如何移动流量使用顺序修改RPG Maker XP修改

& & & & 今天博主给大家带来RPG Maker这款软件的技术教程。对于这款专业RPG制作软件来说,我相信很多人都了解过甚至去用过。对于没有编程基础而且又热爱做游戏的朋友来说,这无疑是最大的福音。你只需要有点逻辑思维就可以做到自己喜欢的游戏。可是你想用这款RPG软件去做更好的游戏,我们不能局限于这个软件的制作框架,我们要学ruby代码,学会修改和打代码,才能让自己做起游戏来更加自由化。废话不多说,上代码!
&1.我们需要在RPG Maker的脚本编辑的插件脚本中创建一个脚本“MOG_HIJIRI_TITLE_SCRREN”,然后Copy代码到脚本中
module MOG_HIJIRI_TITLE_SCRREN
& #滑动速度的定义的背景图像。
& BACKGROUND_SCROLL_SPEED = [0,0]
& #微粒量的定义。
& NUMBER_OF_PARTICLES = 10
& #定义类型的混合粒子。
& PARTICLES_BLEND_TYPE &= 1
& #主界面上人物的位置
& CHARACTER_POSITION = [0,0]
& #定义的命令。
& COMMAND_POSITION = [0,400]
& #激活光环效果的图像中的字符。
& CHARACTER_AURA_EFFECT = true &
& #激活浮动的影响
& CHARACTER_FLOAT_EFFECT = true
& CHARACTER_FLOAT_RANGE = 10
& CHARACTER_FLOAT_SPEED = 10
& #魔法圈位置的确定
& MAGIC_CIRCLE_POSITION = [-699.5,-699.5]
& #Ativar Logo.
& LOGO = false
& #的持续时间定义的标志。
& LOGO_DURATION = 0
& #义的过渡时间。
& TRASITION_DURATION = 60
$imported = {} if $imported.nil?
$imported[:mog_hijiri_title_screen] = true
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& include MOG_HIJIRI_TITLE_SCRREN
& #--------------------------------------------------------------------------
& # ● Main
& #-------------------------------------------------------------------------- & & & &
& def main
& & & execute_logo if LOGO
& & & Graphics.update
& & & Graphics.freeze
& & & execute_setup
& & & execute_loop
& & & dispose
& #--------------------------------------------------------------------------
& # ● Execute Setup
& #-------------------------------------------------------------------------- & & & &
& def execute_setup
& & & @phase = 0
& & & @active = false
& & & @continue_enabled = DataManager.save_file_exists?
& & & @com_index = @continue_enabled ? 1 : 0
& & & @com_index_old = @com_index
& & & @com_index_max = 2
& & & create_sprites
& #--------------------------------------------------------------------------
& # ● Execute Lopp
& #-------------------------------------------------------------------------- & & & &
& def execute_loop
& & & Graphics.transition(TRASITION_DURATION)
& & & play_title_music
& & & loop do
& & & & &Input.update
& & & & &update
& & & & &Graphics.update
& & & & &break if SceneManager.scene != self
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& #--------------------------------------------------------------------------
& # ● Execute Logo
& #-------------------------------------------------------------------------- & &
& def execute_logo
& & & Graphics.transition
& & & create_logo&
& & & loop do
& & & & &Input.update
& & & & &update_logo
& & & & &Graphics.update
& & & & &break if !@logo_phase
& & & dispose_logo
& #--------------------------------------------------------------------------
& # ● Create Logo
& #-------------------------------------------------------------------------- & & &
& def create_logo
& & & @logo = Sprite.new
& & & @logo.z = 100
& & & @logo.opacity = 0
& & & @logo_duration = [0,60 * LOGO_DURATION]
& & & @logo.bitmap = Cache.title1(&Logo&) rescue nil
& & & @logo_phase = @logo.bitmap != nil ? true : false & & &
& #--------------------------------------------------------------------------
& # ● Dispose Logo
& #-------------------------------------------------------------------------- & & &&
& def dispose_logo & & &
& & & Graphics.freeze
& & & @logo.bitmap.dispose if @logo.bitmap != nil
& & & @logo.dispose
& #--------------------------------------------------------------------------
& # ● Update Logo
& #-------------------------------------------------------------------------- & & &
& def update_logo &
& & & return if !@logo_phase
& & & update_logo_command
& & & if @logo_duration[0] == 0
& & & & &@logo.opacity += 5
& & & & &@logo_duration[0] = 1 if @logo.opacity &= 255
& & & &elsif @logo_duration[0] == 1
& & & & &@logo_duration[1] -= 1
