Inscrit le : 03/11/2008 Messages : 529
| Sujet: [VX] Texte Press Start Lun 24 Nov 2008 - 10:10 | |
| Vous savez où certains jeux a texte un clignotant "Press Start" à l'écran de titre de la partie. Avec ce script, vous pouvez aussi avoir cette fonctionnalité ! Script de Gando. J'espère qu'il n'est pas déjà sur le forum Sreens - Spoiler:
Utilisation. Ligne 35 vous pouvez changer la phrase qui s'affiche. Ligne 36 le son quand vous précer la touche. Ligne 37 la touche echap pour revenir à "press start" Ligne 38 changer l'opacité du texte. Script - Spoiler:
- Code:
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#============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # By: Gando # 25/5 2008 #------------------------------------------------------------------------------ # INTRODUCTION #------------------------------------------------------------------------------ # # This script will display a blinking "Press Start" text in the title screen. # #------------------------------------------------------------------------------ # SETUP #------------------------------------------------------------------------------ # # Press_Wait - The higher this number is, the longer it will take before the # text disappear/reappear. # # Text - This is the text that is being displayed. # # Press_Sound - Here you add the name of the SE sound that you want to have # when the player press the decision key. # # Return_Sound - Here you add the name of the SE sound that you want to have # when the player press the cancel key. # # Text_Background_Opacity - Choose your opacity of your window, between 0-255. # (0 = Transparent, anything higher will show the window) # #------------------------------------------------------------------------------ # CREDITS: Gando. #==============================================================================
Press_Wait = 100 Text = "Press Start" Press_Sound = "Decision2" Return_Sound = "Cancel" Text_Background_Opacity = 0
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main if $BTEST # If battle test battle_test # Start battle test else # If normal play super # Usual main processing end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super load_database # Load database create_game_objects # Create game objects check_continue # Determine if continue is enabled create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # Play title screen music create_press_start end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super close_command_window end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super close_command_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_window snapshot_for_background dispose_title_graphic dispose_press_start end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update @window_start.update if @command_window.active if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end if @window_start.active if @gando > 0 @gando -= 1 end
if @gando > (Press_Wait / 2) @window_start.visible = true else @window_start.visible = false end if @gando == 0 start_restore end end if @window_start.active if Input.trigger?(Input::C) Audio.se_play("Audio/SE/" + Press_Sound, 80, 100) @window_start.active = false @window_start.visible = false @command_window.active = true @command_window.visible = true open_command_window end end if Input.trigger?(Input::B) Audio.se_play("Audio/SE/" + Return_Sound, 80, 100) close_command_window @window_start.active = true @window_start.visible = true @command_window.active = false @command_window.visible = false end end #-------------------------------------------------------------------------- # * Start_Restore #-------------------------------------------------------------------------- def start_restore @gando = Press_Wait 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 Battle Test 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 #-------------------------------------------------------------------------- # * Determine if Continue is Enabled #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system("Title") end #-------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.bitmap.dispose @sprite.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.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.active = false @command_window.visible = false if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Create "Press Start" window #-------------------------------------------------------------------------- def create_press_start @gando = Press_Wait @window_start = Window_Start.new # Make "Press Start" window @window_start.opacity = Text_Background_Opacity # Assign the window opacity. end #-------------------------------------------------------------------------- # * Dispose of Command Window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # * Dispose of Press start #-------------------------------------------------------------------------- def dispose_press_start @window_start.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 Screen Music #-------------------------------------------------------------------------- def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end #-------------------------------------------------------------------------- # * Check Player Start Location Existence #--------------------------------------------------------------------------
def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members # Initial party $game_map.setup($data_system.start_map_id) # Initial map position $game_player.moveto($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 # Load battle test database create_game_objects # Create game objects Graphics.frame_count = 0 # Initialize play time $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
#============================================================================== # ** Window_Start #------------------------------------------------------------------------------ # #============================================================================== class Window_Start < Window_Base #-------------------------------------------------------------------------- # * Initialization #-------------------------------------------------------------------------- def initialize super(210, 300, 130, 50) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, -45, 100, 100, Text, 0) end end
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Invité
| Sujet: Re: [VX] Texte Press Start Lun 24 Nov 2008 - 13:41 | |
| Sympa comme script je pense que sa pourrait servir pour certains projet, je pense nottament a Super Mario ^^. |
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Va-nu-pieds Lv.4
Age : 27 Avertissements : 3 Inscrit le : 01/04/2011 Messages : 57
| Sujet: Re: [VX] Texte Press Start Mer 10 Aoû 2011 - 18:14 | |
| Super script. Je m'en suis servi pour mon jeu. |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: [VX] Texte Press Start Mer 10 Aoû 2011 - 18:17 | |
| Non mais tu vas arrêter ? Sérieusement t'as que ça à faire de déterrer des topics pour dire n'importe quoi ?
Tout ce que tu y gagnera c'est des avertos puis le ban ! |
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Age : 33 Inscrit le : 27/06/2008 Messages : 10881
| Sujet: Re: [VX] Texte Press Start Mer 10 Aoû 2011 - 18:17 | |
| Super nécro. Je m'en suis servi pour te bannir. |
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| Sujet: Re: [VX] Texte Press Start | |
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