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Kitsutsuki
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Nombre de messages : 4
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Date d'inscription : 27/08/2012

Adaptation d'un script rpg maker xp

le Mer 26 Sep 2012 - 18:02
Bonjour,

J'ai trouvé un script permettant d'avoir un écran titre simple constitué de 3 images. Malheureusement, c'est un script pour RPG maker XP. J'aimerais donc savoir si quelqu'un pourrait l'adapter pour RPG Maker VX.

Merci d'avance pour vos réponses et votre éventuelle participation.

Voici le script :

Code:
#==============================================================================
#  Simple Title
#  Author: Nicke
#  Created: 23/12/2011
#  Edited: 23/12/2011
#  Version: 1.0
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# No need for explaining, just a simple title scene with a few settings.
#==============================================================================
($imported ||= {})["NICKE-SIMPLE-TITLE"] = true

module NICKE
  module TITLE
  #--------------------------------------------------------------------------#
  # * Settings
  #--------------------------------------------------------------------------#
  # When adding a new menu item make sure you edit in title_choice method as well.
  # Right now the menu supports 5 items with the appropriated methods to it.
  # MENU_LIST ['ITEM 1', 'ITEM 2'] etc.
  MENU_LIST = ['New Tale', 'Load', 'Credits', 'Options', 'Quit']
 
  # If you use MENU_LIST.size the menu items will be pushed horizontal and
  # when using that option make sure you don't add too much items or else a
  # few of them will go off the screen eventually.
  # Menu Window [ Columns, x, y, z, opacity ]
  WINDOW = [MENU_LIST.size, 0, 360, 200, 255]
 
  # Transition, nil to use default.
  # TRANSITION [ SPEED, TRANSITION, OPACITY ]
  TRANSITION = nil
 
  # Title background. (System folder)
  BACK = "Title" # (Default name)
 
  # Title window to fade in/out.
  # Set to nil to disable.
  ANIM_WINDOW_TIMER = 60
 
  # Player transparent on startup.
  PLAYER_TRANSPARENT = true
 
  # Switches enabled from start.
  # Set to nil to disable.
  # SWITCHES = [SWITCH_ID]
  SWITCHES = nil
 
  # Start placement for the player as in map_id, x and y coordinates.
  # Set to nil to disable.
  # START_POS = [MAP_ID, X, Y]
  START_POS = nil
 
  # Run a common event on startup?
  # COMMON_EVENT = { ID => COMMON_EVENT_ID }
  COMMON_EVENT = {
        0 => 1,
        1 => 3,
  } # Do Not Remove
 
  # Skip title.
  SKIP = false
 
  end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  Method for running a commont event.
#==============================================================================#
class Game_Interpreter
 
  def run_event(event_list, event_id=0)
    @child_interpreter = Game_Interpreter.new(@depth + 1)
    @child_interpreter.setup(event_list, event_id)
  end
 
end
#==============================================================================#
# ** Scene_Title
#------------------------------------------------------------------------------
#  New Scene :: Scene_Title
#==============================================================================#
class Scene_Title < Scene_Base
 
  alias nicke_title_main main unless $@
  def main(*args, &block)
    title_skip if NICKE::TITLE::SKIP && $TEST && !$BTEST
    return if NICKE::TITLE::SKIP && $TEST && !$BTEST
    nicke_title_main(*args, &block)
  end
 
  alias nicke_title_start start unless $@
  def start(*args, &block)
    nicke_title_start(*args, &block)
    super
    create_title
    create_command_window
  end
 
  def create_command_window
    @command_title = NICKE::TITLE::MENU_LIST
    @command_title = Window_Command.new(Graphics.width, @command_title, NICKE::TITLE::WINDOW[0])
    if @continue_enabled
      @command_title.index = 1     
    else
      @command_title.draw_item(1, false)
    end
    @command_title.x = NICKE::TITLE::WINDOW[1]
    @command_title.y = NICKE::TITLE::WINDOW[2]
    @command_title.z = NICKE::TITLE::WINDOW[3]
    @command_title.opacity = NICKE::TITLE::WINDOW[4]
    pre_animate_in unless NICKE::TITLE::ANIM_WINDOW_TIMER.nil?
  end

  def perform_transition
    if NICKE::TITLE::TRANSITION.nil?
      Graphics.transition(30)
    else
      Graphics.transition(NICKE::TITLE::TRANSITION[0],NICKE::TITLE::TRANSITION[1],NICKE::TITLE::TRANSITION[2])
    end
  end

  def pre_animate_in
    @command_title.opacity -= 255
    @command_title.contents_opacity -= 255
  end
 
  def post_start
    super
    animate_in unless NICKE::TITLE::ANIM_WINDOW_TIMER.nil?
  end
 
