| [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? | |
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Poulet trizo Lv.3
Age : 27 Inscrit le : 10/10/2010 Messages : 41
| Sujet: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 14:14 | |
| Bonjour j'ai un problème avec mon jeu quand je test ba quand je fais charger sa me fais sauvegarder a la place donc je voudrai savoir le problème ou corriger sa dans les scripte Merci Scene_Title - Citation :
- #==============================================================================
# ■ DeadlyDan_Maxhack_Titre par DeadlyDan, traduit et modifié par Maxhack. #------------------------------------------------------------------------------ # Remplace Scene_Title with avec des images alternatives pour le menu. #============================================================================== # Usage: =begin Il suffit de placer le fichier n'importe où après Scene_Title, placez les images suivantes dans le "Système" de votre projet: "nouvelle.png" "nouvelle_2.png" "charger.png" "charger_2.png" "quitter.png" "quitter_2.png" (NOTE) Pour modifier la position de : - Charger --> Ligne 163 et 164 - Nouvelle Partie --> Ligne 168 et 169 - Quitter --> Ligne 173 et 174 Modifier : Remplaces les "..." par un chiffre entre 1 et 5 ( Graphics.width / "..." ) ( Graphics.height / "..." ) =end
module DeadlyDan_Title
IMAGE_NEW = [ "nouvelle", "nouvelle_2" ] IMAGE_CONTINUE = [ "charger", "charger_2" ] IMAGE_QUIT = [ "quitter", "quitter_2" ] end
class Scene_Title < Scene_Base def main if $BTEST battle_test else super end end
def start super load_database create_game_objects check_continue create_title_graphic create_menu play_title_music end
def perform_transition Graphics.transition ( 20 ) end
def post_start super end
def pre_terminate super end
def terminate super dispose_menu snapshot_for_background dispose_title_graphic end
def update super if ( Input.trigger? ( Input::C ) ) case @menu_index when 0 command_new_game when 1 command_continue when 2 command_shutdown end end update_menu 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 = Sprite.new @sprite.bitmap = Cache.system ( "Title" ) end def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end
def create_menu padding = 5 @menu_item = [] @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item[1].blend_type = 0 @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].x = ( ( Graphics.width / 2 ) - ( @menu_item[1].bitmap.width / 2 ) ) @menu_item[1].y = ( ( Graphics.height / 2 ) - ( @menu_item[1].bitmap.height / 2 ) ) @menu_item[0].blend_type = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[0].x = ( ( Graphics.width / 2 ) - ( @menu_item[0].bitmap.width / 2 ) ) @menu_item[0].y = ( ( Graphics.height / 2 ) - ( @menu_item[0].bitmap.height / 2 ) ) - ( @menu_item[1].bitmap.height + padding ) @menu_item[2].blend_type = 0 @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[2].x = ( ( Graphics.width / 2 ) - ( @menu_item[2].bitmap.width / 2 ) ) @menu_item[2].y = ( ( Graphics.height / 2 ) - ( @menu_item[2].bitmap.height / 2 ) ) + ( @menu_item[1].bitmap.height + padding ) if ( @continue_enabled ) @menu_index = 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[1].tone @menu_item[1].tone = Tone.new ( 0, 0, 0, 0 ) else @menu_index = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].opacity = 160 @menu_item[1].tone = Tone.new ( -100, -100, -100, 255 ) end @menu_count = 3 end
def dispose_menu for i in 0..@menu_item.size - 1 @menu_item[i].dispose end end def update_menu if ( Input.repeat? ( Input::UP ) or Input.repeat? ( Input::DOWN ) ) last_index = @menu_index if ( Input.repeat? ( Input::DOWN ) ) if ( @menu_index < ( @menu_count - 1 ) ) if ( @continue_enabled ) @menu_index += 1 else if ( ( @menu_index == 0 ) ) @menu_index = 2 else @menu_index += 1 end end else @menu_index = 0 end end if ( Input.repeat? ( Input::UP ) ) if ( @menu_index > 0 ) if ( @continue_enabled ) @menu_index -= 1 else if ( ( @menu_index == 2 ) ) @menu_index = 0 else @menu_index -= 1 end end else @menu_index = ( @menu_count - 1 ) end end if ( @menu_index != last_index ) Sound.play_cursor end case ( @menu_index ) when 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) when 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) when 2 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[1] ) end end 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 "Player start point not set." exit end end
def command_new_game confirm_player_location Sound.play_decision $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 ) 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 $scene = Scene_Save.new else Sound.play_buzzer end end
def command_shutdown Sound.play_decision 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 end
Dernière édition par Ngaziki le Mer 10 Nov 2010 - 17:47, édité 2 fois |
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Poulet trizo Lv.3
Inscrit le : 09/11/2010 Messages : 45
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 14:40 | |
| Est-ce que tu as installé des scripts qui jouent sur la sauvegarde et le chargement ? |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 15:01 | |
| Et si tu nous donnais la liste de tes scripts, ça nous permettrait de répondre correctement a ton problème. |
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Poulet trizo Lv.3
Age : 27 Inscrit le : 10/10/2010 Messages : 41
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 15:24 | |
| Ok je vous donne le jeux avec tous mais sript facon j'a rien pu faire pour l'instant juste quelque graphique de certain perso pas terminer et aps un jeux complet |
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Poulet trizo Lv.3
Inscrit le : 09/11/2010 Messages : 45
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 15:25 | |
| dis nous seulement les scripts que tu as ajoutés ou modifiés |
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Poulet trizo Lv.3
Age : 27 Inscrit le : 10/10/2010 Messages : 41
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 15:26 | |
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Poulet trizo Lv.3
Inscrit le : 09/11/2010 Messages : 45
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 15:28 | |
| et bah voilà. donc maintenant le mieux, c'est de nous poster le script scene_title modifié.
