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本帖最后由 l123698i987450y 于 2013-3-22 20:01 编辑
- # 0 - NEW GAME
- # 1 - CONTINUE
- # 2 - OPTIONS
- # 3 - EXIT
- if Input.trigger?(Input::RIGHT)
- @arrow_x_check = 0
- @arrow_r.flash(Color.new(255,255,255), 20)
- Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
- @glowcount = 0
- @menuglow.opacity = 0
- @glowswitch = false
- case @command_window.index
- when 0 # NEWGAME TO CONTINUE
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
- @arrow_r.x = 460
- @arrow_l.x = 140
- @arrow_r_x_base = 440
- @arrow_l_x_base = 160
- @commandanimate = 0
- @commandpoint = 1
- @command_window.index = 1
- if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
- @menu.tone = Tone.new(0, 0, 0, 0)
- @menuglow.tone = Tone.new(0, 0, 0, 0)
- else
- @menu.tone = Tone.new(0, 0, 0, 255)
- @menuglow.tone = Tone.new(0, 0, 0, 255)
- end
- when 1 # OPTIONS TO EXIT
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
- @arrow_r.x = 440
- @arrow_l.x = 160
- @arrow_r_x_base= 380
- @arrow_l_x_base = 220
- @commandanimate = 0
- @commandpoint = 3
- @command_window.index = 3
- when 3 # EXIT TO NEWGAME
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @arrow_r.x = 380
- @arrow_l.x = 220
- @arrow_r_x_base = 460
- @arrow_l_x_base = 140
- @commandanimate = 0
- @commandpoint = 4
- @command_window.index = 0
- end
- @arrows_x_base_switch = true
- end
- if Input.trigger?(Input::LEFT)
- @arrow_x_check = 0
- @arrow_l.flash(Color.new(255,255,255), 20)
- Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
- @glowcount = 0
- @menuglow.opacity = 0
- @glowswitch = false
- case @command_window.index
- when 0 # NEWGAME TO EXIT
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
- @arrow_r.x = 460
- @arrow_l.x = 140
- @arrow_r_x_base = 380
- @arrow_l_x_base = 220
- @commandanimate = 0
- @commandpoint = 5
- @command_window.index = 3
- when 1 # CONTINUE TO NEWGAME
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @arrow_r.x = 440
- @arrow_l.x = 160
- @arrow_r_x_base = 460
- @arrow_l_x_base = 140
- @menu.tone = Tone.new(0, 0, 0, 0)
- @menuglow.tone = Tone.new(0, 0, 0,0)
- @commandanimate = 0
- @commandpoint = 6
- @command_window.index = 0
- when 2 # OPTIONS TO CONTINUE
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
- @arrow_r.x = 440
- @arrow_l.x = 160
- @arrow_r_x_base = 440
- @arrow_l_x_base = 160
- @commandanimate = 0
- @commandpoint = 7
- @command_window.index = 1
- if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
- @menu.tone = Tone.new(0, 0, 0, 0)
- @menuglow.tone = Tone.new(0, 0, 0, 0)
- else
- @menu.tone = Tone.new(0, 0, 0, 255)
- @menuglow.tone = Tone.new(0, 0, 0, 255)
- end
- when 3 # EXIT TO OPTIONS
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @arrow_r.x = 380
- @arrow_l.x = 220
- @arrow_r_x_base = 440
- @arrow_l_x_base = 160
- @commandanimate = 0
- @commandpoint = 8
- @command_window.index = 2
- end
- @arrows_x_base_switch = true
- end
- #COMMAND GLOW ANIMATION
- if @glowcount == 50 && @glowswitch == false
- if @menuglow.opacity != 255
- @menuglow.opacity += 3
- else
- @glowswitch = true
- end
- elsif @glowcount == 50 && @glowswitch == true
- if @menuglow.opacity != 0
- @menuglow.opacity -= 3
- else
- @glowswitch = false
- end
- else
- @glowcount += 1
- end
- #COMMAND GLOW GRAPHIC UPDATE
- case @command_window.index
- when 0
- @menuglow.bitmap = Cache.system("Title-NewGlow")
- when 1
- @menuglow.bitmap = Cache.system("Title-ContinueGlow")
- when 2
- @menuglow.bitmap = Cache.system("Title-OptionsGlow")
- when 3
- @menuglow.bitmap = Cache.system("Title-ExitGlow")
- end
- #
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0 #New game
- command_new_game
- when 1 # Continue
- command_continue
- when 2 # Shutdown
- command_shutdown
- end
- end
- 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 - #==============================================================================
- # ** Scene_Title
- #------------------------------------------------------------------------------
- # This class performs the title screen processing.
