Seigneur Lv.18
Age : 28 Inscrit le : 26/12/2010 Messages : 2220
| Sujet: [VX] Kingdom Hearts II Title Sam 31 Déc 2011 - 13:11 | |
| Bonjours Version 1.0.0 Autheur Shadic66 Basé sur le Script "Title Moghunter Miria" Date de sortie 12/10/2011 Script exclusif sur RPG RPG Révolution Présentation : Ce script est un remake de "Kingdom Hearts II" Caractéristiques Modifications de l'écran titre pour qu'il deviennent visuellement similaires à "Kingdom Hearts II" Modifications du script: Mettre toutes les images dans le Dossier "Pictures" Script : - Spoiler:
##============================================================================== # MOG VX - Scene Title Screen Miria V2.0 #============================================================================== # Title By Moghunter # http://www.atelier-rgss.com/ # Splash screen By Vlue L. Maynara # Editted By Shadic66 #============================================================================== # Tela de Titulo animado #============================================================================== # 1 - Crie uma pasta chamada de PICTURES (Graphics/Pictures) # 2 - Dentro desta pasta devem conter 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 # Title_Command #Imagem do menu seleção NEW GAME # Logo #Imagem da tela inicial # #============================================================================== # Histórico # v2.0 - Melhor codificação. #============================================================================== module MOG_VX01 # Tempo de transição. TT = 240 #Ativar movimento de Onda no texto do titulo. # (true = Ativar ou false = Desativar) TWAVE = true #Opacidade da imagem camada 1. TPLANE1_OPA = 255 # Velocidade de movimento da camada 1 na horizontal. TPLANE1_X = 0 # Velocidade de movimento da camada 1 na vertical. TPLANE1_Y = 0 # Posição do comando COMMAND_POS = [0, 220] #Fadein (frames) PRETITLE_TRANSITION = 10 #How long to display (frames) PRETITLE_WAIT = 120 #Volume of Music (%) PRETITLE_VOLUME = 100 #Pitch of Music (50-150) PRETITLE_PITCH = 100 #File to load, nil if none (Filename must be in quotes, ex. "Gameover") PRETITLE_FILE = "Logo" end
#=============================================================================== # ■ Cache #=============================================================================== module Cache def self.title(filename) load_bitmap("Graphics/Pictures/", filename) end end
#=============================================================================== # ■ Scene_Title #===============================================================================
class Scene_Title < Scene_Base include MOG_VX01 #-------------------------------------------------------------------------- # ● Start #-------------------------------------------------------------------------- def start super load_database create_game_objects check_continue create_splash_screen create_title_graphic create_command_window create_command_sprite play_title_music end #-------------------------------------------------------------------------- # ● create_splash_screen #-------------------------------------------------------------------------- def create_splash_screen if PRETITLE_FILE != nil $data_system.title_bgm.play @sprite1 = Sprite.new @sprite1.bitmap = Cache.title(PRETITLE_FILE) Graphics.transition(PRETITLE_TRANSITION) Graphics.wait(PRETITLE_WAIT) @sprite1.bitmap.dispose @sprite1.dispose end end #-------------------------------------------------------------------------- # ● post_start #-------------------------------------------------------------------------- def post_start super open_command_window end
#-------------------------------------------------------------------------- # ● create_title_graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Plane.new @sprite.bitmap = Cache.title("Plane1") @sprite.opacity = TPLANE1_OPA @sprite.z = 1 if TWAVE == true end end #-------------------------------------------------------------------------- # ● create_command_sprite #-------------------------------------------------------------------------- def create_command_sprite @com_image = Cache.title("Title_Command") @com_bitmap = Bitmap.new(@com_image.width,@com_image.height) @com_width = @com_image.width @com_height = @com_image.height / 3 @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height) @com_bitmap.blt(0,0, @com_image, @com_src_rect) @com = Sprite.new @com.bitmap = @com_bitmap @com.opacity = 0 @com.x = COMMAND_POS[0] @com.y = COMMAND_POS[1] @com.z = 4 end #-------------------------------------------------------------------------- # ● pre_terminate #-------------------------------------------------------------------------- def pre_terminate super close_command_window end
#-------------------------------------------------------------------------- # ● perform_transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(TT , "Graphics/Pictures/Transition") end
#-------------------------------------------------------------------------- # ● update #-------------------------------------------------------------------------- def update super @command_window.update update_sprite_command @com.opacity += 2 @sprite.ox += TPLANE1_X @sprite.oy += TPLANE1_Y 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