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Poulet trizo Lv.3
Age : 27 Inscrit le : 10/10/2010 Messages : 41
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 15:55 | |
| - Citation :
- #==============================================================================
# ■ DeadlyDan_Maxhack_Titre par DeadlyDan, traduit et modifié par Maxhack. #------------------------------------------------------------------------------ # Remplace Scene_Title with avec des images alternatives pour le menu. #============================================================================== # Usage: =begin Il suffit de placer le fichier n'importe où après Scene_Title, placez les images suivantes dans le "Système" de votre projet: "nouvelle.png" "nouvelle_2.png" "charger.png" "charger_2.png" "quitter.png" "quitter_2.png" (NOTE) Pour modifier la position de : - Charger --> Ligne 163 et 164 - Nouvelle Partie --> Ligne 168 et 169 - Quitter --> Ligne 173 et 174 Modifier : Remplaces les "..." par un chiffre entre 1 et 5 ( Graphics.width / "..." ) ( Graphics.height / "..." ) =end
module DeadlyDan_Title
IMAGE_NEW = [ "nouvelle", "nouvelle_2" ] IMAGE_CONTINUE = [ "charger", "charger_2" ] IMAGE_QUIT = [ "quitter", "quitter_2" ] end
class Scene_Title < Scene_Base def main if $BTEST battle_test else super end end
def start super load_database create_game_objects check_continue create_title_graphic create_menu play_title_music end
def perform_transition Graphics.transition ( 20 ) end
def post_start super end
def pre_terminate super end
def terminate super dispose_menu snapshot_for_background dispose_title_graphic end
def update super if ( Input.trigger? ( Input::C ) ) case @menu_index when 0 command_new_game when 1 command_continue when 2 command_shutdown end end update_menu 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 = Sprite.new @sprite.bitmap = Cache.system ( "Title" ) end def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end
def create_menu padding = 5 @menu_item = [] @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item[1].blend_type = 0 @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].x = ( ( Graphics.width / 2 ) - ( @menu_item[1].bitmap.width / 2 ) ) @menu_item[1].y = ( ( Graphics.height / 2 ) - ( @menu_item[1].bitmap.height / 2 ) ) @menu_item[0].blend_type = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[0].x = ( ( Graphics.width / 2 ) - ( @menu_item[0].bitmap.width / 2 ) ) @menu_item[0].y = ( ( Graphics.height / 2 ) - ( @menu_item[0].bitmap.height / 2 ) ) - ( @menu_item[1].bitmap.height + padding ) @menu_item[2].blend_type = 0 @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[2].x = ( ( Graphics.width / 2 ) - ( @menu_item[2].bitmap.width / 2 ) ) @menu_item[2].y = ( ( Graphics.height / 2 ) - ( @menu_item[2].bitmap.height / 2 ) ) + ( @menu_item[1].bitmap.height + padding ) if ( @continue_enabled ) @menu_index = 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[1].tone @menu_item[1].tone = Tone.new ( 0, 0, 0, 0 ) else @menu_index = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].opacity = 160 @menu_item[1].tone = Tone.new ( -100, -100, -100, 255 ) end @menu_count = 3 end
def dispose_menu for i in 0..@menu_item.size - 1 @menu_item[i].dispose end end def update_menu if ( Input.repeat? ( Input::UP ) or Input.repeat? ( Input::DOWN ) ) last_index = @menu_index if ( Input.repeat? ( Input::DOWN ) ) if ( @menu_index < ( @menu_count - 1 ) ) if ( @continue_enabled ) @menu_index += 1 else if ( ( @menu_index == 0 ) ) @menu_index = 2 else @menu_index += 1 end end else @menu_index = 0 end end if ( Input.repeat? ( Input::UP ) ) if ( @menu_index > 0 ) if ( @continue_enabled ) @menu_index -= 1 else if ( ( @menu_index == 2 ) ) @menu_index = 0 else @menu_index -= 1 end end else @menu_index = ( @menu_count - 1 ) end end if ( @menu_index != last_index ) Sound.play_cursor end case ( @menu_index ) when 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) when 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) when 2 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[1] ) end end 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 "Player start point not set." exit end end
def command_new_game confirm_player_location Sound.play_decision $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 ) 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 $scene = Scene_Save.new else Sound.play_buzzer end end
def command_shutdown Sound.play_decision 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 $scene = Scene_Battle.new end end
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Vagabond Lv.5
Inscrit le : 11/10/2010 Messages : 95
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 17:14 | |
| Je crois avoir compris, essaye de remplacer - Code:
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$scene = Scene_Save.new (ligne 292) par - Code:
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$scene = Scene_File.new Car scene_save ouvre l'écran de sauvegarde. |
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Poulet trizo Lv.3
Age : 27 Inscrit le : 10/10/2010 Messages : 41
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 17:15 | |
| merci je vais voir de suite |
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Vagabond Lv.5
Inscrit le : 11/10/2010 Messages : 95
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 17:45 | |
| Ca fonctionne ? Si oui, il faut que tu mette [Résolu] dans ton titre |
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Poulet trizo Lv.3
Age : 27 Inscrit le : 10/10/2010 Messages : 41
| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? Mer 10 Nov 2010 - 17:46 | |
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| Sujet: Re: [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? | |
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| [Résolu] Probleme Titre charger = lancement de sauvegarder pourquoi ? | |
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