Va-nu-pieds Lv.4
Age : 26 Inscrit le : 05/10/2010 Messages : 72
| Sujet: [Abandonné] Alignement du titre avec Mog Title Screen Miria Dim 13 Nov 2011 - 20:24 | |
| Bonsoir, j'ai chercher partout dans le script Mog Title Screen Miria (qui sera poster) et je netrouve aucun moyen de déplacer le titre du jeu (il erste dans le coin haut/gauche de mon écran) quelqu'un a t-il réussi a déplacer le titre s'il vous plaît ? Le script - Code:
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################################################## # Scene Title Screen Miria V1.0 # ################################################## # By Moghunter # Http://www.atelier-rgss.com ################################################## # Animated title screen. # Create a folder inside the folder name deTitle # Graphics and put all images inside. # We need the following images. # #Title image containing the text of the title # Transition # Image screen transition # Plane1 Image Layer 1 # Plane2 Image Layer 2 # Plane3 Image Layer 3 # Com_01 image menu select NEW GAME # Com_02 image menu selection CONTINUE # Com_03 image menu select EXIT # #------------------------------------------------- ############# # # CONFIG ############# module MOG_VX01 # Enable full screen. (True = false = Enable or Disable) FULL_SCREEN = false # Time of transition. TT = 120 # Enable Wave movement in the text of the title. # (True = false = Enable or Disable) TWAVE = true #Opacity of the image layer 1. TPLANE1_OPA = 255 #Opacity of the image layer 2. TPLANE2_OPA = 255 #Opacity of the image layer 3 TPLANE3_OPA = 255 TPLANE4_OPA = 255 TPLANE5_OPA = 63 # Speed of movement in a horizontal layer. TPLANE1_X = 0 # Speed of movement of the layer one vertical. TPLANE1_Y = 1 # Speed of movement of the second layer horizontally. TPLANE2_X = 0 # Speed of movement of the second layer vertically. TPLANE2_Y = 2 # Speed of movement of the second layer horizontally. TPLANE3_X = 0 # Speed of movement of the second layer vertically. TPLANE3_Y = 1
TPLANE4_X = -10 # Speed of movement of the second layer vertically. TPLANE4_Y = -10
TPLANE5_X = 0 TPLANE5_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 @sprite4.ox += TPLANE4_X @sprite4.oy += TPLANE4_Y @sprite5.ox += TPLANE5_X @sprite5.oy += TPLANE5_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 @sprite4.ox += TPLANE4_X @sprite4.oy += TPLANE4_Y @sprite5.ox += TPLANE5_X @sprite5.oy += TPLANE5_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") @sprite4 = Plane.new @sprite4.bitmap = Cache.title("Plane4") @sprite5 = Plane.new @sprite5.bitmap = Cache.title("Plane5") @sprite.opacity = TPLANE1_OPA @sprite2.opacity = TPLANE2_OPA @sprite3.opacity = TPLANE3_OPA @sprite4.opacity = TPLANE4_OPA @sprite5.opacity = TPLANE5_OPA @sprite.z = 1 @sprite2.z = 2 @sprite3.z = 3 @sprite4.z = 4 @sprite5.z = 5 @com.z = 5 @sprite_title.z = 6 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 @sprite4.bitmap.dispose @sprite5.bitmap.dispose @com.bitmap.dispose @sprite_title.bitmap.dispose @sprite.dispose @sprite2.dispose @sprite3.dispose @sprite5.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 @sprite4.zoom_x += 0.01 @sprite4.zoom_y += 0.01 @sprite5.zoom_x += 0.01 @sprite5.zoom_y += 0.01 @sprite.ox += 2 @sprite.oy += 2 @sprite2.ox += 2 @sprite2.oy += 2 @sprite3.ox += 2 @sprite3.oy += 2 @sprite4.ox += 2 @sprite4.oy += 2 @sprite5.ox += 2 @sprite5.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_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
Dernière édition par niicoslash le Mar 20 Déc 2011 - 16:59, édité 1 fois |
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Maître des Duels
Age : 32 Inscrit le : 29/07/2009 Messages : 7841
| Sujet: Re: [Abandonné] Alignement du titre avec Mog Title Screen Miria Mer 30 Nov 2011 - 8:13 | |
| Peux tu nous montrer un screen de ton écran titre actuel ? |
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Va-nu-pieds Lv.4
Age : 26 Inscrit le : 05/10/2010 Messages : 72
| Sujet: Re: [Abandonné] Alignement du titre avec Mog Title Screen Miria Sam 17 Déc 2011 - 17:21 | |
| Voilà (excuse-moi pour le retard ) |
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| Sujet: Re: [Abandonné] Alignement du titre avec Mog Title Screen Miria | |
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