olle buwaro o quien pueda responderme mi pregunta es : como hago un scrip no importa que sea chimbo si se necesita algun programa podrian poostearme el link de descarga y si no como rayos se hace intente hacer uno pero no se nada apenas se hacer que no salga error al abrir el juego XD ensewrio como se hace grax
Ubicación: Entre la PC y la PS2 decidiendo con cual quedarme...
Mensajes: 162
Re: ~Base De Datos de Script de EMD~
Un script no necesita programa, necesita que lo hagas tu mismo.
Para crear un script necesitas tener conocimientos del idioma de programacion Ruby.
El el RPGXP es RGSS y el RPGVX es RGSS2, solo aprendiendo uno esos idiomas puedes hacer scripts, dependiendo de para que maker lo necesitas.
Yo tengo un manual de RGSS2, hecho por Necrozard, del foro de Hellsoft y Voidzone4.
Si quieres que te lo pase enviame un MP.
Aprender lleva su tiempo, no podras crear tu propio script como para postearlo en 1 semana.
Yo ya llevo aprendiendo como 2 meses y no me sale nada aun.
Si lo que necesitas es un manual de RGSS, yo mas o menos te podria ayudar, son medio parecidos. (Pero no del todo).
Salu2.
EDITO:
No recuerdo donde lo vi, pero yo descargue un script (Para XP) que servia para crear scripts de XP.
Nunca lo pude usar ya que mi PC no lo soportaba, pero tuve que formatear la PC y lo perdi, asi que no se.
Creo que se llamaba "Scene Maker" o algo asi. Si alguien lo encuentra, que lo postee, tal vez a alguien le sirva. (A mi no, por que yo uso el VX).
Última edición por SaintSeiyaMaster fecha: 14-jun-2009 a las 00:11.
Razón: Se me paso...
Un script no necesita programa, necesita que lo hagas tu mismo.
Para crear un script necesitas tener conocimientos del idioma de programacion Ruby.
El el RPGXP es RGSS y el RPGVX es RGSS2, solo aprendiendo uno esos idiomas puedes hacer scripts, dependiendo de para que maker lo necesitas.
Yo tengo un manual de RGSS2, hecho por Necrozard, del foro de Hellsoft y Voidzone4.
Si quieres que te lo pase enviame un MP.
Aprender lleva su tiempo, no podras crear tu propio script como para postearlo en 1 semana.
Yo ya llevo aprendiendo como 2 meses y no me sale nada aun.
Si lo que necesitas es un manual de RGSS, yo mas o menos te podria ayudar, son medio parecidos. (Pero no del todo).
Salu2.
oye yo antes era fanatico de el XP pero cuando me formatearon la pc me istale el rgss2 (creo que es haci ) y por eso te pido que me pases el manual de rgss2 mi msm es riosuke_kami_sama@hotmail.com
Te aconsejo de que consigas scripts basicos y sencillos para ver que es lo que hacen y como funcionan e ir probando lentamente y con calma que es lo que hace cada comando ^^. tarde 4 meses en sacar un nuevo script que si termino el juego podreis ver. y bueno antes de sacar mi propio script aprendi a modificar otros que basicamente tenian un buen concepto pero le faltaban mejoras. como el menu de seleccion de personaje.
Tambien quiero comentar que si se tratan de scripts de RPG XP hay que tener en cuenta en que lugar de la lista ocupa, no se porque pero si pongo un script encima de otro el juego da error y si lo pongo debajo funciona perfectamente xD. Pero bueno, todo lleva su tiempo y como autodidacta creo que he avanzado demasiado para no tener ayuda de nadie en scripting y en engines, asi que Cuando vea recogido mis frutos os dejo el juego con todos los scipts para que veais que no es tan complicado modificarlos para hacerlos mejor de lo que eran...
Sobretodo los de menus de MOG. son una buena base por la que empezar.
Última edición por dony1990 fecha: 14-jun-2009 a las 12:55.
Ubicación: Entre la PC y la PS2 decidiendo con cual quedarme...
Mensajes: 162
Re: ~Base De Datos de Script de EMD~
frankyhiro: Dale, te agrego. Te espero en el MSN.
dony1990: Es verdad, por algo se empieza. Pero sacando otro tema... ¿Que Ruby sabes, RGSS o RGSS2?.
