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有, 把相关句子拉进去(一般是把流星雨脚本拉进图片标题, 改都不用改.)
下面是用日文原版图片标题+ 流星雨脚本, 谁叫你不给脚本的我只好拿人家日本原版了{/tp}
图片名字请在说明中找. 反正对应一下应该能理解.
- =========================================
- Title menu picture
- =========================================
- =end
- module PARA_TITLE_CUSTOM
- # Menu command picture, (true/false)
- IMG_MENU = true
- #↓---Menu command picture Setting---
- #Character string of menu command
- #MENU_NEWGAME = “new game” # new game
- MENU_NEWGAME = "ニューゲーム" # ニューゲーム
- #MENU_LOAD = “continuing” # continuing
- MENU_LOAD = "コンティニュー" # コンティニュー
- #MENU_END = “shutdown” # shutdown
- MENU_END = "シャットダウン" # シャットダウン
- # window frame (true/false)
- WINDOW_TRANS = false
- #Transparency of the window frame
- WINDOW_OPACITY = 160
- #Side size (horizontal?) of # window
- WINDOW_WIDTH = 192
- #Vertical position of window (0: Coordinate appointment/
- #1: The left edge/2: Center/3: Right hand edge)
- WINDOW_ALIGN = 2
- #When # “coordinate appointment” being, abscissa of the window
- WINDOW_POS_X = 0
- #Vertical position of # window (0: Coordinate appointment/
- #1: Top/2: Center/3: Bottom)
- WINDOW_VALIGN = 0
- #When “coordinate appointment” being, ordinate of the window
- WINDOW_POS_Y = 288
- #==========================================
- =begin
- Sonicia
- Customize the location and the graphics make sure you change
- only the numbers, 250 is approxamtely the center of
- the vertical screen.
- Make sure that the command pictures are in the “Graphics/Titles” folder
- =end
- #==========================================
- =begin
- #New Game Graphic
- IMG_NEWGAME = ["newgame","newgame_active"]
- IMG_NEWGAME_X = 100 # Horizontal position
- IMG_NEWGAME_Y = 160 # Vertical position
- #Continue Graphic
- IMG_LOAD = ["continue","continue_active"]
- IMG_LOAD_X = 250 # Horizontal position
- IMG_LOAD_Y = 160 # Vertical position
- #Shut Down Graphic
- IMG_END = ["shutdown","shutdown_active"]
- IMG_END_X = 400 # Horizontal position
- IMG_END_Y = 160 # Vertical position
- =end
- #My orginal settings for reference Copy and paste if you need to
- #New Game Graphic
- IMG_NEWGAME = ["newgame","newgame_active"]
- IMG_NEWGAME_X = 250 # Horizontal position
- IMG_NEWGAME_Y = 260 # Vertical position
- #Continue Graphic
- IMG_LOAD = ["continue","continue_active"]
- IMG_LOAD_X = 250 # Horizontal position
- IMG_LOAD_Y = 300 # Vertical position
- #Shut Down Graphic
- IMG_END = ["shutdown","shutdown_active"]
- IMG_END_X = 250 # Horizontal position
- IMG_END_Y = 340 # Vertical position
- #END CUSTOMIZABLE AREA
- #============================================
- #Synthetic method of picture (0: Usually/1: Addition/2: Subtraction)
- BLEND_TYPE = 0
- end
- #------------------------------------------------------------------------------
- #======================================
- # ■ Scene_Title
- #======================================
- class Scene_Title
- WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)
- MAXNUMBER = 20 # 天气图片数量
-
- WEATHER_FILE = "Graphics/Pictures/Title_starlong.png"
- # 自定义图片路径,这个文件可以从黑暗圣剑DEMO获得,是流星雨
-
- BLEND_TYPE = 1 # 合成方式(0:普通,1:加法,2:减法)
- WEATHER_X = 5 # X方向每回合减少象素
- WEATHER_Y = 5 # Y方向每回合减少象素
- WEATHER_OPACITY = 2 #每回合减低透明度
- START_OPACITY = 200 #出现时的透明度
- RAND_X = 1200 # 随机X范围
- RAND_Y = 600 # 随机Y范围
- HEIGHT = -300 # 出现时候的屏幕Y
- WIDTH = 100 # 出现时候的屏幕X
- #--------------------------------------------------------------------------
- # - Main processing
- #--------------------------------------------------------------------------
- def main
- #If battle test
- if $BTEST
- battle_test
- return
- end
- # Load database
- $data_actors = load_data("Data/Actors.rxdata")
- $data_classes = load_data("Data/Classes.rxdata")
- $data_skills = load_data("Data/Skills.rxdata")
- $data_items = load_data("Data/Items.rxdata")
- $data_weapons = load_data("Data/Weapons.rxdata")
- $data_armors = load_data("Data/Armors.rxdata")
- $data_enemies = load_data("Data/Enemies.rxdata")
- $data_troops = load_data("Data/Troops.rxdata")
- $data_states = load_data("Data/States.rxdata")
- $data_animations = load_data("Data/Animations.rxdata")
- $data_tilesets = load_data("Data/Tilesets.rxdata")
- $data_common_events = load_data("Data/CommonEvents.rxdata")
- $data_system = load_data("Data/System.rxdata")
- # Make system object
- $game_system = Game_System.new
- # Make title graphic
- @sprite = Sprite.new
- @sprite.bitmap = RPG::Cache.title($data_system.title_name)
- @ox = 0
- @oy = 0
- color1 = Color.new(255, 255, 255, 255)
- color2 = Color.new(255, 255, 255, 128)
- @rain_bitmap = Bitmap.new(7, 56)
- for i in 0..6
- @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
- end
- @storm_bitmap = Bitmap.new(34, 64)
- for i in 0..31
- @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
- @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
