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Bartowski

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Posts posted by Bartowski

  1. Ciao a tutti allora vorrei cambiare l'audio del menù iniziale con qualcosa di piu carino...io sto usando quest script per il menù...

    #===============================================================

    ===============

    # MOG VX - Scene Title Screen Miria V2.0

    #==============================================================================

    # By Moghunter

    # http://www.atelier-rgss.com/

    #==============================================================================

    # Tela de Titulo animado

    #==============================================================================

    # 1 - Crie uma pasta chamada de TITLE (Graphics/Title)

    # 2 - Dentro desta pasta devem conter as seguintes imagens

    #

    # Title #Imagem que contem o texto do titulo

    # Transition #Imagem da transição de tela

    # Plane1 #Imagem da camada 1

    # Plane2 #Imagem da camada 2

    # Plane3 #Imagem da camada 3

    # Title_Command #Imagem do menu seleção NEW GAME

    #

    #==============================================================================

    # Histórico

    # v2.0 - Melhor codificação.

    #==============================================================================

    module MOG_VX01

    # Tempo de transição.

    TT = 120

    #Ativar movimento de Onda no texto do titulo.

    # (true = Ativar ou false = Desativar)

    TWAVE = false

    #Opacidade da imagem camada 1.

    TPLANE1_OPA = 255

    #Opacidade da imagem camada 2.

    TPLANE2_OPA = 200

    #Opacidade da imagem camada 3

    TPLANE3_OPA = 170

    # Velocidade de movimento da camada 1 na horizontal.

    TPLANE1_X = 1

    # Velocidade de movimento da camada 1 na vertical.

    TPLANE1_Y = 0

    # Velocidade de movimento da camada 2 na horizontal.

    TPLANE2_X = 2

    # Velocidade de movimento da camada 2 na vertical.

    TPLANE2_Y = 0

    # Velocidade de movimento da camada 2 na horizontal.

    TPLANE3_X = 4

    # Velocidade de movimento da camada 2 na vertical.

    TPLANE3_Y = 0

    # Posição do comando

    COMMAND_POS = [-90, 220]

    end

     

    #===============================================================================

    # ■ Cache

    #===============================================================================

    module Cache

    def self.title(filename)

    load_bitmap("Graphics/Title/", filename)

    end

    end

     

    #===============================================================================

    # ■ Scene_Title

    #===============================================================================

     

    class Scene_Title < Scene_Base

    include MOG_VX01

     

    #--------------------------------------------------------------------------

    # ● Start

    #--------------------------------------------------------------------------

    def start

    super

    load_database

    create_game_objects

    check_continue

    create_title_graphic

    create_command_window

    create_command_sprite

    play_title_music

    end

     

    #--------------------------------------------------------------------------

    # ● post_start

    #--------------------------------------------------------------------------

    def post_start

    super

    open_command_window

    end

     

    #--------------------------------------------------------------------------

    # ● create_title_graphic

    #--------------------------------------------------------------------------

    def create_title_graphic

    @sprite_title = Sprite.new

    @sprite_title.bitmap = Cache.title("Title")

    @sprite_title.opacity = 0

    @sprite = Plane.new

    @sprite.bitmap = Cache.title("Plane1")

    @sprite2 = Plane.new

    @sprite2.bitmap = Cache.title("Plane2")

    @sprite3 = Plane.new

    @sprite3.bitmap = Cache.title("Plane3")

    @sprite.opacity = TPLANE1_OPA

    @sprite2.opacity = TPLANE2_OPA

    @sprite3.opacity = TPLANE3_OPA

    @sprite.z = 1

    @sprite2.z = 2

    @sprite3.z = 3

    @sprite_title.z = 5

    if TWAVE == true

    @sprite_title.wave_amp = 8

    @sprite_title.wave_length = 240

    @sprite_title.wave_speed = 320

    end

    end

     

    #--------------------------------------------------------------------------

    # ● create_command_sprite

    #--------------------------------------------------------------------------

    def create_command_sprite

    @com_image = Cache.title("Title_Command")

    @com_bitmap = Bitmap.new(@com_image.width,@com_image.height)

    @com_width = @com_image.width

    @com_height = @com_image.height / 3

    @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)

    @com_bitmap.blt(0,0, @com_image, @com_src_rect)

    @com = Sprite.new

    @com.bitmap = @com_bitmap

    @com.opacity = 0

    @com.x = COMMAND_POS[0]

    @com.y = COMMAND_POS[1]

    @com.z = 4

    end

     

    #--------------------------------------------------------------------------

    # ● pre_terminate

    #--------------------------------------------------------------------------

    def pre_terminate

    super

    close_command_window

    end

     