Me serviria de mucho que fuera RGSS2, si no, igual capaz que me ayuda, es que estoy modificando un script y necesito ayuda.
Es tonto lo que quiero hacer... Pero en fin es algo.
El unico script que he hecho... (Bah, modificado)
Es el Scene_Title, hice una seleccion de Idioma para VX, tiene muchos detalles, necesita modificar varios scripts y necesita un interruptor, ademas necesita que pongas en cada mensaje, condiciones y efectos, si el interruptor tanto esta encendido que diga "Hola", de lo contrario "Hello". Lo dije asi como asi, en realidad no es tan asi.
Última edición por SaintSeiyaMaster fecha: 14-jun-2009 a las 00:05.
-Nombre Del Script:
Menu System Options
-Version Del Script:
Eh... ni idea...
-Rpg Maker:
VX
-Introducion:
Con este cosito le podes cambiar las opciones a tu juego desde el juego, como el color de las ventanas o el volumen de la música.
-Caracteristicas:
Es un botón más en el menú de pausa. Estaba en inglés, pero lo pasé al español hace pokito.
-Demo:
No hay...
-ScreenShot:
Spoiler
-Script:
Spoiler
Código:
#===============================================================================
#
# Yanfly Engine RD - Menu System Options
# Last Date Updated: 2009.05.12
# Level: Easy, Normal
#
# The "End Game" option is quite possibly the most useless function in RPG Maker
# VX games. Not only does it have little functionality but its functions can
# be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new
# menu altogether and giving the player some familiar options seen in many of
# today's commercial RPG's such as changing window skins, adjust sound volume,
# turning off animations during battle, and the like.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.12 - Auto-Dash update. If player holds down the dash button when
# this option is enabled, the player will walk instead of dash.
# o 2009.05.09 - Compatibility update with Woratana's NeoMessage.
# Compatibility update with Modern Algebra's ATS.
# o 2009.05.07 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# Input this script anywhere above Main. It's plug and play outside of changing
# a few variables and switches, which will be listed below:
#
# - If you have variables bound to variables 91, 92, 93, and 94, scroll down and
# bind them to unused variables.
# - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll
# down and bind them to unused switches.
#
# Then, download the windows pack, and create a "Windows" folder inside your
# Graphics folder. Input the windows pack there. You're all set to go.
#
#===============================================================================
#
# Compatibility
# - Works With: Woratana's NeoMessage
# - Works With: Modern Algebra's ATS
# - Alias: Game_Player: dash?
# - Alias: Window_Base: initialize
# - Alias: Scene_Battle: display_normal_animation
# - Overwrites: Scene_End: All of it
# - Overwrites: Vocab: game_end
#
#===============================================================================
$imported = {} if $imported == nil
$imported["MenuSystemOptions"] = true
module YE
module SYSTEM
# This changes the "End Game" string to a new string. This completely
# overrides the default term from the database for a reason and that's
# because this is adjustable from the title menu as well.
TITLE = "Opciones"
#---------------------
# Window Configuration
#---------------------
# This will affect what string data will appear for the window selection
# portion of the system menu.
WINDOW_HELP = "Ajusta el color de la ventana."
WINDOW_SKIN = "Color de Ventana"
# This sets the default window used when nothing is selected. This also
# determines the window skin used at the title screen. Reference it to
# the list below to determine which window skin. Don't make this 0.
DEFAULT_WINDOW = 7
# This determines the variable used to store the player's windowskin choice.
WINDOW_VARIABLE = 91
# This below determines what the variable refers to when it's used as
# reference. Put your windows inside the Graphics/Windows folder. ID 0 will
# automatically push back to the default window's ID.
WINDOW_HASH ={
# Window ID => Window Name
1 => "Rojo",
2 => "Naranja",
3 => "Amarillo",
4 => "Verde",
5 => "Cian",
6 => "Celeste",
7 => "Azul",
8 => "Violeta",
9 => "Púrpura",
10 => "Rosa",
11 => "Gris",
12 => "Negro",
} # Do not remove this.
#---------------------
# Volume Configuration
#---------------------
# This will affect what string data will appear for the volume adjustment
# portion of the system menu.
BGM_HELP = "Ajusta el volumen de la música."
