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vamp

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  1. Hello, I found a script that works perfect on my Rpg, that changes the main menu around, HOWEVER it adds an option for Tournament, I would like to replace that option with Credits, I was wandering if anyone could do this for me, It would be greatly Apriciated. and you will be on the credits ofc, here is the info I need... Mainpage Script: #====================================================================== ======== # ■ Scene_Title #------------------------------------------------------------------------------ #  タイトル画面の処理を行うクラスです。 #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # 戦闘テストの場合 if $BTEST battle_test return end # データベースをロード $game_music = Game_Options.new $fight = Tornament_Mode.new @my = Time.now $map_infos = load_data(\"Data/MapInfos.rxdata\") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name 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\") # システムオブジェクトを作成 $game_system = Game_System.new $game_system.bgm_play($data_system.title_bgm) # タイトルグラフィックを作成 # コマンドウィンドウを作成 s1 = \"\" s2 = \"\" s3 = \"\" s4 = \"\" @command_window = Menu_Command.new(192, [s1, s2, s3, s4]) @command_window.index = 0 @command_window.width = 560 @command_window.height = 250 @command_window.opacity = 0 @command_window.back_opacity = 0 @command_window.x = -10 @command_window.y = 424 @time = 0 @sprite2 = Sprite.new @sprite2.bitmap = RPG::Cache.picture(\"book1\") @sprite2.z = 150 @sprite2.x = 40 @sprite2.y = 440 @select3_window = Window_Select.new @select3_window.x = 20 @select3_window.y = 420 @select3_window.back_opacity = 150 @sprite3 = Sprite.new @sprite3.bitmap = RPG::Cache.picture(\"b7\") @sprite3.z = 150 @sprite3.x = 40 @sprite3.y = 445 @sprite3.visible = false @sprite4 = Sprite.new @sprite4.bitmap = RPG::Cache.picture(\"b6\") @sprite4.z = 150 @sprite4.x = 80 @sprite4.y = 445 @sprite4.visible = false @select1_window = Window_Select.new @select1_window.x = 115 @select1_window.y = 420 @select1_window.back_opacity = 150 @sprite1 = Sprite.new @sprite1.bitmap = RPG::Cache.picture(\"exit\") @sprite1.z = 150 @sprite1.x = 230 @sprite1.y = 445 @select2_window = Window_Select.new @select2_window.x = 210 @select2_window.y = 420 @select2_window.back_opacity = 150 @select4_window = Window_Select.new @select4_window.x = 305 @select4_window.y = 420 @select4_window.back_opacity = 150 @tor = Sprite.new @tor.bitmap = RPG::Cache.picture(\"a4\") @tor.z = 150 @tor.x = 330 @tor.y = 445 #hand cursor @hand = Sprite.new @hand.bitmap = RPG::Cache.picture(\"hand_1\") @hand.x = 13 @hand.y = 452 @hand.z = 600 @hand.opacity = 50 @tit1 = Sprite.new @tit1.bitmap = RPG::Cache.title(\"title_1\") @tit1.opacity = 0 @tit2 = Sprite.new @tit2.bitmap = RPG::Cache.title(\"title_2\") @tit2.opacity = 0 @tit3 = Sprite.new @tit3.bitmap = RPG::Cache.title(\"title_3\") @tit3.opacity = 0 @tit4 = Sprite.new @tit4.bitmap = RPG::Cache.title(\"title_4\") @tit4.opacity = 0 #hand cursor #text box for Title screen @menu = Window_Help.new @menu.set_text(\"New Game\") @menu.x = 410 @menu.y = 421 @menu.z = 200 @menu.width = 205 @menu.height = 60 @menu.back_opacity = 150 #continue enable and disable @continue_enabled = false @sprite3 = Sprite.new @sprite3.bitmap = RPG::Cache.picture(\"b7\") @sprite3.z = 150 @sprite3.x = 130 @sprite3.y = 445 @sprite3.opacity = 150 @sprite3.visible = true @sprite4.visible = false for i in 0..3 if FileTest.exist?