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| Scripts de KYONIDES sacados de MundoDeluxe | |
| | Autor | Mensaje |
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Mie-Noir-ForPlatinum- HinataHokage -Admin-
Mensajes : 92 Fecha de inscripción : 12/09/2008 Edad : 30 Localización : With my love..
Hoja de personaje Personaje: (100/100) Nombre: Hatake Kanashi Raza: Elfo/a
| Tema: Scripts de KYONIDES sacados de MundoDeluxe Sáb Sep 13, 2008 11:39 am | |
| (la descripcion ha sido copiada del tema original) Esto lo ha hecho KYonides y el script ha sido sacado de mundo deluxe. ----------------- Para aquellos que no tenían idea de cómo agregarle algunos colores a los textos en sus juegos, he aquí que yo les traigo algunos colores extras que podrán usar. Peguen eso sobre Main. Después vayan a cualquier script donde quieran cambiarle el color al texto y agreguen esto antes de esa línea que despliega el texto en pantalla. self.contents.font.color = nombre del color Ej. self.contents.font.color = dark_color Con este color verán las letras en negro. - Código:
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class Window_Base # 12 new colors: green gold pink skin brown army twilight orange violet leaf ocean dark def dark_color return Color.new(0, 0, 0, 255) end
def ocean_color return Color.new(0, 0, 130, 255) end
def leaf_color return Color.new(0, 130, 0, 255) end
def green_color return Color.new(128, 255, 128, 255) end
def army_color return Color.new(160,160,0,255) end
def violet_color return Color.new(130, 0, 130, 255) end
def orange_color return Color.new(255, 120, 0, 255) end
def twilight_color return Color.new(192, 192, 192, 255) end
def brown_color return Color.new(90, 60, 30, 255) end
def skin_color return Color.new(255, 200, 200, 190) end
def pink_color return Color.new(255, 200, 240, 255) end
def gold_color return Color.new(220, 220, 70, 255) end end | |
| | | Mie-Noir-ForPlatinum- HinataHokage -Admin-
Mensajes : 92 Fecha de inscripción : 12/09/2008 Edad : 30 Localización : With my love..
Hoja de personaje Personaje: (100/100) Nombre: Hatake Kanashi Raza: Elfo/a
| Tema: Pantalla Cargando-By Kyonides- Sáb Sep 13, 2008 11:44 am | |
| (decripcion ssacada del tema original) Con este script se puede mostrar una barra cargando sin necesidad de número de serie o serial number. En vez de eso tiene la capacidad de ir mostrando los nombres de sus componentes simulando una instalación. Si hay archivos comprimidos por el maker, solo saldrá tal archivo o no aparecerá del todo y se pasará a desplegar una lista de otras cosas como archivos de música y efectos de sonido. Si te falla, cambia el texto RGSS1002E.DLL por RGSS1000J.DLL o el que tengas en tu carpeta de RPG Maker XP. En el script de Main bajo Graphics.freeze reemplacen $scene = Scene_Title.new por esto $scene = Scene_Loading_Bar.new NOTA: Las imágenes de barras y frames deben medir 544 x 32 píxeles. También fíjense en NOMBRE cada vez que aparezca, lo último importa porque es el tipo de imágenes que debes crear o conseguirte por medio de pedidos. Quede claro que donde aparezca NOMBRE hay algo que se puede personalizar con tranquilidad. - Código:
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#=================================================================== # Fake Loading Bar Ultimate # by arevulopapo # May 11th 2007 # # This script shows a fake loading bar before the title screen. # If the projest isn't encrypted all the files present in default # directories are listed during loading. If the project is encrypted # only audio files and 'RGSS1002E.DLL' are listed. # # NOTE: # If, for some reasons, some of the default directories, like # 'Graphics/Icons', 'Audio/BGM', etc. are not present, you will need # to remove them from the code (part described as "Make array of filenames"). # # Installation: # Place this script above 'Main' script, then go to 'Main' and