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[Incoming Project] Visual/Audio Improvement Project

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发表于 2013-10-14 10:51:12 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 76213585 于 2013-11-3 14:17 编辑

Due to my last project being blocked by system....../由於我上個記劃被防水牆吞掉了
I'm going to start a new one, Visual improvement./我要開新一個...  "視覺效果進步"記劃


ID :1  Menu Background/菜單背景
  1. #========================
  2. # ☆Visual improve - Menu background
  3. #========================
  4.   module Panda_Menu
  5.     Name = "" #Background name, leave blank if not using.
  6.   end
  7. class Scene_MenuBase < Scene_Base
  8.   include Panda_Menu
  9.   def create_background
  10.     @background_sprite = Sprite.new
  11.     @background_sprite.bitmap = SceneManager.background_bitmap#Cache.system("back")
  12.     @background_sprite.color.set(16, 16, 16, 128)
  13.     @panda_background_sprite = Sprite.new unless Name.nil?
  14.     @panda_background_sprite.bitmap = Cache.system(Name) unless Name.nil?
  15.   end
  16. end
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ID :2  Title Fade in/標題淡入
  1. #========================
  2. # ☆Visual improve - Title Fade in
  3. #========================
  4.   module Panda_Title
  5.     TIME = 60 #Fade in time
  6.   end
  7.   class Scene_Title < Scene_Base
  8.     include Panda_Title
  9.     def play_title_music
  10.       $data_system.title_bgm.play
  11.       RPG::BGS.stop
  12.       RPG::ME.stop
  13.       Graphics.transition(TIME)
  14.     end
  15.   end
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ID :3  Gameover music/遊戲結束音樂
  1. #========================
  2. # ☆Audio improve - Gameover music
  3. #========================
  4.   module Panda_Music
  5.     Name = "" #Music Name, leave blank if not using. / 音樂名稱 如果不需要就留空
  6.     Volume = 100 #Music Volume / 音樂音量
  7.     Pitch = 100 #Music Pitch / 音樂頻率
  8.   end
  9.   class Scene_Gameover < Scene_Base
  10.     include Panda_Music
  11.     def play_gameover_music
  12.       RPG::BGM.new(Name, Volum, Pitch).play
  13.       RPG::BGS.stop
  14.       $data_system.gameover_me.play
  15.     end
  16.   end
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ID :4  Battle music fade/戰鬥音樂淡出
  1. #========================
  2. # ☆Audio improve - Battle music fade
  3. #========================
  4.   module Panda_Fade
  5.     Time = 1000 #Fade out time (in milliseconds). / 淡出時間 以毫秒記算
  6.   end
  7.   class Scene_Gameover < Scene_Base
  8.     include Panda_Fade
  9.     def pre_terminate
  10.       super
  11.       RPG::BGM.fade(Time)
  12.       Graphics.fadeout(30) if SceneManager.scene_is?(Scene_Map)
  13.       Graphics.fadeout(60) if SceneManager.scene_is?(Scene_Title)
  14.     end
  15.   end
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ID :5 角色状态前绘制图标/Draw Icon Before Stuts
  1. =begin
  2. ===============================================================================
  3.   角色状态前绘制图标/Draw Icon Before Stuts  2.0V
  4.              By:Panda King(76213585)
  5. ===============================================================================
  6.   【內容说明/Script Usage】
  7.   
  8.   在原本菜单的绘製角色状态加入了绘制图标的功能.(有什麽用呢...?)/
  9.   Add draw_icon command in the draw stats method.(Who on earth need this?)
  10.   更新加入了技能界面也绘制图标....../
  11.   For this update, also support drawing icon in skill window
  12. =end
  13. module Menu_Icon_Setting
  14.   Function = true #是否使用腳本?/Run script?
  15.   Menu_Window = true #是否在菜单界面绘制图标?/Draw icon stats in menu?
  16.   Skill_Window = false #是否在技能界面绘制图标?/Draw icon stats in skill window?
  17.   Name_Draw = [true, 360]  #是否在名字前绘制图标? [是/否, 图标号码]/Draw Icon before name?[true/false, icon index]
  18.   Class_Draw = [true, 180]   #是否在职业前绘制图标? [是/否, 图标号码]/Draw Icon before class?[true/false, icon index]
  19.   Level_Draw = [true, 280]   #是否在等级前绘制图标? [是/否, 图标号码]/Draw Icon before level?[true/false, icon index]
  20.   HP_Draw = [true, 80]   #是否在生命前绘制图标? [是/否, 图标号码]/Draw Icon before hp?[true/false, icon index]
  21.   MP_Draw = [true, 130]   #是否在魔力前绘制图标? [是/否, 图标号码]/Draw Icon before mp?[true/false, icon index]
  22. end
  23. class Window_Base
  24.   include Menu_Icon_Setting
  25.   #--------------------------------------------------------------------------
  26.   # ● 新写法 - 绘制简单的状态/New Method - draw icon status
  27.   #--------------------------------------------------------------------------
  28.   def draw_actor_simple_status_x(actor, x, y)
  29.     fx = x
  30.     fx += 24 if Name_Draw[0]
  31.     draw_icon(Name_Draw[1], x, y) if Name_Draw[0]
  32.     draw_actor_name(actor, fx, y)
  33.     fx = x
  34.     fx += 24 if Level_Draw[0]
  35.     draw_icon(Level_Draw[1], x, y + line_height * 1) if Level_Draw[0]
  36.     draw_actor_level(actor, fx, y + line_height * 1)
  37.     draw_actor_icons(actor, x, y + line_height * 2)
  38.     fx = x
  39.     fx += 24 if Class_Draw[0]
  40.     draw_icon(Class_Draw[1], x + 120, y) if Class_Draw[0]
  41.     draw_actor_class(actor, fx + 120, y)
  42.     draw_icon(HP_Draw[1], x + 96, y + line_height * 1) if HP_Draw[0]
  43.     draw_actor_hp(actor, x + 120, y + line_height * 1)
  44.     draw_icon(MP_Draw[1], x + 96, y + line_height * 2) if MP_Draw[0]
  45.     draw_actor_mp(actor, x+ 120, y + line_height * 2)
  46.   end
  47. end
  48. class Window_MenuStatus < Window_Selectable
  49.   include Menu_Icon_Setting
  50.   if Function and Menu_Window
  51.   #--------------------------------------------------------------------------
  52.   # ● 绘制项目/Draw_item
  53.   #--------------------------------------------------------------------------
  54.     def draw_item(index)
  55.       actor = $game_party.members[index]
  56.       enabled = $game_party.battle_members.include?(actor)
  57.       rect = item_rect(index)
  58.       draw_item_background(index)
  59.       draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
  60.       draw_actor_simple_status_x(actor, rect.x + 108, rect.y + line_height / 2)
  61.     end
  62.   end
  63. end
  64. class Window_SkillStatus < Window_Base
  65.   include Menu_Icon_Setting
  66.   if Function and Skill_Window
  67.   #--------------------------------------------------------------------------
  68.   # ● 刷新/Refresh
  69.   #--------------------------------------------------------------------------
  70.     def refresh
  71.       contents.clear
  72.       return unless @actor
  73.       draw_actor_face(@actor, 0, 0)
  74.       draw_actor_simple_status_x(@actor, 108, line_height / 2)
  75.     end
  76.   end
  77. end
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