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Ally

Schermate Title Skip 3

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Nome Script: Title Skip 3

Versione: N/D

Autore/i: PK8

 

Informazioni:

A differenza di molti script che danno l'opportunità di creare un proprio titolo ad eventi su mappa, i metodi vengono sovrascritti, mentre in questo si mantiene un'integrità sul codice in modo da essere compatibile con il restante degli script presenti sul proprio progetto.

 

Istruzioni:

Inserite lo script sopra Main.

Le istruzioni sono all'interno dello script.

 

Script:

 

=begin
Title Skip 3 (RMXP)
by PK8
Created: 8/7/2012 - 8/8/2012 (XP), 8/9/2012 (VX), 8/10/2012 (Ace)
Modified: --/--/----
──────────────────────────────────────────────────────────────────────────────
■ Author's Notes
The goal behind this version of my Title Skip script was to make sure I
wasn't overriding any of RPG Maker's default methods. It was a pretty tough
challenge so I had to come up with some odd ideas to pull it off.

The trick here wasn't to skip the title screen, but to nullify several
elements of the title screen such as visuals and audio. To do this, I needed
to find a way to make the title scene automatically use the command_new_game
method without making a sound while hiding the title graphic and the command
window.

It turns out that I had to make the @command_window and @sprite instance
variables of Scene_Title accessible, alias the Initialize method of
Window_Command to include an if conditional to check if $scene is a
Scene_Title for the purpose of making @command_window and @sprite invisible.

I'm not so sure if this works with the SDK but if it does then colour me
surprised! I'm proud of this considering that unlike my last two versions of
this script, this is NOT a rewrite of Scene_Title.
──────────────────────────────────────────────────────────────────────────────
■ Introduction
If you're familiar with Title Skip scripts, you should be familiar with the
functionality here and the opportunity such scripts allows for developers to
build their own introductions. Unlike most Title Skip scripts (and even my
older ones), no methods were overwritten.
──────────────────────────────────────────────────────────────────────────────
■ Features
o No overwritten methods, ensuring decent compatibility. (It's not so much a
	 feature, but I'd like to think of it as a selling point.)
o You can battle test. (Certain Title Skip scripts do not do this.)
o Seemingly a standard in Title Skip scripts, this script will now launch the
	 Scene_Load scene should it detect a saved file. It can be turned off.
──────────────────────────────────────────────────────────────────────────────
■ Methods Aliased
Game_Temp.initialize
Window_Command.initialize
Scene_Title.update
Scene_Title.command_new_game
──────────────────────────────────────────────────────────────────────────────
■ Changelog
v1 (01/05/2007): My first Title Skip script. It was a direct edit of
					 Scene_Title. I didn't know how to script at the time.
v2 (07/08/2008): It was an improvement over the first in that it wasn't a
					 direct edit of the script, and it featured the option of
					 going straight into the debug screen (which I'm not proud
					 of implementing).
v3 (08/07/2012): My third Title Skip script. For this attempt, I wanted to
					 rewrite as very little of Scene_Title as possible, which
					 was hard but I think I pulled it off. This drops the
					 "Skip to Debug" option that was available in v2 and adds
					 the "Skip to Continue" option that seems to be a standard
					 in other Title Skip scripts.
=end
#==============================================================================
# ** Configuration
#==============================================================================
module PK8
class Title_Skip
#--------------------------------------------------------------------------
# * General Settings
#--------------------------------------------------------------------------
# Turn script on (true) or off (false).
Switch = true
# Head to the Load scene before starting a new game? yes (true)/no (false)
Continue_First = true
end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sprite, :command_window
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
unless method_defined?(:pk8_titleskip_update)
alias_method(:pk8_titleskip_update, :update)
alias_method(:pk8_titleskip_command_new_game, :command_new_game)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
pk8_titleskip_update
command_new_game if PK8::Title_Skip::Switch == true
end
#--------------------------------------------------------------------------
# * Command: New Game (aliased method)
#--------------------------------------------------------------------------
def command_new_game
if PK8::Title_Skip::Switch == true
	 # Temporarily replaces Decision sound effect with nothing.
	 decision_se = $data_system.decision_se.name
	 $data_system.decision_se.name = ""
end
# Start regular command_new_game method
pk8_titleskip_command_new_game
if PK8::Title_Skip::Switch == true
	 # Gives the game back its Title BGM. (See Game Temp below)
	 $data_system.title_bgm.name = $game_temp.title_bgm
	 $game_temp.title_bgm = nil
	 # Decision sound effect is back
	 $data_system.decision_se.name = decision_se
	 # If developer wants to head to Scene_Load before starting a new game.
	 if PK8::Title_Skip::Continue_First == true
	 # Nullifying $game_map.autoplay
	 $game_system.bgm_stop
	 Audio.bgs_stop
	 # Checks @continue_enabled and sets a flag when going to Scene_Load.
	 if @continue_enabled and $game_temp.titleskip_loadattempt == nil
		 $game_temp.titleskip_loadattempt = true
		 $scene = Scene_Load.new
	 else
		 $game_temp.titleskip_loadattempt = nil
		 $game_map.autoplay
	 end
	 end
end
end
end
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
unless method_defined?(:pk8_titleskip_initialize)
alias_method(:pk8_titleskip_initialize, :initialize)
end
#--------------------------------------------------------------------------
# * Object Initialization (aliased method)
#	 width : window width
#	 commands : command text string array
#--------------------------------------------------------------------------
def initialize(*args)
pk8_titleskip_initialize(*args)
# Checks if $scene is Scene_Title to remove visibility of sprite and window.
if PK8::Title_Skip::Switch == true
	 if $scene.is_a?(Scene_Title)
	 self.visible = false
	 $scene.sprite.visible = false if $scene.sprite != nil
	 end
end
end
end
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :titleskip_loadattempt, :title_bgm
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
unless method_defined?(:pk8_titleskip_initialize)
alias_method(:pk8_titleskip_initialize, :initialize)
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
pk8_titleskip_initialize
if PK8::Title_Skip::Switch == true
	 @titleskip_loadattempt = nil
	 if $scene.is_a?(Scene_Title)
	 @title_bgm = $data_system.title_bgm.name
	 $data_system.title_bgm.name = ""
	 end
end
end
end
Incompatibilità:

Incompatibilità probabilmente con l'SDK.

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      - 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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