SFX_HELP = "Ajusta el volumen de los sonidos."
BGS_HELP = "Ajusta el volumen de los sonidos ambientales."
BGM_TITLE = "Música"
SFX_TITLE = "Sonidos"
BGS_TITLE = "Sonido Ambiental"
VOL_MUTE = "Mudo"
# These are the variables and switches that govern the sound effect volumes.
# Note that for the variables, the higher they are, the lower the volume.
BGM_VOLUME_VAR = 92 # Variable
SFX_VOLUME_VAR = 93 # Variable
BGS_VOLUME_VAR = 94 # Variable
BGM_MUTE_SWITCH = 92 # Switch
SFX_MUTE_SWITCH = 93 # Switch
BGS_MUTE_SWITCH = 94 # Switch
# This adjusts the gradient colours for each of the volume controls.
BGM_COLOUR1 = 30
BGM_COLOUR2 = 31
SFX_COLOUR1 = 28
SFX_COLOUR2 = 29
BGS_COLOUR1 = 20
BGS_COLOUR2 = 21
#---------------------
# Battle Animations
#---------------------
# This will affect what string data will appear for the toggling of
# battle animations portion of the system menu.
ANI_TITLE = "Animaciones de Batalla"
ANI_HELP = "Altera l aparición de Animaciones de Batalla."
ANI_ON = "Mostrar"
ANI_OFF = "Ocultar"
# This is the switch used to adjust battle animations. If it is off,
# animations are enabled. If it is on, animations are disabled.
ANI_SWITCH = 91
#---------------------
# Automatic Dashing
#---------------------
# This will affect what string data will appear for the toggling of
# automatic dashing portion of the system menu.
AUTO_DASH_TITLE = "Ataque Automático"
AUTO_DASH_HELP = "Altera el uso del ataque automático."
AUTO_DASH_ON = "Auto"
AUTO_DASH_OFF = "Mantener"
# This is the switch used to determine whether or not autodashing is on.
AUTO_DASH_SWITCH = 95
#---------------------
# Instant Text
#---------------------
# This will affect what string data will appear for the instant text
# portion of the system menu.
INSTANT_TEXT_TITLE = "Texto Instantáneo"
INSTANT_TEXT_HELP = "Altera el texto instantáneo."
INSTANT_TEXT_ON = "Instantáneo"
INSTANT_TEXT_OFF = "Por Defecto"
# This is the switch used to determine whether or not instant text is on.
INSTANT_TEXT_SWITCH = 96
#---------------------
# Remaining Text
#---------------------
# This will affect what remaining string data is left for the system menu.
RETURN_TO_TITLE = "Volver al Título"
RETURN_TITLE_HELP = "Te lleva de vuelta al título."
RETURN_TO_MENU = "Volver al Menú de Pausa"
RETURN_MENU_HELP = "Te lleva al menú de pausa."
end # SYSTEM
end # YE
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
module Vocab
def self.game_end
return YE::SYSTEM::TITLE
end
end
module Cache
def self.windows(filename)
load_bitmap("Graphics/Windows/", filename)
end
end
module RPG
class BGM < AudioFile
def play
if @name.empty?
Audio.bgm_stop
@@last = BGM.new
else
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
end
Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
@@last = self
end
end #Play
end # BGM
class ME < AudioFile
def play
if @name.empty?
Audio.me_stop
else
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
end
Audio.me_play("Audio/ME/" + @name, vol, @pitch)
end
end
end # ME
class SE < AudioFile
def play
unless @name.empty?
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
end
Audio.se_play("Audio/SE/" + @name, vol, @pitch)
end
end
def self.stop
Audio.se_stop
end
end # SE
class BGS < AudioFile
def play
if @name.empty?