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # * Main Processing
- #--------------------------------------------------------------------------
- def main
- @TITLE_SE = "System_TitleSelect"
- @VOLUME = 80
- @PITCH = 150
- @wavecount = 300
- @waveswitch = 0
- @sparklespeed1 = 0
- @sparklespeed2 = 0
- @sparklespeed3 = 0
- @sparklespeed4 = 0
- @sparklerandom1 = 0
- @sparklerandom2 = 0
- @sparklerandom3 = 0
- @sparklerandom4 = 0
- @sparklefade = 0
- @arrow_r_count = 0
- @arrow_l_count = 0
- @arrow_r_move = false
- @arrow_l_move = false
- @arrows_x_base_switch = false
- @arrow_x_check = 0
- @arrow_r_x_base1 = 0
- @arrow_r_x_base2 = 0
- @arrow_l_x_base1 = 0
- @arrow_l_x_base2 = 0
- #@crystal_count = 0
- @sparklefadeswitch = false
- @commandpoint = 0
- @commandanimate = 0
- @flashcount = 0
- @glowcount = 0
- @glowswitch = false
- if $BTEST # If battle test
- battle_test # Start battle test
- else # If normal play
- super # Usual main processing
- end
- end
- #--------------------------------------------------------------------------
- # * Start processing
- #--------------------------------------------------------------------------
- def start
- super
- load_database # Load database
- create_game_objects # Create game objects
- check_continue # Determine if continue is enabled
- create_title_graphic # Create title graphic
- create_command_window # Create command window
- play_title_music # Play title screen music
- end
- #--------------------------------------------------------------------------
- # * Execute Transition
- #--------------------------------------------------------------------------
- def perform_transition
- Graphics.transition(20)
- end
- #--------------------------------------------------------------------------
- # * Post-Start Processing
- #--------------------------------------------------------------------------
- def post_start
- super
- open_command_window
- end
- #--------------------------------------------------------------------------
- # * Pre-termination Processing
- #--------------------------------------------------------------------------
- def pre_terminate
- super
- close_command_window
- end
- #--------------------------------------------------------------------------
- # * Termination Processing
- #--------------------------------------------------------------------------
- def terminate
- super
- dispose_command_window
- snapshot_for_background
- dispose_title_graphic
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- super
- #CRYSTAL EFFECT
- #if @crystal_count == 10
- #@crystal.ox -= 1
- #@crystal_count = 0
- #else
- #@crystal_count += 1
- #end
- #SPARKLE EFFECT
- @comsparkle1.ox -= 1
- @comsparkle1.oy += 1
- @comsparkle2.ox -= 1
- @comsparkle2.oy -= 1
- @comsparkle3.ox -= 1
- if @sparklespeed1 == 5
- @sparkle1.oy += 1
- @sparklespeed1 = 0
- @sparklerandom1 = rand(100)
- case @sparklerandom1
- when 0..35
- @sparkle1.ox += 1
- when 36..70
- @sparkle1.ox -= 1
- end
- else
- @sparklespeed1 += 1
- end
- if @sparklespeed2 == 4
- @sparkle2.oy += 2
- @sparklespeed2 = 0
- @sparklerandom2 = rand(100)
- case @sparklerandom2
- when 0..99
- @sparkle2.ox += 1
- end
- else
- @sparklespeed2 += 1
- end
- if @sparklespeed3 == 2
- @sparkle3.oy += 1
- @sparklespeed3 = 0
- @sparklerandom3 = rand(100)
- case @sparklerandom3
- when 0..99
- @sparkle3.ox -= 1
- end
- else
- @sparklespeed3 += 1
- end
- if @sparklespeed4 == 10
- @sparkle4.oy += 1
- @sparklespeed4 = 0
- @sparklerandom4 = rand(100)
- case @sparklerandom4
- when 0..99
- @sparkle4.ox -= 1
- end
- else
- @sparklespeed4 += 1
- end
- if @sparklefade == 200 && @sparklefadeswitch == false
- if @sparkle4.opacity != 0
- @sparkle4.opacity -= 1
- else
- @sparklefade = 0
- @sparklefadeswitch = true
