玩游戏时,说找不到rgss202e.dll是什么,有人说去下载RPGMAKER,下下来了也装了可还是打不开

RPG游戏开发爱好者,Web前端攻城师,劈柴,喂马,周游世界。。
RPG Maker更改界面分辨率并且制作炫酷界面
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
#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 = 60end$imported = {} if $imported.nil?$imported[:mog_hijiri_title_screen] = true#==============================================================================# ■ Scene Title#==============================================================================class Scene_Title
include MOG_HIJIRI_TITLE_SCRREN
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
execute_logo if LOGO
Graphics.update
Graphics.freeze
execute_setup
execute_loop
#--------------------------------------------------------------------------
# ● 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
Input.update
Graphics.update
break if SceneManager.scene != self
#==============================================================================# ■ Scene Title#==============================================================================class Scene_Title
#--------------------------------------------------------------------------
# ● Execute Logo
#--------------------------------------------------------------------------
def execute_logo
Graphics.transition
create_logo
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
@logo.opacity -= 5
@logo_phase = false if @logo.opacity &= 0
#--------------------------------------------------------------------------
# ● 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]
end#==============================================================================# ■ 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
@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
for index in 0...3
@com.push(Title_Commands.new(nil,index))
#--------------------------------------------------------------------------
# ● 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
end end#==============================================================================# ■ 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)
self.z = 40
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
self.bitmap.dispose if self.bitmap != nil
#-------------------------------------------------------------------------- # ● Update #--------------------------------------------------------------------------
def update
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
end#==============================================================================# ■ 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
self.bitmap.dispose if self.bitmap != nil
#-------------------------------------------------------------------------- # ● Update #--------------------------------------------------------------------------
def update
# 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
end#==============================================================================# ■ 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
self.opacity -= 10 if self.opacity & 120
@next_pos[0] = @org_pos[2]
@float = [0,0,0]
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 = np if cp & np
elsif cp & np
cp = np if cp & np
self.x = cp if type == 0
self.y = cp if type == 1
#--------------------------------------------------------------------------
# ● Update Float Effect
#--------------------------------------------------------------------------
def update_float_effect
@float[2] += 1
return if @float[2] & 5
@float[2] = 0
@float[1] += 1
case @float[1]
@float[0] -= 1
when 6..15
@float[0] += 1
when 16..20
@float[0] -= 1
@float[0] = 0
@float[1] = 0
end#==============================================================================# ■ 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 } end
#-------------------------------------------------------------------------- # ● Dispose Particles 3 #--------------------------------------------------------------------------
def dispose_particles3
@particles_sprite3.each {|sprite| sprite.dispose } end
#--------------------------------------------------------------------------
# ● Dispose Character
#--------------------------------------------------------------------------
def dispose_character
@character.bitmap.dispose
@character.dispose
@character2.bitmap.dispose
@character2.dispose
end#==============================================================================# ■ 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)}
#--------------------------------------------------------------------------
# ● 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
@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
@character_float = [0,0,0]
@character.y = @character_org[1] + @character_float[2]
end#==============================================================================# ■ Scene Title#==============================================================================class Scene_Title
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
update_command
update_sprites
end#==============================================================================# ■ 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
#--------------------------------------------------------------------------
# ● Select Command
#--------------------------------------------------------------------------
def select_command
if !@active
@active = true
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
@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
Sound.play_ok
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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