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*Inn e SavePoint System


PSYKO
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Posto questo Script perchè lo ritengo molto utile.

Descrizione

Inn e Save point system

 

Autore

Seph (Tradotto da PSYKO)
Postate sempre e comunque Seph

Descrizione

Incollatelo sopra a Name con il nome "Inn & Savepoint System"

Per il Savepoint chiamate un call script con scritto

$scene = Scene_Savepoint.new

Per il sistema di pernottanza chiamate un call script con scritto

inn = Game_Inn.new(0, [0, 0])$scene = Scene_Inn.new(inn)

Dove il primo zero rappresenta il costo della permanenza e gli altri due le coordinate X Y dove il giocatore si dirigerà nella mappa

 

 

Script

 

#==============================================================================
# ** Inn & Savepoint System
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 2
# 2006-10-19
#------------------------------------------------------------------------------
# * Version History :
#
# Version 1 ---------------------------------------------------- (2006-03-08)
# Version 2 ---------------------------------------------------- (2006-10-19)
# - Update : Rescripted Much of System
#------------------------------------------------------------------------------
# * Requirements :
#
# Scene_Base
# Near Fantastica's Pathfinding For Inn Transfer Movement (Optional)
# Gameover to Inn System (Optional)
#------------------------------------------------------------------------------
# * Description :
#
# This script was designed to allow you to create Inn's and savepoints with
# a simple call script. For the Savepoints, you can control what commands
# appear and disable commands. For the Inn, you can control the inn's
# cost, greetings, and have the option to make the player move to certain
# coordinates on the map as the screen fades to black. It is also configured
# to have the option to save coordinates of the Gameover to Inn coordinates.
#------------------------------------------------------------------------------
# * Instructions :
#
# Place The Script Below the SDK and Above Main.
# To Customize Save Options and Default Inn Greetings, refer to Customization
# To open Savepoint or Inn, refer to syntax.
#------------------------------------------------------------------------------
# * Customization :
#
# Setting Command Words
# - SPC_Save = 'word'
# - SPC_Load = 'word'
# - SPC_Menu = 'word'
# - SPC_Shutdown = 'word'
# - SPC_Cancel = 'word'
#
# Show Commands Enabled At Startup
# - Enable_SPC_Save = true or false
# - Enable_SPC_Save = true or false
# - Enable_SPC_Load = true or false
# - Enable_SPC_Menu = true or false
# - Enable_SPC_Shutdown = true or false
# - Enable_SPC_Cancel = true or false
#
# Show Disabled Commands (If True, commands will apear but will be disabled)
# - Show_Disabled_Commands = true or false
#
# Default Inn Greetings
# - DIG_Greeting = 'greeting'
# - DIG_Staying = 'greeting'
# - DIG_Thanks = 'greeting'
# - DIG_Exit = 'greeting'
#
# Save Inn Location (Configured For Gameover to Inn System)
# - Save_GO_To_Inn = true or false
#------------------------------------------------------------------------------
# * Syntax :
#
# Disabling Savepoint Command
# - $game_system.disabled_sp_commands <<
#
# Enabling Savepoint Command
# - if $game_system.disabled_sp_commands.include?()
# $game_system.disabled_sp_commands.delete()
# end
#
# Replace with : ISP_System::SPC_Save, ISP_System::SPC_Load,
# ISP_System::SPC_Menu, ISP_System::SPC_Shutdown or ISP_System::SPC_Cancel
#
# Opening Savepoint
# - $scene = Scene_Savepoint.new
#
# Opening Inn
# - inn = Game_Inn.new(, , )
# $scene = Scene_Inn.new(inn)
#
# Replace with cost of inn.
# Replace with [x, y] or nil, for no transfer.
# Replace with { => 'greeting'}
#
# The following are keywords for the greetings :
# 'greeting' => 'greeting'
# 'staying' => 'staying greeting'
# 'thanks' => 'thanks greeting'
# 'exit' => 'exit greeting'
#
# Any non-speficied keywords will rely on the defaults set in the ISP module
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Inn & Savepoint System', 'SephirothSpawn', 2, '2006-10-19')

#------------------------------------------------------------------------------
# * Scene Base Test
#------------------------------------------------------------------------------
unless SDK.state('Scene Base')
	# Print Error
	p 'Scene Base Not Found. Inn & Savepoint System Disabled.'
	# Disable Encounter Control
	SDK.disable('Inn & Savepoint System')
end