replace # $scene = Scene_Title.new # with # $scene = Scene_Loading_Bar.new # # Adjustment: # LOADING_SPEED controls the speed of loading. # BAR_FILL_TYPE sets the mode of the main bar: # 1 - COLOR_1 will be used to fill the bar # 2 - a transition between COLOR_1 and COLOR_2 will be performed # 3 - a gradient bar with COLOR_1 and COLOR_2 will be drawn # 4 - a picture ("Graphics/Pictures/bar", all extensions) will be used as a bar # BAR_FRAME_TYPE sets the mode of the frame: # 1 - default frame will be drawn # 2 - a picture ("Graphics/Pictures/frame", all extensions) will be displayed # 3 - no frame # BAR_BACK_TYPE sets the background bar: # 1 - COLOR_3 will be used to fill the bar # 2 - a picture ("Graphics/Pictures/back", all extensions) will be displayed # FILE_LISTING (true/false) turns the file listing ON/OFF. # BEEP (true/false) plays (or not) a sound ("Audio/SE/beep", all extensions) # at the end of loading. # BACKGROUND sets the background image: # 1 - default title screen # 2 - a picture ("Graphics/Pictures/splash", all extensions) # 3 - none (black background) # # NOTA: # # Las imágenes de barras y frames deben medir 544 x 32 píxeles. #=================================================================== LOADING_SPEED = 4 BAR_FILL_TYPE = 3 BAR_FRAME_TYPE = 2 BAR_BACK_TYPE = 1 FILE_LISTING = true BEEP = false BACKGROUND = 1 COLOR_1 = Color.new(255,64,64,255) COLOR_2 = Color.new(128,255,64,255) COLOR_3 = Color.new(16,16,16,255)
#=================================================================== # Window #=================================================================== class Window_Loading_Bar < Window_Base #================================================================= attr_reader :finish_flag #================================================================= def initialize() super(0, 384, 640, 64) self.contents = Bitmap.new(608, 32) self.contents.font.size = 16 self.windowskin = nil @finish_flag = false @bar_fill = 0 @file = 0 @flags = [0,0,0] @speed = LOADING_SPEED refresh end #================================================================= def refresh self.contents.clear step = rand(@speed) unless (@bar_fill + step) > 544 @bar_fill += step else @finish_flag = true end #=============================================================== # Draw background bar #=============================================================== case BAR_BACK_TYPE when 1 self.contents.fill_rect(32, 0, 544, 32, COLOR_3) when 2 self.contents.blt(32, 0, RPG::Cache.picture('NOMBRE Imagen de fondo.png'), Rect.new(0,0,544,32)) end #=============================================================== # Draw main bar #=============================================================== case BAR_FILL_TYPE when 1 self.contents.fill_rect(32, 0, @bar_fill, 32, COLOR_1) when 2 r = COLOR_1.red + (COLOR_2.red - COLOR_1.red)*@bar_fill/544 g = COLOR_1.green + (COLOR_2.green - COLOR_1.green)*@bar_fill/544 b = COLOR_1.blue + (COLOR_2.blue - COLOR_1.blue)*@bar_fill/544 a = COLOR_1.alpha + (COLOR_2.alpha - COLOR_1.alpha)*@bar_fill/544 self.contents.fill_rect(32, 0, @bar_fill, 32, Color.new(r,g,b,a)) when 3 for i in 0..@bar_fill - 1 r = COLOR_1.red + (COLOR_2.red - COLOR_1.red)*i/544 g = COLOR_1.green + (COLOR_2.green - COLOR_1.green)*i/544 b = COLOR_1.blue + (COLOR_2.blue - COLOR_1.blue)*i/544 a = COLOR_1.alpha + (COLOR_2.alpha - COLOR_1.alpha)*i/544 self.contents.fill_rect(32+i, 0, 1, 32, Color.new(r,g,b,a)) end when 4 self.contents.blt(32, 0, RPG::Cache.picture('NOMBRE Barra'), Rect.new(0,0,@bar_fill,32)) end #=============================================================== # Draw surrounding rectangle #=============================================================== case BAR_FRAME_TYPE when 1 self.contents.fill_rect(32, 0, 544, 5, Color.new(64,64,64)) self.contents.fill_rect(32, 0, 5, 32, Color.new(64,64,64)) self.contents.fill_rect(571, 0, 5, 