Audio.bgs_stop
@@last = BGS.new
else
vol = @volume
if $game_variables != nil
vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR]
vol /= 100
vol = [[vol, 0].max, 100].min
vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
end
Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
@@last = self
end
end
end # BGS
end # RPG
#===============================================================================
# Game Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# alias dash?
#--------------------------------------------------------------------------
alias dash_mso dash? unless $@
def dash?
if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return false if Input.press?(Input::A)
return true
else
dash_mso
end
end
end
#===============================================================================
# Window
#===============================================================================
class Window
#--------------------------------------------------------------------------
# update windowskin
#--------------------------------------------------------------------------
def update_windowskin
if $game_variables != nil
winvar = YE::SYSTEM::WINDOW_VARIABLE
if $game_variables[winvar] == 0
$game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar])
$game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
end
mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]]
else
mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW]
end
self.windowskin = Cache.windows(mso_windowskin)
end
end
#===============================================================================
# Window Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_window_mso initialize unless $@
def initialize(x, y, width, height)
initialize_window_mso(x, y, width, height)
self.update_windowskin
end
end
#===============================================================================
# Window Message
#===============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# alias update show fast
#--------------------------------------------------------------------------
alias update_show_fast_mso update_show_fast unless $@
def update_show_fast
if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
if self.pause or self.openness < 255
@show_fast = false
else
@show_fast = true
end
if @show_fast and @wait_count > 0
@wait_count -= 1
end
else
update_show_fast_mso
end
end
if $worale != nil
if $worale["NMS"]
#--------------------------------------------------------------------------
# alias draw_name
#--------------------------------------------------------------------------
alias draw_name_mso draw_name unless $@
def draw_name(name, x, y)
draw_name_mso(name, x, y)
@namebox.update_windowskin
end
end
end
end
#===============================================================================
# Window System
#===============================================================================
class Window_System < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super(0, 56, 544, 360)
@column_max = 1
self.index = 0
self.active = true
refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
@data = []
@data.push(0) # Window Skins
@data.push(1) # Sound Volume/Sound Mute
@data.push(2) # BGM Volume/BGM Mute
@data.push(3) # Ambience Volume/Ambience Mute
@data.push(4) # Battle Animations
@data.push(5) # Auto-Dash
@data.push(6) # Instant Text
@data.push(7) # Return to Title
@data.push(8) # Return to Menu
@item_max = @data.size
self.contents.clear
for i in 0..@item_max
self.contents.font.color.alpha = 255
draw_item(i)
end
#---
end
#--------------------------------------------------------------------------
# Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
sw = self.width - 32
dw = sw
#---
case index
when 0
dx = 0
dy = 0
text = YE::SYSTEM::WINDOW_SKIN
self.contents.draw_text(dx, dy, dw, WLH, text, 1)
winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE]
text = YE::SYSTEM::WINDOW_HASH[winvar - 2]
self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar - 1]
self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar]
self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar + 1]
self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1)
text = YE::SYSTEM::WINDOW_HASH[winvar + 2]
self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1)
when 1
dx = 0
dy = WLH * 2
text = YE::SYSTEM::BGM_TITLE
self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
when 2
dx = 0
dy = WLH * 4
text = YE::SYSTEM::SFX_TITLE
self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
when 3
dx = 0
dy = WLH * 6
text = YE::SYSTEM::BGS_TITLE
self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
when 4
dx = 0
dy = WLH * 8
text = YE::SYSTEM::ANI_TITLE
self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
if $game_switches[YE::SYSTEM::ANI_SWITCH]
en1 = false
en2 = true
else
en1 = true
en2 = false
end
text1 = YE::SYSTEM::ANI_ON
text2 = YE::SYSTEM::ANI_OFF
self.contents.font.color.alpha = en1 ? 255 : 128
self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
self.contents.font.color.alpha = en2 ? 255 : 128
self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
#---
when 5
dx = 0
dy = WLH * 9
text = YE::SYSTEM::AUTO_DASH_TITLE
self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
en1 = true
en2 = false
else
en1 = false
en2 = true
end
text1 = YE::SYSTEM::AUTO_DASH_ON
text2 = YE::SYSTEM::AUTO_DASH_OFF
self.contents.font.color.alpha = en1 ? 255 : 128
self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
self.contents.font.color.alpha = en2 ? 255 : 128
self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
#---
when 6
dx = 0
dy = WLH * 10
text = YE::SYSTEM::INSTANT_TEXT_TITLE
self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