(\"Save#{i+1}.rxdata\") @continue_enabled = true @sprite4 = Sprite.new @sprite4.bitmap = RPG::Cache.picture(\"b6\") @sprite4.z = 150 @sprite4.x = 130 @sprite4.y = 445 @sprite4.visible = true @sprite3.visible = false end end # コンティニューが有効な場合、カーソルをコンティニューに合わせる # 無効な場合、コンティニューの文字をグレー表示にする if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end # タイトル BGM を演奏 $game_system.bgm_play($data_system.title_bgm) # ME、BGS の演奏を停止 Audio.me_stop Audio.bgs_stop # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update if $scene != self break end end # トランジション準備 Graphics.freeze # コマンドウィンドウを解放 @command_window.dispose # タイトルグラフィックを解放 # @sprite.bitmap.dispose @tor.dispose @sprite1.dispose @sprite2.dispose @sprite3.dispose if @continue_enabled = false @sprite3.dispose end if FileTest.exist?(\"Save#{i+1}.rxdata\") @continue_enabled = true @sprite4.dispose end @sprite4.dispose @select1_window.dispose @select2_window.dispose @select3_window.dispose @select4_window.dispose @menu.dispose @hand.dispose @tit1.dispose @tit3.dispose @tit2.dispose @tit4.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # コマンドウィンドウを更新 @select1_window.update @select2_window.update @select3_window.update @select4_window.update @menu.update @command_window.update @hand.update @tit1.update @tit3.update @tit2.update @tit4.update @tor.update case @command_window.index when 0 @menu.set_text(\"New Game\") @hand.x = 13 when 1 @menu.set_text(\"Continue\") @hand.x = 103 when 2 @menu.set_text(\"End game\") @hand.x = 199 when 3 @menu.set_text(\"Tornament\") @hand.x = 293 end if Input.trigger?(Input::C) case @command_window.index when 0 command_new_game when 1 @sprite4.dispose command_continue when 2 command_shutdown when 3 command_tornament end end @time = Time.now - @my if @time < 5 if @tit4.opacity > 0 @tit4.opacity -= 2 end if @tit1.opacity < 255 @tit1.opacity += 5 end elsif @time >= 5 && @time < 10 if @tit1.opacity > 0 @tit1.opacity -= 2 end if @tit2.opacity < 255 @tit2.opacity += 5 end elsif @time >= 10 && @time < 15 if @tit2.opacity > 0 @tit2.opacity -= 2 end if @tit3.opacity < 255 @tit3.opacity += 5 end elsif @time >= 15 && @time < 20 if @tit3.opacity > 0 @tit3.opacity -= 2 end if @tit4.opacity < 255 @tit4.opacity += 5 end elsif @time >= 20 @my = Time.now end if @hand.opacity < 250 @hand.opacity += 2 return end if @hand.opacity == 250 loop do Graphics.update Input.update @hand.update @command_window.update @hand.opacity -= 100 break if @hand.opacity >= 10 next end end end #-------------------------------------------------------------------------- # ● コマンド : ニューゲーム #-------------------------------------------------------------------------- #new method for tornament def command_tornament $game_system.se_play($data_system.buzzer_se) return $game_system.se_play($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(1) $game_player.moveto(10, 13) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end #end of tornament code def command_new_game # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # BGM を停止 Audio.bgm_stop # プレイ時間計測用のフレームカウントをリセット Graphics.frame_count = 0 # 各種ゲームオブジェクトを作成 $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 # 初期パーティをセットアップ $game_party.setup_starting_members # 初期位置のマップをセットアップ $game_map.setup($data_system.start_map_id) # プレイヤーを初期位置に移動 $game_player.moveto($data_system.start_x, $data_system.start_y) # プレイヤーをリフレッシュ $game_player.refresh # マップに設定されている BGM と BGS の自動切り替えを実行 $game_map.autoplay # マップを更新 (並列イベント実行) $game_map.update # マップ画面に切り替え # $game_system.windowskin_name = \"new system\" $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● コマンド : コンティニュー #-------------------------------------------------------------------------- def command_continue # コンティニューが無効の場合 unless @continue_enabled # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ロード画面に切り替え $scene = Scene_Load.new end #-------------------------------------------------------------------------- # ● コマンド : シャットダウン #-------------------------------------------------------------------------- def command_shutdown # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # BGM、BGS、ME