Spiky
Villageois (Nv 2)
Nombre de messages : 38
Age : 30
Point(s) Fort(s) : Créé beaucoup de jeu,
Point(s) Faible(s) : les fini jamais.
Niveau RPG Maker : Difficile à dire
Date d'inscription : 10/02/2008
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Spiky
Villageois (Nv 2)
Nombre de messages : 38
Age : 30
Point(s) Fort(s) : Créé beaucoup de jeu,
Point(s) Faible(s) : les fini jamais.
Niveau RPG Maker : Difficile à dire
Date d'inscription : 10/02/2008
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Sujet: Re: Script Ocarina Mer 19 Mar 2008 - 10:46 |
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#Ocarina Script #PAR: RENEGADEOFBMX(nahchito) #Date:16-2-2008 #Version: 1.2 #Ajouts: 2 Chants #Présentation des Notes #Nouvelle version: Customisation des Notes # Traduction en français par Spiky
## = Un ajout par Spiky ### = Comentaire ajouté par Spiky
class Game_System attr_reader :ocarina, :ocarina_down, :ocarina_right, :ocarina_up, :ocarina_left, :ocarina_a alias tsu_initialize initialize def initialize @ocarina = []
@ocarina_down = "001-System01"###Mettre le son (SE) produit par l'apuis sur la touche BAS @ocarina_left = "002-System02"###Mettre le son (SE) produit par l'apuis sur la touche GAUCHE @ocarina_right = "003-System03"###Mettre le son (SE) produit par l'apuis sur la touche DROITE @ocarina_up = "004-System04"###Mettre le son (SE) produit par l'apuis sur la touche HAUT @ocarina_a = "005-System05" ## ###Mettre le son (SE) produit par l'apuis sur la touche C, ESPACE ou ENTRÉ
@ocarina[0] = [] ### NUMÉRO DU CHANT @ocarina[0][0] = 4 #NOTE 1 @ocarina[0][1] = 4 #NOTE 2 @ocarina[0][2] = 6 #NOTE 3 @ocarina[0][3] = 6 #NOTE 4 @ocarina[0][4] = 2 #NOTE 5 @ocarina[0][5] = 2 #NOTE 6 @ocarina[0][6] = "Bolero of fire" #NOM DU CHANT, APPARAIT APRÈS LA PERFORMANCE. @ocarina[0][7] = Color.new(0, 255, 0) # OPACITÉE DES NOTES. @ocarina[0][8] = "116-Raise02" #SON (SE) QUAND VOUS RÉUSSISEZ LE CHANT. @ocarina[0][9] = 5 #SWITH QUI VA ÊTRE ACTIVÉE (ON). @ocarina[1] = [] @ocarina[1][0] = 8 @ocarina[1][1] = 2 @ocarina[1][2] = 2 @ocarina[1][3] = 8 @ocarina[1][4] = 2 @ocarina[1][5] = 2 @ocarina[1][6] = "Song of war" @ocarina[1][7] = Color.new(255, 0, 0) @ocarina[1][8] = "116-Raise02" @ocarina[1][9] = 4 @ocarina[2] = [] @ocarina[2][0] = 6 @ocarina[2][1] = 10 @ocarina[2][2] = 2 @ocarina[2][3] = 6 @ocarina[2][4] = 10 @ocarina[2][5] = 2 @ocarina[2][6] = "Song of Time" @ocarina[2][7] = Color.new(255, 0, 0) @ocarina[2][8] = "115-Raise01" @ocarina[2][9] = 7 @ocarina[3] = [] @ocarina[3][0] = 10 @ocarina[3][1] = 2 @ocarina[3][2] = 8 @ocarina[3][3] = 10 @ocarina[3][4] = 2 @ocarina[3][5] = 8 @ocarina[3][6] = "Epona Song" @ocarina[3][7] = Color.new(255, 0, 0) @ocarina[3][8] = "115-Raise01" @ocarina[3][9] = 8 @ocarina[4] = [] @ocarina[4][0] = 4 @ocarina[4][1] = 2 @ocarina[4][2] = 4 @ocarina[4][3] = 6 @ocarina[4][4] = 2 @ocarina[4][5] = 2 @ocarina[4][6] = "Song of healing" @ocarina[4][7] = Color.new(255, 0, 0) @ocarina[4][8] = "116-Raise02" @ocarina[4][9] = 6 tsu_initialize end end