- end
- elsif @sparklefade == 200 && @sparklefadeswitch == true
- if @sparkle4.opacity != 255
- @sparkle4.opacity += 1
- else
- @sparklefade = 0
- @sparklefadeswitch = false
- end
- else
- @sparklefade += 1
- end
- #ARROW ANIMATION EFFECT
- @arrow_r.update
- @arrow_l.update
- if @arrows_x_base_switch == false
- #RIGHT ARROW
- if @arrow_r_count == 5 && @arrow_r_move == false #Move to right
- if @arrow_r_x_base1 != @arrow_r.x
- @arrow_r.x += 1
- @arrow_r_count = 0
- else
- @arrow_r_count = 0
- @arrow_r_move = true
- end
- elsif @arrow_r_count == 5 && @arrow_r_move == true #Move to Left
- if @arrow_r_x_base2 != @arrow_r.x
- @arrow_r.x -= 1
- @arrow_r_count = 0
- else
- @arrow_r_count = 0
- @arrow_r_move = false
- end
- else
- @arrow_r_count += 1
- end
- # LEFT ARROW
- if @arrow_l_count == 5 && @arrow_l_move == true #Move to right
- if @arrow_l_x_base1 != @arrow_l.x
- @arrow_l.x += 1
- @arrow_l_count = 0
- else
- @arrow_l_count = 0
- @arrow_l_move = false
- end
- elsif @arrow_l_count == 5 && @arrow_l_move == false #Move to Left
- if @arrow_l_x_base2 != @arrow_l.x
- @arrow_l.x -= 1
- @arrow_l_count = 0
- else
- @arrow_l_count = 0
- @arrow_l_move = true
- end
- else
- @arrow_l_count += 1
- end
- end
- #ARROW ADJUSTMENT UPDATE
- if @arrows_x_base_switch == true
- @arrow_r_x_base1 = @arrow_r_x_base + 3
- @arrow_r_x_base2 = @arrow_r_x_base - 3
- @arrow_l_x_base1 = @arrow_l_x_base + 3
- @arrow_l_x_base2 = @arrow_l_x_base - 3
- if @arrow_x_check != 2 #check if Arrows is in place
- if @arrow_r.x != @arrow_r_x_base
- if @arrow_r.x > @arrow_r_x_base
- @arrow_r.x -= 10
- elsif @arrow_r.x < @arrow_r_x_base
- @arrow_r.x += 10
- end
- else
- @arrow_x_check += 1
- end
- if @arrow_l.x != @arrow_l_x_base
- if @arrow_l.x > @arrow_l_x_base
- @arrow_l.x -= 10
- elsif @arrow_l.x < @arrow_l_x_base
- @arrow_l.x += 10
- end
- else
- @arrow_x_check += 1
- end
- else
- @arrows_x_base_switch = false
- end
- end
- #LOGO WAVE EFFECT
- @wavelogo.update
- if @wavecount == 300
- if @waveswitch == 0 && @wavelogo.opacity != 155
- @wavelogo.opacity += 1
- elsif @waveswitch == 0 && @wavelogo.opacity >= 155
- @waveswitch = 1
- end
- if @waveswitch == 1 && @wavelogo.opacity != 0
- @wavelogo.opacity -= 1
- elsif @waveswitch == 1 && @wavelogo.opacity == 0
- @wavecount = 0
- @waveswitch = 0
- end
- else
- @wavecount += 1
- end
- #MENU COMMAND ANIMATION
- menu_command_update # MENU COMMAND ANIMATION UPDATE
- @menu.update
- #FLASH MENU ANIMATION
- if @flashcount == 120
- @menu.flash(Color.new(255,255,255), 20)
- @flashcount = 0
- else @flashcount += 1
- end
- #@command_window.update
- # 0 - NEW GAME
- # 1 - CONTINUE
- # 2 - OPTIONS
- # 3 - EXIT
- if Input.trigger?(Input::RIGHT)
- @arrow_x_check = 0
- @arrow_r.flash(Color.new(255,255,255), 20)
- Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
- @glowcount = 0
- @menuglow.opacity = 0
- @glowswitch = false
- case @command_window.index
- when 0 # NEWGAME TO CONTINUE
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
- @arrow_r.x = 460
- @arrow_l.x = 140
- @arrow_r_x_base = 440
- @arrow_l_x_base = 160
- @commandanimate = 0
- @commandpoint = 1
- @command_window.index = 1
- if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
- @menu.tone = Tone.new(0, 0, 0, 0)
- @menuglow.tone = Tone.new(0, 0, 0, 0)
- else
- @menu.tone = Tone.new(0, 0, 0, 255)
- @menuglow.tone = Tone.new(0, 0, 0, 255)
- end
- when 1 # OPTIONS TO EXIT
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
- @arrow_r.x = 440
- @arrow_l.x = 160
- @arrow_r_x_base= 380
- @arrow_l_x_base = 220
- @commandanimate = 0
- @commandpoint = 3
- @command_window.index = 3
- when 3 # EXIT TO NEWGAME
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @arrow_r.x = 380
- @arrow_l.x = 220
