概念
「ウソエの言語」の物語は全部私が書いたものですし、これに取り組むことが一番好きです。いつか完成すると願っています。
19歳のニカは世界を見てみたいと夢があります。でも、人生はそう簡単に行かないものですから、両親の店で働くことになりました。同い年の人も村に住んでいないですから、まだすごく若い子供達で遊ぶしかないです。それと、本を読むことです。
その村で一つの特別な場所があります:古の言語の本を持つ図書館。でも、その本は不思議な才能がいない人には読めないです。ただ翻訳した本がみられます:本物の本は隠しております。
普通の日で、ニカは偶然で不思議な小屋を見つけて、「あの言語」の本を見つけます。でも、古い本の真っ只中に警戒するスクロールもありますから、ニカはもっと知りたいから旅に出ます。
自分の冒険を見つかりたいと思う人に動かすゲームになるといいです。
この先のコードはRPGツクールXPのRGSSでプログラムしたコードです。
データ
名前:ウソエの言語
チーム(昔): 二人- Brenda van den Berg と私
年: 高校三年生 | 2015-2016
テクニカル
エンジン: RPG ツクール XP (昔)RPG ツクール MV (今)
難しさ (昔): ★
難しさ (今) :★★★
ダウンロード - XP バーション: http://languageoflyse.nl/download.html
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#============================================================================== | |
# ** Scene_MenuLoL | |
#------------------------------------------------------------------------------ | |
# This class performs title screen processing. | |
#============================================================================== | |
class Scene_MenuLoL | |
def initialize(menu_index = 0) | |
@menu_index = menu_index | |
end | |
def main | |
s1 = "Items" #Bitmap.new("Graphics/Icons/032-Item01.png") | |
s2 = "Skill" | |
s3 = "Equip" | |
s4 = "Profile" | |
s5 = "Notebook" | |
s6 = "Quit" | |
@command_window = Window_Command.new(320, [s1, s2, s3, s4, s5, s6]) | |
@command_window.index = @menu_index | |
@command_window.y = 190 | |
@command_window.back_opacity = 160 | |
@window_notebook = Window_Notebook.new | |
@window_notebook.x = 320 | |
@window_notebook.visible = false | |
@window_notebook.active = false | |
@window_people = Window_People.new | |
@window_people.x = 320 | |
@window_people.back_opacity = 160 | |
#@window_people.y = 0 | |
@gold_window = Window_Gold.new | |
@gold_window.x = 0 | |
@gold_window.y = 416 | |
@gold_window.back_opacity = 160 | |
# background | |
#@bg = Sprite.new | |
#@bg.bitmap = Bitmap.new("Graphics/Titles/001-Title01.jpg") | |
@bg = Spriteset_Map.new | |
Graphics.transition | |
loop do | |
Graphics.update | |
Input.update | |
update | |
if $scene != self | |
break | |
end | |
end | |
Graphics.freeze | |
@window_people.dispose | |
@command_window.dispose | |
@gold_window.dispose | |
@bg.dispose | |
@window_notebook.dispose | |
end | |
##################### update | |
def update | |
@gold_window.update | |
@command_window.update | |
@window_people.update | |
@window_notebook.update | |
if @command_window.active | |
update_command | |
return | |
end | |
if @window_people.active | |
update_status | |
return | |
end | |
if @window_notebook.active | |
update_notebook | |
end | |
end | |
##################### Update Command | |
def update_command | |
if Input.trigger?(Input::B) | |
$game_system.se_play($data_system.cancel_se) | |
$scene = Scene_Map.new | |
end | |
if Input.trigger?(Input::C) | |
case @command_window.index | |
when 0 # Items | |
$game_system.se_play($data_system.decision_se) | |
$scene = Scene_Item.new | |
when 1 # Skill | |
$game_system.se_play($data_system.decision_se) | |
@command_window.active = false | |
@window_people.active = true | |
@window_people.index = 0 | |
when 2 # Equip | |
$game_system.se_play($data_system.decision_se) | |
@command_window.active = false | |
@window_people.active = true | |
@window_people.index = 0 | |
when 3 # Profile | |
$game_system.se_play($data_system.decision_se) | |
@command_window.active = false | |
@window_people.active = true | |
@window_people.index = 0 | |
when 4 # Journal | |
$game_system.se_play($data_system.decision_se) | |
@command_window.active = false | |
@window_people.visible = false | |
@window_notebook.active = true | |
@window_notebook.visible = true | |
when 5 # Quit | |
$game_system.se_play($data_system.decision_se) | |
$scene = Scene_End.new | |
end | |
return | |
end #end If trigger C | |
end | |
#################### Update Status | |
def update_status | |
if Input.trigger?(Input::B) | |
# Play cancel SE | |
$game_system.se_play($data_system.cancel_se) | |
# Make command window active | |
@command_window.active = true | |
@window_people.active = false | |
@window_people.index = -1 | |
return | |
end | |
if Input.trigger?(Input::C) | |
case @command_window.index | |
when 1 # skill | |
$game_system.se_play($data_system.decision_se) | |
$scene = Scene_Skill.new(@window_people.index) | |
when 2 # equipment | |
$game_system.se_play($data_system.decision_se) | |
