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vamp

Help, adding an option to main menu.

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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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Next time please dont put everything into quotes. It makes all your writing hard to find but here try this.

#==============================================================================
# ■ 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.decision_se)
$scene = Scene_Credits.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

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