#-------------------------------------------------------------------------- # ● update_sprite_command #-------------------------------------------------------------------------- def update_sprite_command return if @sprite_index == @command_window.index @sprite_index = @command_window.index @com.bitmap.clear @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height) @com_bitmap.blt(0,0, @com_image, @com_src_rect) end #-------------------------------------------------------------------------- # ● update_slide #-------------------------------------------------------------------------- def update_slide @sprite.ox += TPLANE1_X @sprite.oy += TPLANE1_Y end
#-------------------------------------------------------------------------- # ● load_database #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● load_bt_database #-------------------------------------------------------------------------- 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
#-------------------------------------------------------------------------- # ● create_game_objects #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● check_continue #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end #-------------------------------------------------------------------------- # ● dispose_title_graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.bitmap.dispose @com.bitmap.dispose @sprite.dispose @com.dispose end
#-------------------------------------------------------------------------- # ● create_command_window #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # ● dispose_command_window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end
#-------------------------------------------------------------------------- # ● open_command_window #-------------------------------------------------------------------------- def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end #-------------------------------------------------------------------------- # ● close_command_window #-------------------------------------------------------------------------- def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end
#-------------------------------------------------------------------------- # ● play_title_music #-------------------------------------------------------------------------- def play_title_music RPG::BGS.stop RPG::ME.stop end
#-------------------------------------------------------------------------- # ● confirm_player_location #-------------------------------------------------------------------------- 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
#-------------------------------------------------------------------------- # ● command_new_game #-------------------------------------------------------------------------- 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) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end #-------------------------------------------------------------------------- # ● command_continue #-------------------------------------------------------------------------- def command_continue if @continue_enabled Sound.play_decision $scene = Scene_File.new(false, true, false) else Sound.play_buzzer end end
#-------------------------------------------------------------------------- # ● command_shutdown #-------------------------------------------------------------------------- def command_shutdown Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end
#-------------------------------------------------------------------------- # ● battle_test #-------------------------------------------------------------------------- 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
$mog_rgssvx_title_screen_miria = true
Personnalisation : Editer les images à l'intérieur du dossier "Pictures" Screenshot : DEMO http://www.mediafire.com/?8a9c1khlxvkpfqj Installation : Insérer dans "Materials". Credits : Shadic66 Moghunter pour le Script Original. Vlue L. A+ |
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Aventurier Lv.16
Age : 28 Inscrit le : 03/08/2009 Messages : 1399
| Sujet: Re: [VX] Kingdom Hearts II Title Sam 31 Déc 2011 - 13:16 | |
| Quelle différence avec le MogHunter ? |
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Seigneur Lv.18
Age : 28 Inscrit le : 26/12/2010 Messages : 2220
| Sujet: Re: [VX] Kingdom Hearts II Title Sam 31 Déc 2011 - 13:23 | |
| Sa je sait pas il ne là pas Dit. Je vais Testé et je te Dit sa Ok Edit : Il y a un Logo avant le Titre-La Transition-Le Fond n'est pas Animé mais c'est modifiable |
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Croisé Lv.14
Age : 26 Inscrit le : 22/05/2011 Messages : 1141
| Sujet: Re: [VX] Kingdom Hearts II Title Sam 31 Déc 2011 - 14:32 | |
| Merci du partage |
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Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
| Sujet: Re: [VX] Kingdom Hearts II Title Sam 31 Déc 2011 - 14:47 | |
| - thérapie a écrit:
- Quelle différence avec le MogHunter ?
Pratiquement aucune, l'écran titre reste le même, mais tu peux ajouter une image avant l'écran titre et c'est tout. ^^ |
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| Sujet: Re: [VX] Kingdom Hearts II Title | |
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