Belxebu Posted April 19, 2008 Share Posted April 19, 2008 (edited) Scene_CreditsDescrizioneUn bellissimo sistema di crediti rifacente ad un vecchio script di RPG Maker XP AutoreMiDas 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) AllegatiCopiate questa immagine in Graphics/Pictures e chiamatela Battlebackhttp://img522.imageshack.us/img522/6457/battlebackgd9.png Istruzioni per l\'usoPer 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 endSostituitelo 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\" endPoi 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 endInfine 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 February 2, 2009 by Eikichi Link to comment Share on other sites More sharing options...
Xemnas Posted October 25, 2009 Share Posted October 25, 2009 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.gifVenite 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.gifBasnners by Me^_^ Link to comment Share on other sites More sharing options...
Xemnas Posted November 13, 2009 Share Posted November 13, 2009 come faccio a mettere più di una sola riga non capiscoNessuna risposta???? Cliccate sullo spoiler per vedere la mia firma...^_^: http://i84.servimg.com/u/f84/14/44/79/04/graffi11.gifVenite 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.gifBasnners by Me^_^ Link to comment Share on other sites More sharing options...
Astro86 Posted February 27, 2010 Share Posted February 27, 2010 (edited) 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 February 27, 2010 by Astro86 Link to comment Share on other sites More sharing options...
Morshudiego Posted February 27, 2010 Share Posted February 27, 2010 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 situazioneProject 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 Link to comment Share on other sites More sharing options...
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