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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- #========================
- # ☆Visual improve - Menu background
- #========================
- module Panda_Menu
- Name = "" #Background name, leave blank if not using.
- end
- class Scene_MenuBase < Scene_Base
- include Panda_Menu
- def create_background
- @background_sprite = Sprite.new
- @background_sprite.bitmap = SceneManager.background_bitmap#Cache.system("back")
- @background_sprite.color.set(16, 16, 16, 128)
- @panda_background_sprite = Sprite.new unless Name.nil?
- @panda_background_sprite.bitmap = Cache.system(Name) unless Name.nil?
- end
- end
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ID :2 Title Fade in/標題淡入- #========================
- # ☆Visual improve - Title Fade in
- #========================
- module Panda_Title
- TIME = 60 #Fade in time
- end
- class Scene_Title < Scene_Base
- include Panda_Title
- def play_title_music
- $data_system.title_bgm.play
- RPG::BGS.stop
- RPG::ME.stop
- Graphics.transition(TIME)
- end
- end
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ID :3 Gameover music/遊戲結束音樂- #========================
- # ☆Audio improve - Gameover music
- #========================
- module Panda_Music
- Name = "" #Music Name, leave blank if not using. / 音樂名稱 如果不需要就留空
- Volume = 100 #Music Volume / 音樂音量
- Pitch = 100 #Music Pitch / 音樂頻率
- end
- class Scene_Gameover < Scene_Base
- include Panda_Music
- def play_gameover_music
- RPG::BGM.new(Name, Volum, Pitch).play
- RPG::BGS.stop
- $data_system.gameover_me.play
- end
- end
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ID :4 Battle music fade/戰鬥音樂淡出- #========================
- # ☆Audio improve - Battle music fade
- #========================
- module Panda_Fade
- Time = 1000 #Fade out time (in milliseconds). / 淡出時間 以毫秒記算
- end
- class Scene_Gameover < Scene_Base
- include Panda_Fade
- def pre_terminate
- super
- RPG::BGM.fade(Time)
- Graphics.fadeout(30) if SceneManager.scene_is?(Scene_Map)
- Graphics.fadeout(60) if SceneManager.scene_is?(Scene_Title)
- end
- end
复制代码 ID :5 角色状态前绘制图标/Draw Icon Before Stuts - =begin
- ===============================================================================
- 角色状态前绘制图标/Draw Icon Before Stuts 2.0V
- By:Panda King(76213585)
- ===============================================================================
- 【內容说明/Script Usage】
-
- 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...?)/
- Add draw_icon command in the draw stats method.(Who on earth need this?)
- 更新加入了技能界面也绘制图标....../
- For this update, also support drawing icon in skill window
- =end
- module Menu_Icon_Setting
- Function = true #是否使用腳本?/Run script?
- Menu_Window = true #是否在菜单界面绘制图标?/Draw icon stats in menu?
- Skill_Window = false #是否在技能界面绘制图标?/Draw icon stats in skill window?
- 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]
- 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]
- 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]
- 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]
- 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]
- end
- class Window_Base
- include Menu_Icon_Setting
- #--------------------------------------------------------------------------
- # ● 新写法 - 绘制简单的状态/New Method - draw icon status
- #--------------------------------------------------------------------------
- def draw_actor_simple_status_x(actor, x, y)
- fx = x
- fx += 24 if Name_Draw[0]
- draw_icon(Name_Draw[1], x, y) if Name_Draw[0]
- draw_actor_name(actor, fx, y)
- fx = x
- fx += 24 if Level_Draw[0]
- draw_icon(Level_Draw[1], x, y + line_height * 1) if Level_Draw[0]
- draw_actor_level(actor, fx, y + line_height * 1)
- draw_actor_icons(actor, x, y + line_height * 2)
- fx = x
- fx += 24 if Class_Draw[0]
- draw_icon(Class_Draw[1], x + 120, y) if Class_Draw[0]
- draw_actor_class(actor, fx + 120, y)
- draw_icon(HP_Draw[1], x + 96, y + line_height * 1) if HP_Draw[0]
- draw_actor_hp(actor, x + 120, y + line_height * 1)
- draw_icon(MP_Draw[1], x + 96, y + line_height * 2) if MP_Draw[0]
- draw_actor_mp(actor, x+ 120, y + line_height * 2)
- end
- end
- class Window_MenuStatus < Window_Selectable
- include Menu_Icon_Setting
- if Function and Menu_Window
- #--------------------------------------------------------------------------
- # ● 绘制项目/Draw_item
- #--------------------------------------------------------------------------
- def draw_item(index)
- actor = $game_party.members[index]
- enabled = $game_party.battle_members.include?(actor)
- rect = item_rect(index)
- draw_item_background(index)
- draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
- draw_actor_simple_status_x(actor, rect.x + 108, rect.y + line_height / 2)
- end
- end
- end
- class Window_SkillStatus < Window_Base
- include Menu_Icon_Setting
- if Function and Skill_Window
- #--------------------------------------------------------------------------
- # ● 刷新/Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- return unless @actor
- draw_actor_face(@actor, 0, 0)
- draw_actor_simple_status_x(@actor, 108, line_height / 2)
- end
- end
- end
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