& & & & &@logo_duration[0] = 2 if @logo_duration[1] &= 0
& & & &else &
& & & & &@logo.opacity -= 5
& & & & &@logo_phase = false if @logo.opacity &= 0
& & & &end
& #--------------------------------------------------------------------------
& # ● Update Logo Command
& #-------------------------------------------------------------------------- & & &
& def update_logo_command
& & & return if @logo_duration[0] == 2
& & & if Input.trigger?(:C) or Input.trigger?(:B)
& & & & &@logo_duration = [2,0]
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& #--------------------------------------------------------------------------
& # ● Create Sprites
& #-------------------------------------------------------------------------- & & & & &
& def create_sprites
& & & create_background
& & & create_commands
& & & create_particles
& & & create_particles3
& & & create_character
& & & create_layout
& & & create_magic_circle
& & & create_magic_circle2
& #--------------------------------------------------------------------------
& # ● Create Background
& #-------------------------------------------------------------------------- & & & & & &
& def create_background
& & & @background = Plane.new
& & & @background.bitmap = Cache.title1(&Background&)
& & & @background_scroll = [BACKGROUND_SCROLL_SPEED[0],BACKGROUND_SCROLL_SPEED[1],0]
& & & @background.z = 0
& #--------------------------------------------------------------------------
& # ● Create Magic Circle
& #-------------------------------------------------------------------------- & & & & & &
& def create_magic_circle
& & & @magic_cicle = Sprite.new
& & & @magic_cicle.bitmap = Cache.title1(&Magic_Circle&)
& & & @magic_cicle.ox = @magic_cicle.bitmap.width / 2
& & & @magic_cicle.oy = @magic_cicle.bitmap.height / 2
& & & @magic_cicle.x = @magic_cicle.ox + MAGIC_CIRCLE_POSITION[0]
& & & @magic_cicle.y = @magic_cicle.oy + MAGIC_CIRCLE_POSITION[1]
& & & @magic_cicle.z = 1
& & & @magic_cicle.blend_type = 0
& & & @magic_cicle.opacity = 0
& & & @magic_cicle_speed = 0
& #--------------------------------------------------------------------------
& # ● Create Magic Circle
& #-------------------------------------------------------------------------- & & & & & &
& def create_magic_circle2
& & & return
& & & @magic_cicle2 = Sprite.new
& & & @magic_cicle2.bitmap = Cache.title1(&Magic_Circle&)
& & & @magic_cicle2.ox = @magic_cicle2.bitmap.width / 2
& & & @magic_cicle2.oy = @magic_cicle2.bitmap.height / 2
& & & @magic_cicle2.x = @magic_cicle2.ox #+ MAGIC_CIRCLE2_POSITION[0]
& & & @magic_cicle2.y = @magic_cicle2.oy #+ MAGIC_CIRCLE2_POSITION[1]
& & & @magic_cicle2.z = 3
& & & @magic_cicle2.blend_type = 0
& & & @magic_cicle2.opacity = 0
& & & @magic_cicle2_speed = 0
& #--------------------------------------------------------------------------
& # ● Create Layout
& #-------------------------------------------------------------------------- & & & & & & &
& def create_layout
& & & @layout = Sprite.new
& & & @layout.bitmap = Cache.title1(&Layout&)
& & & @layout.z = 20
& & & @layout.opacity = 0
& #--------------------------------------------------------------------------
& # ● Create Commands
& #-------------------------------------------------------------------------- & & & & & & & &
& def create_commands
& & & @com = []
& & & for index in 0...3
& & & & & @com.push(Title_Commands.new(nil,index))
& & & end&
& #--------------------------------------------------------------------------
& # ● Create Particles
& #-------------------------------------------------------------------------- &
& def create_particles
& & & @particles_sprite =[]
& & & for i in 0...NUMBER_OF_PARTICLES
& & & & & @particles_sprite.push(Particles_Title.new(nil))
& #--------------------------------------------------------------------------