    #--------------------------------------------------------------------------

    # ● perform_transition

    #--------------------------------------------------------------------------

    def perform_transition

    Graphics.transition(TT , "Graphics/Title/Transition")

    end

     

    #--------------------------------------------------------------------------

    # ● update

    #--------------------------------------------------------------------------

    def update

    super

    @command_window.update

    update_sprite_command

    @sprite_title.opacity += 2

    @com.opacity += 2 if @sprite_title.opacity > 150

    @sprite.ox += TPLANE1_X

    @sprite.oy += TPLANE1_Y

    @sprite2.ox += TPLANE2_X

    @sprite2.oy += TPLANE2_Y

    @sprite3.ox += TPLANE3_X

    @sprite3.oy += TPLANE3_Y

    @sprite_title.update if TWAVE == true

    if Input.trigger?(Input::C)

    case @command_window.index

    when 0

    command_new_game

    when 1

    command_continue

    when 2

    command_shutdown

    end

    end

    end

     

    #--------------------------------------------------------------------------

    # ● update_sprite_command

    #--------------------------------------------------------------------------

    def update_sprite_command

    return if @sprite_index == @command_window.index

    @sprite_index = @command_window.index

    @com.bitmap.clear

    @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)

    @com_bitmap.blt(0,0, @com_image, @com_src_rect)

    end

     

    #--------------------------------------------------------------------------

    # ● update_slide

    #--------------------------------------------------------------------------

    def update_slide

    @sprite.ox += TPLANE1_X

    @sprite.oy += TPLANE1_Y

    @sprite2.ox += TPLANE2_X

    @sprite2.oy += TPLANE2_Y

    @sprite3.ox += TPLANE3_X

    @sprite3.oy += TPLANE3_Y

    @sprite_title.update if TWAVE == true

    end

     

    #--------------------------------------------------------------------------

    # ● load_database

    #--------------------------------------------------------------------------

    def load_database

    $data_actors = load_data("Data/Actors.rvdata")

    $data_classes = load_data("Data/Classes.rvdata")

    $data_skills = load_data("Data/Skills.rvdata")

    $data_items = load_data("Data/Items.rvdata")

    $data_weapons = load_data("Data/Weapons.rvdata")

    $data_armors = load_data("Data/Armors.rvdata")

    $data_enemies = load_data("Data/Enemies.rvdata")

    $data_troops = load_data("Data/Troops.rvdata")

    $data_states = load_data("Data/States.rvdata")

    $data_animations = load_data("Data/Animations.rvdata")

    $data_common_events = load_data("Data/CommonEvents.rvdata")

    $data_system = load_data("Data/System.rvdata")

    $data_areas = load_data("Data/Areas.rvdata")

    end

     

    #--------------------------------------------------------------------------

    # ● load_bt_database

    #--------------------------------------------------------------------------

    def load_bt_database

    $data_actors = load_data("Data/BT_Actors.rvdata")

    $data_classes = load_data("Data/BT_Classes.rvdata")

    $data_skills = load_data("Data/BT_Skills.rvdata")

    $data_items = load_data("Data/BT_Items.rvdata")

    $data_weapons = load_data("Data/BT_Weapons.rvdata")

    $data_armors = load_data("Data/BT_Armors.rvdata")

    $data_enemies = load_data("Data/BT_Enemies.rvdata")

    $data_troops = load_data("Data/BT_Troops.rvdata")

    $data_states = load_data("Data/BT_States.rvdata")

    $data_animations = load_data("Data/BT_Animations.rvdata")

    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")

    $data_system = load_data("Data/BT_System.rvdata")

    end

     

    #--------------------------------------------------------------------------

    # ● create_game_objects

    #--------------------------------------------------------------------------

    def create_game_objects

    $game_temp = Game_Temp.new

    $game_message = Game_Message.new

    $game_system = Game_System.new

    $game_switches = Game_Switches.new

    $game_variables = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_actors = Game_Actors.new

    $game_party = Game_Party.new

    $game_troop = Game_Troop.new

    $game_map = Game_Map.new

    $game_player = Game_Player.new

    end

     

    #--------------------------------------------------------------------------

    # ● check_continue

    #--------------------------------------------------------------------------

    def check_continue

    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)

    end

     

    #--------------------------------------------------------------------------

    # ● dispose_title_graphic

    #--------------------------------------------------------------------------

    def dispose_title_graphic

    @sprite.bitmap.dispose

    @sprite2.bitmap.dispose

    @sprite3.bitmap.dispose

    @com.bitmap.dispose

    @sprite_title.bitmap.dispose

    @sprite.dispose

    @sprite2.dispose

    @sprite3.dispose

    @com.dispose

    @sprite_title.dispose

    end

     

