Ahora como hago para poner el titulo de mi juego y:
New Game
Continue
????????
New Game
Continue
????????
Bien vos creas el dibujo ¿no?
Luego lo subis como bien te enseñe pero en titlest lo guardas.
Vas a base de datos cliceando F9 luego a sitema y donde dise titulo o title pones la imagen.
Listo con eso tenes la Imagen subida.
ATTE:SavioWED
Ahora no me respondiste completo y el:
New Game
Continue
Si usas 2000 ó 2003, en el evento, antes del texto, pon: Face Graphics (Gráficos de cara) y elige la cara que quieras poner.
Si usas XP, usa el Gestor de Archivos y mete en la carpeta Pictures la imagen que quieras. Luego usa en el evento el comando Mostrar imagen y pones la imagen que quieras
Ojalá haya servido ^^
Muchas gracias ^^!!! Ahora me podria pasar un script de cmobate que no sea el golden sun plz????
No es difícil, es como todos los scripts.
Haces un nuevo script encima de Main y pegas lo que dicen en el tema y listo.
Si necesitas algo más, dímelo!
Pues el eror de que se queda parado mi persoa¡naje andando hacia la nada, y nunca llega a atacar, que hago para solucionar eso???
A y podiras pasar algun script de donde salen los dialogos, que se a de otro color, algunos adornos.. etc...??
A mí me funciona perfectamente el script... No sé qué le pasaré... A lo mejor si lo vuelves a copiar y a pegar, que suele ser que al copiar falta alguna línea o algo... Podrías probar eso, porque a mí me funciona.
Y lo de los diálogos... No sé ningún script de ese tipo
Xunto muy bien tu explicacion pero hay un script que facilita todo lo he puesto creo en la pag 1 y 2 y meparese que 3 figate por hay que puse el script y l utilisaciònMuchas gracias ^^!!! Ahora me podria pasar un script de cmobate que no sea el golden sun plz????
Este Script es para que el mensaje comun de siempre tenga al lado un cuadradito donde se encuentre la Imagen que quieras:
Spoiler
#CODE
#================================================= ===
# ¦ Window_Message
#------------------------------------------------------------------------------
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
def initialize (x=80,y=304,width=480,height=160)
super(x, y, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
@imagen = Game_Picture.new(1)
@viewport = Viewport.new(0,0,640,480)
@viewport.z = 200
@ventana_cara = Window_Base.new(0,304,160,160)
@ventana_cara.opacity = 0
@ventana_cara.contents = Bitmap.new(160-32,160-32)
@ventana_cara.back_opacity = 160
@carct_centinela = "|"#aqui se decide el caracter para q no se vea la ventana
#de imagenes
@tamaño_imagenes = 128# ste es el tamaño de TODAS vuestras imagenes
#(pixels)
