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Scene_Credits

Descrizione

Un bellissimo sistema di crediti rifacente ad un vecchio script di RPG Maker XP

 

Autore

MiDas Mike(Script RPG Maker XP),Mac Malone(Script base RPG Maker VX) ed io(Riaparazione di tutto e aggiunta al menu principale della voce Crediti)

 

Allegati

Copiate questa immagine in Graphics/Pictures e chiamatela Battleback

http://img522.imageshack.us/img522/6457/battlebackgd9.png

 

Istruzioni per l\'uso

Per prima cosa andate a Vocab.Raggiungete la 217 stringa e troverete questo:

# New Game
def self.new_game
return $data_system.terms.new_game
 end
 
# Continue
 def self.continue
return $data_system.terms.continue
 end

Sostituitelo con:

# New Game
 def self.new_game
return $data_system.terms.new_game
 end
 
 # Continue
 def self.continue
return $data_system.terms.continue
 end
 # Crediti 
 def self.credits
return \"Crediti\"
 end

Poi andate in Scene_Title e sostituitelo con:

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
if $BTEST						 # If battle test
  battle_test					 # Start battle test
else							  # If normal play
  super						   # Usual main processing
end
 end
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 def start
super
load_database					 # Load database
create_game_objects			   # Create game objects
check_continue					# Determine if continue is enabled
create_title_graphic			  # Create title graphic
create_command_window			 # Create command window
play_title_music				  # Play title screen music
 end
 #--------------------------------------------------------------------------
 # * Execute Transition
 #--------------------------------------------------------------------------
 def perform_transition
Graphics.transition(20)
 end
 #--------------------------------------------------------------------------
 # * Post-Start Processing
 #--------------------------------------------------------------------------
 def post_start
super
open_command_window
 end
 #--------------------------------------------------------------------------
 # * Pre-termination Processing
 #--------------------------------------------------------------------------
 def pre_terminate
super
close_command_window
 end
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
super
@command_window.update
if Input.trigger?(Input::C)
  case @command_window.index
  when 0	#New game
	command_new_game
  when 1	# Continue
	command_continue
  when 2	# Crediti
	command_credits
  when 3	# Shutdown
	command_shutdown
  end
end
 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 Battle Test 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
 #--------------------------------------------------------------------------
 # * Determine if Continue is Enabled
 #--------------------------------------------------------------------------
 def check_continue
@continue_enabled = (Dir.glob(\'Save*.rvdata\').size > 0)
 end
 #--------------------------------------------------------------------------
 # * Create Title Graphic
 #--------------------------------------------------------------------------
 def create_title_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system(\"Title\")
 end
 #--------------------------------------------------------------------------
 # * Dispose of Title Graphic
 #--------------------------------------------------------------------------
 def dispose_title_graphic
@sprite.bitmap.dispose
@sprite.dispose
 end
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::credits
s4 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3, s4])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
if @continue_enabled					# If continue is enabled
  @command_window.index = 1			 # Move cursor over command
else									# If disabled
  @command_window.draw_item(1, false)   # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
 end
 #--------------------------------------------------------------------------
 # * Dispose of 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 Screen Music
 #--------------------------------------------------------------------------
 def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
 end
 #--------------------------------------------------------------------------
 # * Check Player Start Location Existence
 #--------------------------------------------------------------------------
 def confirm_player_location
if $data_system.start_map_id == 0
  print \"La posizione iniziale del party non esiste.\"
  exit
end
 end
 #--------------------------------------------------------------------------
 # * Command: New Game
 #--------------------------------------------------------------------------
 def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members			# Initial party
$game_map.setup($data_system.start_map_id)	# Initial map position
$game_player.moveto($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: Credits
 #--------------------------------------------------------------------------
 def command_credits
  $scene = Scene_Credits.new
 end
 #--------------------------------------------------------------------------
 # * Command: Continue
 #--------------------------------------------------------------------------
 def command_continue
if @continue_enabled
  Sound.play_decision
  $scene = Scene_File.new(false, true, false)
else
  Sound.play_buzzer
end
 end
 #--------------------------------------------------------------------------
 # * Command: Shutdown
 #--------------------------------------------------------------------------
 def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
 end
 #--------------------------------------------------------------------------
 # * Battle Test
 #--------------------------------------------------------------------------
 def battle_test
load_bt_database				  # Load battle test database
create_game_objects			   # Create game objects
Graphics.frame_count = 0		  # Initialize play time
$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

Infine copiate sopra Main questo script(Tutto quello che dovra uscirer scritto va tra
CREDIT=<<_END_


_END_

:

 

 

 

#Font
CREDITS_FONT = \"Times New Roman\"
CREDITS_SIZE = 24
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)