& # ● Create Particles
& #-------------------------------------------------------------------------- &
& def create_particles3
& & & @particles_sprite3 =[]
& & & for i in 0...NUMBER_OF_PARTICLES
& & & & & @particles_sprite3.push(Particles_Title3.new(nil))
& #--------------------------------------------------------------------------
& # ● Create Character
& #-------------------------------------------------------------------------- & &
& def create_character
& & & @character_float = [0,0,0]
& & & @character = Sprite.new
& & & @character.bitmap = Cache.title1(&Character&)
& & & @character.ox = @character.bitmap.width / 2
& & & @character.oy = @character.bitmap.height / 2
& & & fy = CHARACTER_FLOAT_EFFECT ? CHARACTER_FLOAT_RANGE : 0
& & & @character_org = [CHARACTER_POSITION[0] + @character.ox,
& & & & & & & & & & & & CHARACTER_POSITION[1] + @character.oy + fy]
& & & @character.x = @character_org[0]
& & & @character.y = @character_org[1]
& & & @character.z = 3
& & & @character.opacity = 0
& & & @char_zoom_speed = [0,0,0]
& & & @character2 = Sprite.new
& & & @character2.bitmap = Cache.title1(&Character&)
& & & @character2.ox = @character.ox
& & & @character2.oy = @character.oy
& & & @character2.x = @character_org[0]
& & & @character2.y = @character_org[1]
& & & @character2.z = @character.z - 1 & &&
& & & @character2.blend_type = 1
& & & @character2.opacity = 0
& & & @character2.visible = CHARACTER_AURA_EFFECT
& & & @character2.zoom_x = 1.0
& & & @character2.zoom_y = @character2.zoom_x
#==============================================================================
# ■ Particles Title
#==============================================================================
class Particles_Title & Sprite
& include MOG_HIJIRI_TITLE_SCRREN
&#--------------------------------------------------------------------------
&# ● Initialize
&#-------------------------------------------------------------------------- & & & & & &&
& def initialize(viewport = nil)
& & & super(viewport)
& & & @speed_x = 0
& & & @speed_y = 0
& & & @speed_a = 0
& & & @speed_o = 0
& & & self.bitmap = Cache.title1(&Particles&)
& & & self.blend_type = PARTICLES_BLEND_TYPE&
& & & self.z = 4
& & & @cy_size = self.bitmap.height + (self.bitmap.height / 2)
& & & @cy_limit = Graphics.height - (@cy_size * 3)
& & & reset_setting(true)
&#--------------------------------------------------------------------------
&# ● Reset Setting
&#-------------------------------------------------------------------------- & & & & & & &&
& def reset_setting(initial = false)
& & & zoom = (50 + rand(100)) / 100.1
& & & self.zoom_x = zoom
& & & self.zoom_y = zoom
& & & self.x = rand(Graphics.width)
& & & self.y = initial == true ? rand(480) : (Graphics.height + @cy_size)
& & & self.opacity = 255
& & & z = rand(2)
& & & if z == 1
& & & & &self.z = 40
& & & else
& & & & &self.z = 20
& & & @speed_y = -(1 + rand(3))
& & & @speed_x = (1 + rand(2))
& & & @speed_a = (1 + rand(2))
& & & @speed_o = (2 + rand(8))
&#--------------------------------------------------------------------------
&# ● Dispose
&#-------------------------------------------------------------------------- & & & & & & &&
& def dispose
& & & super
& & & self.bitmap.dispose if self.bitmap != nil
&#--------------------------------------------------------------------------
&# ● Update
&#-------------------------------------------------------------------------- & & & & & & &&
& def update
& & & super
& & & self.y += @speed_y
& & & self.opacity -= @speed_o
& & & reset_setting if can_reset_setting?
&#--------------------------------------------------------------------------
&# ● Can Reset Setting
&#-------------------------------------------------------------------------- & & & & & & & &&
& def can_reset_setting?
