#==============================================================================
# Circle Of Light (Adds Circle Around your character
#--------------------------------------------------------------------------
# Created By SephirothSpawn (12.08.05)
# Thanks to Nick for Coordinates Help
# Last Updated: 12.05.05
#==============================================================================
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :cover_on, :col_on, :col_level, :col_flashlight
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias col_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
col_int
@cover_on, @col_on, @col_level, @col_flashlight = false, false, 1, false
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias col_main main
alias col_update update
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Cover
@cover = Sprite.new
@cover.bitmap = RPG::Cache.fog("Cover", 0)
@cover.z, @cover.opacity = 9999, 200
@cover.visible = $game_temp.cover_on ? true : false
# Creates Circle Of Light Sprite
@circle_of_light = Sprite.new
if $game_temp.col_flashlight
file = "Flash Light_"
file += "D" if $game_player.direction == 2
file += "L" if $game_player.direction == 4
file += "R" if $game_player.direction == 6
file += "U" if $game_player.direction == 8
else
file = "Circle of Light_#{$game_temp.col_level}"
end
@circle_of_light.bitmap = RPG::Cache.fog(file, 0)
@circle_of_light.x = ($game_player.real_x / 4) - 624 - $game_map.display_x / 4
@circle_of_light.y = ($game_player.real_y / 4) + 32 - 480 - $game_map.display_y / 4
@circle_of_light.z, @circle_of_light.opacity = 9999, 200
@circle_of_light.visible = $game_temp.col_on ? true : false
# Orignal Scene_Map Main
col_main
# Disposes Circle Of Light Sprite
@circle_of_light.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Updates Cover Visiblity
@cover.visible = $game_temp.cover_on ? true : false
# Updates Circle of Light Visibility
@circle_of_light.visible = $game_temp.col_on ? true : false
# Updates Circle Of Light Bitmap
if $game_temp.col_flashlight
file = "Flash Light_"
file += "D" if $game_player.direction == 2
file += "L" if $game_player.direction == 4
file += "R" if $game_player.direction == 6
file += "U" if $game_player.direction == 8
else
file = "Circle of Light_#{$game_temp.col_level}"
end
@circle_of_light.bitmap = RPG::Cache.fog(file, 0)
# Moves Sprite X
desired_x = ($game_player.real_x / 4) - 624 - $game_map.display_x / 4
if desired_x > @circle_of_light.x
@circle_of_light.x += 4
elsif desired_x < @circle_of_light.x
@circle_of_light.x -= 4
end
# Moves Sprite Y
desired_y = ($game_player.real_y / 4) - 472 - $game_map.display_y / 4
if desired_y > @circle_of_light.y
@circle_of_light.y += 4
elsif desired_y < @circle_of_light.y
@circle_of_light.y -= 4
end
# Orginal Scene_Map Update
col_update
end
end
$game_temp.cover_on = false
$game_temp.col_on = true
$game_temp.col_flashlight = true
$game_temp.cover_on = false
$game_temp.col_on = false
$game_temp.col_flashlight = false
==============================================================================
# ¦ Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
$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")
command_new_game
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def command_new_game
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_message = Game_Message.new
$game_player = Game_Player.new
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
def battle_test
$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")
$data_areas = load_data("Data/Areas.rvdata")
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end
- Añadir 'Texto Quitar Lista'
- Cambiar el tamaño de la ventana y la posición temporal
- Ahora se puede llamar al script:
$ Game_message.create_nms_data
para restablecer los datos de SMN o crear datos nuevos Estados miembros para guardar el archivo de edad
- Corregido el error de escribir el nombre de clase de actor
- Solución de error para la caja de nombre fuera de la pantalla
- Añadir NAMEBOX_Y_PLUS_TOP para arreglar fuera de cuadro Nombre de pantalla al mostrar el mensaje en el Top
- Establece el nombre del cuadro de la opacidad de los diferentes tipos de fondo del mensaje
- Revisión automática si la ventana de mensaje está fuera de la pantalla
- Puede dibujar nueva cara mientras escucha el mensaje se está ejecutando, y también establecer el tamaño de la cara nueva
=begin
################################################################################
Script New Visual Battle - Por João Neto - www.jogosrpg.com.br
Este Script hace una pequeña modificación en la batalla, mostrando
las faces de los personajes. Todas las llamadas al método
draw_actor_face ahora tienen opacidad, pudiendo añadir
este parámetro en otros lugares de Script en general.
