Suite du tuto :
POUR CEUX QUI VEULENT PAS COMPRENDRE
Faites vos images représentant chaque choix possibles (une pour nouvelle partie, une pour charger partie, etc...) comme j'ai fait plus haut.
Appelez les 1, 2, 3, etc... selon la position que les images représentent.
Importez dans Pictures les images, avec F11 (en faisant "effacer" pour qu'il n'y ait pas de couleur de transparence).
Ensuite remplacez le script Scene_Title par un de ceux que je vous propose :
Si vous avez 2 choix :
[spolier]
- Code: Tout sélectionner
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● Initialisation
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
# Données
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# Commande
s1 = ""
s2 = ""
@command_window = Window_Command.new(192, [s1, s2])
@command_window.back_opacity = 160
@command_window.x = 850
@command_window.y = 800
@a = Sprite.new
@a.bitmap = RPG::Cache.picture("1")
@a.z = 300
@a.x = 0
@a.y = 0
@a.opacity = 255
@b = Sprite.new
@b.bitmap = RPG::Cache.picture("2")
@b.z = 300
@b.x = 0
@b.y = 0
@b.opacity = 0
# @continue_enabled true, false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Sauvegarde#{i+1}.rxdata")
@continue_enabled = true
end
end
# continue
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# BGM
$game_system.bgm_play($data_system.title_bgm)
# Fin BGS et ME
Audio.me_stop
Audio.bgs_stop
# Transition
Graphics.transition
# メインループ
loop do
# update graphique
Graphics.update
Input.update
update
if $scene != self
break
end
end
# Transitions 2
Graphics.freeze
# Effacement des images
@command_window.dispose
@a.dispose
@b.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
# Rafraichissement
@command_window.update
@a.update
@b.update
update_command
# Appuis C
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
end
end
end
#--------------------------------------------------------------------------
# ● Définition des commandes - Commencer -
#--------------------------------------------------------------------------
def command_new_game
# Nouveau jeu
$game_system.se_play($data_system.decision_se)
# Fin BGM
Audio.bgm_stop
Graphics.frame_count = 0
# Données
$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_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
# Début du jeu
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● Définition des commandes - Continue -
#--------------------------------------------------------------------------
def command_continue
# Continue
unless @continue_enabled
# SE
$game_system.se_play($data_system.buzzer_se)
return
end
# SE
$game_system.se_play($data_system.decision_se)
# Chargement
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● Position dans le menu
#--------------------------------------------------------------------------
def update_command
case @command_window.index
when 0
@a.opacity = 255
@b.opacity = 0
when 1
@a.opacity = 0
@b.opacity = 255
end
end
#--------------------------------------------------------------------------
# ● 戦闘テスト
#--------------------------------------------------------------------------
def battle_test
# 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
$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)
# Combat
$scene = Scene_Battle.new
end
end
[/spoiler]
- Si vous avez 3 choix :
[spolier]
- Code: Tout sélectionner
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● Initialisation
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
# Données
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# Commande
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(192, [s1, s2,s3])
@command_window.back_opacity = 160
@command_window.x = 850
@command_window.y = 800
@a = Sprite.new
@a.bitmap = RPG::Cache.picture("1")
@a.z = 300
@a.x = 0
@a.y = 0
@a.opacity = 255
@b = Sprite.new
@b.bitmap = RPG::Cache.picture("2")
@b.z = 300
@b.x = 0
@b.y = 0
@b.opacity = 0
@c = Sprite.new
@c.bitmap = RPG::Cache.picture("3")
@c.z = 300
@c.x = 0
@c.y = 0
@c.opacity = 0
# @continue_enabled true, false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Sauvegarde#{i+1}.rxdata")
@continue_enabled = true
end
end
# continue
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# BGM
$game_system.bgm_play($data_system.title_bgm)
# Fin BGS et ME
Audio.me_stop
Audio.bgs_stop
# Transition
Graphics.transition
# メインループ
loop do
# update graphique
Graphics.update
Input.update
update
if $scene != self
break
end
end
# Transitions 2
Graphics.freeze
# Effacement des images
@command_window.dispose
@a.dispose
@b.dispose
@c.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
# Rafraichissement
@command_window.update
@a.update
@b.update
@c.update
update_command
# Appuis C
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● Définition des commandes - Commencer -
#--------------------------------------------------------------------------
def command_new_game
# Nouveau jeu
$game_system.se_play($data_system.decision_se)
# Fin BGM
Audio.bgm_stop
Graphics.frame_count = 0
# Données
$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_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
# Début du jeu
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● Définition des commandes - Continue -
#--------------------------------------------------------------------------
def command_continue
# Continue
unless @continue_enabled
# SE
$game_system.se_play($data_system.buzzer_se)
return
end
# SE
$game_system.se_play($data_system.decision_se)
# Chargement
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● Définition des commandes - Quitter -
#--------------------------------------------------------------------------
def command_shutdown
# Fin
$game_system.se_play($data_system.decision_se)
# BGM、BGS、ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# ● Position dans le menu
#--------------------------------------------------------------------------
def update_command
case @command_window.index
when 0
@a.opacity = 255
@b.opacity = 0
@c.opacity = 0
when 1
@a.opacity = 0
@b.opacity = 255
@c.opacity = 0
when 2
@a.opacity = 0
@b.opacity = 0
@c.opacity = 255
end
end
#--------------------------------------------------------------------------
# ● 戦闘テスト
#--------------------------------------------------------------------------
def battle_test
# 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
$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)
# Combat
$scene = Scene_Battle.new
end
end
[/spoiler]