高自由度设置 整合 标题画面脚本 (更新版)
■高自由度设定 图片标题菜单+动态标题画面+闪烁文字 整合脚本§简称:高自由度设置 整合 标题画面脚本图片标题菜单:By chaochaoFrom 幻想森林论坛
http://rpg.blue/web/htm/news167.htm
动态标题画面(流星雨版):By 柳柳
http://rpg.blue/web/htm/news92.htm
闪烁标题脚本:未知作者,来源日本
http://rpg.blue/web/htm/news107.htm更新版:
(1)图片选项 及 闪烁标题能同时黑色淡入
(2)追加题画面图片先后顺序设定更加人性化
http://rpg.blue/upload_program/d/TERENCE_未命名_106435511.png
本脚本除了整合以下标题画面脚本
图片标题菜单动态标题画面闪烁标题文字
增加了...
图片标题菜单 自定义选项图片位置透明度 及 明度变化速度
标题画面闪烁文字位置自定义
标题画面SE音效自定义设定
把此脚本放在Main前面即可#==============================================================================# ■ 高自由度设定图片标题菜单动态标题画面闪烁文字整合## §§简称:高自由度整合 标题画面设置#------------------------------------------------------------------------------# 整合作者:TERENCE (龙皇)## 图片标题菜单:By chaochaoFrom 幻想森林论坛# http://rpg.blue/web/htm/news167.htm## 动态标题画面(流星雨版):By 柳柳# http://rpg.blue/web/htm/news92.htm## 闪烁标题脚本:未知作者,来源日本# http://rpg.blue/web/htm/news107.htm#==============================================================================class Scene_Title ## ===================== ↓自定义设置区↓ ===================== ## #--------------------------------------------------------------------------# ● 标题画面闪烁文字自定义设定#--------------------------------------------------------------------------TITLE_STR = "承接未完の夢境"# 闪烁文字 FONT_NAME = ["標楷體","黑体", "楷体", "宋体"] # 字体列表,当玩家电脑没有安装第一种字体会顺序往下寻找第二种 FONT_SIZE = 28 # 字体大小FONT_BOLD = true # 加粗 ( true 是 / false 否 )FONT_ITALIC = false # 斜体 ( true 是 / false 否 ) STR_COLOR = Color.new( 173,255,47 ) # 文字颜色# 文字颜色可以參考此帖# [增补功能]136种颜色表By 禾西# http://rpg.blue/viewthread.php?tid=88854# 查考数字的地方→ def self.pink(opacity = 255);new(***,***,***,opacity);end# 查考颜色的地方→ def self.***(opacity........ DRAW_FRAME = true # 文字是否勾边 ( true 是 / false 否 ) FRAME_COLOR = Color.new(0, 0, 0) # 勾边颜色 LOCATE_X = 351 # 闪烁文字 X 座标LOCATE_Y = 174 # 闪烁文字 Y 座标DRAW_X = 0 # X 座标修正値(相对中心)DRAW_Y = -100 # Y 座标修正値(相对中心)BLINK = true # 闪烁 #--------------------------------------------------------------------------# ● 标题画面SE音效自定义设定#--------------------------------------------------------------------------Cursor_SE = "Audio/SE/decide.wav" # Title 游标音效SE 文件名路径Buzzer_SE = "Audio/SE/no_buy.wav" # Title 无效音效SE 文件名路径Decision_SE = "Audio/SE/decide3.wav" # Title 确定音效SE 文件名路径 #--------------------------------------------------------------------------# ● 图片标题菜单自定义常量及相关设定#--------------------------------------------------------------------------STAR1 = "Graphics/Pictures/002.png" # 游标没在 "开始游戏" 所显示图片 的路径STAR2 = "Graphics/Pictures/001.png" # 游标位在 "开始游戏" 所显示图片 的路径Start_x = 0 # 开始游戏 图片X座标 (P.S.原点是左上)Start_y = 264 # 开始游戏 图片Y座标 (P.S.原点是左上)CONTINUE1 = "Graphics/Pictures/004.png" # 游标没在 "读取进度" 所显示图片 的路径CONTINUE2 = "Graphics/Pictures/003.png" # 游标位在 "读取进度" 所显示图片 的路径Continue_x = 50 # 读取进度 图片X座标 (P.S.原点是左上)Continue_y = 334 # 读取进度 图片Y座标 (P.S.原点是左上)EXIT1 = "Graphics/Pictures/006.png" # 游标没在 "离开游戏" 所显示图片 的路径EXIT2 = "Graphics/Pictures/005.png" # 游标位在 "离开游戏" 所显示图片 的路径Exit_x = 100 # 离开游戏 图片X座标 ( P.S.原点是左上 )Exit_y = 404 # 离开游戏 图片Y座标 ( P.S.