Vache Folle
Age : 29 Inscrit le : 22/05/2010 Messages : 3005
| Sujet: Incompatibilité de scripts[résolu(par moi même o/)] Dim 19 Déc 2010 - 10:25 | |
| Bonjour bonjour=) (chpapourquoi je met ce smiley vu que j'ai un problème mais bon) Alors voilà, j'ai un problème de script bien chiant, une incompatibilité entre deux scripts. Lesquels me direz vous. Bah les vlà: Le premier, le script Titre animé de Mog: - 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 transaction animation TT = 60 #Ativar movimento de Onda no texto do titulo. # (true = Ativar ou false = Desativar) TWAVE = false #Opacidade da imagem camada 1. TPLANE1_OPA = 255 #Opacidade da imagem camada 2. TPLANE2_OPA = 150 #Opacidade da imagem camada 3 TPLANE3_OPA = 150 # Velocidade de movimento da camada 1 na horizontal. TPLANE1_X = 0 # 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 = -2 # 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 += 0.00 @sprite.zoom_y += 0.00 @sprite2.zoom_x += 0.00 @sprite2.zoom_y += 0.00 @sprite3.zoom_x += 0.00 @sprite3.zoom_y += 0.00 @sprite.ox += 0 @sprite.oy += 0 @sprite2.ox += 0 @sprite2.oy += 0 @sprite3.ox += 0 @sprite3.oy += 0 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_File.new(false, true, false) 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
Et le deuxième est le script lumière de Vince dont voici le lien: IciVoilà pour les scripts, maintenant, entrons dans le vif du sujet, le problème. Alors: Lorsque le script d'écran titre est placé en dessous du script lumière, ça marche mais lorsque je veux jouer, il se passe ça: - Spoiler:
Alors bon, je réflechit un peu(étonnant n'est ce pas?) et je décide de placer le script au dessus du script de lumière. Alors, l'avantage, c'est qu'on peut jouer mais l'inconvenient est le suivant: Les images planes s'affichent mais le titre et les commandes non. On peut cependant faire la sélection. Je la fait et les images planes se mettent à s'animer, le titre apparaît et les commandes aussi. Mais là,c'est trop tard, le jeu se lance. Donc dans tous les cas, les scripts ne fonctionnent pas ensemble. Voilà une démo pour ceux qui veulent: Télécharger Problèmescript.exe sur Miroriii Merci d'avance de votre aide=D PS:Si vous avez besoin d'une info, dites le, je la rajoutterais=)
Dernière édition par BARVACHE le Dim 19 Déc 2010 - 18:27, édité 1 fois |
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Vache Folle
Age : 29 Inscrit le : 22/05/2010 Messages : 3005
| Sujet: Re: Incompatibilité de scripts[résolu(par moi même o/)] Dim 19 Déc 2010 - 13:15 | |
| Je fais un up pour prévenir que j'ai réussi à régler mon problème. Merci de déplacer ce sujet. |
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Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
| Sujet: Re: Incompatibilité de scripts[résolu(par moi même o/)] Dim 19 Déc 2010 - 13:17 | |
| Pas la peine de "upper" modifie le titre. =) |
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| Sujet: Re: Incompatibilité de scripts[résolu(par moi même o/)] | |
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