- @arrow_r_x_base = 460
- @arrow_l_x_base = 140
- @commandanimate = 0
- @commandpoint = 4
- @command_window.index = 0
- end
- @arrows_x_base_switch = true
- end
- if Input.trigger?(Input::LEFT)
- @arrow_x_check = 0
- @arrow_l.flash(Color.new(255,255,255), 20)
- Audio.se_play("Audio/SE/" + @TITLE_SE, @VOLUME, @PITCH)
- @glowcount = 0
- @menuglow.opacity = 0
- @glowswitch = false
- case @command_window.index
- when 0 # NEWGAME TO EXIT
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder02")
- @arrow_r.x = 460
- @arrow_l.x = 140
- @arrow_r_x_base = 380
- @arrow_l_x_base = 220
- @commandanimate = 0
- @commandpoint = 5
- @command_window.index = 3
- when 1 # CONTINUE TO NEWGAME
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @arrow_r.x = 440
- @arrow_l.x = 160
- @arrow_r_x_base = 460
- @arrow_l_x_base = 140
- @menu.tone = Tone.new(0, 0, 0, 0)
- @menuglow.tone = Tone.new(0, 0, 0,0)
- @commandanimate = 0
- @commandpoint = 6
- @command_window.index = 0
- when 2 # OPTIONS TO CONTINUE
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder03")
- @arrow_r.x = 440
- @arrow_l.x = 160
- @arrow_r_x_base = 440
- @arrow_l_x_base = 160
- @commandanimate = 0
- @commandpoint = 7
- @command_window.index = 1
- if @continue_enabled # CHANGE COLOR TO DISABLE IF NO SAVE EXIST
- @menu.tone = Tone.new(0, 0, 0, 0)
- @menuglow.tone = Tone.new(0, 0, 0, 0)
- else
- @menu.tone = Tone.new(0, 0, 0, 255)
- @menuglow.tone = Tone.new(0, 0, 0, 255)
- end
- when 3 # EXIT TO OPTIONS
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @arrow_r.x = 380
- @arrow_l.x = 220
- @arrow_r_x_base = 440
- @arrow_l_x_base = 160
- @commandanimate = 0
- @commandpoint = 8
- @command_window.index = 2
- end
- @arrows_x_base_switch = true
- end
- #COMMAND GLOW ANIMATION
- if @glowcount == 50 && @glowswitch == false
- if @menuglow.opacity != 255
- @menuglow.opacity += 3
- else
- @glowswitch = true
- end
- elsif @glowcount == 50 && @glowswitch == true
- if @menuglow.opacity != 0
- @menuglow.opacity -= 3
- else
- @glowswitch = false
- end
- else
- @glowcount += 1
- end
- #COMMAND GLOW GRAPHIC UPDATE
- case @command_window.index
- when 0
- @menuglow.bitmap = Cache.system("Title-NewGlow")
- when 1
- @menuglow.bitmap = Cache.system("Title-ContinueGlow")
- when 2
- @menuglow.bitmap = Cache.system("Title-OptionsGlow")
- when 3
- @menuglow.bitmap = Cache.system("Title-ExitGlow")
- end
- #
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0 #New game
- command_new_game
- when 1 # Continue
- command_continue
- when 2 # Shutdown
- command_shutdown
- end
- end
- end
- #--------------------------------------------------------------------------
- # Menu Command Update
- #--------------------------------------------------------------------------
- def menu_command_update
- if @commandpoint == 1 # NEWGAME TO CONTINUE
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-New02")
- when 2
- @menu.bitmap = Cache.system("Title-New03")
- when 3
- @menu.bitmap = Cache.system("Title-New04")
- when 4
- @menu.bitmap = Cache.system("Title-New05")
- when 5
- @menu.bitmap = Cache.system("Title-Continue05")
- when 6
- @menu.bitmap = Cache.system("Title-Continue04")
- when 7
- @menu.bitmap = Cache.system("Title-Continue03")
- when 8
- @menu.bitmap = Cache.system("Title-Continue02")
- when 9
- @menu.bitmap = Cache.system("Title-Continue01")
- end
- end
- end
- if @commandpoint == 2 # CONTINUE TO OPTIONS
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-Continue02")
- when 2
- @menu.bitmap = Cache.system("Title-Continue03")
- when 3
- @menu.bitmap = Cache.system("Title-Continue04")
- when 4
- @menu.bitmap = Cache.system("Title-Continue05")
- end
- end
- end
- if @commandpoint == 3 # OPTIONS TO EXIT
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-Exit05")