原点是左上 ) TitleTable_opacity = 210 # 标题图片透明度TitleTable_change = 10 # 标题图片透明度变化速度( 建议范围:10~30 ) #--------------------------------------------------------------------------# ● 动态标题画面自定义常量及相关设定#--------------------------------------------------------------------------WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)MAXNUMBER = 10# 天气图片数量 WEATHER_FILE = "Graphics/Pictures/Star.png" # 自定义图片路径 BLEND_TYPE = 1# 合成方式(0:普通,1:加法,2:减法)WEATHER_X = 0 # X方向每回合减少象素WEATHER_Y = -1# Y方向每回合减少象素WEATHER_OPACITY = 0.5 # 每回合减低透明度START_OPACITY = 200 # 出现时的透明度RAND_X = 1200 # 随机X范围RAND_Y = 600 # 随机Y范围HEIGHT = 300 # 出现时候的屏幕YWIDTH = 0 # 出现时候的屏幕X #--------------------------------------------------------------------------# ● 题画面图片先后顺序设定(值越大图片越上一层)#--------------------------------------------------------------------------TITLE_NAME_Z = 0 # 闪烁文字CHAOCHAO_Z = 3 # 图片标题WEATHER_Z = 1 # 动态天气## ===================== ↑自定义设置区↑ ===================== ###--------------------------------------------------------------------------# ● 主处理#--------------------------------------------------------------------------def main if $BTEST battle_test return end # 载入资料库 $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") $game_system = Game_System.new # 生成二為阵列的Sprite.new @sprite = for i in 0..3 for j in 0..1 @sprite = @sprite = Sprite.new @sprite.opacity = 0 end end # 生成标题图形 @sprite.bitmap = RPG::Cache.title($data_system.title_name) @sprite.opacity = 0 #开始游戏的图片 @sprite.bitmap = Bitmap.new(STAR1) @sprite.bitmap = Bitmap.new(STAR2) #继续游戏的图片 @sprite.bitmap = Bitmap.new(CONTINUE1) @sprite.bitmap = Bitmap.new(CONTINUE2) #结束游戏的图片 @sprite.bitmap = Bitmap.new(EXIT1) @sprite.bitmap = Bitmap.new(EXIT2) #图片位置及初始透明度 for j in 0..1 @sprite.opacity = 0 @sprite.x = Start_x @sprite.y = Start_y @sprite.z = CHAOCHAO_Z @sprite.opacity = 0 @sprite.x = Continue_x @sprite.y = Continue_y @sprite.z = CHAOCHAO_Z @sprite.opacity = 0 @sprite.x = Exit_x @sprite.y = Exit_y @sprite.z = CHAOCHAO_Z end### ↓生成动态标题画面相关图片↓ ### @ox = 0 @oy = 0 color1 = Color.new(255, 255, 255, 255) color2 = Color.new(255, 255, 255, 128) # 生成雨 @rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1) end # 生成风 @storm_bitmap = Bitmap.new(34, 64) for i in 0..31 @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2) @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1) @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2) end # 生成雪 @snow_bitmap = Bitmap.new(6, 6) @snow_bitmap.fill_rect(0, 1, 6, 4, color2) @snow_bitmap.fill_rect(1, 0, 4, 6, color2) @snow_bitmap.fill_rect(1, 2, 4, 2, color1) @snow_bitmap.fill_rect(2, 1, 2, 4, color1) @sprites = [] # 使用自定义判别 for i in 1..40 sprite = Sprite.new case WEATHER when 1 sprite.bitmap = @rain_bitmap when 2 sprite.bitmap = @storm_bitmap when 3 sprite.bitmap = @snow_bitmap when 4 sprite.bitmap = Bitmap.new(WEATHER_FILE) end sprite.z = WEATHER_Z sprite.x = -1000 sprite.y = -1000 sprite.visible = (i500 sprite.x = rand(RAND_X) + WIDTH + @ox sprite.y = rand(RAND_Y) + HEIGHT + @oy sprite.opacity = START_OPACITY end endend#--------------------------------------------------------------------------# ● 刷新选项#--------------------------------------------------------------------------def chaochaocommandchaochao if Input.trigger?(Input::UP) @command_index -= 1 if @command_index < 0 @command_index = 2 end Audio.se_play(Cursor_SE,80,100) end if Input.trigger?(Input::DOWN) @command_index += 1 if @command_index > 2 @command_index = 0 end Audio.se_play(Cursor_SE,80,100) end case @command_index when 0 if @sprite.opacity >= 0 @sprite.opacity -= TitleTable_change end if @sprite.opacity = 0 @sprite.opacity -= TitleTable_change #30 end if @sprite.opacity = 0 @sprite.opacity -= TitleTable_change #30 end if @sprite.opacity
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