class Ocarina def main @spriteset = Spriteset_Map.new @ocarina_window = Window_Ocarina.new Graphics.transition loop do Graphics.update Input.update @ocarina_window.update if $scene != self break end end Graphics.freeze @spriteset.dispose @ocarina_window.dispose end end
class Window_Ocarina < Window_Base def initialize super(0, 280, 640, 80) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Arial"##AJOUT POUR VERSION FRANÇAISE self.contents.font.size = 24##AJOUT POUR VERSION FRANÇAISE self.opacity = 0 @song = [] @correct = false @counter = 0 refresh end def refresh self.contents.clear @back = Sprite.new @back.bitmap = RPG::Cache.picture("pentagrama")###Modifié le nom de la portée. @back.x = 40 @back.y = 360 @back.opacity = 160 end def update if @correct if @counter == 0 self.contents.font.color = $game_system.ocarina[@i][7] self.contents.font.name = "Arial"##AJOUT POUR VERSION FRANÇAISE self.contents.font.size = 24##AJOUT POUR VERSION FRANÇAISE self.contents.draw_text(0, 0, 618, 48, $game_system.ocarina[@i][6], 1) Audio.se_play("Audio/SE/" + $game_system.ocarina[@i][8], 80, 100) @arrow1.opacity = 255 @arrow2.opacity = 255 @arrow3.opacity = 255 @arrow4.opacity = 255 @arrow5.opacity = 255 @arrow6.opacity = 255 $game_switches[$game_system.ocarina[@i][9]] = true end @counter += 1 if @counter >= 200 @back.dispose @back.bitmap.dispose @arrow1.dispose @arrow1.bitmap.dispose @arrow2.dispose @arrow2.bitmap.dispose @arrow3.dispose @arrow3.bitmap.dispose @arrow4.dispose @arrow4.bitmap.dispose @arrow5.dispose @arrow5.bitmap.dispose @arrow6.dispose @arrow6.bitmap.dispose $scene = Scene_Map.new $game_map.autoplay $game_map.refresh end else if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @back.dispose @back.bitmap.dispose if @arrow1 != nil @arrow1.dispose @arrow1.bitmap.dispose end if @arrow2 != nil @arrow2.dispose @arrow2.bitmap.dispose end if @arrow3 != nil @arrow3.dispose @arrow3.bitmap.dispose end if @arrow4 != nil @arrow4.dispose @arrow4.bitmap.dispose end if @arrow5 != nil @arrow5.dispose @arrow5.bitmap.dispose end if @arrow6 != nil @arrow6.dispose @arrow6.bitmap.dispose end $scene = Scene_Map.new $game_map.autoplay $game_map.refresh end
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Spiky
Villageois (Nv 2)
Nombre de messages : 38
Age : 30
Point(s) Fort(s) : Créé beaucoup de jeu,
Point(s) Faible(s) : les fini jamais.
