Try-Edge Player Killer
Nombre de messages : 36 Age : 33 Position : Yewbell Occupations : Traquer Haseo Genre : Player Killer Date d'inscription : 20/03/2008
Identité Niveau: (5/100) Clan: The-World Or: (312/1100)
| Sujet: [Map]Ocarina Sam 22 Mar - 0:39 | |
| Tout d'abord le mode d'emploi. Créé une flèche pointant vers le haut du nom de "arrow" que vous allez mettre dans le dossier Picture. Et Votre bouton "A" du nom de "a" qui lui aussi va ce trouvé dans le dossier Picture. Mettre cette image: à nommé "pentagrama", dans Picture. Vous allez dans la Base de donnée dans l'onglet Évenement Commun. - Citation :
Le premier: Nom=>Ocarina Déclenchement=>Appel <>"Faire disparaître" la musique : 10 secondes <>Interrupteur(s) [X] activé <>Script : $scene = Ocarina.new
Le deuxième nom=>Ocarina_Songs Déclenchement=>Processus Parrallèle Interrupteur de déclenchement=>X <>Condition : si l'interrupteur [Y:] est activé (Y est égal à l'interrupteur du chant dans le script) <>Mémoriser Musique (BGM) / Effet sonore (BGS) <>Jouer Exemple: un font musical (BGM) : '001-Battle01', volume : 100, tempo : 100 <>Attendre 13 Frames <>Message : Exemple : Chant du temps à été joué! <>Déplacer l'évènement : Héros : :<>Modifier vitesse : 6 : :<>Modifier Fréquence : 3 <>Message : Vos déplacement sont maintenant accélèré. <>Attendre 40 Frames <>Jouer Musique (BGM) / Effet sonore (BGS) mémorisé(e) <>Interrupteur [Y:] désactivé <>Interrupteur [X:] désactivé <>Stopper tous les évènements : Fin Et pour finir faites en sorte qu'un objet aît : Appelle cet évènement commun : 001: Ocarina Puis après créez un nouveau script au dessus de Main nommé "Ocarina Script" et collé y ceci: - Citation :
- #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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Try-Edge Player Killer
Nombre de messages : 36 Age : 33 Position : Yewbell Occupations : Traquer Haseo Genre : Player Killer Date d'inscription : 20/03/2008
Identité Niveau: (5/100) Clan: The-World Or: (312/1100)
| Sujet: Re: [Map]Ocarina Sam 22 Mar - 0:40 | |
| La Suite: - Citation :
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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