#==============================================================================
# ¦ Scene_Credits Modificato da Rinnegatamante
#------------------------------------------------------------------------------
# This script has been edited from the original RPG Maker XP version.
#------------------------------------------------------------------------------
# It now uses pictures from the pictures folder instead of titles from the
# titles folder.
#------------------------------------------------------------------------------
# This script might need the RMXP to RMVX Compatibility Patch avialble at RPG
# Maker.net
#------------------------------------------------------------------------------
# Edited by Mac Malone (Dr.?)
# XP Version: Oringinal Author unknow, but edidted by MiDas Mike so it doesn\'t
# play over the Title, but runs by calling the following:
# $scene = Scene_Credits.new
#==============================================================================

class Scene_Credits

# This next piece of code is the credits.
#Start Editing
CREDIT=<<_END_




_END_
#Stop Editing
def main

#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = Sprite.new
#@sprite.bitmap = Cache.picture($data_system.title_name)
@backgroundList = [\"Battleback\"] #Edit this to the picture(s) you wish to show in the background. They do repeat.
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@sprite.bitmap = Cache.picture(@backgroundList[0])

#------------------
# Credits Setup
#------------------

credit_lines = CREDIT.split(/\\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
credit_bitmap.font.name = CREDITS_FONT
credit_bitmap.font.size = CREDITS_SIZE
x = 0
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(0,i * 32,640,32,line,1)
end
@credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -430
@frame_index = 0
@last_flag = false

#--------
# Setup
#--------

# ME?BGS ??????
Audio.me_stop
Audio.bgs_stop
Audio.se_stop
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
end

#Checks if credits bitmap has reached it\'s ending point
def last?
return (@frame_index >= @credit_sprite.bitmap.height + 480)
end
def last
if not @last_flag
@last_flag = true
@last_count = 0
else
@last_count += 1
end
if @last_count >= 300
$scene = Scene_Map.new
end
end

#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C)
$scene = Scene_Map.new
return true
end
return false
end

#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = Cache.picture(@backgroundList[0])
end
return if cancel?
last if last?
@credit_sprite.oy += 1
end
end

 

Edited by Eikichi
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  • 1 year later...
come faccio a mettere più di una sola riga non capisco

Cliccate sullo spoiler per vedere la mia firma...^_^:

 

 

 

 

http://i84.servimg.com/u/f84/14/44/79/04/graffi11.gif

Venite a trovarmi nel mio nuovo Sito:

The Word of the New Game

 

Ecco la Mia firma fatta da me!!!:

http://img11.imageshack.us/img11/1676/firmaol.png

 

Ecco il Banner del mio sito!

http://searchfile.altervista.org/Immagini/Bannepng.png

 

http://img692.imageshack.us/img692/1655/pywrightsyte.gif

Basnners by Me^_^

 

 

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  • 3 weeks later...
come faccio a mettere più di una sola riga non capisco

Nessuna risposta????

Cliccate sullo spoiler per vedere la mia firma...^_^:

 

 

 

 

http://i84.servimg.com/u/f84/14/44/79/04/graffi11.gif

Venite a trovarmi nel mio nuovo Sito:

The Word of the New Game

 

Ecco la Mia firma fatta da me!!!:

http://img11.imageshack.us/img11/1676/firmaol.png

 

Ecco il Banner del mio sito!

http://searchfile.altervista.org/Immagini/Bannepng.png

 

http://img692.imageshack.us/img692/1655/pywrightsyte.gif

Basnners by Me^_^

 

 

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  • 3 months later...

Perdomani ma hai fatto un casino... lo dovudo rieditare tutto!

 

esempio da cosi

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

a cosi

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

(cerano i "\" di troppo)

 

e per quanto riguardo per fare più di una riga vorrei saperlo anche io.. altrimenti susa la parola ma non serve a niente.. che credit sarebbe?

Edited by Astro86
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Secondo me è uno script un po' inutile. Facilita troppo la creazione di crediti (che perdono originalità).

 

Consiglio di farvi delle picture e di progettarlo voi :D

Succodipera: Il blog di Morshudiego su RPG Maker (Leggetelo, lì ci sono più aggiornamenti che sulla firma!)

<AGGIORNAMENTI> (Ultima modifica: Oct 30 2014)
Myth of First Star - Facendo il punto della situazione
Project Sudoku - Il multitasking non è il mio forte. XD (Spero comunque di risolvere il bug per rilasciare la 0.3 :P)
Tutorial Menu Eventi - Uscita parte 2 (però è malformattata, non so se riuscirò ad editare tutto in un giorno. Abbiate pasiensa :P)

<PROGETTI>
Myth of First Star - Project Sudoku (*trollface*)

<SCRIPTS>
Zelda Map Scrolling - Switch Post Caricamento - Messaggi Istantanei - Picture Manager - Minimalist Menu

<TUTORIAL>
Uso corretto acqua RTP - Creare un menu ad eventi

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