Para usar, simplemente pegarlo sobre Main.
################################################################################
=end
class Window_Base < Window
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect,opacity)
bitmap.dispose
end
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
class Window_BattleStatus < Window_Selectable
def initialize
super(0, 0, 416, 128)
@column_max = 4
@spacing = 0
refresh
self.active = false
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for i in 0...@item_max
draw_faces(i)
end
for i in 0...@item_max
draw_item(i)
end
end
def draw_faces(index)
actor = $game_party.members[index]
draw_actor_face(actor, actor.index * 96 + 2, 0, 96, 100)
end
def draw_item(index)
self.contents.font.color = normal_color
actor = $game_party.members[index]
draw_actor_name(actor, index * 96 + 2, 0)
draw_actor_state(actor, index * 96 + 2, 18, 48)
draw_actor_hp(actor, index * 96 + 2, 56, 86)
draw_actor_mp(actor, index * 96 + 2, 74, 86)
end
end
#------------------------------------------------- ---------------------------
# Fácil Batalla de HUD v1.3 (para RPG Maker VX * sólo *)
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Secuencias de comandos de Dark Gaia (www.darkgaia live.com.au @)
# Basado en parte de la Batalla EvenAngel de HUD
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Insertar este script en materiales y, sobre principal. Este script es compatible
# Con cualquier otro script que no modifica la ventana Estado de batalla.
# ** No utilizar con el sistema de batalla Tankentai ABS **
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# De crédito si se utiliza. Libre para su uso en proyectos comerciales.
#------------------------------------------------- ---------------------------
#------------------------------------------------- -------------------------
#? Configurar Batalla de HUD
#------------------------------------------------- -------------------------
# Se puede personalizar los aspectos de su batalla HUD aquí.
Font_size = 20 # Tamaño de la fuente en la ventana de la batalla.
STATUS_FONT = ["Verdana"] # Nombre de la fuente utilizada en la ventana de la batalla.
# Fin de la sección de personalización.
Window_BattleStatus clase
#------------------------------------------------- -------------------------
#? Inicializar
#------------------------------------------------- -------------------------
def inicializar
super (0, 0, 416, 128)
@ Column_max = 4
cargar
self.active = false
self.opacity = 255
def update_cursor
self.cursor_rect.empty
final
final
#------------------------------------------------- -------------------------
#? Window_BattleStatus
#------------------------------------------------- -------------------------
draw_item definición (índice)
x = 96 * El índice de
rect = Rect.new (x, 0, 96, 96)
self.contents.clear_rect (rect)
self.contents.font.color = normal_color
actor = $ game_party.members [indice]
draw_actor_face (actor, x + 1, -9, 74)
draw_actor_state (actor, x + 72, WLH * 3)
self.contents.font.color = hp_color (actor)
self.contents.font.name = STATUS_FONT
self.contents.font.size = font_size
draw_actor_hp (actor, x + 2, WLH * 2, 80)
draw_actor_mp (actor, x + 2, WLH * 3, 70)
final
final
#==============================================================================
# Versus Popup
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Date: August 27, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to show a brief versus screen at the beginning of
# the battle that takes the face of the first actor and the battler of the
# first enemy and shows them before the battle begins, with an image of your
# choosing between them.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# In order for this script to work, you MUST have an image (of arbitrary