をフェードアウト Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # シャットダウン $scene = nil end #-------------------------------------------------------------------------- # ● 戦闘テスト #-------------------------------------------------------------------------- def battle_test # データベース (戦闘テスト用) をロード $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\") $data_system = load_data(\"Data/BT_System.rxdata\") # プレイ時間計測用のフレームカウントをリセット #$game_element_weapon = $data_system.elements.index(\"skilled\") Graphics.frame_count = 0 # 各種ゲームオブジェクトを作成 $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_music = Game_Options.new # 戦闘テスト用のパーティをセットアップ $game_party.setup_battle_test_members # トループ ID、逃走可能フラグ、バトルバックを設定 $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # バトル開始 SE を演奏 $game_system.se_play($data_system.battle_start_se) # バトル BGM を演奏 $game_system.bgm_play($game_system.battle_bgm) # バトル画面に切り替え $scene = Scene_Battle.new end end Script i need Tournament replaced with. CREDITS_FONT = \"Times New Roman\" CREDITS_SIZE = 24 CREDITS_OUTLINE = Color.new(0,0,127, 255) CREDITS_SHADOW = Color.new(0,0,0, 100) CREDITS_FILL = Color.new(255,255,255, 255) #============================================================================== # ¦ Scene_Credits #------------------------------------------------------------------------------ # ?????????????????? #============================================================================== class Scene_Credits # This next piece of code is the credits. Please keep the Zelda teams credits. CREDIT=<<_END_ Credits: (Creator and Director) Vamp _____________________________ (Custom Ring Menu system) XRXS Maki Dubealex _____________________________ Mini Games: Zeriab _____________________________ Cheat Script: BudsieBuds _____________________________ Heal On Level Up: Ccoa _____________________________ Triple Triad: Sephiroth _____________________________ Ideas: Ricky Granite Thomas _____________________________ Landscape | Towns | Buildings | Worldmap | Thomas (Friend of Mine. _____________________________ Final Fantasy 7 Windows AcedentProne _____________________________ Testers: Ricky: Granite _____________________________ Special Thanks: None _END_ def main #------------------------------- # Animated Background Setup #------------------------------- @sprite = Sprite.new #@sprite.bitmap = RPG::Cache.title($data_system.title_name) @backgroundList = [\"001-Title01\"] #Edit this to the title screen(s) you wish to show in the background. They do repeat. Just put a comma in between each like this [\"title1\",\"title2\"] @backgroundGameFrameCount = 0 # Number of game frames per background frame. @backgroundG_BFrameCount = 90 @sprite.bitmap = RPG::Cache.title(@backgroundList[0]) #------------------ # Credits txt 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 #-430 @frame_index = 0 @last_flag = false #-------- # Setup #-------- #Stops all audio but background music. 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? if @frame_index > (@credit_sprite.bitmap.height + 500) $scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead. Audio.bgm_fade(10000) #aprox 10 seconds return true end return false end #Check if the credits should be cancelled def cancel? if Input.trigger?(Input::C) $scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead. 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 = RPG::Cache.title(@backgroundList[0]) end return if cancel? return if last? @credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default #The fastest I\'d recomend is 5, after that it gets hard to read. @frame_index += 1 #This should fix the non-self-ending credits end end Hope its possible if it isn\'t too much truble, this script is perfect only it has a tournament link not credits ^^
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