- @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
- end
- @snow_bitmap = Bitmap.new(6, 6)
- @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
- @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
- @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
- @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
- @sprites = []
- for i in 1..40
- sprite = Sprite.new
- case WEATHER
- when 1
- sprite.bitmap = @rain_bitmap
- when 2
- sprite.bitmap = @storm_bitmap
- when 3
- sprite.bitmap = @snow_bitmap
- when 4
- sprite.bitmap = Bitmap.new(WEATHER_FILE)
- end
- sprite.z = 1000
- sprite.x = -1000
- sprite.y = -1000
- sprite.visible = (i <= MAXNUMBER)
- sprite.blend_type = BLEND_TYPE
- sprite.opacity = START_OPACITY
- @sprites.push(sprite)
- end
- weather_update
- # Make command window
- s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
- s2 = PARA_TITLE_CUSTOM::MENU_LOAD
- s3 = PARA_TITLE_CUSTOM::MENU_END
- w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
- @command_window = Window_Command.new(w, [s1, s2, s3])
- if PARA_TITLE_CUSTOM::WINDOW_TRANS
- @command_window.opacity = 0
- else
- @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
- end
- # Position of the window
- case PARA_TITLE_CUSTOM::WINDOW_ALIGN
- when 0
- @command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
- when 1
- @command_window.x = 0
- when 2
- @command_window.x = ( 640 - @command_window.width ) / 2
- when 3
- @command_window.x = 640 - @command_window.width
- end
- case PARA_TITLE_CUSTOM::WINDOW_VALIGN
- when 0
- @command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
- when 1
- @command_window.y = 0
- when 2
- @command_window.y = ( 480 - @command_window.height ) / 2
- when 3
- @command_window.y = 480 - @command_window.height
- end
- # Continue enabled determinant
- # Check if at least one save file exists
- # If enabled, make @continue_enabled true; if disabled, make it false
- @continue_enabled = true
- for i in 0..3
- if FileTest.exist?("Save#{i+1}.rxdata")
- @continue_enabled = true
- end
- end
- # If continue is enabled, move cursor to "Continue"
- # If disabled, display "Continue" text in gray
- if @continue_enabled
- @command_window.index = 1
- else
- @command_window.disable_item(1)
- end
- # Command Picture
- if PARA_TITLE_CUSTOM::IMG_MENU
- @command_window.visible = false
- @command_img1 = Sprite.new
- @command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
- @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
- @command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
- @command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
- @command_img2 = Sprite.new
- @command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
- @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
- @command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
- @command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
- @command_img3 = Sprite.new
- @command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
- @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
- @command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
- @command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
- # If continue is enabled, move cursor to "Continue"
- # If disabled, display "Continue" text in gray
- if @continue_enabled
- @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
- @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
- else
- @command_img2.opacity = 160
- @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
- @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
- end
- end
- # Play title BGM
- $game_system.bgm_play($data_system.title_bgm)
- # Stop playing ME and BGS
- Audio.me_stop
- Audio.bgs_stop
- # Execute transition
- Graphics.transition
- # Main loop
- loop do
- # Update game screen
- Graphics.update
- # Update input information
- Input.update
- # Frame update
- update
- # Abort loop if screen is changed
- if $scene != self
- break
- end
- end
- # Prepare for transition
- Graphics.freeze
- # Dispose of command window
- @command_window.dispose
- if PARA_TITLE_CUSTOM::IMG_MENU
- @command_img1.dispose
- @command_img2.dispose
- @command_img3.dispose
- end
- # 释放标题图形
- @sprite.bitmap.dispose
- @sprite.dispose
- for sprite in @sprites
- sprite.dispose
- end
- @rain_bitmap.dispose
- @storm_bitmap.dispose
- @snow_bitmap.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新天气
- #--------------------------------------------------------------------------
- def weather_update
- return if WEATHER == 0
- for i in 1..MAXNUMBER
- sprite = @sprites[i]
- if sprite == nil
- break
- end
- if WEATHER == 1
- sprite.x -= 2
- sprite.y += 16
- sprite.opacity -= 8
- end
- if WEATHER == 2
- sprite.x -= 8
- sprite.y += 16
- sprite.opacity -= 12
- end
- if WEATHER == 3
- sprite.x -= 2
- sprite.y += 8
