je voudrait un script qui me permette d'animer l'écran titre j'ai eu beau cherchée je n'ai pas trouvais, mais si il en existe déjà un alors faite le moi savoir
amicalement la casse-pieds de service !!!
thérapie
Aventurier Lv.16
Age : 28 Inscrit le : 03/08/2009 Messages : 1399
Sujet: Re: écran titre animée Jeu 8 Avr 2010 - 13:05
Pas de chance le sujet à était supprimé Le voilà :
Spoiler:
Code:
################################################## # 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 de transição. TT = 120 #Ativar movimento de Onda no texto do titulo. # (true = Ativar ou false = Desativar) TWAVE = true #Opacidade da imagem camada 1. TPLANE1_OPA = 255 #Opacidade da imagem camada 2. TPLANE2_OPA = 200 #Opacidade da imagem camada 3 TPLANE3_OPA = 170 # 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 = 4 # 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 += 0.01 @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 @sprite.ox += 2 @sprite.oy += 2 @sprite2.ox += 2 @sprite2.oy += 2 @sprite3.ox += 2 @sprite3.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
AUTEUR : MogHunter Pour les ressources les voilà il suffit de prendre 8 image puis les placer dans le dossier graphics/Title Image 1 : Nommez : Com_01 (bouton "nouvelle partie" enfoncé) Image 2 : Nommez : Com_02 (bouton "continuer" enfoncé) Image 3 : Nommez : Com_03 (bouton "quitter" enfoncé) Image 4 : Nommez : Plane1 (image de fond principal) Image 5 : Nommez : Plane2 (image défilante n°1, dans la démo : placé en bas) Image 6 : Nommez : Plane3 (image défilante n°2, dans la démo : placé en haut) Image 7 : Nommez : Title (Titre du jeu) Image 8 : Nommez : Transition (transition avec la quelle apparait le titre)
Bye
dragonflysellen
Poulet trizo Lv.3
Age : 33 Inscrit le : 25/01/2010 Messages : 40
Sujet: Re: écran titre animée Jeu 8 Avr 2010 - 16:43
tu n'aurait pas une démo par ce que là
je m'emméle les pinceaux !!
( rectification c'est bon, j'ai comprit )
Dernière édition par dragonflysellen le Jeu 8 Avr 2010 - 17:11, édité 1 fois
thérapie
Aventurier Lv.16
Age : 28 Inscrit le : 03/08/2009 Messages : 1399
Sujet: Re: écran titre animée Jeu 8 Avr 2010 - 16:51
Jt'en fais une car je n'est plus celle de base puis j'édite ce message.
dragonflysellen
Poulet trizo Lv.3
Age : 33 Inscrit le : 25/01/2010 Messages : 40
Sujet: Re: écran titre animée Jeu 8 Avr 2010 - 17:13
ok
thérapie
Aventurier Lv.16
Age : 28 Inscrit le : 03/08/2009 Messages : 1399
Sujet: Re: écran titre animée Jeu 8 Avr 2010 - 18:21
J'ai aussi traduit et réorganisé le script ( inutile de me cité dans tes crédits) donc j'édite pas pour ceux qui voudraient essayer sans télécharger (les ressources sont moches je vous l'accorde mais ce n'est pas l'important). Le lien : Le voici ! Le voilà ! Juste le script (traduit) :
Spoiler:
Code:
################################################## # Scene Title Screen Miria V1.0 # ################################################## # Auteru : Moghunter # http://www.atelier-rgss.com #Traduit et organisé par Thérapie pour http://rpg-maker-vx.bbactif.com/forum.htm ################################################## ################################################## # INTRO # ################################################## #Ce script permet d'obtenir un écran de titre animé. Pour se faire créée le dossier Title #dans Graphics comme dans la démo. Placé y les images suivantes (ou prennez les #images de la démo puis arrangé les à votre guise). # ATTENTION #La partie a modifié si besoin est se situe de PROGRAMMATION à FIN PROGRAMMATION #ne touché au reste du script (séparation ajoutée par Thérapie) # # # Title #Image où est écrit le titre # Transition #Image qui transite entre le noir et l'écran du titre. # Plane1 #Image de fond en mouvement, programmable dans PROGRAMMATION # Plane2 #Image en mouvement, programmable dans PROGRAMMATION # Plane3 #Image en mouvement, programmable dans PROGRAMMATION # Com_01 #Image activant NEW GAME # Com_02 #Image activant CONTINUER # Com_03 #Imagem activant EXIT # #------------------------------------------------- #################### # PROGRAMMATION # #################### module MOG_VX01 #Mettre en pleine écran. [Attention cette donnée ne changera rien dans la démo car Main a été modifié.] # (true = Activé ou false = Desactivé) FULL_SCREEN = false # Durée de la transition. TT = 165 #Activé l'ondulation du titre # (true = Activé ou false = Desactivé) TWAVE = true #Opacité de Plane1 TPLANE1_OPA = 255 #Opacité de Plane2 TPLANE2_OPA = 200 #Opacité de Plane3 TPLANE3_OPA = 170 # Déplacement horizontal de Plane1 TPLANE1_X = 0 # Déplacement vertical de Plane1 TPLANE1_Y = 0 # Déplacement horizontal de Plane2 TPLANE2_X = 2 # Déplacement vertical de Plane2 TPLANE2_Y = 0 # Déplacement horizontal de Plane3 TPLANE3_X = 4 # Déplacement vertical de Plane3 TPLANE3_Y = 0 end #------------------------------------------------- $mogscript = {} if $mogscript == nil $mogscript["title_miria"] = true #------------------------------------------------- ##################### # FIN PROGRAMMATION # ##################### ############### # 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 += 0.01 @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 @sprite.ox += 2 @sprite.oy += 2 @sprite2.ox += 2 @sprite2.oy += 2 @sprite3.ox += 2 @sprite3.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
Les ressources :
Spoiler:
Com_01
Com_02
Com_03
Plane1
Plane2
Plane3
Title
Transition
Bye
Dernière édition par thérapie le Mar 20 Avr 2010 - 15:37, édité 1 fois
dragonflysellen
Poulet trizo Lv.3
Age : 33 Inscrit le : 25/01/2010 Messages : 40
Sujet: Re: écran titre animée Jeu 8 Avr 2010 - 20:26
encore merci
Zodiak
Seigneur Lv.18
Age : 29 Avertissements : 3Inscrit le : 20/12/2008 Messages : 2292
Sujet: Re: écran titre animée Ven 9 Avr 2010 - 9:05
Heum... Thérapie, juste pour dire que tu as mélanger le français et l'Anglais dans les textes
New -> Anglais Continuer -> Français Exit -> Anglais.
Ce serait pas mieux de tout mettre soit en français, soit en anglais x) ?
thérapie
Aventurier Lv.16
Age : 28 Inscrit le : 03/08/2009 Messages : 1399
Sujet: Re: écran titre animée Ven 9 Avr 2010 - 9:44
... En faite c'est que dans la démo le bouton "quitter" est représenté par "exit" pour new j'ai pas d'excuse... Bon voilà la version entièrement en français :
Spoiler:
Code:
################################################## # Scene Title Screen Miria V1.0 # ################################################## # Auteru : Moghunter # http://www.atelier-rgss.com #Traduit et organisé par Thérapie pour http://rpg-maker-vx.bbactif.com/forum.htm ################################################## ################################################## # INTRO # ################################################## #Ce script permet d'obtenir un écran de titre animé. Pour se faire créée le dossier Title #dans Graphics comme dans la démo. Placé y les images suivantes (ou prennez les #images de la démo puis arrangé les à votre guise). # ATTENTION #La partie a modifié si besoin est se situe de PROGRAMMATION à FIN PROGRAMMATION #ne touché au reste du script (séparation ajoutée par Thérapie) # # # Title #Image où est écrit le titre # Transition #Image qui transite entre le noir et l'écran du titre. # Plane1 #Image de fond en mouvement, programmable dans PROGRAMMATION # Plane2 #Image en mouvement, programmable dans PROGRAMMATION # Plane3 #Image en mouvement, programmable dans PROGRAMMATION # Com_01 #Image activant NOUVELLE PARTIE # Com_02 #Image activant CONTINUER # Com_03 #Image activant QUITTER # #------------------------------------------------- #################### # PROGRAMMATION # #################### module MOG_VX01 #Mettre en pleine écran. [Attention cette donnée ne changera rien dans la démo car Main a été modifié.] # (true = Activé ou false = Desactivé) FULL_SCREEN = false # Durée de la transition. TT = 165 #Activé l'ondulation du titre # (true = Activé ou false = Desactivé) TWAVE = true #Opacité de Plane1 TPLANE1_OPA = 255 #Opacité de Plane2 TPLANE2_OPA = 200 #Opacité de Plane3 TPLANE3_OPA = 170 # Déplacement horizontal de Plane1 TPLANE1_X = 0 # Déplacement vertical de Plane1 TPLANE1_Y = 0 # Déplacement horizontal de Plane2 TPLANE2_X = 2 # Déplacement vertical de Plane2 TPLANE2_Y = 0 # Déplacement horizontal de Plane3 TPLANE3_X = 4 # Déplacement vertical de Plane3 TPLANE3_Y = 0 end #------------------------------------------------- $mogscript = {} if $mogscript == nil $mogscript["title_miria"] = true #------------------------------------------------- ##################### # FIN PROGRAMMATION # ##################### ############### # 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 += 0.01 @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 @sprite.ox += 2 @sprite.oy += 2 @sprite2.ox += 2 @sprite2.oy += 2 @sprite3.ox += 2 @sprite3.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
Ps : j'espère ne pas avoir fais d'autre gaffe comme sa