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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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    • 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 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:
       
       
       
      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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