#------------------------------------------------------------------------------
# * Pathfinding Test
#------------------------------------------------------------------------------
unless SDK.state('Path Finding')
	# Print Error
	p 'Path Finding Not Found. Inn & Savepoint System Will Not Disabled, but ' +
	'in transfers will not work preperly with using the transfer option.'
end

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Inn & Savepoint System')
	
	#==============================================================================
	# ** ISP_System
	#==============================================================================
	
	module ISP_System
		#--------------------------------------------------------------------------
		# * Save Point Commands
		#--------------------------------------------------------------------------
		SPC_Save = 'Salva'
		SPC_Load = 'Carica'
		SPC_Menu = 'Menu'
		SPC_Shutdown = 'Esci dal gioco'
		SPC_Cancel = 'Indietro'
		#--------------------------------------------------------------------------
		# * Default Enable Save Point Commands
		#--------------------------------------------------------------------------
		Enable_SPC_Save = true
		Enable_SPC_Save = true
		Enable_SPC_Load = true
		Enable_SPC_Menu = true
		Enable_SPC_Shutdown = true
		Enable_SPC_Cancel = true
		#--------------------------------------------------------------------------
		# * Show Disabled Commands
		#
		# ~ When True, commands will appear disabled color. when false, commands
		# will not appear.
		#--------------------------------------------------------------------------
		Show_Disabled_Commands = true
		#--------------------------------------------------------------------------
		# * Default Inn Greetings
		#--------------------------------------------------------------------------
		DIG_Greeting = 'Benvenuto nella mia locanda, posso esserle utile?'
		DIG_Staying = 'Buona permanenza'
		DIG_Thanks = 'Grazie per aver scelto me'
		DIG_Exit = 'Arrivederci'
		#--------------------------------------------------------------------------
		# * Save Gameover to Inn Location
		#--------------------------------------------------------------------------
		Save_GO_To_Inn = true
	end
	
	#=========================================================================
	# ** Game_Inn
	#=========================================================================
	
	class Game_Inn
		#--------------------------------------------------------------------------
		# * Public Instance Variables
		#--------------------------------------------------------------------------
		attr_reader :cost, :transfer
		attr_reader :greeting, :staying, :thanks, :exit
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize(cost = 250, transfer = nil, greetings = {})
			# Set Default Greetings If Unassigned
			unless greetings.has_key?('greeting')
				greetings['greeting'] = ISP_System::DIG_Greeting
			end
			unless greetings.has_key?('staying')
				greetings['staying'] = ISP_System::DIG_Staying
			end
			unless greetings.has_key?('thanks')
				greetings['thanks'] = ISP_System::DIG_Thanks
			end
			unless greetings.has_key?('exit')
				greetings['exit'] = ISP_System::DIG_Exit
			end
			# Sets Cost and Transfer
			@cost, @transfer = cost, transfer
			# Sets Greetings
			@greeting = greetings['greeting']
			@staying = greetings['staying']
			@thanks = greetings['thanks']
			@exit = greetings['exit']
		end
	end
	
	#==============================================================================
	# ** Game_System
	#==============================================================================
	
	class Game_System
		#--------------------------------------------------------------------------
		# * Public Instance Variables
		#--------------------------------------------------------------------------
		attr_accessor :disabled_sp_commands, :savepoint_return
		#--------------------------------------------------------------------------
		# * Alias Listings
		#--------------------------------------------------------------------------
		alias seph_ispsystem_gmsys_init initialize
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize
			# Original Initialization
			seph_ispsystem_gmsys_init
			# Sets Disabled Savepoint Commands
			@disabled_sp_commands = []
			isp = ISP_System
			@disabled_sp_commands << SPC_Save unless isp::Enable_SPC_Save
			@disabled_sp_commands << SPC_Load unless isp::Enable_SPC_Load
			@disabled_sp_commands << SPC_Menu unless isp::Enable_SPC_Menu
			@disabled_sp_commands << SPC_Shutdown unless isp::Enable_SPC_Shutdown
			@disabled_sp_commands << SPC_Cancel unless isp::Enable_SPC_Cancel
			# Turns Off Savepoint Return
			@savepoint_return = false
		end
		#--------------------------------------------------------------------------
		# * Savepoint Commands
		#--------------------------------------------------------------------------
		def savepoint_commands
			# Removes Duplicate Disabled Commands
			@disabled_sp_commands.uniq
			# Sets Up Commands
			isp = ISP_System
			c = []
			# Passes Through All Savepoint Commands
			[isp::SPC_Save, isp::SPC_Load, isp::SPC_Menu, isp::SPC_Shutdown,
			isp::SPC_Cancel].each do |command|
				# If Show Disabled Commands or Not Disabled
				if isp::Show_Disabled_Commands
					# Add Command
					c << command
				else
					c << command unless @disabled_sp_commands.include?(command)
				end
			end
			# Returns Commands
			return c
		end
	end
	