& & & return true if self.opacity == 0
& & & return true if self.y & -@cy_size
& & & return false
#==============================================================================
# ■ Particles Title
#==============================================================================
class Particles_Title3 & Sprite
& include MOG_HIJIRI_TITLE_SCRREN
&#--------------------------------------------------------------------------
&# ● Initialize
&#-------------------------------------------------------------------------- & & & & & &&
& def initialize(viewport = nil)
& & & super(viewport)
& & & @speed_x = 0
& & & @speed_y = 0
& & & @speed_a = 0
& & & @next_pos = [440,190]
& & & self.bitmap = Cache.title1(&Particles3&)
& & & self.blend_type = PARTICLES_BLEND_TYPE&
& & & self.z = 4
& & & @cy_size = self.bitmap.height + (self.bitmap.height / 2)
& & & @cy_limit = Graphics.height + @cy_size
& & & @rg = [Graphics.width - self.bitmap.width ,0]
& & & @phase = 0
& & & reset_setting(true)
&#--------------------------------------------------------------------------
&# ● Reset Setting
&#-------------------------------------------------------------------------- & & & & & & &&
& def reset_setting(initial = false)
& & & zoom = (50 + rand(100)) / 100.1
& & & self.zoom_x = zoom
& & & self.zoom_y = zoom
& & & self.x = 280 + rand(250) # - 160
& & & self.y = 190 + rand(self.bitmap.height) #initial == true ? rand(480) : -@cy_size
& & & self.opacity = 255
& & & @speed_y = (1 + rand(3))
& & & @speed_x = (1 + rand(2))
& & & @speed_a = (1 + rand(2)) & &
& & & @rg[1] = (Graphics.height / 2) + rand(128) & &&
& & & @phase = 0 & & &
&#--------------------------------------------------------------------------
&# ● Dispose
&#-------------------------------------------------------------------------- & & & & & & &&
& def dispose
& & & super
& & & self.bitmap.dispose if self.bitmap != nil
&#--------------------------------------------------------------------------
&# ● Update
&#-------------------------------------------------------------------------- & & & & & & &&
& def update
& & & super
& & &# self.x += @speed_x
& & & self.y -= @speed_y
& & & self.opacity -= 3
& & & reset_setting if can_reset_setting?
&#--------------------------------------------------------------------------
&# ● Can Reset Setting
&#-------------------------------------------------------------------------- & & & & & & & &&
& def can_reset_setting?
& & & return true if self.y & 0
& & & return false
#==============================================================================
# ■ Title Commands
#==============================================================================
class Title_Commands & Sprite
& include MOG_HIJIRI_TITLE_SCRREN
& #--------------------------------------------------------------------------
& # ● Initialize
& #-------------------------------------------------------------------------- &
& def initialize(viewport = nil,index)
& & & super(viewport)
& & & @index = index
& & & @float = [0,0,0]
& & & self.bitmap = Cache.title1(&Command& + index.to_s)
& & & self.ox = self.bitmap.width / 2
& & & self.oy = self.bitmap.height / 2&
& & & @org_pos = [COMMAND_POSITION[0] + self.ox,
& & & & COMMAND_POSITION[1] + self.oy + (self.bitmap.height + 2) * index,
& & & & self.ox - 24]
& & & self.x = @org_pos[0] - self.bitmap.width - (self.bitmap.width * index)
& & & self.y = @org_pos[1]
& & & self.z = 25
& & & self.visible = true
& & & @next_pos = [@org_pos[0],@org_pos[1]]
& #--------------------------------------------------------------------------
& # ● Dispose
& #-------------------------------------------------------------------------- &
& def dispose_sprites
& & & self.bitmap.dispose
& #--------------------------------------------------------------------------
& # ● Update
& #-------------------------------------------------------------------------- & & & & & & &
& def update_sprites(index,active)
& & &# return if !active&
& & & if index == @index
& & & & &self.opacity += 10&
& & & & &@next_pos[0] = @org_pos[0]
& & & & # update_float_effect &&
& & & else
& & & & &self.opacity -= 10 if self.opacity & 120
& & & & &@next_pos[0] = @org_pos[2]
& & & & &@float = [0,0,0]
& & & end &
& & & update_slide(0,@next_pos[0])
& & & update_slide(1,@org_pos[1] + @float[0])