Niveau RPG Maker : Difficile à dire
Date d'inscription : 10/02/2008
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Sujet: Re: Script Ocarina Mer 19 Mar 2008 - 10:46 |
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- Code:
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if Input.trigger?(Input::DOWN) Audio.se_play("Audio/SE/" + $game_system.ocarina_down, 80, 100) @song.push(2) case @song.size when 1 @arrow1 = Sprite.new @arrow1.bitmap = RPG::Cache.picture("arrow") @arrow1.angle = 180 @arrow1.opacity = 160 @arrow1.ox = @arrow1.bitmap.width / 2 @arrow1.oy = @arrow1.bitmap.height / 2 @arrow1.x = 160 @arrow1.y = 430 when 2 @arrow2 = Sprite.new @arrow2.bitmap = RPG::Cache.picture("arrow") @arrow2.angle = 180 @arrow2.opacity = 160 @arrow2.ox = @arrow2.bitmap.width / 2 @arrow2.oy = @arrow2.bitmap.height / 2 @arrow2.x = 240 @arrow2.y = 430 when 3 @arrow3 = Sprite.new @arrow3.bitmap = RPG::Cache.picture("arrow") @arrow3.angle = 180 @arrow3.opacity = 160 @arrow3.ox = @arrow3.bitmap.width / 2 @arrow3.oy = @arrow3.bitmap.height / 2 @arrow3.x = 320 @arrow3.y = 430 when 4 @arrow4 = Sprite.new @arrow4.bitmap = RPG::Cache.picture("arrow") @arrow4.angle = 180 @arrow4.opacity = 160 @arrow4.ox = @arrow4.bitmap.width / 2 @arrow4.oy = @arrow4.bitmap.height / 2 @arrow4.x = 400 @arrow4.y = 430 when 5 @arrow5 = Sprite.new @arrow5.bitmap = RPG::Cache.picture("arrow") @arrow5.angle = 180 @arrow5.opacity = 160 @arrow5.ox = @arrow5.bitmap.width / 2 @arrow5.oy = @arrow5.bitmap.height / 2 @arrow5.x = 480 @arrow5.y = 430 when 6 @arrow6 = Sprite.new @arrow6.bitmap = RPG::Cache.picture("arrow") @arrow6.angle = 180 @arrow6.opacity = 160 @arrow6.ox = @arrow6.bitmap.width / 2 @arrow6.oy = @arrow6.bitmap.height / 2 @arrow6.x = 560 @arrow6.y = 430 end end if Input.trigger?(Input::LEFT) Audio.se_play("Audio/SE/" + $game_system.ocarina_left, 80, 100) @song.push(4) case @song.size when 1 @arrow1 = Sprite.new @arrow1.bitmap = RPG::Cache.picture("arrow") @arrow1.angle = 90 @arrow1.opacity = 160 @arrow1.ox = @arrow1.bitmap.width / 2 @arrow1.oy = @arrow1.bitmap.height / 2 @arrow1.x = 160 @arrow1.y = 400 when 2 @arrow2 = Sprite.new @arrow2.bitmap = RPG::Cache.picture("arrow") @arrow2.angle = 90 @arrow2.opacity = 160 @arrow2.ox = @arrow2.bitmap.width / 2 @arrow2.oy = @arrow2.bitmap.height / 2 @arrow2.x = 240 @arrow2.y = 400 when 3 @arrow3 = Sprite.new @arrow3.bitmap = RPG::Cache.picture("arrow") @arrow3.angle = 90 @arrow3.opacity = 160 @arrow3.ox = @arrow3.bitmap.width / 2 @arrow3.oy = @arrow3.bitmap.height / 2 @arrow3.x = 320 @arrow3.y = 400 when 4 @arrow4 = Sprite.new @arrow4.bitmap = RPG::Cache.picture("arrow") @arrow4.angle = 90 @arrow4.opacity = 160 @arrow4.ox = @arrow4.bitmap.width / 2 @arrow4.oy = @arrow4.bitmap.height / 2 @arrow4.x = 400 @arrow4.y = 400 when 5 @arrow5 = Sprite.new @arrow5.bitmap = RPG::Cache.picture("arrow") @arrow5.angle = 90 @arrow5.opacity = 160 @arrow5.ox = @arrow5.bitmap.width / 2 @arrow5.oy = @arrow5.bitmap.height / 2 @arrow5.x = 480 @arrow5.y = 400 when 6 @arrow6 = Sprite.new @arrow6.bitmap = RPG::Cache.picture("arrow") @arrow6.angle = 90 @arrow6.opacity = 160 @arrow6.ox = @arrow6.bitmap.width / 2 @arrow6.oy = @arrow6.bitmap.height / 2 @arrow6.x = 560 @arrow6.y = 400 end end if Input.trigger?