	#==============================================================================
	# ** Game_Player
	#==============================================================================
	
	class Game_Player < Game_Character
		#--------------------------------------------------------------------------
		# * Public Instance Variables
		#--------------------------------------------------------------------------
		attr_accessor :disable_player_movement
		#--------------------------------------------------------------------------
		# * Alias Listings
		#--------------------------------------------------------------------------
		if @seph_ispsystem_gmplyr.nil?
			alias seph_ispsystem_gameplayer_init initialize
			alias seph_ispsystem_gameplayer_upm update_player_movement
			alias seph_ispsystem_gameplayer_uat update_action_trigger
			@seph_ispsystem_gmplyr = true
		end
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize
			# Turns Off Disable Movement
			@disable_player_movement = false
			# Original Initialization
			seph_ispsystem_gameplayer_init
		end
		#--------------------------------------------------------------------------
		# * Player Movement Update
		#--------------------------------------------------------------------------
		def update_player_movement
			# Original Update Player Movement Unless Movement Disabled
			seph_ispsystem_gameplayer_upm unless @disable_player_movement
		end
		#--------------------------------------------------------------------------
		# * Update Action Trigger
		#--------------------------------------------------------------------------
		def update_action_trigger
			# Original Update Player AT Unless Movement Disabled
			seph_ispsystem_gameplayer_uat unless @disable_player_movement
		end
	end
	
	#=========================================================================
	# ** Window_InnGold
	#=========================================================================
	
	class Window_InnGold < Window_Base
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize(cost)
			super(640, 368, 320, 96)
			self.contents = Bitmap.new(width - 32, height - 32)
			self.opacity = 160
			@cost = cost
			refresh
		end
		#--------------------------------------------------------------------------
		# * Refresh
		#--------------------------------------------------------------------------
		def refresh
			self.contents.clear
			self.contents.font.color = system_color
			self.contents.draw_text(4, 0, contents.width, 32, 'Monete:')
			self.contents.font.color = normal_color
			self.contents.draw_text(- 4, 0, contents.width, 32,
			$game_party.gold.to_s, 2)
			self.contents.font.color = $game_party.gold >= @cost ?
			text_color(1) : text_color(2)
			self.contents.draw_text(4, 32, contents.width, 32, 'Costo:')
			self.contents.draw_text(- 4, 32, contents.width, 32, @cost.to_s, 2)
		end
	end
	
	#==============================================================================
	# ** Scene_Title
	#==============================================================================
	
	class Scene_Title
		#--------------------------------------------------------------------------
		# * Alias Listings
		#--------------------------------------------------------------------------
		alias seph_ispsystem_stitle_main main
		#--------------------------------------------------------------------------
		# * Main Processing
		#--------------------------------------------------------------------------
		def main
			# If Game_System Exist
			unless $game_system.nil?
				# If Savepint Return
				if $game_system.savepoint_return
					# Fetches Index of Load Command
					index = $game_system.savepoint_commands.index(ISP_System::SPC_Load)
					# Returns To Savepoint Scene
					$scene = Scene_Savepoint.new(false, index)
					# Turn Savepoint Return Flag Off
					$game_system.savepoint_return = false
					return
				end
			end
			# Original Main Method
			seph_ispsystem_stitle_main
		end
	end
	
	#==============================================================================
	# ** Scene_Map
	#==============================================================================
	
	class Scene_Map
		#--------------------------------------------------------------------------
		# * Alias Listings
		#--------------------------------------------------------------------------
		alias seph_ispsystem_smap_main main
		#--------------------------------------------------------------------------
		# * Main Processing
		#--------------------------------------------------------------------------
		def main
			# If Savepoint Return
			if $game_system.savepoint_return
				# Fetches Menu Command Index
				index = $game_system.savepoint_commands.index(ISP_System::SPC_Menu)
				# Switches to Savepoint Scene
				$scene = Scene_Savepoint.new(false, index)
				# Turns off Savepoint Return flag
				$game_system.savepoint_return = false
				return
			end
			# Original Main Method
			seph_ispsystem_smap_main
		end
	end
	