&#--------------------------------------------------------------------------
&# ● Update Slide
&#-------------------------------------------------------------------------- & & & & & & & & & & &&
& def update_slide(type,np)
& & & cp = type == 0 ? self.x : self.y
& & & sp = 3 + ((cp - np).abs / 10)
& & & if cp & np&
& & & & &cp -= sp
& & & & &cp = np if cp & np
& & & elsif cp & np&
& & & & &cp += sp
& & & & &cp = np if cp & np
& & & end & &&
& & & self.x = cp if type == 0
& & & self.y = cp if type == 1
& end & &&
& #--------------------------------------------------------------------------
& # ● Update Float Effect
& #-------------------------------------------------------------------------- & & & & & & & &
& def update_float_effect
& & & @float[2] += 1
& & & return if @float[2] & 5
& & & @float[2] = 0
& & & @float[1] += 1
& & & case @float[1]
& & & & & &when 1..5
& & & & & & & &@float[0] -= 1
& & & & & &when 6..15 &&
& & & & & & & &@float[0] += 1
& & & & & &when 16..20 &
& & & & & & & &@float[0] -= 1
& & & & & &else &
& & & & & & & &@float[0] = 0
& & & & & & & &@float[1] = 0
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& #--------------------------------------------------------------------------
& # ● Dispose
& #-------------------------------------------------------------------------- & & & & &
& def dispose
& & & Graphics.freeze
& & & dispose_background
& & & dispose_particles
& & & dispose_particles3
& & & dispose_character
& & & dispose_layout
& & & dispose_commands
& & & dispose_magic_circle
& & & dispose_magic_circle2
& #--------------------------------------------------------------------------
& # ● Dispose Background
& #-------------------------------------------------------------------------- & & & & & &
& def dispose_background
& & & @background.bitmap.dispose
& & & @background.dispose & & &
& #--------------------------------------------------------------------------
& # ● Dispose Magic Circle
& #-------------------------------------------------------------------------- & & & & & &
& def dispose_magic_circle
& & & return if @magic_cicle == nil
& & & @magic_cicle.bitmap.dispose
& & & @magic_cicle.dispose
& #--------------------------------------------------------------------------
& # ● Dispose Magic Circle2
& #-------------------------------------------------------------------------- & & & & & &
& def dispose_magic_circle2
& & & return if @magic_cicle2 == nil
& & & @magic_cicle2.bitmap.dispose
& & & @magic_cicle2.dispose
& #--------------------------------------------------------------------------
& # ● Dispose Layout
& #-------------------------------------------------------------------------- & & & & & & &
& def dispose_layout &
& & & @layout.bitmap.dispose
& & & @layout.dispose
& #--------------------------------------------------------------------------
& # ● Dispose Commands
& #-------------------------------------------------------------------------- & & & & & & & &
& def dispose_commands
& & & @com.each {|sprite| sprite.dispose_sprites }
&#--------------------------------------------------------------------------
&# ● Dispose Particles
&#-------------------------------------------------------------------------- & &
&def dispose_particles
& & &@particles_sprite.each {|sprite| sprite.dispose }
&#--------------------------------------------------------------------------
&# ● Dispose Particles 3
&#-------------------------------------------------------------------------- & &
&def dispose_particles3
& & &@particles_sprite3.each {|sprite| sprite.dispose }
& #--------------------------------------------------------------------------
& # ● Dispose Character
& #-------------------------------------------------------------------------- & &
& def dispose_character
& & & @character.bitmap.dispose
& & & @character.dispose
& & & @character2.bitmap.dispose
& & & @character2.dispose & & &
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& #--------------------------------------------------------------------------
& # ● Update Sprites
& #-------------------------------------------------------------------------- & & & & &
& def update_sprites
& & & update_background
& & & update_particles
& & & update_particles3
& & & update_character
& & & update_commands
& & & update_magic_circle