32, Color.new(64,64,64)) self.contents.fill_rect(32, 27, 544, 5, Color.new(64,64,64)) self.contents.fill_rect(33, 1, 542, 3, Color.new(128,128,128)) self.contents.fill_rect(33, 28, 542, 3, Color.new(128,128,128)) self.contents.fill_rect(33, 1, 3, 30, Color.new(128,128,128)) self.contents.fill_rect(572, 1, 3, 30, Color.new(128,128,128)) self.contents.fill_rect(34, 2, 540, 1, Color.new(192,192,192)) self.contents.fill_rect(34, 29, 540, 1, Color.new(192,192,192)) self.contents.fill_rect(573, 2, 1, 28, Color.new(192,192,192)) self.contents.fill_rect(34, 2, 1, 28, Color.new(192,192,192)) when 2 self.contents.blt(32, 0, RPG::Cache.picture('NOMBRE Marco.png'), Rect.new(0,0,544,32)) end #=============================================================== # Make array of filenames #=============================================================== files_root = Dir.entries(".") files_data = (files_root.include?("Data") ? Dir.entries("Data")+Dir.entries(".") : []) files_graphics = (files_root.include?("Graphics") ? Dir.entries("Graphics")+Dir.entries("Graphics/Animations")+Dir.entries("Graphics/Autotiles")+Dir.entries("Graphics/Battlebacks")+Dir.entries("Graphics/Battlers")+Dir.entries("Graphics/Characters")+Dir.entries("Graphics/Fogs")+Dir.entries("Graphics/Gameovers")+Dir.entries("Graphics/Icons")+Dir.entries("Graphics/Panoramas")+Dir.entries("Graphics/Pictures")+Dir.entries("Graphics/Tilesets")+Dir.entries("Graphics/Titles")+Dir.entries("Graphics/Transitions")+Dir.entries("Graphics/Windowskins") : []) files_audio = (files_root.include?("Audio") ? Dir.entries("Audio")+Dir.entries("Audio/BGM")+Dir.entries("Audio/BGS")+Dir.entries("Audio/SE")+Dir.entries("Audio/ME") : []) if @flags[0] == 0 if @file < files_data.size text = "Data/" + files_data[@file] else @flags[0] = 1 @file = 0 return end elsif @flags[1] == 0 if @file < files_graphics.size text = "Graphics/" + files_graphics[@file] else @flags[1] = 1 @file = 0 return end elsif @flags[2] == 0 if @file < files_audio.size text = "Audio/" + files_audio[@file] else @flags[2] = 1 @file = 0 return end else text = "RGSS102E.DLL" @speed += 1 end #=============================================================== # Draw the filenames loaded #=============================================================== self.contents.draw_text(192,0,608,32,"Loading file: " + text,0) if FILE_LISTING @file += 1 end #================================================================= end
#=================================================================== # Scene #=================================================================== class Scene_Loading_Bar #================================================================= def main $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new @sprite = Sprite.new case BACKGROUND when 1 bitmap = RPG::Cache.title($data_system.title_name) when 2 bitmap = RPG::Cache.picture("NOMBRE de otra imagen que puede ser grande") when 3 bitmap = RPG::Cache.picture("") # dejar vacío end @sprite.bitmap = bitmap @loading_bar = Window_Loading_Bar.new Graphics.transition loop do Graphics.update @loading_bar.refresh if @loading_bar.finish_flag == true $scene = Scene_Title.new Audio.se_play("Audio/SE/beep", 100, 100) if BEEP end if $scene != self break end end Graphics.freeze @loading_bar.dispose @sprite.bitmap.dispose @sprite.dispose end #================================================================= end | |
| | | Huésped Invitado
| Tema: Re: Scripts de KYONIDES sacados de MundoDeluxe Mar Nov 18, 2008 12:46 am | |
| aclaro que el de la barra cargándose no me pertenece y que en el script dice claramente en las primeras líneas que es de arevalu no sé qué, por donde dice by... |
| | | Contenido patrocinado
| Tema: Re: Scripts de KYONIDES sacados de MundoDeluxe | |
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| | | | Scripts de KYONIDES sacados de MundoDeluxe | |
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