아래의 스크립트를 스크립트 에디터의 메인 위에 삽입해주시면 됩니다. 제목 쓰는 곳이라는 글씨를
바꿔주면 박을 글씨를 설정할 수 있습니다.
#==============================================================================
# ■ ゲ?ムタイトルの表示(ver 0.98)
#==============================================================================
#==============================================================================
# □ 커스터마이즈 포인트
#==============================================================================
module PLAN_TITLE_NAME
TITLE_STR = "제목 쓰는 곳"
FONT_NAME = ["굴림체", "고딕체"] # 폰트
FONT_SIZE = 60 # font size
FONT_BOLD = true # true = 굵은 글씨 false = 안 굵은 글씨
FONT_ITALIC = false # true = 이탤릭체
STR_COLOR = Color.new( 100, 110, 62) # 문자의 색
DRAW_FRAME = true # true = 제목이 깜빡임
FRAME_COLOR = Color.new(0, 0, 0) # 깜빡일 때 바뀌는 색
DRAW_X = 0 # X 좌표 수정치
DRAW_Y = -100 # Y 좌표 수정치
BLINK = true # 점멸
end
#==============================================================================
# ■ Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● メイン?理
#--------------------------------------------------------------------------
alias plan_title_name_main main
def main
# ??テストの場合
if $BTEST
battle_test
return
end
# スプライトの作成
@title_name_sprite = RPG::Sprite.new
@title_name_sprite.z = 100
bitmap = Bitmap.new(32, 32)
bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
rect = bitmap.text_size(PLAN_TITLE_NAME::TITLE_STR)
bitmap.dispose
bitmap = nil
@title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height)
@title_name_sprite.bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
@title_name_sprite.bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
@title_name_sprite.bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
@title_name_sprite.bitmap.font.italic = PLAN_TITLE_NAME::FONT_ITALIC
str = PLAN_TITLE_NAME::TITLE_STR
if PLAN_TITLE_NAME::DRAW_FRAME
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::FRAME_COLOR
if defined?(@title_name_sprite.bitmap.draw_text_plan_frame)
@title_name_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
@title_name_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
else
@title_name_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
@title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
end
else
@title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
@title_name_sprite.bitmap.draw_text(rect, str)
end
@title_name_sprite.x = 640 / 2 - rect.width / 2 + PLAN_TITLE_NAME::DRAW_X
@title_name_sprite.y = 480 / 2 - rect.height / 2 + PLAN_TITLE_NAME::DRAW_Y
@title_name_sprite.blink_on if PLAN_TITLE_NAME::BLINK
# 元のメソッドに?す
plan_title_name_main
# スプライトの解放
@title_name_sprite.bitmap.dispose
@title_name_sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレ?ム更新
#--------------------------------------------------------------------------
alias plan_title_name_update update
def update
# スプライトの更新
@title_name_sprite.update
# 元のメソッドに?す
plan_title_name_update
end
end
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