en1 = true
en2 = false
else
en1 = false
en2 = true
end
text1 = YE::SYSTEM::INSTANT_TEXT_ON
text2 = YE::SYSTEM::INSTANT_TEXT_OFF
self.contents.font.color.alpha = en1 ? 255 : 128
self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
self.contents.font.color.alpha = en2 ? 255 : 128
self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
#---
when 7
dx = 0
dy = WLH * 11
text = YE::SYSTEM::RETURN_TO_TITLE
self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
#---
when 8
dx = 0
dy = WLH * 12
text = YE::SYSTEM::RETURN_TO_MENU
self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
end
end
#--------------------------------------------------------------------------
# Update Cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < 4
self.cursor_rect.set(0, @index * 48, self.width - 32, 48)
else
self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24)
end
end
end
#===============================================================================
# Window Volume
#===============================================================================
class Window_Volume < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(wx, wy, ww, wh, var)
super(wx, wy, ww, wh)
@var = var
if @var == YE::SYSTEM::BGM_VOLUME_VAR
@gc1 = text_color(YE::SYSTEM::BGM_COLOUR1)
@gc2 = text_color(YE::SYSTEM::BGM_COLOUR2)
@mute = YE::SYSTEM::BGM_MUTE_SWITCH
elsif @var == YE::SYSTEM::SFX_VOLUME_VAR
@gc1 = text_color(YE::SYSTEM::SFX_COLOUR1)
@gc2 = text_color(YE::SYSTEM::SFX_COLOUR2)
@mute = YE::SYSTEM::SFX_MUTE_SWITCH
else
@gc1 = text_color(YE::SYSTEM::BGS_COLOUR1)
@gc2 = text_color(YE::SYSTEM::BGS_COLOUR2)
@mute = YE::SYSTEM::BGS_MUTE_SWITCH
end
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
sw = self.width - 32
self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color)
gw = sw-84
gw *= 100 - $game_variables[@var]
gw /= 100
gw = [[gw, 0].max, sw-84].min
self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2)
if $game_switches[@mute]
text = YE::SYSTEM::VOL_MUTE
else
text = sprintf("%d%%", 100 - $game_variables[@var])
end
self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0)
end
end
#===============================================================================
# Modern Algebra ATS Compatibility
#===============================================================================
class Window_FaceBox < Window_Base
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_fb_mso initialize unless $@
def initialize
initialize_fb_mso
self.update_windowskin
end
end
end
class Window_NameBox < Window_Base
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_nb_mso initialize unless $@
def initialize(string = '')
initialize_nb_mso(string)
self.update_windowskin
end
end
end
class Window_ChoiceBox < Window_Command
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_cb_mso initialize unless $@
def initialize
initialize_cb_mso
self.update_windowskin
end
end
end
class Window_Message < Window_Selectable
unless method_defined?(:initialize)
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_wm_mso initialize unless $@
def initialize
initialize_wm_mso
self.update_windowskin
end
end
end
#===============================================================================
# Scene_Battle
#===============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias display_normal_animation
#--------------------------------------------------------------------------
alias display_normal_animation_mso display_normal_animation unless $@
def display_normal_animation(targets, animation_id, mirror = false)
return if $game_switches[YE::SYSTEM::ANI_SWITCH]
display_normal_animation_mso(targets, animation_id, mirror)
end
end
#===============================================================================
# Scene_End
#===============================================================================
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@help_window = Window_Base.new(0, 0, 544, 56)
@help_window.contents.clear
#---
text = YE::SYSTEM::WINDOW_HELP
@help_window.contents.draw_text(4, 0, 504, 24, text, 0)
@system_window = Window_System.new
var = YE::SYSTEM::BGM_VOLUME_VAR
@bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var)
var = YE::SYSTEM::SFX_VOLUME_VAR
@sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var)
var = YE::SYSTEM::BGS_VOLUME_VAR
@bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var)
#---
@last_index = 100
end
#--------------------------------------------------------------------------
# Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
end
#--------------------------------------------------------------------------
# Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
end
#--------------------------------------------------------------------------
# Termination Processing
#--------------------------------------------------------------------------
def terminate
super
@help_window.dispose
@system_window.dispose
@bgm_vol_window.dispose
@sfx_vol_window.dispose
@bgs_vol_window.dispose
dispose_menu_background
end
#--------------------------------------------------------------------------
# Update Help
#--------------------------------------------------------------------------
def update_help
@help_window.contents.clear
case @system_window.index
when 0; text = YE::SYSTEM::WINDOW_HELP
when 1; text = YE::SYSTEM::BGM_HELP
when 2; text = YE::SYSTEM::SFX_HELP
when 3; text = YE::SYSTEM::BGS_HELP
when 4; text = YE::SYSTEM::ANI_HELP
when 5; text = YE::SYSTEM::AUTO_DASH_HELP
when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP
when 7; text = YE::SYSTEM::RETURN_TITLE_HELP
when 8; text = YE::SYSTEM::RETURN_MENU_HELP
end
@help_window.contents.draw_text(4, 0, 504, 24, text, 0)