(Input::RIGHT) Audio.se_play("Audio/SE/" + $game_system.ocarina_right, 80, 100) @song.push(6) case @song.size when 1 @arrow1 = Sprite.new @arrow1.bitmap = RPG::Cache.picture("arrow") @arrow1.angle = 270 @arrow1.opacity = 160 @arrow1.ox = @arrow1.bitmap.width / 2 @arrow1.oy = @arrow1.bitmap.height / 2 @arrow1.x = 160 @arrow1.y = 410 when 2 @arrow2 = Sprite.new @arrow2.bitmap = RPG::Cache.picture("arrow") @arrow2.angle = 270 @arrow2.opacity = 160 @arrow2.ox = @arrow2.bitmap.width / 2 @arrow2.oy = @arrow2.bitmap.height / 2 @arrow2.x = 240 @arrow2.y = 410 when 3 @arrow3 = Sprite.new @arrow3.bitmap = RPG::Cache.picture("arrow") @arrow3.angle = 270 @arrow3.opacity = 160 @arrow3.ox = @arrow3.bitmap.width / 2 @arrow3.oy = @arrow3.bitmap.height / 2 @arrow3.x = 320 @arrow3.y = 410 when 4 @arrow4 = Sprite.new @arrow4.bitmap = RPG::Cache.picture("arrow") @arrow4.angle = 270 @arrow4.opacity = 160 @arrow4.ox = @arrow4.bitmap.width / 2 @arrow4.oy = @arrow4.bitmap.height / 2 @arrow4.x = 400 @arrow4.y = 410 when 5 @arrow5 = Sprite.new @arrow5.bitmap = RPG::Cache.picture("arrow") @arrow5.angle = 270 @arrow5.opacity = 160 @arrow5.ox = @arrow5.bitmap.width / 2 @arrow5.oy = @arrow5.bitmap.height / 2 @arrow5.x = 480 @arrow5.y = 410 when 6 @arrow6 = Sprite.new @arrow6.bitmap = RPG::Cache.picture("arrow") @arrow6.angle = 270 @arrow6.opacity = 160 @arrow6.ox = @arrow6.bitmap.width / 2 @arrow6.oy = @arrow6.bitmap.height / 2 @arrow6.x = 560 @arrow6.y = 410 end end if Input.trigger?(Input::UP) Audio.se_play("Audio/SE/" + $game_system.ocarina_up, 80, 100) @song.push(8) case @song.size when 1 @arrow1 = Sprite.new @arrow1.bitmap = RPG::Cache.picture("arrow") @arrow1.opacity = 160 @arrow1.ox = @arrow1.bitmap.width / 2 @arrow1.oy = @arrow1.bitmap.height / 2 @arrow1.x = 160 @arrow1.y = 380 when 2 @arrow2 = Sprite.new @arrow2.bitmap = RPG::Cache.picture("arrow") @arrow2.opacity = 160 @arrow2.ox = @arrow2.bitmap.width / 2 @arrow2.oy = @arrow2.bitmap.height / 2 @arrow2.x = 240 @arrow2.y = 380 when 3 @arrow3 = Sprite.new @arrow3.bitmap = RPG::Cache.picture("arrow") @arrow3.opacity = 160 @arrow3.ox = @arrow3.bitmap.width / 2 @arrow3.oy = @arrow3.bitmap.height / 2 @arrow3.x = 320 @arrow3.y = 380 when 4 @arrow4 = Sprite.new @arrow4.bitmap = RPG::Cache.picture("arrow") @arrow4.opacity = 160 @arrow4.ox = @arrow4.bitmap.width / 2 @arrow4.oy = @arrow4.bitmap.height / 2 @arrow4.x = 400 @arrow4.y = 380 when 5 @arrow5 = Sprite.new @arrow5.bitmap = RPG::Cache.picture("arrow") @arrow5.opacity = 160 @arrow5.ox = @arrow5.bitmap.width / 2 @arrow5.oy = @arrow5.bitmap.height / 2 @arrow5.x = 480 @arrow5.y = 380 when 6 @arrow6 = Sprite.new @arrow6.bitmap = RPG::Cache.picture("arrow") @arrow6.opacity = 160 @arrow6.ox = @arrow6.bitmap.width / 2 @arrow6.oy = @arrow6.bitmap.height / 2 @arrow6.x = 560 @arrow6.y = 380 end end if Input.trigger?