本帖最后由 l123698i987450y 于 2013-3-26 16:54 编辑
yangjunyin2002 发表于 2013-3-23 21:12
我看到这贴我就晕了
LZ发的乱七八糟的...
原来,


工程非常滴大100多M那,里面都日文,自己去下vs就好了 (自己摆渡)

点评

是你需要帮助,让别人去百度?难道别人帮助你是天经地义的?你不会化删除不必要素材后后再上工程?  发表于 2013-3-26 21:28
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 楼主| 发表于 2013-4-8 16:53:31 | 只看该作者
本帖最后由 l123698i987450y 于 2013-4-8 16:59 编辑

呃...工程真心有点大,网盘传得很慢,论坛不支持大文件,闹心。。。(本以为高人们看脚本就会懂的...)
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