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Contenuti simili
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Da MrSte
Autore/i: Vincent
Versione: 1.0
Informazioni: Questo piccolo Script toglie il Menu Standard per aggiungere una sola scritta con il nome "Pausa"
Screenshot:
Istruzioni
Installate lo Script nella sezione "Materiale" è possibile anche personalizzare la scritta "Pausa" basta solo inserire l'immagine nella cartella Graphics/Pictures e cambiare sulla linea 27 la scritta da "false" a "true"
Script
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Da Ally
Nome Script: Title Screen Skip (se il file save non esiste)
Versione: N/D
Autore/i: bStefan
Informazioni:
Piccolissimo script che salta il titolo se un file di salvataggio non viene trovato ^^
Istruzioni:
Inserite lo script sotto Material.
Script:
#===================================== # by bStefan aka. regendo # please give credit if used # for use with RMVX ACE #===================================== # Skips Title screen if there is no # save file to be found. #===================================== # implement over Main or directly # into SceneManager #===================================== module SceneManager def self.run DataManager.init Audio.setup_midi if use_midi? if DataManager.save_file_exists? == false #- DataManager.setup_new_game # | $game_map.autoplay # | SceneManager.goto(Scene_Map) # | new code else # | @scene = first_scene_class.new # / this line not end #- @scene.main while @scene end end -
Da Ally
Nome Script: Title Screen Aqua
Versione: N/D
Autore/i: Zerbu
Informazioni:
Script che prende assoluto controllo sulla schermata del titolo :3
Istruzioni:
Inserite lo script sotto Material.
Istruzioni all'interno dello script.
Script:
#============================================================================ # ? Title Screen Aqua ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # This script gives you control over the title screen, from customizing # its appearance to adding extra options to it~ #============================================================================ $imported = {} if $imported.nil? $imported["zeaq_titlescreen"] = true module ZEAQ module TitleScreen #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Appearance Options ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # These options configure the appearance of the title screen. You can # customize these to make the title screen stand out! #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Enable custom appearance? # If this setting is false, the font and Windowskin options will remain # unchanged from the default. CHANGE_APPEARANCE = false # Font Options FONT_FACE = ["VL Gothic", "Verdana", "Arial", "Courier"] # Font name FONT_SIZE = 24 # Font size used on the title screen FONT_COL = [255, 255, 255] # The colour of text ([red, blue, green]) FONT_BOLD = false # Whether or not text should appear bold FONT_ITALIC = false # Whether or not text should appear italic FONT_SHADOW = false # Whether or not text should have a shadow FONT_OUTLINE = true # Whether or not text should have an outline FONT_OUT_COL = [0, 0, 0] # The colour of the outline ([red, blue, green]) # Window Options WINDOWSKIN = "Window" # Windowskin used on the title screen OPACITY = 255 # Opacity (how visible) level of the Windowskin BACK_OPACITY = 200 # Opacity of the back of the Windowskin PADDING = 12 # The padding of text in the Window PADDING_BOTTOM = 12 # The bottom padding of text in the Window #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Size and Position Options ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # These options configure the position of the window on the title screen. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Enable custom size and/or position? # If this setting is false, the position of the Window will remain # unchanged from the default. CHANGE_SIZE_POSITION = false # Size Options WINDOW_WIDTH = 175 # Window width; if 0, the default will be used # Position Options WINDOW_X = 20 # Window X position; if -1, the default will be used WINDOW_Y = 20 # Window Y position; if -1, the default will be used #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Game Title Options ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # These options allow you to customize how the game title will be # displayed on the title screen, if you've chosen to display it. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Font Options NAME_FONT = ["VL Gothic", "Verdana", "Arial", "Courier"] # Font name NAME_SIZE = 48 # Font size used on the title screen NAME_COL = [255, 255, 255] # The colour of text ([red, blue, green]) NAME_BOLD = true # Whether or not text should appear bold NAME_ITALIC = true # Whether or not text should appear italic NAME_SHADOW = true # Whether or not text should have a shadow NAME_OUTLINE = true # Whether or not text should have an outline NAME_OUT_COL = [0, 0, 0] # The colour of the outline ([red, blue, green]) # Position Options NAME_X = 0 # X movement from position on the screen NAME_Y = 68 # Y movement from top of the screen NAME_ALIGN = 1 # 0-Left; 1-Middle; 2-Right #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Graphic and Sound Options ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # These options allow you to customize the graphic and sound on the title # screen using advanced options. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Here you can create a list of graphics that can be displayed on the title # screen. A random one from the list is shown every time the title screen # is shown, so you aren't stuck with just one graphic. # The format to use is: ["Title1", "Title2"], GRAPHICS = [ ["Crystal", "Gargoyles"], ["CrossedSwords", "Dragons"], ["Fountain", ""], ["Gates", "Heroes"], ] # Here you can create a list of music to play on the title screen, and/or # add a BGS or ME to the title screen. # # The format to use is: # [["BGM", Volume, Pitch], ["BGS", Volume, "Pitch"], ["ME", Volume, Pitch]] # # If you don't want to use a BGS, ME or even don't want a BGM, but want # other sounds, set the one(s) you don't want to "nil" # [["BGM", Volume, Pitch], nil, nil] will produce a BGM only. # [["BGM", Volume, Pitch], ["BGS", Volume, "Pitch"], nil] will produce a BGM # and BGS. SOUNDS = [ [["Theme2", 100, 100], ["Darkness", 100, 100], ["Shock", 100, 100]], [["Theme3", 100, 100], nil, nil], [["Theme4", 100, 100], ["Fire", 70, 100], nil], [["Theme5", 100, 100], nil, ["Victory2", 100, 100]], ] # This option sets whether sounds and graphics should be linked together. If # this is set to true, the first sound in the sounds list will always play # with the first graphic in the graphics list, the second sound with the # second graphic, and so on. If this is false, the graphics and sounds will # be randomized completely seperate from each other. If you enable this # option, you will need to have the same amount of graphics and sounds or # else the title screen could appear with no graphic or no sound. CONNECT_GRAPHICS_AND_SOUNDS = true #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Title Screen Menu ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # This allows you to list the options that will appear on the title # screen, in the order they should appear. Scroll further down to define # your own custom options. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MENU_OPTIONS = [ :new_game, :continue, #:custom1, #:custom2, :shutdown, ] SHOW_CONTINUE = true # Show continue if there are no save files? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Normal Menu Options ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # These are the normal menu options that have their own scripts to run. # If you are using a script that is meant to add an option to the title # screen, you can add it here. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ID: The name and method of the option to be called from the option # above. This is also the name of the handler used. # Name: The name to be displayed on the title menu. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NORMAL_OPTIONS = { #--------------------------------# # ID => "Name", # #--------------------------------# :new_game => "New Game", :continue => "Continue", :shutdown => "Shutdown", } #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Extra Starting Positions ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # This allows you to add your own additional "New Game"-type options # where you can choose different starting positions. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ID: The technical name of the extra option to be called from the # option above. # Name: The name to be displayed on the title menu. # Map: The map where the players start when using this extra option. # Map X: The X position on the map. # Map Y: The Y position on the map. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EXTRA_OPTIONS = { #---------------------------------------------------# # ID => ["Name", Map, MapX, MapY], # #---------------------------------------------------# :custom1 => ["Tutorial", 3, 10, 12 ], :custom2 => ["Credits", 4, 4, 2 ], } #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # ? Radial Animation Options ? #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Here you can create an animation for the title screen background, # similar to RPG Maker VX's default battle system. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Enable? RADIAL_ANIMATION = false # Blur Options RADIAL_BLUR_ANGLE = 80 # Radial blur angle RADIAL_BLUR_DIVISION = 12 # Radial blur division (smoothness) # Wave Options WAVE_AMP = 8 # Wave amplitude WAVE_LENGTH = 240 # Wave frequency WAVE_SPEED = 120 # Wave speed end #TitleScreen end #ZEAQ class Window_TitleCommand < Window_Command alias zeaq_titlescreen_initialize initialize def initialize zeaq_titlescreen_initialize if ZEAQ::TitleScreen::CHANGE_APPEARANCE self.windowskin = Cache.system(ZEAQ::TitleScreen::WINDOWSKIN) self.opacity = ZEAQ::TitleScreen::OPACITY self.back_opacity = ZEAQ::TitleScreen::BACK_OPACITY self.padding = ZEAQ::TitleScreen::PADDING self.padding_bottom = ZEAQ::TitleScreen::PADDING_BOTTOM end end alias zeaq_titlescreen_draw_item draw_item def draw_item(index) if ZEAQ::TitleScreen::CHANGE_APPEARANCE contents.font.name = ZEAQ::TitleScreen::FONT_FACE contents.font.size = ZEAQ::TitleScreen::FONT_SIZE contents.font.color = Color.new(ZEAQ::TitleScreen::FONT_COL[0], ZEAQ::TitleScreen::FONT_COL[1], ZEAQ::TitleScreen::FONT_COL[2]) contents.font.bold = ZEAQ::TitleScreen::FONT_BOLD contents.font.italic = ZEAQ::TitleScreen::FONT_ITALIC contents.font.shadow = ZEAQ::TitleScreen::FONT_SHADOW contents.font.outline = ZEAQ::TitleScreen::FONT_OUTLINE contents.font.out_color = Color.new(ZEAQ::TitleScreen::FONT_OUT_COL[0], ZEAQ::TitleScreen::FONT_OUT_COL[1], ZEAQ::TitleScreen::FONT_OUT_COL[2]) end zeaq_titlescreen_draw_item(index) end alias zeaq_titlescreen_window_width window_width def window_width if ZEAQ::TitleScreen::WINDOW_WIDTH != 0 && ZEAQ::TitleScreen::CHANGE_SIZE_POSITION return ZEAQ::TitleScreen::WINDOW_WIDTH else zeaq_titlescreen_window_width end end def update_placement if ZEAQ::TitleScreen::WINDOW_X != -1 && ZEAQ::TitleScreen::CHANGE_SIZE_POSITION self.x = ZEAQ::TitleScreen::WINDOW_X else self.x = (Graphics.width - 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 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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