Title zależny od zmiennej
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[XP] Title zależny od zmiennej
curiosis Offline
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Liczba postów: 43
Dołączył: 26-02-16

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Post: #1
koniczyna Title zależny od zmiennej

Witam, czy można w jakiś nie trudny sposób zrobić aby po przejściu załóżmy gry zmienia się nieco ekran Title? Oraz czy dałoby się go połączyć z skryptem na obrazki zamiast menu głównego? Z góry dziękuję za odpowiedzi. :D
10-07-17 15:47
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AlmostNoRuby Offline
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Dołączył: 22-09-16

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Post: #2
RE: Title zależny od zmiennej

Chwilka...
Tu się pojawia pewien problem z save'ami. Trzeba byłoby "przefiltrować" wszystkie save'y czy nie ma tam ustalonej zmiennej jakiejśtam na 1, 2 czy 50. I jak jeden save ma ustaloną tą zmienną to wciąż będzie on taki ustawiony [tło głównego] - dopóki ktoś nie przyjdzie i nie nadpisze "zwycięskiego" save'a.
A i podlinkuj ten skrypt na obrazki, a) nie chcę mi się szukać (cały ja), b) już zapomniałem, jak się nazywał i w ogóle :P.
Wtedy ci zedytuję skrypt na "obrazki zamiast głównego" - i zastąpisz stary nowym.
Tylko wyślij ten skrypt, jeżeli spojrzałeś na sam dół w poszukiwaniu skrótu odp..

[Obrazek: userbar1.png]
10-07-17 18:42
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curiosis Offline
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Post: #3
RE: Title zależny od zmiennej

Dziękuję za zainteresowanie :D

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    
    @viewport1 = Viewport.new(0, 0, 640, 480)
    @fog = Plane.new (@viewport1)
    @fog.bitmap = RPG::Cache.fog("006-Sandstorm02", 0) #tutaj wpisujecie nazwę swojego fogu
    @fog.z = 1000
    @fog.opacity = 20 #tutaj macie przeźroczystość możecie dać od 0 do 255
    
    # NEW CODE
    @back_sprite = Sprite.new
    @back_sprite.z = @sprite.z - 10
    
    # transition between images, set to 0 if none
    @transition_frames = 10
    @delta = 255 / @transition_frames
    @wait = 0
    #END NEW CODE
    
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    
    # If continue is enabled, move cursor to "Continue"
    # NEW CODE
    if @continue_enabled
      @sprite.bitmap = RPG::Cache.title("2")
      @back_sprite.bitmap = RPG::Cache.title("2")
      @index = 2
    else
      @sprite.bitmap = RPG::Cache.title("1")
      @back_sprite.bitmap = RPG::Cache.title("1")
      @index = 1
    end
    # END NEW CODE
    
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      @fog_x = 1
    @fog_y = 1
    @fog.blend_type = 2 #tu jest tak gdy: 0 - normal, 1 - pozytyw, 2 - negatyw
    @fog.ox = @fog_x - 2+ @fog.ox #tu gdzie minus możecie zmienić na plus to będzie się poruszało w lewo, gdy minus w prawo
    @fog.oy = @fog_y - 2+ @fog.oy #tu jest podobnie tylko że w górę i w dół
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    @fog.dispose

    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # NEW CODE
    if @wait >= 0
      if @wait == 0
        @sprite.bitmap = RPG::Cache.title(@index.to_s)
        @sprite.opacity = 255
      else
        @sprite.opacity -= @delta
      end
      @wait -= 1
      return
    end
    # if directional buttons are pressed
    if Input.trigger?(Input::LEFT) or Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      if @index == 1
        @index = 3
      else
        @index -= 1
      end
      @wait = @transition_frames
      @back_sprite.bitmap = RPG::Cache.title(@index.to_s)
    end
    if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      if @index == 3
        @index = 1
      else
        @index += 1
      end
      @wait = @transition_frames
      @back_sprite.bitmap = RPG::Cache.title(@index.to_s)
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by index
      case @index
      when 1  # New game
        command_new_game
      when 2  # Continue
        command_continue
      when 3  # Shutdown
        command_shutdown
      end
    end
    # END NEW CODE
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.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
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end
(Ten post był ostatnio modyfikowany: 10-07-17 20:03 przez curiosis.)
10-07-17 20:02
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