设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 78|回复: 0

[转载发布] Discovery Title Screen v0.8.3

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    慵懒
    昨天 15:43
  • 签到天数: 207 天

    连续签到: 1 天

    [LV.7]常住居民III

    3122

    主题

    862

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    20214
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    24228

    灌水之王

    发表于 昨天 21:45 | 显示全部楼层 |阅读模式
    Discovery Title Screen 0.8.3

    Rekx/TheRexion



    Introduction

    There really isn't much to it: it's a title screen with a few nice additions.

    Features

    - Lots of customization

    - Prettyness

    Screenshots





    How to Use

    Just place it above main and copy the pictures into your Pictures folder.

    Demo



    Click me!

    Script

    Spoiler                 Code:        
    #============================================================================== # Discovery Title Screen # Version 0.8.3 # Author: Rekx/TheRexion #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Instructions: # Place in scripts, copy over image files or create your own. # Customize until pleased. # ??? # PROFI--Yeah, I'll just stop now... # # Credits to: # Johnny Mercy # HungrySnake for helping me do what I could not and optimizing # the script for easier customization with the graphics. #============================================================================== module Rekx module CustomTitle  # Falling objects on or off FALLING = false  # Graphics arrays. Format: ["Selected","Unselected"(,"Disabled (only continue)")] NEW_GAME_GRAPHICS = ["new_game","new_game_off"] CONTINUE_GRAPHICS = ["continue","continue_off","continue_disabled"] SHUTDOWN_GRAPHICS = ["exit","exit_off"]  # Three options side by side or three on top of each other STYLE = 2 # 1 or 2 # 1 = Left Aligned, 2 = Centered, 3 = Right Aligned. Only applies for Style 2 PLACEMENT = 3  # Would you like the title image to be wavy? WAVY = true # if WAVY is true, you can customize how it will wave WAVE_AMP = 20 WAVE_LENGTH = 240 WAVE_SPEED = 160  # Fade out other commands when a certain command is selected FADE_OUT_COMMANDS = false  # How quickly things fade in and out # I recommend 5 - 30, anything else is too slow or too fast. # Only if FADE_OUT_COMMANDS is set to true FADE_DURATION = 7  # How fast menu items slide # ONLY VALID IN PLACEMENTS 1 AND 3 WITH STYLE 2 ACTIVATED # For this, I recommend 3 - 15. SLIDE_SPEED = 3  # Allow sliding, or keep it static? ALLOW_SLIDE = false  # The transparency of the menu items HOVER = 225 INACTIVE = 50  # These values push items down or right on the screen so you can get them # in just the right position for your game. TITLE_X = 0 TITLE_Y = 0 # New Game Offset, Continue Offset, Exit Offset COMMAND_X = [0,0,0] COMMAND_Y = [0,0,0]  # If FADE_OUT_COMMANDS is false, then how visible will the commands be? COMMAND_OPA = 200  end end  #============================================================================== # Do not edit below this line if you don't know what you're doing! #============================================================================== class Scene_Title < Scene_Base include Rekx::CustomTitle  def start super load_database create_game_objects check_continue create_command_window play_title_music $up = true @nBgImage = "title_bg" @nfall1 = "fall1" @nfall2 = "fall2" if @continue_enabled @command_window.index = 1 @nnew_game = NEW_GAME_GRAPHICS[1] @ncontinue = CONTINUE_GRAPHICS[0] @nexit = SHUTDOWN_GRAPHICS[1] else @nnew_game = NEW_GAME_GRAPHICS[0] @ncontinue = CONTINUE_GRAPHICS[2] @nexit = SHUTDOWN_GRAPHICS[1] end @ntitle = "title_image" @ncredits = "credits" load_images end  def update super current_menu_index update_command_window_input falling_animation if FALLING @title.update end  def terminate super @command_window.dispose @bg.dispose @new_game.dispose @continue.dispose @exit.dispose @title.dispose @credits.dispose @fall1.dispose if FALLING @fall2.dispose if FALLING end  alias hsnake_dtsst_ccw create_command_window unless $@ def create_command_window hsnake_dtsst_ccw @command_window.opacity = 0 @command_window.contents_opacity = 0 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 update_command_window_input @command_window.update case @command_window.index when 0 refresh_command_sprites(0) command_new_game if Input.trigger? (Input::C) @new_game.z = 1 @continue.z = 0 @exit.z = 0 when 1 refresh_command_sprites(1) command_continue if Input.trigger? (Input::C) @new_game.z = 0 @continue.z = 1 @exit.z = 0 when 2 refresh_command_sprites(2) command_shutdown if Input.trigger? (Input::C) @new_game.z = 0 @continue.z = 0 @exit.z = 1 end end  def refresh_command_sprites(index) case index when 0 @new_game.bitmap = Cache.picture(NEW_GAME_GRAPHICS[0]) if @continue_enabled @continue.bitmap = Cache.picture(CONTINUE_GRAPHICS[1]) else @continue.bitmap = Cache.picture(CONTINUE_GRAPHICS[2]) end @exit.bitmap = Cache.picture(SHUTDOWN_GRAPHICS[1]) when 1 if @continue_enabled @continue.bitmap = Cache.picture(CONTINUE_GRAPHICS[0]) else @continue.bitmap = Cache.picture(CONTINUE_GRAPHICS[2]) end @new_game.bitmap = Cache.picture(NEW_GAME_GRAPHICS[1]) @exit.bitmap = Cache.picture(SHUTDOWN_GRAPHICS[1]) when 2 @new_game.bitmap = Cache.picture(NEW_GAME_GRAPHICS[1]) if @continue_enabled @continue.bitmap = Cache.picture(CONTINUE_GRAPHICS[1]) else @continue.bitmap = Cache.picture(CONTINUE_GRAPHICS[2]) end @exit.bitmap = Cache.picture(SHUTDOWN_GRAPHICS[0]) end end  def falling_animation @fall2.ox += 2 @fall2.oy -= 1 @fall1.ox -= 1 @fall1.oy -= 1 end  def current_menu_index if PLACEMENT == 1 $MOVE = (Graphics.width / 3 - 165) - 10 $NOMOVE = (Graphics.width / 3 - 165) + 30 elsif PLACEMENT == 3 $MOVE = (Graphics.width - @new_game.width - 15) + 10 $NOMOVE = (Graphics.width - @new_game.width - 15) - 30 else $NOMOVE = (Graphics.width / 3) - (@new_game.width / 3) $MOVE = (Graphics.width / 3) - (@new_game.width / 3) end a = HOVER b = INACTIVE case @command_window.index when 0 menu_opacity(a,b, if FADE_OUT_COMMANDS if STYLE == 2 menu_slide($NOMOVE,$MOVE,$MOVE) if ALLOW_SLIDE end when 1 if FADE_OUT_COMMANDS if @continue_enabled menu_opacity(b,a, else menu_opacity(b,20, end end if STYLE == 2 menu_slide($MOVE,$NOMOVE,$MOVE) if ALLOW_SLIDE end when 2 menu_opacity(b,b,a) if FADE_OUT_COMMANDS if STYLE == 2 menu_slide($MOVE,$MOVE,$NOMOVE) if ALLOW_SLIDE end end end  def menu_opacity(a,b,c) FADE_DURATION.times { @new_game.opacity -= 1 if @new_game.opacity > a @new_game.opacity += 1 if @new_game.opacity < a @new_game.update break if @new_game.opacity == a } FADE_DURATION.times { @continue.opacity -= 1 if @continue.opacity > b @continue.opacity += 1 if @continue.opacity < b @continue.update break if @continue.opacity == b } FADE_DURATION.times { @exit.opacity -= 1 if @exit.opacity > c @exit.opacity += 1 if @exit.opacity < c @exit.update break if @exit.opacity == c } @title.update end  def menu_slide(a, b, c) SLIDE_SPEED.times { @new_game.x -= 1 if @new_game.x > a @new_game.x += 1 if @new_game.x < a @new_game.update break if @new_game.x == a } SLIDE_SPEED.times { @continue.x -= 1 if @continue.x > b @continue.x += 1 if @continue.x < b @continue.update break if @continue.x == b } SLIDE_SPEED.times { @exit.x -= 1 if @exit.x > c @exit.x += 1 if @exit.x < c @exit.update break if @exit.x == c } end  def load_images commands_opacity = FADE_OUT_COMMANDS ? 100 : COMMAND_OPA #Background @bg = Sprite.new @bg.bitmap = Cache.picture(@nBgImage)  # New Game Graphic @new_game = Sprite.new @new_game.bitmap = Cache.picture(@nnew_game) if STYLE == 2 @new_game.y = 288 + COMMAND_Y[0] if PLACEMENT == 1 @new_game.x = ((Graphics.width / 3) - ((@new_game.width / 3) * 2)) + COMMAND_X[0] elsif PLACEMENT == 2 @new_game.x = (Graphics.width / 3) - (@new_game.width / 3) + COMMAND_X[0] else @new_game.x = (((Graphics.width / 3) * 2) - (@new_game.width / 3)) + COMMAND_X[0] end elsif STYLE == 1 @new_game.x = Graphics.width / 3 - 165 @new_game.y = 338 + COMMAND_Y[0] end  # Continue Graphic @continue = Sprite.new @continue.bitmap = Cache.picture(@ncontinue) if STYLE == 2 @continue.y = 318 + COMMAND_Y[1] if PLACEMENT == 1 @continue.x = ((Graphics.width / 3) - ((@continue.width / 3) * 2)) + COMMAND_X[1] elsif PLACEMENT == 2 @continue.x = (Graphics.width / 3) - (@continue.width / 3) + COMMAND_X[1] else @continue.x = (((Graphics.width / 3) * 2) - (@continue.width / 3)) + COMMAND_X[1] end elsif STYLE == 1 @continue.x = Graphics.width / 3 + 19 @continue.y = 338 end @continue.opacity = commands_opacity  # Exit Graphic @exit = Sprite.new @exit.bitmap = Cache.picture(@nexit) if STYLE == 2 #@exit.x = -10 @exit.y = 348 + COMMAND_Y[2] if PLACEMENT == 1 @exit.x = ((Graphics.width / 3) - ((@exit.width / 3) * 2)) + COMMAND_X[2] elsif PLACEMENT == 2 @exit.x = (Graphics.width / 3) - (@exit.width / 3) + COMMAND_X[2] else @exit.x = (((Graphics.width / 3) * 2) - (@exit.width / 3)) + COMMAND_X[2] end elsif STYLE == 1 @exit.x = Graphics.width - @exit.width - 15 @exit.y = 338 + COMMAND_Y[2] end @exit.opacity = commands_opacity  # Logo graphic @title = Sprite.new @title.bitmap = Cache.picture(@ntitle) @title.x = (Graphics.width / 2 - @title.width / 2) + TITLE_X @title.y = 3 + TITLE_Y @title.z = 10 @title.opacity = 200 if WAVY @title.wave_amp = WAVE_AMP @title.wave_length = WAVE_LENGTH @title.wave_speed = WAVE_SPEED end #Credit Image @credits = Sprite.new @credits.bitmap = Cache.picture(@ncredits) @credits.x = Graphics.width / 2 - (@credits.width / 2) @credits.y = 377 if FALLING # Leaves @fall1 = Plane.new @fall1.bitmap = Cache.picture(@nfall1) @fall1.opacity = 130 @fall2 = Plane.new @fall2.bitmap = Cache.picture(@nfall2) @fall2.opacity = 100 @fall1.z = 9 @fall2.z = 11 end end end





    FAQ

    None, ask a question!

    Compatibility

    Incompatible with RAFAEL_SOL_MAKER's Smooth Window Opening

    Credit and Thanks

    - Rekx/TheRexion

    - Johnny Mercy

    - HungrySnake


    本贴来自国际rpgmaker官方论坛作者:Archduke处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/discovery-title-screen-v0-8-3.3524/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-8 00:58 , Processed in 0.090970 second(s), 58 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表