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Nome Script: Game Over con scelta

Versione: N/D

Autore/i: regendo

 

Informazioni:

Questo script aggiunge una finestra nella scena del Game Over, che da la possibilità di uscire dal gioco, di ritornare al titolo o di caricare una partita.

 

Screenshot:

 

24154976.png

 

 

Istruzioni:

Inserite lo script sotto Material.

 

Se volete poi cambiare posizione della finestra, fare riferimento alle linee 26 e 27, mentre se volete allargarla, fate riferimento alla linea 22.

 

;)

 

Script:

 

# by bStefan aka. regendo
# please give credit if used
# for use with RMVX ACE

#============================================
# GameOver with choices
#============================================
# adds three choices to Scene_Gameover:
# Load Savegame, Return to Title, Quit Game
# implement over Main
#============================================

class Window_GameOver < Window_Command
        def initialize
                super(0, 0)
                update_placement
                self.openness = 0
                open
        end

        def window_width
                return 225
        end

        def update_placement
                self.x = (Graphics.width - width) / 2
                self.y = (Graphics.height - height) / 1.1
        end

        def make_command_list
                add_command("Load Savestate", :load, load_enabled)
                add_command(Vocab::to_title, :to_title)
                add_command(Vocab::shutdown, :shutdown)
        end

        def load_enabled
                DataManager.save_file_exists?
        end
end

class Scene_Gameover < Scene_Base
        alias start_old start
        def start
                start_old
                create_command_window
        end

        def pre_terminate
                super
                close_command_window
        end

        def update
                super
        end

        def create_command_window
                @command_window = Window_GameOver.new
                @command_window.set_handler(:load, method(:command_load))
                @command_window.set_handler(:to_title, method(:goto_title))
                @command_window.set_handler(:shutdown, method(:command_shutdown))
        end

        def close_command_window
                @command_window.close if @command_window
                update until @command_window.close?
        end

        def command_load
                close_command_window
                fadeout_all
                SceneManager.call(Scene_Load)
        end

        def goto_title
                close_command_window
                fadeout_all
                SceneManager.goto(Scene_Title)
        end

        def command_shutdown
                close_command_window
                fadeout_all
                SceneManager.exit
        end
end