- when 2
- @menu.bitmap = Cache.system("Title-Exit04")
- when 3
- @menu.bitmap = Cache.system("Title-Exit03")
- when 4
- @menu.bitmap = Cache.system("Title-Exit02")
- when 5
- @menu.bitmap = Cache.system("Title-Exit01")
- end
- end
- end
- if @commandpoint == 4 # EXIT TO NEWGAME
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-Exit02")
- when 2
- @menu.bitmap = Cache.system("Title-Exit03")
- when 3
- @menu.bitmap = Cache.system("Title-Exit04")
- when 4
- @menu.bitmap = Cache.system("Title-Exit05")
- when 5
- @menu.bitmap = Cache.system("Title-New05")
- when 6
- @menu.bitmap = Cache.system("Title-New04")
- when 7
- @menu.bitmap = Cache.system("Title-New03")
- when 8
- @menu.bitmap = Cache.system("Title-New02")
- when 9
- @menu.bitmap = Cache.system("Title-New01")
- end
- end
- end
- if @commandpoint == 5 # NEWGAME TO EXIT
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-New02")
- when 2
- @menu.bitmap = Cache.system("Title-New03")
- when 3
- @menu.bitmap = Cache.system("Title-New04")
- when 4
- @menu.bitmap = Cache.system("Title-New05")
- when 5
- @menu.bitmap = Cache.system("Title-Exit05")
- when 6
- @menu.bitmap = Cache.system("Title-Exit04")
- when 7
- @menu.bitmap = Cache.system("Title-Exit03")
- when 8
- @menu.bitmap = Cache.system("Title-Exit02")
- when 9
- @menu.bitmap = Cache.system("Title-Exit01")
- end
- end
- end
- if @commandpoint == 6 # CONTINUE TO NEWGAME
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-Continue02")
- when 2
- @menu.bitmap = Cache.system("Title-Continue03")
- when 3
- @menu.bitmap = Cache.system("Title-Continue04")
- when 4
- @menu.bitmap = Cache.system("Title-Continue05")
- when 5
- @menu.bitmap = Cache.system("Title-New05")
- when 6
- @menu.bitmap = Cache.system("Title-New04")
- when 7
- @menu.bitmap = Cache.system("Title-New03")
- when 8
- @menu.bitmap = Cache.system("Title-New02")
- when 9
- @menu.bitmap = Cache.system("Title-New01")
- end
- end
- end
- if @commandpoint == 7 # OPTIONS TO CONTINUE
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-Continue05")
- when 2
- @menu.bitmap = Cache.system("Title-Continue04")
- when 3
- @menu.bitmap = Cache.system("Title-Continue03")
- when 4
- @menu.bitmap = Cache.system("Title-Continue02")
- when 5
- @menu.bitmap = Cache.system("Title-Continue01")
- end
- end
- end
- if @commandpoint == 8 # EXIT TO OPTIONS
- if @commandanimate != 10
- @commandanimate += 1
- case @commandanimate
- when 1
- @menu.bitmap = Cache.system("Title-Exit02")
- when 2
- @menu.bitmap = Cache.system("Title-Exit03")
- when 3
- @menu.bitmap = Cache.system("Title-Exit04")
- when 4
- @menu.bitmap = Cache.system("Title-Exit05")
- end
- end
- end
- #====
- end
- #--------------------------------------------------------------------------
- # * Load Database
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # * Load Battle Test Database
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # * Create Game Objects
- #--------------------------------------------------------------------------
- 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
- #--------------------------------------------------------------------------
- # * Determine if Continue is Enabled
- #--------------------------------------------------------------------------
- def check_continue
- @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
- end
- #--------------------------------------------------------------------------
- # * Create Title Graphic
- #--------------------------------------------------------------------------
- def create_title_graphic
- #LAYERING
- # 5 - Command
- # 4 - Sparkles Over, Menu
- # 3 - Logo
- # 2 - Command Sparkles Layer
- # 1 - LBGLayer,Command Sparkles
- # 0 - Sparkles Behind
- #-1 - BG