  def animate_in
    # // Method for animating the title window in.
    timer = NICKE::TITLE::ANIM_WINDOW_TIMER
    while timer > 0
      Graphics.update
      @command_title.opacity += 255 / NICKE::TITLE::ANIM_WINDOW_TIMER
      @command_title.contents_opacity += 255 / NICKE::TITLE::ANIM_WINDOW_TIMER
      @command_title.update
      timer -= 1
    end
  end

  def pre_terminate
    super
    animate_out
  end
 
  def animate_out
    # // Method for animating the title window out.
    timer = NICKE::TITLE::ANIM_WINDOW_TIMER
    while timer > 0
      Graphics.update
      @command_title.opacity -= 255 / NICKE::TITLE::ANIM_WINDOW_TIMER
      @command_title.contents_opacity -= 255 / NICKE::TITLE::ANIM_WINDOW_TIMER
      @command_title.update
      timer -= 1
    end
  end
 
  def open_command_window
    @command_title.open
    begin
      @command_title.update
      Graphics.update
    end until @command_title.openness == 255
  end
  def close_command_window
    @command_title.close
    begin
      @command_title.update
      Graphics.update
    end until @command_title.openness == 0
  end
 
  def update
    super
    @command_title.update
    if Input.trigger?(Input::C)
      case @command_title.index
        when 0...NICKE::TITLE::MENU_LIST.size
          Sound.play_decision unless @command_title.index == 1 # If load disabled. item.
          title_choice(@command_title.index)
        end
    end
  end
 
  def title_choice(index)
    # // Method for selecting the appropriated items in MENU_LIST.
    case index
    when 0 # New Game
      command_new_game
    when 1 # Load
      command_continue
    when 2 # Credits
      command_credits
    when 3 # Options
      command_options
    when 4 # Quit
      command_shutdown
    end
  end
 
  def title_skip
    # // Method for skipping the title.
    load_database
    create_game_objects
    confirm_player_location
    $game_party.setup_starting_members
    setup_start_pos
    $game_player.refresh
    $game_player.transparent = NICKE::TITLE::PLAYER_TRANSPARENT
    if !NICKE::TITLE::SWITCHES.nil?
      for i in NICKE::TITLE::SWITCHES
        $game_switches[i] = true
      end
    end
    if !NICKE::TITLE::COMMON_EVENT.nil?
      for i in NICKE::TITLE::COMMON_EVENT.values
        next unless NICKE::TITLE::COMMON_EVENT.include?(i)
        $game_map.interpreter.run_event($data_common_events[i].list)
      end
    end
    $scene = Scene_Map.new
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
 
  def command_new_game
    # // Override new game method.
    confirm_player_location
    Sound.play_decision
    $game_party.setup_starting_members           
    setup_start_pos
    $game_player.refresh
    $game_player.transparent = NICKE::TITLE::PLAYER_TRANSPARENT
    if !NICKE::TITLE::SWITCHES.nil?
      for i in NICKE::TITLE::SWITCHES
        $game_switches[i] = true
      end
    end
    if !NICKE::TITLE::COMMON_EVENT.nil?
      for i in NICKE::TITLE::COMMON_EVENT.values
        next unless NICKE::TITLE::COMMON_EVENT.include?(i)
        $game_map.interpreter.run_event($data_common_events[i].list)
      end
    end
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
 
  def setup_start_pos
    # // Method to determine the player startup positions.
    if NICKE::TITLE::START_POS.nil?
      $game_map.setup($data_system.start_map_id)
      $game_player.moveto($data_system.start_x, $data_system.start_y)
    else
      $game_map.setup(NICKE::TITLE::START_POS[0])
      $game_player.moveto(NICKE::TITLE::START_POS[1], NICKE::TITLE::START_POS[2])
    end
  end
 
  #----------------------------------------------------------------------------#
  # // Feel free to comment this section out if you don't use it.
  # It's doesn't do anything from start as you need to customize it.
  def command_credits
    # // Method for credits.
    # Call the scene you want as credit in here.
  end
 
  def command_options
    # // Method for options.
    # Call the scene you want as option in here.
  end
  #----------------------------------------------------------------------------#
 
  def command_shutdown
    # // Method for quit.
    Graphics.fadeout(60)
    Graphics.wait(20)
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
 
  def create_title
    @sprite_title_bg = Sprite.new
    @sprite_title_bg.bitmap = Cache.system(NICKE::TITLE::BACK)
  end
 
  def dispose_command_window
    @sprite_title_bg.dispose unless @sprite_title_bg.nil?
    @sprite_title_bg = nil
    @command_title.dispose unless @command_title.nil?
    @command_title = nil
  end

  alias nicke_title_terminate terminate unless $@
  def terminate(*args,&block)
    nicke_title_terminate(*args,&block)
    super
  end
 
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
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