Poulet trizo Lv.3
Inscrit le : 30/08/2010 Messages : 36
| Sujet: Script d'installation du jeu Dim 26 Sep 2010 - 8:14 | |
| Bonjour Si jamais cela est possible j'aimerais avoir un script d'installation du jeu voila une image Voila un script qui fasse comme sa et sa lence le jeu en faisant une icone sur le bureau XD et si possble qu'il sooit compatible avec se script, - Code:
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################################################## # Scene Title Screen Miria V1.0 # ################################################## # By Moghunter # http://www.atelier-rgss.com ################################################## # Tela de titulo animada. # Crie uma pasta com o nome deTitle dentro da pasta # Graphics e coloque todas as imagens dentro dela. # São necessárias as seguintes imagens. # # Title #Imagem que contem o texto do titulo # Transition #Imagem da transição de tela # Plane1 #Imagem da camada 1 # Plane2 #Imagem da camada 2 # Plane3 #Imagem da camada 3 # Com_01 #Imagem do menu seleção NEW GAME # Com_02 #Imagem do menu seleção CONTINUE # Com_03 #Imagem do menu seleção EXIT # #------------------------------------------------- ############# # CONFIG # ############# module MOG_VX01 #Ativar tela cheia. (true = Ativar ou false = Desativar) FULL_SCREEN = false # Tempo de transição. TT = 120 #Ativar movimento de Onda no texto do titulo. # (true = Ativar ou false = Desativar) TWAVE = true #Opacidade da imagem camada 1. TPLANE1_OPA = 255 #Opacidade da imagem camada 2. TPLANE2_OPA = 200 #Opacidade da imagem camada 3 TPLANE3_OPA = 170 # Velocidade de movimento da camada 1 na horizontal. TPLANE1_X = 1 # Velocidade de movimento da camada 1 na vertical. TPLANE1_Y = 0 # Velocidade de movimento da camada 2 na horizontal. TPLANE2_X = 2 # Velocidade de movimento da camada 2 na vertical. TPLANE2_Y = 0 # Velocidade de movimento da camada 2 na horizontal. TPLANE3_X = 4 # Velocidade de movimento da camada 2 na vertical. TPLANE3_Y = 0 end #------------------------------------------------- $mogscript = {} if $mogscript == nil $mogscript["title_miria"] = true #------------------------------------------------- ############### # Module Cache # ############### module Cache def self.title(filename) load_bitmap("Graphics/Title/", filename) end end ############# # Scene_Title # ############# $full_screen = 0 class Scene_Title include MOG_VX01 def main if $BTEST battle_test return end $full_screen += 1 if MOG_VX01::FULL_SCREEN == true and $full_screen == 1 $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' $showm.call(18,0,0,0) $showm.call(13,0,0,0) $showm.call(13,0,2,0) $showm.call(18,0,2,0) end start perform_transition post_start Input.update loop do Graphics.update Input.update update break if $scene != self end Graphics.update pre_terminate Graphics.freeze terminate end def start load_database create_game_objects check_continue create_title_graphic create_command_window play_title_music end def perform_transition Graphics.transition(TT , "Graphics/Title/Transition") end def post_start open_command_window end def pre_terminate close_command_window end def terminate dispose_command_window snapshot_for_background dispose_title_graphic end def update @command_window.update case @command_window.index when 0 @com.bitmap = Cache.title("Com_01") when 1 @com.bitmap = Cache.title("Com_02") when 2 @com.bitmap = Cache.title("Com_03") end @sprite_title.opacity += 2 @com.opacity += 2 if @sprite_title.opacity > 150 @sprite.ox += TPLANE1_X @sprite.oy += TPLANE1_Y @sprite2.ox += TPLANE2_X @sprite2.oy += TPLANE2_Y @sprite3.ox += TPLANE3_X @sprite3.oy += TPLANE3_Y @sprite_title.update if TWAVE == true if Input.trigger?