    #--------------------------------------------------------------------------

    # ● create_command_window

    #--------------------------------------------------------------------------

    def create_command_window

    s1 = Vocab::new_game

    s2 = Vocab::continue

    s3 = Vocab::shutdown

    @command_window = Window_Command.new(172, [s1, s2, s3])

    @command_window.opacity = 0

    @command_window.contents_opacity = 0

    if @continue_enabled

    @command_window.index = 1

    else

    @command_window.draw_item(1, false)

    end

    end

     

    #--------------------------------------------------------------------------

    # ● title_fade

    #--------------------------------------------------------------------------

    def title_fade

    if TWAVE == true

    @sprite_title.wave_amp = 34

    @sprite_title.wave_length =120

    @sprite_title.wave_speed = 800

    end

    for i in 0..120

    @sprite_title.opacity -= 3

    @sprite_title.update if TWAVE == true

    @com.opacity -= 3

    case @command_window.index

    when 0

    @sprite.zoom_x += 0.01

    @sprite.zoom_y += 0.01

    @sprite2.zoom_x += 0.01

    @sprite2.zoom_y += 0.01

    @sprite3.zoom_x += 0.01

    @sprite3.zoom_y += 0.01

    @sprite.ox += 2

    @sprite.oy += 2

    @sprite2.ox += 2

    @sprite2.oy += 2

    @sprite3.ox += 2

    @sprite3.oy += 2

    end

    update_slide

    Graphics.update

    end

    end

     

    #--------------------------------------------------------------------------

    # ● dispose_command_window

    #--------------------------------------------------------------------------

    def dispose_command_window

    @command_window.dispose

    end

     

    #--------------------------------------------------------------------------

    # ● open_command_window

    #--------------------------------------------------------------------------

    def open_command_window

    @command_window.open

    begin

    @command_window.update

    Graphics.update

    end until @command_window.openness == 255

    end

     

    #--------------------------------------------------------------------------

    # ● close_command_window

    #--------------------------------------------------------------------------

    def close_command_window

    @command_window.close

    begin

    @command_window.update

    Graphics.update

    end until @command_window.openness == 0

    end

     

    #--------------------------------------------------------------------------

    # ● play_title_music

    #--------------------------------------------------------------------------

    def play_title_music

    $data_system.title_bgm.play

    RPG::BGS.stop

    RPG::ME.stop

    end

     

    #--------------------------------------------------------------------------

    # ● confirm_player_location

    #--------------------------------------------------------------------------

    def confirm_player_location

    if $data_system.start_map_id == 0

    print "プレイヤーの初期位置が設定されていません。"

    exit

    end

    end

     

    #--------------------------------------------------------------------------

    # ● command_new_game

    #--------------------------------------------------------------------------

    def command_new_game

    confirm_player_location

    Sound.play_decision

    title_fade

    $game_party.setup_starting_members

    $game_map.setup($data_system.start_map_id)

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    $game_player.refresh

    $scene = Scene_Map.new

    RPG::BGM.fade(1500)

    close_command_window

    Graphics.fadeout(60)

    Graphics.wait(40)

    Graphics.frame_count = 0

    RPG::BGM.stop

    $game_map.autoplay

    end

     

    #--------------------------------------------------------------------------

    # ● command_continue

    #--------------------------------------------------------------------------

    def command_continue

    if @continue_enabled

    Sound.play_decision

    title_fade

    $scene = Scene_File.new(false, true, false)

    else

    Sound.play_buzzer

    end

    end

     

    #--------------------------------------------------------------------------

    # ● command_shutdown

    #--------------------------------------------------------------------------

    def command_shutdown

    Sound.play_decision

    title_fade

    RPG::BGM.fade(800)

    RPG::BGS.fade(800)

    RPG::ME.fade(800)

    $scene = nil

    end

     

    #--------------------------------------------------------------------------

    # ● battle_test

    #--------------------------------------------------------------------------

    def battle_test

    load_bt_database

    create_game_objects

    Graphics.frame_count = 0

    $game_party.setup_battle_test_members

    $game_troop.setup($data_system.test_troop_id)

    $game_troop.can_escape = true

    $game_system.battle_bgm.play

    snapshot_for_background

    $scene = Scene_Battle.new

    end

     

    end

     

    $mog_rgssvx_title_screen_miria = true

     

     

    Volevo sapere se su questo script potevo cambiare l audio del menù e come(con un esempio)...se propio non si può me ne potete passare uno? grazie mille

  2. Ciao a tutti sono nuovo è da poco che uso rpg maker vx , se va bene tra poco pubblico una demo(solo l intro) anche perchè dovrei cambiare delle cose e ho bisogno di alcuni consigli.....
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