end
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
@contents_showing = false
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
x = y = 0
@cursor_width = 0
if $game_temp.choice_start == 0
x = 8
end
if $game_temp.message_text != nil
text = $game_temp.message_text
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
text.gsub!(/\\\\/) { "�0" }
# "\\C" ? "�1" ??"\\G" ? "�2" ???
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "�1[#{$1}]" }
text.gsub!(/\\[Gg]/) { "�2" }
@mtexto = ""
while ((c = text.slice!(/./m)) != nil)
if c == "�0"
c = "\\"
end
if c == "�1"
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
if c == "�2"
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
next
end
if c == "\n"
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
y += 1
x = 0
if y >= $game_temp.choice_start
x = 8
end
next
end
if c != @carct_centinela
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
x += self.contents.text_size(c).width
end
@mtexto = @mtexto + c
end
end
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
cambiar_imagen
end
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
@ventana_cara.y = 16
else
case $game_system.message_position
when 0
self.y = 16
@ventana_cara.y = 16
when 1
self.y = 160
@ventana_cara.y = 160
when 2
self.y = 304
@ventana_cara.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
visualizar_imagen
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_canc el_type - 1)
terminate_message
end
end
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
if self.opacity == 255 and !@narracion
ventana_cara(true)
elsif @narracion
ventana_cara(false,false)
else
ventana_cara(false,true)
end
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity -= 48
ocultar_ventana_cara
ocultar_imagen(true)
if self.opacity == 0
ocultar_imagen(false)
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
#--------------------------------------------------------------------
def decidir_imagen
i=0
@nom_imagen = ""
while @mtexto[i,1] != ":" and @mtexto[i,1] != nil and @mtexto[i,1] != @carct_centinela
@nom_imagen = @nom_imagen + @mtexto[i,1]
i = i + 1
end
self.x = 160
@narracion = false
if @mtexto[i,1] != ":" and @mtexto[i,1] != @carct_centinela
@cambio_imagen = false
elsif @mtexto[i,1] == @carct_centinela
self.x = 80
@cambio_imagen = true
@narracion = true
else
@cambio_imagen = true
end
end
#---------------------------------------------------------------------
def cambiar_imagen
decidir_imagen
if @cambio_imagen or (@ventana_cara.y+14) != @imagen.y
if @impresion_imagen != nil
@impresion_imagen.dispose
end
poner_cara
end
end
#-------------------------------------------------------------------
def poner_cara
begin
@ventana_cara.contents.clear
if @cambio_imagen
@imagen.show(@nom_imagen,0,14,@ventana_cara.y+14,1 32*100/@tamaño_imagenes,132*100/@tamaño_imagenes,0,0)
else
@imagen.move(1, 0, 14, @ventana_cara.y+14, 132*100/@tamaño_imagenes, 132*100/@tamaño_imagenes, 0,0)
@imagen.update
end
@hay_cara = true
@impresion_imagen = Sprite_Picture.new(@viewport,@imagen)
rescue
@hay_cara = false
@ventana_cara.contents.clear
@ventana_cara.contents.font.color = Color.new(255, 255, 255, 255)
@ventana_cara.contents.font.name = $fontface
@ventana_cara.contents.font.size = $fontsize
@ventana_cara.contents_opacity = 255
@ventana_cara.contents.draw_text((160-32)/2-16,(160-32)/2-32,32,32,"Sin")
@ventana_cara.contents.draw_text((160-32)/2-32,(160-32)/2,64,32,"Imagen")
end
end
#---------------------------------------------------------------------
def ventana_cara(ver,contenido = true)
if ver
@ventana_cara.visible = true
@ventana_cara.opacity = 255
@ventana_cara.back_opacity = 160
elsif contenido
@ventana_cara.opacity = 0
@ventana_cara.contents_opacity = 255
else
@ventana_cara.visible = false
@ventana_cara.contents.clear
end
end
#---------------------------------------------------------------------
def visualizar_imagen
if @hay_cara
if @impresion_imagen.opacity != 255
@impresion_imagen.opacity += 24
end
end
end
#-----------------------------------------------------------
def ocultar_imagen(lento)
if @hay_cara
if lento
@impresion_imagen.opacity -= 48
else
@impresion_imagen.opacity = 0
end
end
end
#--------------------------------------------------------------
def ocultar_ventana_cara
if @ventana_cara.opacity != 0
@ventana_cara.opacity -= 48
@ventana_cara.contents_opacity -= 48
end
end
#-------------------------------------------------------------
end
Utilisaciòn:
Una ves que instertaste el script para que salga la imagen hases lo siguiente:
En el evento pones mostrar imagen y la Imagen que quieras.
Hasta hay vamos bien haora en el mensaje arriba pones el nombre que usa la imagen;
Ejemplo:
Guerrero:
El tutorial es de SavioWED el script
no se de quien
------------------------------------------------------
Bien la palabra Guerrero es el nombre que tiene la Imagen del Guerrero;
Ejemplo: Si subo una Imagen que se llame "fasfasf" para que se vea en el mensaje deves poner hasì:
fasfasf:
Hasi seria el ejemplo.
----------------------------------------------------**
Por eso te recomiendo ponerle el nombrè a la imagen del PJ que hablarà en el mensaje.
