Splash Screen
Auteur : Raven
Description : Permet de faire un splash screen avant l'ecran titre
Explications : Placer le script ci-dessous puis allez dans Main et remplacez:
- Code: Tout sélectionner
$scene = Scene_Title.new
par:
- Code: Tout sélectionner
$scene = Scene_Splash.new
Vous pouvez modifier plusieurs parametres là ou c'est indiqué dans les premieres lignes.
Script :- Code: Tout sélectionner
#==================================================================
# Script permettant d'afficher un splash screen avant l'écran titre
# Par Raven - Pour rpgcreative
#==================================================================
class Scene_Splash
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
#--------------------------------------------------------------------------
# * Modifications ici :
#--------------------------------------------------------------------------
@duree = 60 # Nombre de frames.
@fondu = 10 # Vitesse d'affichage et de disparition du splash screen.
@son_type = 0 # 0: BGM, 1: BGS, 2: ME, 3: SE, -1: Désactivé
son = "Intro" # nom du son à jouer.
picture_name = "systeriaintro2" # Nom de l'image à afficher.
#--------------------------------------------------------------------------
# Fin des modifications
#--------------------------------------------------------------------------
@picSprite = RPG::Sprite.new
@picSprite.bitmap = RPG::Cache.picture(picture_name)
@picSprite.opacity = 0
@picSprite.x = 320 - @picSprite.bitmap.width / 2
@picSprite.y = 240 - @picSprite.bitmap.height / 2
@frame = 0
case @son_type
when 0
Audio.bgm_play("Audio/BGM/" + son, 100, 100)
when 1
Audio.bgs_play("Audio/BGS/" + son, 100, 100)
when 2
Audio.me_play("Audio/ME/" + son, 100, 100)
when 3
Audio.se_play("Audio/SE/" + son, 100, 100)
end
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@picSprite.dispose
end
#--------------------------------------------------------------------------
def update
@picSprite.update
if (@picSprite.opacity < 255) and (@duree > 0)
@picSprite.opacity += @fondu
else
if @duree > 0
@duree -= 1
else
@picSprite.opacity -= @fondu
end
end
if (@duree == 0) and (@picSprite.opacity == 0)
@picSprite.dispose
case @son_type
when 0
Audio.bgm_stop
when 1
Audio.bgs_stop
when 2
Audio.me_stop
when 3
Audio.se_stop
end
$scene = Scene_Title.new
end
end
def battle_test
# ?????? (??????) ????
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# ??????????????????????
Graphics.frame_count = 0
# ??????????????
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# ??????????????????
$game_party.setup_battle_test_members
# ???? ID??????????????????
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# ????? SE ???
$game_system.se_play($data_system.battle_start_se)
# ??? BGM ???
$game_system.bgm_play($game_system.battle_bgm)
# ??????????
$scene = Scene_Battle.new
end
end