	#==============================================================================
	# ** Scene_Menu
	#==============================================================================
	
	class Scene_Menu
		#--------------------------------------------------------------------------
		# * Alias Listings
		#--------------------------------------------------------------------------
		alias seph_ispsystem_smenu_main main
		#--------------------------------------------------------------------------
		# * Main Processing
		#--------------------------------------------------------------------------
		def main
			# If Savepoint Return
			if $game_system.savepoint_return
				# Branch By Menu Index
				case @menu_index
				when 4 # Save
					# Fetches Save Command Index
					index = $game_system.savepoint_commands.index(ISP_System::SPC_Save)
					# Switches to Savepoint Scene
					$scene = Scene_Savepoint.new(false, index)
					# Turns Savepoint Return Flag Off
					$game_system.savepoint_return = false
					return
				when 5 # End Game
					# Fetches Save Command Index
					index = $game_system.savepoint_commands.index(
					ISP_System::SPC_Shutdown)
					# Switches to Savepoint Scene
					$scene = Scene_Savepoint.new(false, index)
					# Turns Savepoint Return Flag Off
					$game_system.savepoint_return = false
					return
				end
			end
			# Original Main Method
			seph_ispsystem_smenu_main
		end
	end
	
	#==============================================================================
	# ** Scene_Savepoint
	#==============================================================================
	
	class Scene_Savepoint < Scene_Base
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize(animation = true, index = 0)
			@animation, @index = animation, index
		end
		#--------------------------------------------------------------------------
		# * Main Processing : Spriteset Initialization
		#--------------------------------------------------------------------------
		def main_spriteset
			# Creates Map Spriteset
			@spriteset = Spriteset_Map.new
		end
		#--------------------------------------------------------------------------
		# * Main Processing : Window Initialization
		#--------------------------------------------------------------------------
		def main_window
			# Creates Help Window
			@help_window = Window_Help.new
			@help_window.y = @animation ? - 64 : 0
			@help_window.opacity = 160
			@help_window.set_text('Cosa desideri fare?', 1)
			# Creates Gold Window
			@gold_window = Window_Gold.new
			@gold_window.x = 16
			@gold_window.y = @animation ? 480 : 400
			@gold_window.opacity = 160
			# Creates Steps Window
			@steps_window = Window_Steps.new
			@steps_window.x = 464
			@steps_window.y = @animation ? 480 : 368
			@steps_window.opacity = 160
			# Creates Command Window
			@command_window = Window_Command.new(256, $game_system.savepoint_commands)
			@command_window.x = 192
			@command_window.y = @animation ? 480 : 144
			@command_window.opacity = 160
			@command_window.height = 192
			@command_window.index = @index
			# If Show Disabld Commands
			if ISP_System::Show_Disabled_Commands
				# Passes Through All Commands
				isp = ISP_System
				[isp::SPC_Save, isp::SPC_Load, isp::SPC_Menu, isp::SPC_Shutdown,
				isp::SPC_Cancel].each do |command|
					# If Command Included
					if $game_system.savepoint_commands.include?(command)
						# If Command Disabled
						if $game_system.disabled_sp_commands.include?(command)
							# Disable Command From Window
							index = $game_system.savepoint_commands.index(command)
							@command_window.disable_command(index)
						end
					end
				end
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update
		#--------------------------------------------------------------------------
		def update
			# Main Update
			if @command_window.active
				update_main
				return
			end
			# Update Exit
			update_exit
		end
		#--------------------------------------------------------------------------
		# * Frame Update : Main
		#--------------------------------------------------------------------------
		def update_main
			# Moves In Windows
			@help_window.y += 4 if @help_window.y < 0
			@gold_window.y -= 5 if @gold_window.y > 400
			@steps_window.y -= 7 if @steps_window.y > 368
			@command_window.y -= 21 if @command_window.y > 144
			# If B button is Pressed
			if Input.trigger?(Input::B)
				# Play cancel SE
				$game_system.se_play($data_system.cancel_se)
				# Turns off Confirmation Window
				@command_window.active = false
				return
			end
			# If C button is pressed
			if Input.trigger?(Input::C)
				# Gets Command
				command = $game_system.savepoint_commands[@command_window.index]
				# If Command Disabled
				if $game_system.disabled_sp_commands.include?(command)
					# Play busser SE
					$game_system.se_play($data_system.buzzer_se)
					# Sets Help Text
					@help_window.set_text(command + ' has been disabled.', 1)
					return
				end
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Turns On Savepoint Return
				$game_system.savepoint_return = true
				# Branch Point for command
				case command
				when ISP_System::SPC_Save
					# Scene Change
					$scene = Scene_Save.new
					return
				when ISP_System::SPC_Load
					# Scene Change
					$scene = Scene_Load.new
					return
				when ISP_System::SPC_Menu
					# Scene Change
					$scene = Scene_Menu.new
					return
				when ISP_System::SPC_Shutdown
					# Scene Change
					$scene = Scene_End.new
					return
				when ISP_System::SPC_Cancel
					# Turns Off Savepoint Return
					$game_system.savepoint_return = false
					# Turns off Confirmation Window
					@command_window.active = false
					return
				end
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update : Exit
		#--------------------------------------------------------------------------
		def update_exit
			# Moves Out Windows
			@help_window.y -= 4 if @help_window.y > - 64
			@gold_window.y += 5 if @gold_window.y < 480
			@steps_window.y += 7 if @steps_window.y < 480
			@command_window.y += 21 if @command_window.y < 480
			# When Finished Moving Windows
			unless @help_window.y > - 64
				# Changes to Scene Map
				$scene = Scene_Map.new
			end
		end
	end
	