(Input::C)## AJOUT DU BOUTON (A). Audio.se_play("Audio/SE/" + $game_system.ocarina_a, 80, 100) @song.push(10) case @song.size when 1 @arrow1 = Sprite.new @arrow1.bitmap = RPG::Cache.picture("arrow") @arrow1.angle = 270 @arrow1.opacity = 160 @arrow1.ox = @arrow1.bitmap.width / 2 @arrow1.oy = @arrow1.bitmap.height / 2 @arrow1.x = 160 @arrow1.y = 440 when 2 @arrow2 = Sprite.new @arrow2.bitmap = RPG::Cache.picture("a") @arrow2.opacity = 160 @arrow2.ox = @arrow2.bitmap.width / 2 @arrow2.oy = @arrow2.bitmap.height / 2 @arrow2.x = 240 @arrow2.y = 440 when 3 @arrow3 = Sprite.new @arrow3.bitmap = RPG::Cache.picture("a") @arrow3.opacity = 160 @arrow3.ox = @arrow3.bitmap.width / 2 @arrow3.oy = @arrow3.bitmap.height / 2 @arrow3.x = 320 @arrow3.y = 440 when 4 @arrow4 = Sprite.new @arrow4.bitmap = RPG::Cache.picture("a") @arrow4.opacity = 160 @arrow4.ox = @arrow4.bitmap.width / 2 @arrow4.oy = @arrow4.bitmap.height / 2 @arrow4.x = 400 @arrow4.y = 440 when 5 @arrow5 = Sprite.new @arrow5.bitmap = RPG::Cache.picture("a") @arrow5.opacity = 160 @arrow5.ox = @arrow5.bitmap.width / 2 @arrow5.oy = @arrow5.bitmap.height / 2 @arrow5.x = 480 @arrow5.y = 440 when 6 @arrow6 = Sprite.new @arrow6.bitmap = RPG::Cache.picture("a") @arrow6.opacity = 160 @arrow6.ox = @arrow6.bitmap.width / 2 @arrow6.oy = @arrow6.bitmap.height / 2 @arrow6.x = 560 @arrow6.y = 440 end end if @song.size >= 6 for @i in 0...$game_system.ocarina.size if @song[0] == $game_system.ocarina[@i][0] && @song[1] == $game_system.ocarina[@i][1] && @song[2] == $game_system.ocarina[@i][2] && @song[3] == $game_system.ocarina[@i][3] && @song[4] == $game_system.ocarina[@i][4] && @song[5] == $game_system.ocarina[@i][5] @correct = true break end end end if @song.size >= 6 && @correct == false @counter += 1 if @counter >= 40 @back.dispose @back.bitmap.dispose @arrow1.dispose @arrow1.bitmap.dispose @arrow2.dispose @arrow2.bitmap.dispose @arrow3.dispose @arrow3.bitmap.dispose @arrow4.dispose @arrow4.bitmap.dispose @arrow5.dispose @arrow5.bitmap.dispose @arrow6.dispose @arrow6.bitmap.dispose $scene = Scene_Map.new end end end end end
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armalith
Villageois (Nv 4)
Nombre de messages : 68
Age : 36
Point(s) Fort(s) : Programmation Batch, création de map (bfme2), création de site web
Niveau RPG Maker : Amateur
Date d'inscription : 24/07/2007
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Sujet: Re: Script Ocarina Mar 17 Mar 2009 - 21:23 |
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C'est super... A part que j'ai quelque bugs.
1) Si ma mélodie commencre par 10 (donc A) il m'affiche 6 (flèche vers la droite)
2) Quand on rempli la totalité de la partition, donc qu'on ne sait plus rajuter de notes, ce serait bien d'afficher un sons d'erreur si la mélodie tapée n'existe pas et de permettre de recommancer directement.
3) Dans la même optique, en pressant une touche (B sur N64) on devrait pouvoir recommancer à etrer une mélodie.
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Sujet: Re: Script Ocarina |
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