- @viewport1 = Viewport.new(0, 0, 640, 480)
- @viewport2 = Viewport.new(181, 328, 284, 45)
- #@viewport3 = Viewport.new(0, 0, 1280, 480)
- @viewport4 = Viewport.new(0, 0, 640, 480)
- @viewport1.z = 4 # Sparkles Over
- #@viewport3.z = 4 #CrystalBG Layer
- @viewport2.z = 1 # Command Sparkles
- @sprite = Sprite.new
- @sprite.bitmap = Cache.system("Title-BG")
- @sprite.z = -1
- @sprite2 = Sprite.new
- @sprite2.bitmap = Cache.system("Title-BGLayer")
- @sprite2.z = 0 # LBGLayer
- @sprite3 = Sprite.new
- @sprite3.bitmap = Cache.system("Title_CommandBGBorder")
- @sprite3.z = 2 #Command Sparkles Layer
- @sprite3.y = 311
- #[url=home.php?mod=space&uid=10741]@Crystal[/url] = Plane.new(@viewport3)
- #@crystal.bitmap = Cache.system("Title-CrystalBG01")
- #@crystal.blend_type = 1
- @comsparkle1 = Plane.new(@viewport2)
- @comsparkle1.bitmap = Cache.system("Title_CommandBG01")
- @comsparkle2 = Plane.new(@viewport2)
- @comsparkle2.bitmap = Cache.system("Title_CommandBG02")
- @comsparkle3 = Plane.new(@viewport2)
- @comsparkle3.bitmap = Cache.system("Title_CommandBG03")
- @comsparkle1.blend_type = @comsparkle2.blend_type = @comsparkle3.blend_type = 1
- @sparkle1 = Plane.new(@viewport1)
- @sparkle1.bitmap = Cache.system("Title-Sparkle01")
- @sparkle1.blend_type = 1
- @sparkle1.opacity = 135
- @sparkle2 = Plane.new(@viewport4) #Sparkles Behind
- @sparkle2.bitmap = Cache.system("Title-Sparkle02")
- @sparkle2.blend_type = 1
- @sparkle2.opacity = 175
- @sparkle3 = Plane.new(@viewport1)
- @sparkle3.bitmap = Cache.system("Title-Sparkle03")
- @sparkle3.blend_type = 1
- @sparkle3.opacity = 215
- @sparkle4 = Plane.new(@viewport1)
- @sparkle4.bitmap = Cache.system("Title-Sparkle02")
- @sparkle4.blend_type = 1
- @sparkle4.opacity = 135
- #Arrow Graphic Preparation
- @arrow_r = Sprite.new
- @arrow_r.bitmap = Cache.system("Title-ArrowR")
- @arrow_r.x = 455
- @arrow_r.y = 328
- @arrow_r.z = 5
- @arrow_r_x_base = @arrow_r.x
- @arrow_r_x_base1 = @arrow_r_x_base + 3
- @arrow_r_x_base2 = @arrow_r_x_base - 3
- @arrow_l = Sprite.new
- @arrow_l.bitmap = Cache.system("Title-ArrowL")
- @arrow_l.x = 145
- @arrow_l.y = 328
- @arrow_l.z = 5
- @arrow_l_x_base = @arrow_l.x
- @arrow_l_x_base1 = @arrow_l_x_base + 3
- @arrow_l_x_base2 = @arrow_l_x_base - 3
- @logo = Sprite.new
- @logo.bitmap = Cache.system("Logo")
- @logo.x = 90
- @logo.y = 20
- @logo.z = 3
- @wavelogo = Sprite.new
- @wavelogo.bitmap = Cache.system("Logo")
- @wavelogo.wave_amp = 2
- @wavelogo.wave_length = 5
- @wavelogo.wave_speed = 50
- @wavelogo.opacity = 155
- @wavelogo.x = 90
- @wavelogo.y = 20
- @wavelogo.z = 5
- @menu = Sprite.new
- @menu.bitmap = Cache.system("Title-New01")
- @menu.y = 329
- @menu.z = 4
- @menuglow = Sprite.new
- @menuglow.bitmap = Cache.system("Title-NewGlow")
- @menuglow.opacity = 0
- @menuglow.y = 320
- @menuglow.z = 5
- @menuglow.blend_type = 1
- end
- #--------------------------------------------------------------------------
- # * Dispose of Title Graphic
- #--------------------------------------------------------------------------
- def dispose_title_graphic
- @sprite.bitmap.dispose
- @sprite.dispose
- @sprite2.dispose
- @sprite3.dispose
- @sparkle1.dispose
- @sparkle2.dispose
- @sparkle3.dispose
- @sparkle4.dispose
- @menuglow.dispose
- @comsparkle1.dispose
- @comsparkle2.dispose
- @comsparkle3.dispose
- @menu.dispose
- @logo.dispose
- @arrow_r.dispose
- @arrow_l.dispose
- @wavelogo.dispose
- end
- #--------------------------------------------------------------------------
- # * Create Command Window
- #--------------------------------------------------------------------------
- def create_command_window
- s1 = Vocab::new_game
- s2 = Vocab::continue
- s3 = "Options"
- s4 = "Exit"
