Azaki Modérateur


Nombre de messages: 1743 Age: 19 Localisation: Dans ton cul(stom), t'as vu, tarba? é_è Capacités: assez bon Avertissements: Avertissements infinis |-) Distinction: Commentateur sportif
Indépendantiste Breton
Chevalier de lumière
Membre du Haruhi fan-club
Membre du Tsukasa Nishino fan-club.
[Chou n°3]
Mist' 
Fils caché de Francis L'Alan
[Coco' ]
Chevalier Noir
Ex-Empereur d'Erem Vehyx (ou pas!! x) )
Date d'inscription: 14/05/2008
 | Sujet: Titile screen like Final Fantasy Sam 15 Nov 2008 - 12:19 | |
| That's a Ruby script added by Tretian  Here's the script (I added some comments to understand "what make what"): | Code: | #=============================================================== # # www.rpgmakervx-fr.com # #=============================================================== #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs the title screen processing. #============================================================================== class Window_Basic < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) self.contents = Bitmap.new(width - 32, height - 32) @writtentext = "" refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear rect = Rect.new(0, 0, self.contents.text_size(@writtentext).width, self.contents.text_size(@writtentext).height) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @writtentext, 1) end def setText(newText) @writtentext = newText refresh end end
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end case @command_window.index when 0 # New game @text_window.setText("Starts a New Game.") when 1 # Continue @text_window.setText("Loads an Exsisting Save.") when 2 # Shutdown @text_window.setText("Quits out of Game.") end end #-------------------------------------------------------------------------- # * Dispose of Command Window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose @text_window.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @text_window = Window_Basic.new(20,30,480,60) @text_window.setText("Starts a New Game.") # You can change the message "Starts a New Game", bout you must put your message between " " @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = 325 #The position x of the little window where is written "New game, continue and end" @command_window.y = 95 #The position y of the little window where is written "New game, continue and end" if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @text_window.openness = 0 @command_window.openness = 0 @command_window.open @text_window.open end def open_command_window @text_window.open @command_window.open begin @text_window.update @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @text_window.close @command_window.close begin @text_window.update @command_window.update Graphics.update @text_window.openness = @command_window.openness end until @command_window.openness == 0 end end |
|
|