# size) in the System folder of graphics called "Versus". This is the image
# that will be displayed between the actor face and the enemy battler.
#
# If you wish to change the amount of time the versus screen is up for, the
# opacity of the background, the SE that plays, or if you are using faces
# that are non-standard size, than see the Editable Region at line 42 to
# receive instructions on how to configure those options.
#
# Place this script above Main and below Materials.
#==============================================================================
#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new constants - MAVP_POPUP_FRAMES, MAVP_FACE_SIZE, MAVP_SE,
# MAVP_BACK_OPACITY
# aliased method - process_battle_start
# new method - create_versus_images
#==============================================================================
class Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * CONSTANTS
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION
#``````````````````````````````````````````````````````````````````````````
# The constants do the following:
# MAVP_POPUP_FRAMES - the number of frames the versus screen remains up
# for. Note that there are 60 frames in a second.
# MAVP_FACE_SIZE - the face size of your faces. Note that the default
# face size is 96. This should not be changed unless you are using
# faces that are either larger or smaller than RTP.
# MAVP_SE - You can set an SE to play when the versus screen first shows
# up. The format for this is:
# MAVP_SE = ["filename", volume, pitch]
# If you do not fill in volume or pitch, they default to 100 each. If
# you leave the array empty (MAVP_SE = []), then no SE will play.
# MAVP_BACK_OPACITY - The opacity of the grey background that hides the
# battle scene. The value can be 0-255, where 0 is fully transparent
# and 255 is fully opaque
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MAVP_POPUP_FRAMES = 120
MAVP_FACE_SIZE = 96
MAVP_SE = ["Battle2"]
MAVP_BACK_OPACITY = 128
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Process Start Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_asbsh_vs_popup_prcs_stbtl_7jc2 process_battle_start
def process_battle_start (*args)
create_dimming_bg
create_face_window
create_enemy_battler
create_versus_image
# Play SE if set
RPG::SE.new (*MAVP_SE).play unless MAVP_SE.empty?
# Make versus popup
wait (MAVP_POPUP_FRAMES)
# Dispose versus images
@dimbg_sprite.bitmap.dispose
@dimbg_sprite.dispose
@versus_sprite.dispose
@actor_window.dispose
@battler_sprite.dispose
$game_temp.background_bitmap.dispose
# Run Original Method
malg_asbsh_vs_popup_prcs_stbtl_7jc2 (*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Dimming BG
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def create_dimming_bg
# Create Background
@dimbg_sprite = Sprite.new
@dimbg_sprite.bitmap = Bitmap.new (Graphics.width, Graphics.height)
@dimbg_sprite.bitmap.fill_rect (@dimbg_sprite.bitmap.rect, Color.new (16, 16, 16, MAVP_BACK_OPACITY))
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Face Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def create_face_window
# Create Face images
@actor_window = Window_Base.new (16, (Graphics.height - 160 - MAVP_FACE_SIZE) / 2, 32 + MAVP_FACE_SIZE, 128)
@actor_window.opacity = 0
@actor_window.draw_actor_face ($game_party.members[0], 0, 0, MAVP_FACE_SIZE) unless $game_party.members.empty?
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Enemy Battler
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def create_enemy_battler
# Create Battler Image
@battler_sprite = Sprite_Base.new
unless $game_troop.members.empty?