- sprite.opacity -= 8
- end
- if WEATHER == 4
- sprite.x -= WEATHER_X
- sprite.y += WEATHER_Y
- sprite.opacity -= WEATHER_OPACITY
- end
- x = sprite.x - @ox
- y = sprite.y - @oy
- if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500
- sprite.x = rand(RAND_X) + WIDTH + @ox
- sprite.y = rand(RAND_Y) + HEIGHT + @oy
- sprite.opacity = START_OPACITY
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- # Update command window
- @command_window.update
- # If C button was pressed
- if Input.trigger?(Input::C)
- # Branch by command window cursor position
- case @command_window.index
- when 0 # New game
- command_new_game
- when 1 # Continue
- command_continue
- when 2 # Shutdown
- command_shutdown
- end
- end
- weather_update
- if PARA_TITLE_CUSTOM::IMG_MENU
- if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
- case @command_window.index
- when 0 # New Game
- @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
- @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
- @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
- when 1 # Continue Game
- @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
- @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
- @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
- when 2 # End Game
- @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
- @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
- @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
- end
- end
- end
- end
- #---------------------------------------------
- def command_new_game
- # Play decision SE
- $game_system.se_play($data_system.decision_se)
- # Stop BGM
- Audio.bgm_stop
- # Reset frame count for measuring play time
- Graphics.frame_count = 0
- # Make each type of game object
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.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
- # Set up initial party
- $game_party.setup_starting_members
- # Set up initial map position
- $game_map.setup($data_system.start_map_id)
- # Move player to initial position
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- # Refresh player
- $game_player.refresh
- # Run automatic change for BGM and BGS set with map
- $game_map.autoplay
- # Update map (run parallel process event)
- $game_map.update
- # Switch to map screen
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # * Command: Continue
- #--------------------------------------------------------------------------
- def command_continue
- # If continue is disabled
- unless @continue_enabled
- # Play buzzer SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # Play decision SE
- $game_system.se_play($data_system.decision_se)
- # Switch to load screen
- $scene = Scene_Load.new
- end
- #--------------------------------------------------------------------------
- # * Command: Shutdown
- #--------------------------------------------------------------------------
- def command_shutdown
- # Play decision SE
- $game_system.se_play($data_system.decision_se)
- # Fade out BGM, BGS, and ME
- Audio.bgm_fade(800)
- Audio.bgs_fade(800)
- Audio.me_fade(800)
- # Shutdown
- $scene = nil
- end
- #--------------------------------------------------------------------------
- # * Battle Test
- #--------------------------------------------------------------------------
- def battle_test
- # Load database (for battle test)
- $data_actors = load_data("Data/BT_Actors.rxdata")
- $data_classes = load_data("Data/BT_Classes.rxdata")
- $data_skills = load_data("Data/BT_Skills.rxdata")
- $data_items = load_data("Data/BT_Items.rxdata")
- $data_weapons = load_data("Data/BT_Weapons.rxdata")
- $data_armors = load_data("Data/BT_Armors.rxdata")
- $data_enemies = load_data("Data/BT_Enemies.rxdata")
- $data_troops = load_data("Data/BT_Troops.rxdata")
- $data_states = load_data("Data/BT_States.rxdata")
- $data_animations = load_data("Data/BT_Animations.rxdata")
- $data_tilesets = load_data("Data/BT_Tilesets.rxdata")
- $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
- $data_system = load_data("Data/BT_System.rxdata")
- # Reset frame count for measuring play time
- Graphics.frame_count = 0
- # Make each game object
- $game_temp = Game_Temp.new
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.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
- # Set up party for battle test
- $game_party.setup_battle_test_members
- # Set troop ID, can escape flag, and battleback
- $game_temp.battle_troop_id = $data_system.test_troop_id
- $game_temp.battle_can_escape = true
- $game_map.battleback_name = $data_system.battleback_name
- # Play battle start SE
- $game_system.se_play($data_system.battle_start_se)
- # Play battle BGM
- $game_system.bgm_play($game_system.battle_bgm)
- # Switch to battle screen
- $scene = Scene_Battle.new
- end
- end
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