-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathRS_TitleManagerEx.rb
277 lines (260 loc) · 9.62 KB
/
RS_TitleManagerEx.rb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
#================================================================
# The MIT License
# Copyright (c) 2020 biud436
# ---------------------------------------------------------------
# Free for commercial and non commercial use.
#================================================================
#==============================================================================
# ** TitleManagerEx (RPG Maker VX Ace)
#==============================================================================
# Name : TitleManagerEx
# Author : biud436
# Date : 2015.09.07
# Version : 1.0
# Usage :
# In a script calls, you can be used as below codes. The parameters are the name
# of an ending within a game and its name can set in Tool module.
#
# DataManager.ending_setup("엔딩1")
# Version Log :
# 1.0.0 (2015.09.07) : First Release
# 1.0.1 (2021-11-04) : BGM 버그 수정
# 1.0.2 (2021-11-05) :
# - added a title resource to load when loading title resource is failed.
#==============================================================================
# ** Terms of Use
#==============================================================================
# Free for commercial and non-commercial use
#==============================================================================
# ** Tool
#------------------------------------------------------------------------------
# This module sets up graphics resources to import within a title screen.
#==============================================================================
$imported = {} if $imported.nil?
$imported["RS_TitleManagerEx"] = true
module Tool
# Import the game data from Data/System.rvdata2 file
SYS = load_data("Data/System.rvdata2")
DEFAULT_TITLE = {
:title1_name => "Plain",
:title2_name => "Forest",
:title_bgm => RPG::BGM.new("Theme1",100, 100),
}
RESOURCE = {
# Sets the image and BGM for title screen and notice that you must set the
# actual name of the resouce file.
"기본타이틀" => [
SYS.title1_name || DEFAULT_TITLE[:title1_name],
SYS.title2_name || DEFAULT_TITLE[:title2_name],
SYS.title_bgm || DEFAULT_TITLE[:title_bgm],
], # Default Title Resource
"엔딩1" => ["Book","","Theme1"],
"엔딩2" => ["Castle","","Theme2"],
"엔딩3" => ["CrossedSwords","","Theme3"],
"엔딩4" => ["Dragon","Forest","Theme4"],
#--------------------------------------------------------------------------
}
end
#==============================================================================
# ** Position (Add-On)
#==============================================================================
module Position
# 스페셜 맵의 ID
MAP_ID = 2
# 플레이어의 시작 X
X = 6
# 플레이어의 시작 Y
Y = 11
# 이동 좌표
RESULT = [MAP_ID,X,Y]
end
#==============================================================================
# ** DataManager
#------------------------------------------------------------------------------
# 엔딩값을 temp.dat 파일로 저장합니다
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# * 엔딩을 설정합니다
#--------------------------------------------------------------------------
def self.ending_setup(string)
begin
File.open("temp.dat","wb") do |file|
Marshal.dump(publish_key(string),file)
end
rescue
return false
end
end
#--------------------------------------------------------------------------
# * 파일을 로드합니다
#--------------------------------------------------------------------------
def self.load_background
begin
File.open("temp.dat","rb") do |file|
Marshal.load(file)
end
rescue
ending_null
end
end
#--------------------------------------------------------------------------
# * 엔딩키를 찾을 수 없을 때
#--------------------------------------------------------------------------
def self.ending_null
ending = {}
ending[:version] = 0
ending[:username] = "NULL"
ending[:n] = Tool::RESOURCE["기본타이틀"]
ending
end
#--------------------------------------------------------------------------
# * 엔딩키 발급(게임의 버전/사용자의 이름/리소스의 이름)
#--------------------------------------------------------------------------
def self.publish_key(string)
begin
ending = {}
ending[:version] = 1000
ending[:username] = ENV["USERNAME"]
ending[:n] = Tool::RESOURCE[string]
ending
rescue
ending_null
end
end
end
#==============================================================================
# ** Header
#------------------------------------------------------------------------------
# 엔딩값을 외부파일에서 불러옵니다
#==============================================================================
module Header
@@background = nil
#--------------------------------------------------------------------------
# * 엔딩키값을 로드합니다
#--------------------------------------------------------------------------
def self.load
f = DataManager.load_background
return f[:version],f[:username],f[:n]
end
#--------------------------------------------------------------------------
# * 배경화면 정보를 설정합니다
#--------------------------------------------------------------------------
def self.choose_background?
if [load[0],load[1]] == [1000,ENV["USERNAME"]]
load_background(load[2])
return true
else
@@background = Tool::RESOURCE["기본타이틀"]
return false
end
end
#--------------------------------------------------------------------------
# * 배경화면을 불러옵니다
#--------------------------------------------------------------------------
def self.load_background(set)
@@background = set
end
#--------------------------------------------------------------------------
# * 배경화면을 배포합니다
#--------------------------------------------------------------------------
def self.export_background
return @@background
end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# create_background 메소드를 오버라이딩 합니다
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * 배경화면을 생성합니다
#--------------------------------------------------------------------------
def create_background
@sprite1 = Sprite.new
@sprite2 = Sprite.new
choose_background
center_sprite(@sprite1)
center_sprite(@sprite2)
end
#--------------------------------------------------------------------------
# * 배경화면을 선택합니다
#--------------------------------------------------------------------------
def choose_background
if Header.choose_background?
@sprite1.bitmap = Cache.title1(Header.export_background[0])
@sprite2.bitmap = Cache.title2(Header.export_background[1])
else
# 엔딩키를 찾을 수 없으면 기본 배경화면을 생성합니다
@sprite1.bitmap = Cache.title1(Header.export_background[0])
@sprite2.bitmap = Cache.title2(Header.export_background[1])
end
end
#--------------------------------------------------------------------------
# * 배경음악을 변경합니다
#--------------------------------------------------------------------------
def play_title_music
if Header.choose_background?
$data_system.title_bgm.name = Header.export_background[2]
end
$data_system.title_bgm.play rescue nil
RPG::BGS.stop
RPG::ME.stop
end
end
#==============================================================================
# ** Header (Add-On)
#==============================================================================
module Header
def self.special_menu?
[load[0],load[1]] == [1000,ENV["USERNAME"]]
end
end
#==============================================================================
# ** DataManager (Add-On)
#==============================================================================
module DataManager
def self.setup_special_game(*args)
create_game_objects
$game_party.setup_starting_members
$game_map.setup(args[0])
$game_player.moveto(args[1], args[2])
$game_player.refresh
Graphics.frame_count = 0
end
end
#==============================================================================
# ** Window_TitleCommand (Add-On)
#==============================================================================
class Window_TitleCommand
def alignment
return 1
end
def make_command_list
add_command(Vocab::new_game, :new_game)
add_command(Vocab::continue, :continue, continue_enabled)
add_command("스페셜 메뉴",:special_menu) if Header.special_menu?
add_command(Vocab::shutdown, :shutdown)
end
end
#==============================================================================
# ** Scene_Title (Add-On)
#==============================================================================
class Scene_Title
alias thou_create_command_window create_command_window
def create_command_window
thou_create_command_window
set_menu if Header.special_menu?
end
def set_menu
@command_window.set_handler(:special_menu, method(:special_menu))
end
def special_menu
DataManager.setup_special_game(*Position::RESULT)
close_command_window
fadeout_all
$game_map.autoplay
SceneManager.goto(Scene_Map)
end
end