(Input::C) case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end end end def update_slide @sprite.ox += TPLANE1_X @sprite.oy += TPLANE1_Y @sprite2.ox += TPLANE2_X @sprite2.oy += TPLANE2_Y @sprite3.ox += TPLANE3_X @sprite3.oy += TPLANE3_Y @sprite_title.update if TWAVE == true end 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 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 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 def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end def create_title_graphic @sprite_title = Sprite.new @sprite_title.bitmap = Cache.title("Title") @sprite_title.opacity = 0 @com = Sprite.new @com.bitmap = Cache.title("Com_01") @com.opacity = 0 @sprite = Plane.new @sprite.bitmap = Cache.title("Plane1") @sprite2 = Plane.new @sprite2.bitmap = Cache.title("Plane2") @sprite3 = Plane.new @sprite3.bitmap = Cache.title("Plane3") @sprite.opacity = TPLANE1_OPA @sprite2.opacity = TPLANE2_OPA @sprite3.opacity = TPLANE3_OPA @sprite.z = 1 @sprite2.z = 2 @sprite3.z = 3 @com.z = 4 @sprite_title.z = 5 if TWAVE == true @sprite_title.wave_amp = 8 @sprite_title.wave_length = 240 @sprite_title.wave_speed = 320 end end def dispose_title_graphic @sprite.bitmap.dispose @sprite2.bitmap.dispose @sprite3.bitmap.dispose @com.bitmap.dispose @sprite_title.bitmap.dispose @sprite.dispose @sprite2.dispose @sprite3.dispose @com.dispose @sprite_title.dispose end def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.opacity = 0 @command_window.contents_opacity = 0 if @continue_enabled @command_window.index = 1 else @command_window.draw_item(1, false) end end def title_fade if TWAVE == true @sprite_title.wave_amp = 34 @sprite_title.wave_length =120 @sprite_title.wave_speed = 800 end for i in 0..120 @sprite_title.opacity -= 3 @sprite_title.update if TWAVE == true @com.opacity -= 3 case @command_window.index when 0 @sprite.zoom_x += 0.01 @sprite.zoom_y += 0.01 @sprite2.zoom_x += 0.01 @sprite2.zoom_y += 0.01 @sprite3.zoom_x += 0.01 @sprite3.zoom_y += 0.01 @sprite.ox += 2 @sprite.oy += 2 @sprite2.ox += 2 @sprite2.oy += 2 @sprite3.ox += 2 @sprite3.oy += 2 end update_slide Graphics.update end end def dispose_command_window @command_window.dispose end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end def confirm_player_location if $data_system.start_map_id == 0 print "プレイヤーの初期位置が設定されていません。" exit end end def command_new_game confirm_player_location Sound.play_decision title_fade $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end def command_continue if @continue_enabled Sound.play_decision title_fade $scene = Scene_Load.new else Sound.play_buzzer end end def command_shutdown Sound.play_decision title_fade RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end def battle_test load_bt_database create_game_objects Graphics.frame_count = 0 $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 def snapshot_for_background $game_temp.background_bitmap.dispose $game_temp.background_bitmap = Graphics.snap_to_bitmap $game_temp.background_bitmap.blur end end aprés le mieux serait que si on clique sur l'icone le jeu se lance directe merci d'avence |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 8:23 | |
| C'est pas RPG maker qui gère ça. Les scripts c'est le moteur du jeu, pas ce qu'il y a autour...
Go trouver un installateur. |
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Poulet trizo Lv.3
Inscrit le : 30/08/2010 Messages : 36
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 8:28 | |
| ouais mais il n'y a pas de script pour sa sinon tu connais un "installateur" |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 8:41 | |
| Install Créator. Cherche sur le forum, j'ai fait un tuto complet sur ça. |
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Poulet trizo Lv.3
Inscrit le : 30/08/2010 Messages : 36
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 8:45 | |
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Poulet trizo Lv.3
Inscrit le : 30/08/2010 Messages : 36
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 9:43 | |
| désoler pour le double post mais j'ai pas trouvé ton tuto |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 10:07 | |
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Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
| Sujet: Re: Script d'installation du jeu Dim 26 Sep 2010 - 10:52 | |
| Non non. C'est pas parce que tu t'excuse que tu peux passer outre les sanctions. Pour la peine tu gagne deux avertos. Un avertissement pour double post, et le deuxième pour foutage de gueule car tu es conscient de ta faute mais tu la fait quand même. (je voulais te mettre juste un averto et un pré-averto mais t'avais déjà un pré averto qui trainais donc pas de chance.) |
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| Sujet: Re: Script d'installation du jeu | |
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