& #--------------------------------------------------------------------------
& # ● Update Background
& #-------------------------------------------------------------------------- & & & & & &
& def update_background
& & & @layout.opacity += 5
& & & @background_scroll[2] += 1
& & & return if @background_scroll[2] & 4
& & & @background_scroll[2] = 0
& & & @background.ox += @background_scroll[0]
& & & @background.oy += @background_scroll[1]
& #--------------------------------------------------------------------------
& # ● Update Magic Circle
& #-------------------------------------------------------------------------- & & & & & &
& def update_magic_circle
& & & return if @magic_cicle == nil
& & & @magic_cicle_speed += 1
& & & return if @magic_cicle_speed & 3
& & & @magic_cicle_speed = 0
& & & @magic_cicle.opacity += 3
& & & @magic_cicle.angle += 1
& & & return if @magic_cicle2 == nil
& & & @magic_cicle2.opacity += 3 if @magic_cicle2.opacity & 100
& & & @magic_cicle2.angle -= 1 & & &
& #--------------------------------------------------------------------------
& # ● Update Commands
& #-------------------------------------------------------------------------- & & & & & & & &
& def update_commands
& & & @com.each {|sprite| sprite.update_sprites(@com_index,@active)}
& end & & &
& #--------------------------------------------------------------------------
& # ● Update Particles
& #-------------------------------------------------------------------------- &
& def update_particles
& & & return if @particles_sprite == nil
& & & @particles_sprite.each {|sprite| sprite.update }
& #--------------------------------------------------------------------------
& # ● Update Particles 3
& #-------------------------------------------------------------------------- &
& def update_particles3
& & & return if @particles_sprite3 == nil
& & & @particles_sprite3.each {|sprite| sprite.update }
& #--------------------------------------------------------------------------
& # ● Update Character
& #-------------------------------------------------------------------------- & &
& def update_character
& & & return if @character == nil
& & & update_character_float_effect
& & & @character.opacity += 5
& & & update_character_aura_effect
& #--------------------------------------------------------------------------
& # ● Update Character Aura Effect
& #-------------------------------------------------------------------------- & &
& def update_character_aura_effect
& & & return if !CHARACTER_AURA_EFFECT
& & & @character2.opacity -= 1
& & & @char_zoom_speed[0] += 1
& & & case @char_zoom_speed[0]
& & & & &when 1..120
& & & & & &@char_zoom_speed[2] += 0.001
& & & & &when 121..240
& & & & & &@char_zoom_speed[2] -= 0.001
& & & & &else &
& & & & &@char_zoom_speed[0] = 0
& & & & &@char_zoom_speed[2] = 0
& & & & &@character2.zoom_x = 1.00
& & & & &@character2.zoom_y = 1.00
& & & & &@character2.opacity = 255
& & & & &@character2.y = @character.y
& & & @character2.zoom_x = 1.00 + @char_zoom_speed[2]
& & & @character2.zoom_y = @character2.zoom_x &
& #--------------------------------------------------------------------------
& # ● Update Character Float Effect
& #-------------------------------------------------------------------------- & &
& def update_character_float_effect
& & & return if !CHARACTER_FLOAT_EFFECT
& & & @character_float[0] += 1
& & & return if @character_float[0] & CHARACTER_FLOAT_SPEED
& & & @character_float[0] = 0
& & & @character_float[1] += 1
& & & case @character_float[1]
& & & & when 0..CHARACTER_FLOAT_RANGE
& & & & & &@character_float[2] -= 1
& & & & when CHARACTER_FLOAT_RANGE..(CHARACTER_FLOAT_RANGE * 2) - 1&
& & & & & &@character_float[2] += 1
& & & & else
& & & & & @character_float = [0,0,0]
& & & @character.y = @character_org[1] + @character_float[2] & & &
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& #--------------------------------------------------------------------------
& # ● Update
& #-------------------------------------------------------------------------- & & & & &
& def update
& & & update_command
& & & update_sprites
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
& #--------------------------------------------------------------------------
& # ● Update Command
& #-------------------------------------------------------------------------- & & & & &