Que lo disfrutes.
#==============================================================================#
#==============================================================================#
#==============================================================================#
# Créditos a Cold (RRD)
#==============================================================================#
#==============================================================================#
#==============================================================================#
#==============================================================================
# module Cold
#------------------------------------------------------------------------------
# Este modulo serve para algumas comfigurações do codigo
#==============================================================================
module Cold
#Nome da ME que toca quando acerta o codigo
#(o arquivo tem que estar na pasta Audio --> ME)
Me_codigocerto = "002-Victory02"
#Nome da ME que toca quando erra o codigo
#(o arquivo tem que estar na pasta Audio --> ME)
Me_codigoerrado = "012-Gag01"
$positionwc = 1
#aqui é a pposição da janela
#1 = canto superior esquerdo
#1 = canto superior direito
#1 = canto inferior esquerdo
#1 = canto inferior direito
#Vc pode alterar por eventos vá na aba 3 chamar script
#e digite $positionwc = n sendo que n é o valor
$ndigito = 0
Codigo_inserido = [0,0,0,0,0,0,0,0,0]
Codigo = [0,0,0,0,0,0,0,0,0]
end
#==============================================================================
# Window_Codigo
#------------------------------------------------------------------------------
# Esta janela exibe as opções do codigo
#==============================================================================
class Window_Codigo < Window_Selectable
def initialize
super(32, 32, 32 * 3 + 32, 32 * 5 + 32)
@column_max = 3
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.back_opacity = 160
self.z = 99999
self.index = 0
if $positionwc <= 4
case $positionwc
when 1
self.x = 32
self.y = 32
when 2
self.x = 640 - 32 - self.width
self.y = 32
when 3
self.x = 32
self.y = 480 - 32 - self.height
when 4
self.x = 640 - 32 - self.width
self.y = 480 - 32 - self.height
end
else
self.x = 640 - 32 - self.width
self.y = 480 - 32 - self.height
end
end
def refresh
self.contents.clear
@item_max = 12
case $ndigito
when 0
self.contents.draw_text(2, 0, 128, 32, "")
when 1
self.contents.draw_text(2, 0, 800, 32, "*")
when 2
self.contents.draw_text(2, 0, 800, 32, "**")
when 3
self.contents.draw_text(2, 0, 800, 32, "***")
when 4
self.contents.draw_text(2, 0, 800, 32, "****")
when 5
self.contents.draw_text(2, 0, 800, 32, "*****")
when 6
self.contents.draw_text(2, 0, 800, 32, "******")
when 7
self.contents.draw_text(2, 0, 800, 32, "*******")
when 8
self.contents.draw_text(2, 0, 800, 32, "********")
when 9
self.contents.draw_text(2, 0, 800, 32, "*********")
end
x = (32 - contents.text_size("1").width) / 2
self.contents.draw_text(x, 32, 32, 32, "1")
x = (32 - contents.text_size("2").width) / 2
self.contents.draw_text(x + 32, 32, 32, 32, "2")
x = (32 - contents.text_size("3").width) / 2
self.contents.draw_text(x + 64, 32, 32, 32, "3")
x = (32 - contents.text_size("4").width) / 2
self.contents.draw_text(x, 32 * 2, 32, 32, "4")
x = (32 - contents.text_size("5").width) / 2
self.contents.draw_text(x + 32, 32 * 2, 32, 32, "5")
x = (32 - contents.text_size("6").width) / 2
self.contents.draw_text(x + 64, 32 * 2, 32, 32, "6")
x = (32 - contents.text_size("7").width) / 2
self.contents.draw_text(x, 32 * 3, 32, 32, "7")
x = (32 - contents.text_size("8").width) / 2
self.contents.draw_text(x + 32, 32 * 3, 32, 32, "8")
x = (32 - contents.text_size("9").width) / 2
