Noob Saibot 38 Report post Posted April 13, 2010 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 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 Share this post Link to post Share on other sites