enemy = $game_troop.members[0]
@battler_sprite.bitmap = Cache.battler (enemy.battler_name, enemy.battler_hue)
@battler_sprite.x = Graphics.width - 32 - @battler_sprite.bitmap.width
@battler_sprite.y = (Graphics.height - 128 - @battler_sprite.bitmap.height) / 2
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create Versus Image
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def create_versus_image
# Create versus image
@versus_sprite = Sprite_Base.new
@versus_sprite.z = 200
@versus_sprite.bitmap = Cache.system ("Versus")
@versus_sprite.x = @actor_window.x + @actor_window.width - 16
@versus_sprite.x += (@battler_sprite.x - @versus_sprite.x - @versus_sprite.width) / 2
@versus_sprite.y = (Graphics.height - 128 - @versus_sprite.bitmap.height) / 2
end
end
#==============================================================================
#
# Script de Teclado v2 creado por: cybersam
#
#if Kboard.keyboard($R_Key_1)
#==============================================================================
module Kboard
$RMouse_BUTTON_L = 0x01 # left mouse button
$RMouse_BUTTON_R = 0x02 # right mouse button
$RMouse_BUTTON_M = 0x04 # middle mouse button
$R_Key_BACK = 0x08 # BACKSPACE key
$R_Key_TAB = 0x09 # TAB key
$R_Key_RETURN = 0x0D # ENTER key
$R_Key_SHIFT = 0x10 # SHIFT key
$R_Key_PAUSE = 0x13 # PAUSE key
$R_Key_CAPITAL = 0x14 # CAPS LOCK key
$R_Key_ESCAPE = 0x1B # ESC key
$R_Key_SPACE = 0x20 # SPACEBAR
$R_Key_PRIOR = 0x21 # PAGE UP key
$R_Key_NEXT = 0x22 # PAGE DOWN key
$R_Key_END = 0x23 # END key
$R_Key_HOME = 0x24 # HOME key
$R_Key_LEFT = 0x25 # LEFT ARROW key
$R_Key_UP = 0x26 # UP ARROW key
$R_Key_RIGHT = 0x27 # RIGHT ARROW key
$R_Key_DOWN = 0x28 # DOWN ARROW key
$R_Key_SELECT = 0x29 # SELECT key
$R_Key_PRINT = 0x2A # PRINT key
$R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key
$R_Key_INSERT = 0x2D # INS key
$R_Key_DELETE = 0x2E # DEL key
$R_Key_0 = 0x30 # 0 key
$R_Key_1 = 0x31 # 1 key
$R_Key_2 = 0x32 # 2 key
$R_Key_3 = 0x33 # 3 key
$R_Key_4 = 0x34 # 4 key
$R_Key_5 = 0x35 # 5 key
$R_Key_6 = 0x36 # 6 key
$R_Key_7 = 0x37 # 7 key
$R_Key_8 = 0x38 # 8 key
$R_Key_9 = 0x39 # 9 key
$R_Key_A = 0x41 # A key
$R_Key_B = 0x42 # B key
$R_Key_C = 0x43 # C key
$R_Key_D = 0x44 # D key
$R_Key_E = 0x45 # E key
$R_Key_F = 0x46 # F key
$R_Key_G = 0x47 # G key
$R_Key_H = 0x48 # H key
$R_Key_I = 0x49 # I key
$R_Key_J = 0x4A # J key
$R_Key_K = 0x4B # K key
$R_Key_L = 0x4C # L key
$R_Key_M = 0x4D # M key
$R_Key_N = 0x4E # N key
$R_Key_O = 0x4F # O key
$R_Key_P = 0x50 # P key
$R_Key_Q = 0x51 # Q key
$R_Key_R = 0x52 # R key
$R_Key_S = 0x53 # S key
$R_Key_T = 0x54 # T key
$R_Key_U = 0x55 # U key
$R_Key_V = 0x56 # V key
$R_Key_W = 0x57 # W key
$R_Key_X = 0x58 # X key
$R_Key_Y = 0x59 # Y key
$R_Key_Z = 0x5A # Z key
$R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard)
$R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard)
$R_Key_APPS = 0x5D # Applications key (Natural keyboard)
$R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key
$R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key
$R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key
$R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key
$R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key
$R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key
$R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key
$R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key
$R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key
$R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key
$R_Key_MULTIPLY = 0x6A # Multiply key (*)
$R_Key_ADD = 0x6B # Add key (+)
$R_Key_SEPARATOR = 0x6C # Separator key
$R_Key_SUBTRACT = 0x6D # Subtract key (-)
$R_Key_DECIMAL = 0x6E # Decimal key
$R_Key_DIVIDE = 0x6F # Divide key (/)
$R_Key_F1 = 0x70 # F1 key
$R_Key_F2 = 0x71 # F2 key
$R_Key_F3 = 0x72 # F3 key
$R_Key_F4 = 0x73 # F4 key
$R_Key_F5 = 0x74 # F5 key
$R_Key_F6 = 0x75 # F6 key
$R_Key_F7 = 0x76 # F7 key
$R_Key_F8 = 0x77 # F8 key
$R_Key_F9 = 0x78 # F9 key
$R_Key_F10 = 0x79 # F10 key
$R_Key_F11 = 0x7A # F11 key
$R_Key_F12 = 0x7B # F12 key
$R_Key_NUMLOCK = 0x90 # NUM LOCK key
$R_Key_SCROLL = 0x91 # SCROLL LOCK key