self.contents.draw_text(x + 64, 32 * 3, 32, 32, "9")
x = (32 - contents.text_size("0").width) / 2
self.contents.draw_text(x + 32, 32 * 4, 32, 32, "0")
x = (32 - 24) / 2
y = (32 - 24) / 2
color1 = Color.new(-255, -255, -255, 255)
color2 = Color.new(-255, 200, -255, 255)
self.contents.fill_rect(x + 64, y + 32 * 4, 24, 24, color1)
self.contents.fill_rect(x + 1 + 64, y + 32 * 4 + 1, 22, 22, color2)
x = (32 - 24) / 2
y = (32 - 24) / 2
color1 = Color.new(-255, -255, -255, 255)
color2 = Color.new(200, -255, -255, 255)
self.contents.fill_rect(x, y + 32 * 4, 24, 24, color1)
self.contents.fill_rect(x + 1, y + 32 * 4 + 1, 22, 22, color2)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(32 * (index % @column_max), 32 * (index / @column_max) + 32,32, 32)
end
end
end
#==============================================================================
# Scene_Codigo
#------------------------------------------------------------------------------
# Esta classe processa a Tela do Codigo
#==============================================================================
class Scene_Codigo
def initialize(st1, x1, x2, x3, x4, x5, x6, x7 = nil, x8 = nil, x9 = nil)
@st = st1
@x1 = x1
@x2 = x2
@x3 = x3
@x4 = x4
@x5 = x5
@x6 = x6
@x7 = x7
@x8 = x8
@x9 = x9
end
def main
@spriteset = Spriteset_Map.new
@codigo = Window_Codigo.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@codigo.dispose
end
def update
@codigo.update
if @codigo.active
update_codigo
return
end
end
def update_codigo
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$ndigito = 0
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @codigo.index
when 0
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [1]
$ndigito += 1
@codigo.refresh
end
when 1
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [2]
$ndigito += 1
@codigo.refresh
end
when 2
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [3]
$ndigito += 1
@codigo.refresh
end
when 3
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [4]
$ndigito += 1
@codigo.refresh
end
when 4
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [5]
$ndigito += 1
@codigo.refresh
end
when 5
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [6]
$ndigito += 1
@codigo.refresh
end
when 6
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [7]
$ndigito += 1
@codigo.refresh
end
when 7
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [8]
$ndigito += 1
@codigo.refresh
end
when 8
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [9]
$ndigito += 1
@codigo.refresh
end
when 9
if $ndigito == 0
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.cancel_se)
$ndigito -= 1
@codigo.refresh
end
when 10
if $ndigito >= 9
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
Cold::Codigo_inserido[$ndigito + 1,1] = [0]
$ndigito += 1
@codigo.refresh
end
when 11
if $ndigito < 6
$game_system.se_play($data_system.buzzer_se)
elsif $ndigito == 6
Cold::Codigo_inserido[$ndigito,3] = [nil,nil,nil]
elsif $ndigito == 7
Cold::Codigo_inserido[$ndigito,2] = [nil,nil]
elsif $ndigito == 8
Cold::Codigo_inserido[$ndigito,1] = [nil]
return
end
x1 = @x1
x2 = @x2
x3 = @x3
x4 = @x4
x5 = @x5
x6 = @x6
x7 = @x7
x8 = @x8
x9 = @x9
Cold::Codigo[1,9] = [x1, x2, x3, x4, x5, x6, x7, x8, x9]
if Cold::Codigo == Cold::Codigo_inserido
$game_system.se_play($data_system.decision_se)
$game_switches[@st] = true
Audio.me_play("Audio/ME/" + Cold::Me_codigocerto)
$ndigito = 0
x1 = nil
x2 = nil
x3 = nil
x4 = nil
x5 = nil
x6 = nil
x7 = nil
x8 = nil
x9 = nil
Cold::Codigo[1,9] = [x1, x2, x3, x4, x5, x6, x7, x8, x9]
$scene = Scene_Map.new
else
Audio.me_play("Audio/ME/" + Cold::Me_codigoerrado)
Audio.me_fade(9000)
$ndigito = 0
$scene = Scene_Map.new
end
end
return
end
end
end