- @command_window = Window_Command.new(172, [s1, s2, s3, s4])
- @command_window.x = (544 - @command_window.width) / 2
- @command_window.y = 640
- if @continue_enabled # If continue is enabled
- @command_window.index = 1 # Move cursor over command
- else # If disabled
- @command_window.draw_item(1, false) # Make command semi-transparent
- end
- @command_window.openness = 0
- @command_window.open
- end
- #--------------------------------------------------------------------------
- # * Dispose of Command Window
- #--------------------------------------------------------------------------
- def dispose_command_window
- @command_window.dispose
- end
- #--------------------------------------------------------------------------
- # * Open Command Window
- #--------------------------------------------------------------------------
- def open_command_window
- @command_window.open
- begin
- @command_window.update
- Graphics.update
- end until @command_window.openness == 255
- end
- #--------------------------------------------------------------------------
- # * Close Command Window
- #--------------------------------------------------------------------------
- def close_command_window
- @command_window.close
- begin
- @command_window.update
- Graphics.update
- end until @command_window.openness == 0
- end
- #--------------------------------------------------------------------------
- # * Play Title Screen Music
- #--------------------------------------------------------------------------
- def play_title_music
- $data_system.title_bgm.play
- RPG::BGS.stop
- RPG::ME.stop
- end
- #--------------------------------------------------------------------------
- # * Check Player Start Location Existence
- #--------------------------------------------------------------------------
- def confirm_player_location
- if $data_system.start_map_id == 0
- print "Player start location not set."
- exit
- end
- end
- #--------------------------------------------------------------------------
- # * Command: New Game
- #--------------------------------------------------------------------------
- def command_new_game
- confirm_player_location
- Audio.se_play("Audio/SE/System_NewGame", 90, 150)
- $game_party.setup_starting_members # Initial party
- $game_map.setup($data_system.start_map_id) # Initial map position
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- $game_player.refresh
- $game_switches[05] = true
- $scene = Scene_Map.new
- $game_switches[1] = true
- RPG::BGM.fade(1500)
- close_command_window
- Graphics.fadeout(60)
- Graphics.wait(40)
- Graphics.frame_count = 0
- RPG::BGM.stop
- $game_map.autoplay
- end
- #--------------------------------------------------------------------------
- # * Command: Continue
- #--------------------------------------------------------------------------
- def command_continue
- if @continue_enabled
- Sound.play_decision
- $scene = Scene_File.new(false, true, false)
- else
- Sound.play_buzzer
- end
- end
- #--------------------------------------------------------------------------
- # * Command: Shutdown
- #--------------------------------------------------------------------------
- def command_shutdown
- Sound.play_decision
- RPG::BGM.fade(800)
- RPG::BGS.fade(800)
- RPG::ME.fade(800)
- $scene = nil
- end
- #--------------------------------------------------------------------------
- # * Battle Test
- #--------------------------------------------------------------------------
- def battle_test
- load_bt_database # Load battle test database
- create_game_objects # Create game objects
- Graphics.frame_count = 0 # Initialize play time
- $game_system.bb = "BattleScreen03.jpg"
- $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
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