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Noob Saibot

Game Over Menu

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I SEARCHED the Archive of RMXPU.net and revive the scripts so you don't have to...

 

Hi guys, It's me xLeD! :P

 

as I've said... my pause is over... I had to take a brake becouse of all homework..

 

But now I'am back!

 

I made this quick thing...

 

Most Pro games have a menu that turns up after the game over...

- Load

- quit

- back To Title

 

So I thought that it would be a perfect slow start for me to get back on track with a simple script...

Pictures

 

gameoverjr1.jpg

 

And here is the script!

It's as easy as this:

Find the script Scene_Gameover

and replace all text in it with this code:

 

#================================Metal Forest inc==============================
#=====================================Presents=================================
# ** Scene_Gameover menu
# ** Created by xLeD
#------------------------------------------------------------------------------
#  This class performs game over screen processing.
#==============================================================================

class Scene_Gameover
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make game over graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
# Stop BGM and BGS
$game_system.bgm_play(nil)
$game_system.bgs_play(nil)
# Play game over ME
$game_system.me_play($data_system.gameover_me)
# Execute transition
Graphics.transition(120)
# Make command window
s1 = "     Load"
s2 = "    Quit Game"
s3 = "  Back To TitleScreen"
@command_window = Window_Command.new(267, [s1, s2, s3])
@command_window.x = 345 - @command_window.width / 2
@command_window.y = 332 - @command_window.height / 2
@command_window.contents_opacity = 0
@command_window.back_opacity = 0
@command_window.opacity = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of game over graphic
@sprite.bitmap.dispose
@sprite.dispose
@command_window.dispose
# Execute transition
Graphics.transition(40)
# Prepare for transition
Graphics.freeze
# If battle test
if $BTEST
$scene = nil
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
if @command_window.contents_opacity <= 255
@command_window.contents_opacity += 2.5
@command_window.back_opacity += 2.5
@command_window.opacity += 0
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0  # to load menu
command_to_load
when 1  # quit game
command_shutdown
when 2  # back to title screen
command_menu
end
return
end
end
#--------------------------------------------------------------------------
# * Process When Choosing [To Load] Command
#--------------------------------------------------------------------------
def command_to_load
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Switch to title screen
$scene = Scene_Load2.new
end
#--------------------------------------------------------------------------
# * Process When Choosing [shutdown] Command
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# *  Process When Choosing [menu] Command
#--------------------------------------------------------------------------
def command_menu
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to menu screen
$scene = Scene_Title.new(5)
end
end
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load2 < Scene_File
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Remake temporary object
$game_temp = Game_Temp.new
# Timestamp selects new file
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
  latest_time = file.mtime
  $game_temp.last_file_index = i
end
file.close
end
end
super("Which file would you like to load?")
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# If file doesn't exist
unless FileTest.exist?(filename)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play load SE
$game_system.se_play($data_system.load_se)
# Read save data
file = File.open(filename, "rb")
read_save_data(file)
file.close
# Restore BGM and BGS
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to title screen
$scene = Scene_Gameover.new
end
#--------------------------------------------------------------------------
# * Read Save Data
#   file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$game_system  = Marshal.load(file)
$game_switches  = Marshal.load(file)
$game_variables   = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen  = Marshal.load(file)
$game_actors  = Marshal.load(file)
$game_party   = Marshal.load(file)
$game_troop   = Marshal.load(file)
$game_map     = Marshal.load(file)
$game_player  = Marshal.load(file)
# If magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end

 

Thats all! easy huh!?

A 2 step tutorial :XD:

 

I hope you enjoy it :ouch:

if not.... :xx:

I'll be making harder and harder scripts...

it's kind of a step to step method for me to get back on track...

My next script will be a gameover mission menu script... nothing special...

Credits goes to xLeD if use.

Post coments :kiss:

Laters

 

Original Post: RMXPU.net Archive

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