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      Nome Script: Title Screen Aqua
      Versione: N/D
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      Informazioni:
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      Istruzioni:
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width) / 2     end     if ZEAQ::TitleScreen::WINDOW_Y != -1 && ZEAQ::TitleScreen::CHANGE_SIZE_POSITION       self.y = ZEAQ::TitleScreen::WINDOW_Y     else       self.y = (Graphics.height * 1.6 - height) / 2     end   end   def make_command_list     ZEAQ::TitleScreen::MENU_OPTIONS.each{|n|       if ZEAQ::TitleScreen::NORMAL_OPTIONS[n]         if n == :continue && !continue_enabled && ZEAQ::TitleScreen::SHOW_CONTINUE           add_command(ZEAQ::TitleScreen::NORMAL_OPTIONS[n], n, false)         else           add_command(ZEAQ::TitleScreen::NORMAL_OPTIONS[n], n, true)         end       end       if ZEAQ::TitleScreen::EXTRA_OPTIONS[n]         add_command(ZEAQ::TitleScreen::EXTRA_OPTIONS[n][0], :zeaq_command, true, ZEAQ::TitleScreen::EXTRA_OPTIONS[n])       end     }   end end class Scene_Title < Scene_Base   alias zeaq_titlescreen_start start   def start     if ZEAQ::TitleScreen::CONNECT_GRAPHICS_AND_SOUNDS       if ZEAQ::TitleScreen::GRAPHICS.size >= ZEAQ::TitleScreen::SOUNDS.size         @random_value = rand(ZEAQ::TitleScreen::GRAPHICS.size)       else         @random_value = rand(ZEAQ::TitleScreen::SOUNDS.size)       end     end     zeaq_titlescreen_start   end   def create_background     if @random_value       graphic = ZEAQ::TitleScreen::GRAPHICS[@random_value]     else       graphic = ZEAQ::TitleScreen::GRAPHICS[rand(ZEAQ::TitleScreen::GRAPHICS.size)]     end     @sprite1 = Sprite.new     @sprite1.bitmap = Cache.title1(graphic[0])     if ZEAQ::TitleScreen::RADIAL_ANIMATION       @sprite1.bitmap.radial_blur(ZEAQ::TitleScreen::RADIAL_BLUR_ANGLE, ZEAQ::TitleScreen::RADIAL_BLUR_DIVISION)       @sprite1.wave_amp = ZEAQ::TitleScreen::WAVE_AMP       @sprite1.wave_length = ZEAQ::TitleScreen::WAVE_LENGTH       @sprite1.wave_speed = ZEAQ::TitleScreen::WAVE_SPEED     end     @sprite2 = Sprite.new     @sprite2.bitmap = Cache.title2(graphic[1])     center_sprite(@sprite1)     center_sprite(@sprite2)   end   def draw_game_title     @foreground_sprite.bitmap.font.name = ZEAQ::TitleScreen::NAME_FONT     @foreground_sprite.bitmap.font.size = ZEAQ::TitleScreen::NAME_SIZE     @foreground_sprite.bitmap.font.color = Color.new(ZEAQ::TitleScreen::NAME_COL[0], ZEAQ::TitleScreen::NAME_COL[1], ZEAQ::TitleScreen::NAME_COL[2])     @foreground_sprite.bitmap.font.bold = ZEAQ::TitleScreen::NAME_BOLD     @foreground_sprite.bitmap.font.italic = ZEAQ::TitleScreen::NAME_ITALIC     @foreground_sprite.bitmap.font.shadow = ZEAQ::TitleScreen::NAME_SHADOW     @foreground_sprite.bitmap.font.outline = ZEAQ::TitleScreen::NAME_OUTLINE     @foreground_sprite.bitmap.font.out_color = Color.new(ZEAQ::TitleScreen::NAME_OUT_COL[0], ZEAQ::TitleScreen::NAME_OUT_COL[1], ZEAQ::TitleScreen::NAME_OUT_COL[2])     rect = Rect.new(ZEAQ::TitleScreen::NAME_X, ZEAQ::TitleScreen::NAME_Y, Graphics.width, ZEAQ::TitleScreen::NAME_SIZE)     @foreground_sprite.bitmap.draw_text(rect, $data_system.game_title, ZEAQ::TitleScreen::NAME_ALIGN)   end   def play_title_music     RPG::BGS.stop     RPG::ME.stop     if @random_value       sound = ZEAQ::TitleScreen::SOUNDS[@random_value]     else       sound = ZEAQ::TitleScreen::SOUNDS[rand(ZEAQ::TitleScreen::SOUNDS.size)]     end     RPG::BGM.stop if !sound[0].nil?     if !sound[2].nil?       RPG::ME.new(sound[2][0], sound[2][1], sound[2][2]).play     end     if !sound[0].nil?       RPG::BGM.new(sound[0][0], sound[0][1], sound[0][2]).play     end     if !sound[1].nil?       RPG::BGS.new(sound[1][0], sound[1][1], sound[1][2]).play     end   end   def zeaq_titlescreen_command     n = @command_window.current_ext     DataManager.create_game_objects     $game_party.setup_starting_members     $game_map.setup(n[1])     $game_player.moveto(n[2], n[3])     $game_player.refresh     Graphics.frame_count = 0     close_command_window     fadeout_all     $game_map.autoplay     SceneManager.goto(Scene_Map)   end   alias zeaq_titlescreen_create_command_window create_command_window     def create_command_window     zeaq_titlescreen_create_command_window     @command_window.set_handler(:zeaq_command, method(:zeaq_titlescreen_command))   end   alias zeaq_titlescreen_update update   def update     zeaq_titlescreen_update     if ZEAQ::TitleScreen::RADIAL_ANIMATION       @sprite1.update     end   end end
    • Da Ally
      Nome Script: Saltare il Titolo
      Versione: N/D
      Autore/i: JV Master

      Informazioni:
      Piccolo script che vi trasperterò alla prima mappa di gioco facendovi saltare il titolo.
      Utile se si vuole fare un titolo su mappa o creare prima una breve introduzione.

      Istruzioni:
      Inserite lo script sotto Material.

      Script:


      #============================================================================== # Skip Title Screen                                           JV Master Script #------------------------------------------------------------------------------ # Skip Title Screen, going to first game map. #============================================================================== #============================================================================== # Scene Title #============================================================================== class Scene_Title < Scene_Base   def start     SceneManager.clear     Graphics.freeze     DataManager.setup_new_game     $game_map.autoplay     SceneManager.goto(Scene_Map)   end   def terminate     SceneManager.snapshot_for_background     Graphics.fadeout(Graphics.frame_rate)   end end #==============================================================================
    • Da Ally
      Nome Script: Game Over con Scelte
      Versione: N/D
      Autore/i: bStefan

      Informazioni:
      Lo script da la possibilità nel Game Over di riavviare una battaglia, caricare un salvaggio, tornare al titolo, o di uscire semplicemente dal gioco.