$scene = Scene_Equip.new(@window_people.index) | |
when 3 # status | |
$game_system.se_play($data_system.decision_se) | |
$scene = Scene_Status.new(@window_people.index) | |
end | |
return | |
end | |
end | |
############ Update notebook | |
def update_notebook | |
if Input.trigger?(Input::B) | |
$game_system.se_play($data_system.cancel_se) | |
@window_notebook.active = false | |
@window_notebook.visible = false | |
@command_window.active = true | |
@command_window.index = 4 | |
@window_people.visible = true | |
end | |
end | |
############ | |
end #class end | |
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#============================================================================== | |
# ** Window_People | |
#------------------------------------------------------------------------------ | |
# Waar de actors hun naam, picture, lv enz. in staan. | |
#============================================================================== | |
class Window_People < Window_Selectable | |
def initialize | |
super(0,0,320,480) | |
self.contents = Bitmap.new(width - 20, height - 20) | |
@column_max = 2 | |
refresh | |
self.active = false | |
self.index = -1 | |
end | |
################ def refresh | |
def refresh | |
self.contents.clear | |
@item_max = $game_party.actors.size | |
@bitmap = Bitmap.new(width - 20, height - 20) | |
for i in 0 ... $game_party.actors.size | |
x = (i * 160) + 5 | |
y = 15 | |
if i >= 2 | |
x -= 320 | |
y = 245 | |
end | |
actor = $game_party.actors[i] | |
self.contents.draw_text(x + 32, y + 96, 50, 20, actor.name) | |
draw_menu_head(actor, x + 10, y) | |
# draw HP bar and text | |
self.contents.draw_text(x, y +116, 20, 20, "HP") | |
draw_hp_bar(actor, x + 40, y + 121, 58) | |
#self.contents.draw_text(x + 4 , y + 120, 48, 20, actor.hp.to_s, 2) | |
# self.contents.draw_text(x + 40, y + 120, 48, 20, "/", 1) | |
#self.contents.draw_text(x + 50, y + 120, 48, 20, actor.maxhp.to_s, 2) | |
# draw SP bar and text | |
self.contents.draw_text(x, y + 140, 20, 20, "SP") | |
draw_sp_bar(actor, x + 40, y + 145, 58) | |
# draw state, level, exp | |
for j in 0 ... actor.states.size | |
#$indexstates = actor.states.size | |
draw_state(actor, x + 100 , (y + 96) + (j * 24), actor.states[j]) | |
end | |
draw_actor_level(actor, x, y + 155) | |
self.contents.draw_text(x, y +180, 40, 20, "EXP") | |
if actor.level == 99 then | |
self.contents.draw_text(x + 40, y + 180, 60, 20, "____ / ____") | |
else | |
draw_exp_bar(actor, x + 40, y + 185) | |
end | |
end # end for met actors | |
end # end def | |
############ def draw menu Head | |
def draw_menu_head(actor, x, y) | |
if actor.name == "Nica" then | |
bitmap = RPG::Cache.picture("MenuNica.png") | |
elsif actor.name == "Thye" | |
bitmap = RPG::Cache.picture("MenuThye.png") | |
elsif actor.name == "Sehlia" | |
bitmap = RPG::Cache.picture("MenuSehlia.png") | |
else | |
bitmap = RPG::Cache.picture("MenuNayll.png") | |
end | |
src_rect = Rect.new(0, 0, 96, 96) | |
#self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) | |
self.contents.blt(x, y, bitmap, src_rect) | |
end | |
############ def draw Rect | |
def draw_rect(x, y) | |
@rect = Rect.new(x, y, 24, 24) | |
color = Color.new(255,255,255,255) | |
self.contents.fill_rect(@rect, color) | |
end | |
############## def draw state | |
def draw_state(battler, x, y, state_id) | |
#for i in battler.states $data_states[i].name == | |
if $data_states[state_id].name == "Knockout" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State01.png") | |
elsif $data_states[state_id].name == "Venom" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State02.png") | |
elsif $data_states[state_id].name == "Stun" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State03.png") | |
elsif $data_states[state_id].name == "Sleep" then | |
bitmapicon = Bitmap.new("Graphics/Icons/100-State04.png") | |
else | |
bitmapicon = Bitmap.new("Graphics/Icons/001-Weapon01.png") | |
end | |
src_recticon = Rect.new(0, 0, 24, 24) | |
self.contents.blt(x, y, bitmapicon, src_recticon) | |
# end | |
end | |
################## def cursor update | |
def update_cursor_rect | |
if @index < 0 | |
self.cursor_rect.empty | |
else | |
#self.cursor_rect.set(0, @index * 116, self.width - 32, 96) | |
x = @index * 160 | |
y = 10 | |
if @index >= 2 | |
x -= 320 | |
y = 240 | |
end | |
self.cursor_rect.set(x, y, 128 , 208) | |
end | |
end | |
####### | |
end |