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@system_window.update
if @last_index != @system_window.index
@last_index = @system_window.index
update_help
end
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
else
#---
if Input.repeat?(Input::LEFT) and @system_window.index == 0
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1
if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1
else
Sound.play_cursor
end
@system_window.refresh
@system_window.update_windowskin
@help_window.update_windowskin
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1
if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] >
YE::SYSTEM::WINDOW_HASH.size
$game_variables[YE::SYSTEM::WINDOW_VARIABLE] =
YE::SYSTEM::WINDOW_HASH.size
else
Sound.play_cursor
end
@system_window.refresh
@system_window.update_windowskin
@help_window.update_windowskin
#---
elsif Input.repeat?(Input::LEFT) and @system_window.index == 1
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10
else
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1
end
if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100
end
Sound.play_cursor
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10
else
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1
end
if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0
$game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0
end
Sound.play_cursor
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::L) and @system_window.index == 1
if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
end
Sound.play_decision
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::R) and @system_window.index == 1
if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
end
Sound.play_decision
@bgm_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.repeat?(Input::LEFT) and @system_window.index == 2
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10
else
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1
end
if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100
end
Sound.play_cursor
@sfx_vol_window.refresh
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10
else
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1
end
if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0
$game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0
end
Sound.play_cursor
@sfx_vol_window.refresh
elsif Input.trigger?(Input::L) and @system_window.index == 2
if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
end
Sound.play_decision
@sfx_vol_window.refresh
elsif Input.trigger?(Input::R) and @system_window.index == 2
if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
end
Sound.play_decision
@sfx_vol_window.refresh
elsif Input.repeat?(Input::LEFT) and @system_window.index == 3
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10
else
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1
end
if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100
end
Sound.play_cursor
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3
if Input.press?(Input::A)
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10
else
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1
end
if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0
$game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0
end
Sound.play_cursor
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::L) and @system_window.index == 3
if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
end
Sound.play_decision
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::R) and @system_window.index == 3
if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
else
$game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
end
Sound.play_decision
@bgs_vol_window.refresh
RPG::BGM.last.play
RPG::BGS.last.play
elsif Input.trigger?(Input::LEFT) and @system_window.index == 4
$game_switches[YE::SYSTEM::ANI_SWITCH] = false
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4
$game_switches[YE::SYSTEM::ANI_SWITCH] = true
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::LEFT) and @system_window.index == 5
$game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5
$game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::LEFT) and @system_window.index == 6
$game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6
$game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false
Sound.play_decision
@system_window.refresh
elsif Input.trigger?(Input::C) and @system_window.index == 7
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = Scene_Title.new
Graphics.fadeout(60)
elsif Input.trigger?(Input::C) and @system_window.index == 8
Sound.play_cancel
return_scene
end
#---
end
end
end
#===============================================================================
#
# END OF FILE
#
#===============================================================================
-Instrucciones:
-Primero te bajás esto: Pack de WindowSkins y lo descomprimis en la carpeta "Graphics" de tu juego/proyecto/labangenga/erkensander
-Despues te insertas un palo en el... nah mentira, insertás una seccion en el editor de scripts ke se llame Menu System Options y ahí recién pegas el codigo de arriba.
-Eso nomás
-Compatiblidad:
Anda con cualquier cosa... mira vos que piola el codigo este, no?
-Creditos: Yanfly, porke creó el script Yo, Lawthar, porke lo pasé al español
Espero les alla servido, Salu2!
Última edición por Lawthar fecha: 14-ago-2009 a las 21:51.
Hola necesito un script de batalla como el dbz buus fury de gba(en el se ace la batalla en el mapa te encuentras al enemigo y te ve y vine a pelear no tenes que iniciar batalla)
imagenes de demostracion
Si hay para el rpg maker xp o el vx y si no hay pues en el 2003