$R_Key_LSHIFT = 0xA0 # Left SHIFT key
$R_Key_RSHIFT = 0xA1 # Right SHIFT key
$R_Key_LCONTROL = 0xA2 # Left CONTROL key
$R_Key_RCONTROL = 0xA3 # Right CONTROL key
$R_Key_L_ALT = 0xA4 # Left ALT key
$R_Key_R_ALT = 0xA5 # Right ALT key
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
module_function
def keyboard(rkey)
GetKeyState.call(rkey) & 0x01 == 1 # key 0
end
end
#==============================================
# ¦ Scene_Title
#------------------------------------------------------------------------------
# http://www.weblionheart.tk/
#-----------------------------------------------------------------------------
class Scene_Title
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$game_map.setup(ID DEL MAPA)
@spriteset = Spriteset_Map.new
s1 = "Comenzar"
s2 = "Continuar"
s3 = "Salir"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
end
#--------------------------------------------------------------------------
def update
$game_map.update
@spriteset.update
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
end
#--------------------------------------------------------------------------
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
def battle_test
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end
=begin
[ =================================================================== ]
[ =================================================================== ]
[ ============= ] SCRIPT CREADO POR: [ ============= ]
[ ============= ] [ ============= ]
[ ============= ] >>> Dark Chocobo [ ============= ]
[ ============= ] [ ============= ]
[ ============= ] [ ============= ]
[ ============= ] > Menu al salir GameOver < [ ============= ]
[ ============= ] [ ============= ]
[ =================================================================== ]
[ =============== ] : Comunidade RPG Maker VX : [ =============== ]
[ ===== ] http://www.orkut.com/Community.aspx?cmm=40232098 [ ==== ]
[ =================================================================== ]
[ =================================================================== ]
Resume:
- Este script hace que durante la imagen de Game Over salga una ventana con varias opciones.
- Esta ventana tendrá los siguientes comandos:
> Continuar (Cargar un archivo de guardado)
> Salir del juego (Cierra el juego)
> Menú Principal (Te lleva al menú del título)
Instrucciones:
- En las lineas 32, 33 y 34 podeis editar los textos(contienen lo que saldra en la ventana)
=end
# Cria as configuraçíµes iniciais do script.
$DarkChocoboScripts = {} if $DarkChocoboScripts.nil?
$DarkChocoboScripts["Menu no GameOver"] = true
module Vocab
Game_Over_Continue = "Continuar"
Game_Over_Quit = "Salir del juego"
Game_Over_Title = "Menú Principal"
end
class Scene_Gameover < Scene_Base
alias start_go start
def start
create_command_window
start_go
end
def create_command_window
s1 = Vocab::Game_Over_Continue
s2 = Vocab::Game_Over_Quit
s3 = Vocab::Game_Over_Title
@command_window = Window_Command.new(172,[s1,s2,s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.index = 2
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
if @continue_enabled # ?????????????
@command_window.index = 0 # ?????????
else # ?????
@command_window.draw_item(0, false) # ?????????????
end
@command_window.openness = 0
@command_window.open
end
def post_start
super
open_command_window
end
def pre_terminate
super
close_command_window
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def update
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
Graphics.fadeout(120)
else
Sound.play_buzzer
end
when 1
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
when 2
Sound.play_decision
$scene = Scene_Title.new
Graphics.fadeout(120)
end
end
end
end
Hace tiempo, en el Pack de Mundo Maker puse varios charas de orcos. Pues bien, pensé que sería mejor compartirlos a un nivel más extenso ya que después de todo, los charas de orcos no abundan en RMXP.
Pues nada, aquí os traigo dos de los charas del PACK (el otro no lo pongo por cutre xD) y un nuevo chara (frontal) con su animación. Nada más y nada menos que el Rey de los Orcos.
Orcos para RMXP