& def update_command
& & & update_key
& & & refresh_index if @com_index_old != @com_index
& #--------------------------------------------------------------------------
& # ● Update Key
& #-------------------------------------------------------------------------- & & & & & &
& def update_key
& & & if Input.trigger?(:DOWN)
& & & & &add_index(1)&
& & & elsif Input.trigger?(:UP)
& & & & &add_index(-1)
& & & elsif Input.trigger?(:C) &
& & & & &select_command
& & & end &
& #--------------------------------------------------------------------------
& # ● Select Command
& #-------------------------------------------------------------------------- & & & & & & &
& def select_command
& & # &if !@active
& & # & & @active = true &
& & # & & return
& & # &end &
& & & case @com_index
& & & & &when 0; command_new_game
& & & & &when 1; command_continue
& & & & &when 2; command_shutdown &
& #--------------------------------------------------------------------------
& # ● Add Index
& #-------------------------------------------------------------------------- & & & & & & &
& def add_index(value = 0)
& & & @com_index += value
& & & if !@continue_enabled and @com_index == 1
& & & & & @com_index = 2 if value == 1
& & & & & @com_index = 0 if value == -1
& & & end & &
& & & @com_index = 0 if @com_index & @com_index_max
& & & @com_index = @com_index_max if @com_index & 0
& #--------------------------------------------------------------------------
& # ● Refresh Index
& #-------------------------------------------------------------------------- & & & & & &
& def refresh_index
& & & @com_index_old = @com_index
& & & Sound.play_cursor
& #--------------------------------------------------------------------------
& # ● Command New Game
& #-------------------------------------------------------------------------- & & & & & &
& def command_new_game & &
& & & Sound.play_ok
& & & DataManager.setup_new_game
& & & fadeout_all
& & & $game_map.autoplay
& & & SceneManager.goto(Scene_Map) & & &
& #--------------------------------------------------------------------------
& # ● Command Continue
& #-------------------------------------------------------------------------- & & & & & &
& def command_continue
& & & if !@continue_enabled
& & & & &Sound.play_cancel
& & & & &return
& & & else &&
& & & & &Sound.play_ok
& & & end &
& & & SceneManager.call(Scene_Load)
& #--------------------------------------------------------------------------
& # ● Command Shutdown
& #-------------------------------------------------------------------------- & & & & & &
& def command_shutdown
& & & Sound.play_ok
& & & fadeout_all
& & & SceneManager.exit & &
& #--------------------------------------------------------------------------
& # ● play_title_music
& #--------------------------------------------------------------------------
& def play_title_music
& & & $data_system.title_bgm.play
& & & RPG::BGS.stop
& & & RPG::ME.stop
& #--------------------------------------------------------------------------
& # ● Fadeout_all
& #--------------------------------------------------------------------------
& def fadeout_all(time = 1000)
& & & RPG::BGM.fade(time)
& & & RPG::BGS.fade(time)
& & & RPG::ME.fade(time)
& & & Graphics.fadeout(time * Graphics.frame_rate / 1000)
& & & RPG::BGM.stop
& & & RPG::BGS.stop
& & & RPG::ME.stop
2.然后在入口的main主函数中添加几行代码,可根据需求修改分辨率
#encoding:utf-8
#==============================================================================
#------------------------------------------------------------------------------
#  各种定义结束后,从这里开始实际运行。
#==============================================================================
Graphics.resize_screen() #添加的,可自行修改分辨率大小
Font.default_name = &楷体& #添加的,修改字体类型
Font.default_size= 17 #添加的,修改字体大小
rgss_main { SceneManager.run }
&3.在工程文件夹指定路径里放入自己做好的图片,并且修改相应的名称(否则无法调用),用于界面的显示。在这里博主已经在PS抠好放在文件夹里了
& & &最终运行看效果,这里博主因为大爱仙剑,就运用了一些仙剑的素材。做成了比较炫酷的效果,这里包括动态的粒子系统,左上角的图片2D旋转效果,人物的幻灯式显示效果等等,如果你对界面的分布不满意,可以自行在脚本中修改图片的显示位置。
& & 在这里博主要郑重说明一下,这个脚本存在一个大bug,就是修改了工程中任意一些数据,重新保存,就会出现界面显示出错的现象,因为工程文件里的数据被修改成了Library=System\RGSS300.dll。所以呢当你修改了数据重新保存后,你可以在工程文件的中修改里面成Library=System\System202.dll,反正无论怎样一直保持这样就好了!当然把发现的bug能及时改好就不算bug吧,在这里博主给大家建议是,当游戏全部完工后才开始做这个界面,这样就不用频繁修改了!好了今天到这里,下次更新!
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