	#==============================================================================
	# ** Scene_Inn
	#==============================================================================
	
	class Scene_Inn < Scene_Base
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize(inn = Game_Inn.new)
			@inn = inn
		end
		#--------------------------------------------------------------------------
		# * Main Processing : Variable Initialization
		#--------------------------------------------------------------------------
		def main_variable
			# Disables Player Movements
			$game_player.disable_player_movement = true
		end
		#--------------------------------------------------------------------------
		# * Main Processing : Spriteset Initialization
		#--------------------------------------------------------------------------
		def main_spriteset
			# Creates Map Spriteset
			@spriteset = Spriteset_Map.new
		end
		#--------------------------------------------------------------------------
		# * Main Processing : Window Initialization
		#--------------------------------------------------------------------------
		def main_window
			# Creates Help Window
			@help_window = Window_Help.new
			@help_window.width = 604
			@help_window.contents = Bitmap.new(572, 32)
			@help_window.x = 16
			@help_window.y = - 64
			@help_window.opacity = 160
			@help_window.set_text(@inn.greeting, 1)
			# Creates Confirmation Window
			@confirmation_window = Window_Command.new(160, ['Yes', 'No'])
			@confirmation_window.x = - 160
			@confirmation_window.y = 368
			@confirmation_window.opacity = 160
			# Creates Gold Window
			@gold_window = Window_InnGold.new(@inn.cost)
		end
		#--------------------------------------------------------------------------
		# * Main Processing : Ending
		#--------------------------------------------------------------------------
		def main_end
			# Enables Player Movements
			$game_player.disable_player_movement = false
		end
		#--------------------------------------------------------------------------
		# * Frame Update
		#--------------------------------------------------------------------------
		def update
			# Update Player & Screen
			$game_player.update
			$game_screen.update
			$game_map.update
			# If Confirmation Window Active
			if @confirmation_window.active
				update_main
				return
				# If Phase is 'Staying'
			elsif @phase == 'Staying'
				update_staying
				return
				# If Phase is 'Stay Exit'
			elsif @phase == 'Stay Exit'
				update_stay_exit
				return
				# If Phase is 'Exit'
			elsif @phase == 'Exit'
				update_exit
				return
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update: Main
		#--------------------------------------------------------------------------
		def update_main
			# Moves In Windows
			@help_window.y += 10 if @help_window.y < 16
			@confirmation_window.x += 22 if @confirmation_window.x < 16
			@gold_window.x -= 42 if @gold_window.x > 304
			# If B button is pressed
			if Input.trigger?(Input::B)
				# Play cancel SE
				$game_system.se_play($data_system.cancel_se)
				# Set Help Text
				@help_window.set_text(@inn.exit, 1)
				# Turns off Confirmation Window
				@confirmation_window.active = false
				# Turns to Exit Phase
				@phase = 'Exit'
				return
			end
			# If C button is pressed
			if Input.trigger?(Input::C)
				# If No
				if @confirmation_window.index == 1
					# Play cancel SE
					$game_system.se_play($data_system.cancel_se)
					# Set Help Text
					@help_window.set_text(@inn.exit, 1)
					# Turns off Confirmation Window
					@confirmation_window.active = false
					# Turns to Exit Phase
					@phase = 'Exit'
					return
				end
				# Checks Gold
				if $game_party.gold < @inn.cost
					# Play buzzer SE
					$game_system.se_play($data_system.buzzer_se)
					# Set Help Text
					@help_window.set_text("Not Enought #{$data_system.words.gold}", 1)
					return
				end
				# Play Decision SE
				$game_system.se_play($data_system.decision_se)