      Istruzioni:
      Inserite lo script sotto Material.
      Per customizzare lo script in alcune opzioni, seguite qui sotto come fare:
      - Per modificare la posizione della finestra, fate riferimento alle righe 82-83
      - Per modificare la larghezza della finestra, fate riferimento alla riga 47
      - Se si vogliono inserire più colonne, fate riferimento alla riga 40 (si avrà bisogno anche delllo script qui di seguito):
      http://rpgmkr.net/forum/colonne-multiple-in-command-window-t2429.html
      - Se volete altri comandi, modificate make_command_list e create_command_window aggiungendo anche i metodi richiesti
      - Se volete eliminare la possibilità di riavviare la battaglia, fate riferimento alla riga 34

      Script:


      #================================================= # by bStefan aka. regendo # please give credit if used # for use with RMVX ACE #================================================= # GameOver with choices #================================================= # adds four choices to Scene_Gameover: # : Retry Battle (if you lost the battle) # : Load Savegame (if there is a savefile) # : Return to Title # : Quit Game #================================================= # implement over Main # implement under Multiple_Cols_in_Command_Window # if existant #================================================= module Regendo unless @scripts @scripts = Hash.new def self.contains?(key) @scripts[key] == true end end @scripts["GameOver_Window"] = true module GameOver_Window def self.multiple_cols? return false unless Regendo::contains?("Horizontal_Command") USE_MULTIPLE_COLUMNS end #======= #CONFIG #======= RETRY = true #if false, Retry Battle function will not be aviable #============================================== #requires Horizontal_Command script by regendo #============================================== if Regendo::contains?("Horizontal_Command") USE_MULTIPLE_COLUMNS = true #use Horizontal_Command Script? COLUMNS = 2 #requires ^ set to true end #================================================= #only used if not using Horizontal_Command Script #================================================= WINDOW_WIDTH = 225 end end if Regendo::GameOver_Window::multiple_cols? class Window_GameOver < Window_HorizontalCommand #more than one column possible end else class Window_GameOver < Window_Command #only one column end end class Window_GameOver def initialize if Regendo::GameOver_Window::multiple_cols? if Regendo::GameOver_Window::COLUMNS super(0, 0, Regendo::GameOver_Window::COLUMNS) else super(0, 0) end else super(0, 0) end update_placement self.openness = 0 open end unless Regendo::GameOver_Window::multiple_cols? def window_width Regendo::GameOver_Window::WINDOW_WIDTH end end def update_placement self.x = (Graphics.width - width) / 2 self.y = (Graphics.height - height) / 1.1 end #====================================== # add your own to this list # also requires changes at # Scene_Gameover#create_command_window #====================================== def make_command_list add_command("Retry Battle", :tryagain) if SceneManager.scene.is_defeat? add_command("Load Savestate", :load, load_enabled) add_command(Vocab::to_title, :to_title) add_command(Vocab::shutdown, :shutdown) end def load_enabled DataManager.save_file_exists? end end class Scene_Gameover < Scene_Base attr_reader :command_window alias start_old start def start start_old create_command_window end def pre_terminate super close_command_window end def update super end #====================================== # add your own to this list # also requires changes at # Window_GameOver#make_command_list # and requires adding your own methods #====================================== def create_command_window @command_window = Window_GameOver.new @command_window.set_handler(:tryagain, method(:command_retry)) if is_defeat? @command_window.set_handler(:load, method(:command_load)) @command_window.set_handler(:to_title, method(:goto_title)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end def close_command_window @command_window.close if @command_window update until @command_window.close? end def command_load close_command_window fadeout_all SceneManager.call(Scene_Load) end def goto_title close_command_window fadeout_all SceneManager.goto(Scene_Title) end def command_shutdown close_command_window fadeout_all SceneManager.exit end def command_retry fadeout_all SceneManager.goto(Scene_Battle) BattleManager.setup(@troop_id, @can_escape, @can_lose) $game_party.members.each do |actor| actor.recover_all end $game_troop.members.each do |enemy| enemy.recover_all end BattleManager.bmgs_by_regendo(@map_bgm, @map_bgs) BattleManager.play_battle_bgm Sound.play_battle_start end def is_defeat (b = true) @defeat = b end def is_defeat? Regendo::GameOver_Window::RETRY ? @defeat : false end def battle_setup (troop_id, can_escape = true, can_lose = false) @troop_id = troop_id @can_escape = can_escape @can_lose = can_lose end def bgms_setup(map_bgm, map_bgs) @map_bgm = map_bgm @map_bgs = map_bgs end end module BattleManager class << self alias_method :setup_old, :setup end def self.setup(troop_id, can_escape = true, can_lose = false) self.setup_old(troop_id, can_escape = true, can_lose = false) @troop_id = troop_id end def self.bmgs_by_regendo(map_bgm, map_bgs) @map_bgm = map_bgm @map_bgs = map_bgs end def self.process_defeat $game_message.add(sprintf(Vocab::Defeat, $game_party.name)) wait_for_message if @can_lose revive_battle_members replay_bgm_and_bgs SceneManager.return else SceneManager.goto(Scene_Gameover) SceneManager.scene.is_defeat #this is new SceneManager.scene.battle_setup(@troop_id, @can_escape, @can_lose) #this also SceneManager.scene.bgms_setup(@map_bgm, @map_bgs) #and this end battle_end(2) return true end end
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