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Pełna wersja: Problem ze skryptem na Ekran Tytułowy
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Witam mam problem z skryptem na Ekran Tytułowy.
Problem wygląda tak: Gdy klikam nowa gra i koniec wszystko jest dobrze.
Ale problem jest przy Wczytaj grę. Klikam enter na dziale Wczytaj grę nie

Link do filmu z którego robiłem to menu: https://www.youtube.com/watch?v=geYI6jTv6To
Link do Skryptu: http://pastebin.com/VtAy2U0v
Skrypt: #=====================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#=========================================================

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

# 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
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze

# 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
A i jedno pytanie czy w RPG Maker XP można obracać grafiką?
Po co zakładasz kolejny temat?
Rozumiem, że nie uzyskałeś odpowiedzi w poprzednim temacie, ale nie oznacza to, że jak założysz drugi to ktoś nagle dostanie olśnienia... Wszyscy widzą że taki post jest i wystarczy jeden, bo dwa to już niemal spam...
Amele gdyby tak było to tematy byłyby o podobnych godzinach :/ a nie są nawet w tym samym dniu
Przekierowanie