				# Recovers Actors
				$game_party.actors.each {|actor| actor.recover_all}
				# Sets Help Window Text
				@help_window.set_text(@inn.staying, 1)
				# Lose Gold
				$game_party.lose_gold(@inn.cost)
				# Refresh Gold Window
				@gold_window.refresh
				# Stores Player Location
				@temp_loc = [$game_player.x, $game_player.y]
				# Starts Frame Counting
				@stay_frame_count = 0
				# Moves Player to Bedroom
				unless @inn.transfer.nil?
					# Moves Player to Bedroom
					$game_player.find_path(@inn.transfer[0], @inn.transfer[1])
				end
				# Starts Screen Fading Out
				$game_screen.start_tone_change(Tone.new(-255, -255, -255, 0), 50)
				# Turns off Confirmation Window
				@confirmation_window.active = false
				# Turns Phase to Staying
				@phase = 'Staying'
				# If Gameover to Inn System Found
				if SDK.state('Gameover to Inn')
					# If Save Gameover to Inn Location
					if ISP_System::Save_GO_To_Inn
						$game_system.gameover_return_parameters[0] = $game_map.map_id
						$game_system.gameover_return_parameters[1] = $game_player.x
						$game_system.gameover_return_parameters[2] = $game_player.y
						$game_system.gameover_return_parameters[3] = $game_player.direction
					end
				end
				return
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update: Staying
		#--------------------------------------------------------------------------
		def update_staying
			# Move Out Windows
			@help_window.y -= 10 if @help_window.y > - 64
			@confirmation_window.x -= 22 if @confirmation_window.x > - 160
			@gold_window.x += 42 if @gold_window.x < 640
			# Counts Frames
			@stay_frame_count += 1
			# If Stay is Complete
			if @stay_frame_count == 100
				# Sets Help Text
				@help_window.set_text(@inn.thanks, 1)
				# Starts Screen Fading Out
				$game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 20)
				# Moves Player Out of Bedroom
				unless @inn.transfer.nil?
					# Moves Player to Bedroom
					$game_player.find_path(@temp_loc[0], @temp_loc[1])
				end
				# Turns Phase to Stay Exit
				@phase = 'Stay Exit'
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update: Stay Exit
		#--------------------------------------------------------------------------
		def update_stay_exit
			# Moves In Windows
			@help_window.y += 10 if @help_window.y < 16
			@gold_window.x -= 42 if @gold_window.x > 304
			# Player Movement Finished
			if $game_player.x == @temp_loc[0] && $game_player.y == @temp_loc[1]
				# Set Help Text
				@help_window.set_text(@inn.exit, 1)
				# Window Finished Movement
				if @help_window.x == 16 && @gold_window.x == 304
					# If B or C is pressed
					if Input.trigger?(Input::B) || Input.trigger?(Input::C)
						# Play Decision SE
						$game_system.se_play($data_system.cancel_se)
						# Turns Phase to Exit
						@phase = 'Exit'
						return
					end
				end
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update: Stay Exit
		#--------------------------------------------------------------------------
		def update_exit
			# Move Windows
			@help_window.y -= 10 if @help_window.y > - 64
			@confirmation_window.x -= 22 if @confirmation_window.x > - 160
			@gold_window.x += 42 if @gold_window.x < 640
			# Exit Scene
			unless @help_window.y > - 64
				# Transfers To Map Scene
				$scene = Scene_Map.new
			end
		end
	end
	
	#--------------------------------------------------------------------------
	# * End SDK Enable Test
	#--------------------------------------------------------------------------
end

 

 

 

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Scusa per la mia idiozia.

non avevo capito che lo script da solo non funzionava.......

vabbè nella demo c'è tutto :rolleyes:

 

Ora però i crediti vanno anche a Near Fantastica

 

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Se hai un attimo di pazienza creo un topic con tutto il Seph Test Bed....non perdertelo :rolleyes:
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