Vai al contenuto

Rilevato Ad-Blocker. Per favore disabilita il tuo adblocker quando navighi su makerando.com - Non c'è nessun annuncio invasivo.

  • Chatbox

    You don't have permission to chat.
    Load More
  • ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

  • Contenuti simili

    • 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


       
    • 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: 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
    • 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
×