DeadlyDan_Title, A Scene_Title replacement with image items alternative. |
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Jan 25 2008, 09:12 PM
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Level 5

Group: Member
Posts: 71
Type: Event Designer
RM Skill: Masterful

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Hi guys, i've completed another script again  ( Yay go me  ). This script is an alternative to Scene_Title, it adds images to the menu instead of the RMVX window with selection items. It's pretty much self-explanatory, here's a screen-shot of it in action:  You can download the images from that screenshot here: (Note: Extract this into your project folder)http://www.megaupload.com/?d=G887QI7DThe script has instructions on how to use it, credits would be appreciated if used  CODE #============================================================================== # ■ DeadlyDan_Title by DeadlyDan #------------------------------------------------------------------------------ # Replaces Scene_Title with an image menu alternative. #============================================================================== # Usage: =begin Simply place this file anywhere after Scene_Title, place the following images in the "System" folder of your project: "new.png" "new_over.png" "continue.png" "continue_over.png" "quit.png" "quit_over.png" (NOTE) This has been scripted to in the idea that people may add more items to the menu, my script is easy enough to understand so it shouldn't be too hard to add new items. Just make sure that you add menu items after the stock ones i've added since any additions may distort the "load game" processing for the menu items. If you look at my positioning algorithm for the menu items you'll find it's not too hard to place your own. =end
module DeadlyDan_Title
IMAGE_NEW = [ "new", "new_over" ] IMAGE_CONTINUE = [ "continue", "continue_over" ] IMAGE_QUIT = [ "quit", "quit_over" ] end
class Scene_Title < Scene_Base def main if $BTEST battle_test else super end end
def start super load_database create_game_objects check_continue create_title_graphic create_menu play_title_music end
def perform_transition Graphics.transition ( 20 ) end
def post_start super end
def pre_terminate super end
def terminate super dispose_menu snapshot_for_background dispose_title_graphic end
def update super if ( Input.trigger? ( Input::C ) ) case @menu_index when 0 command_new_game when 1 command_continue when 2 command_shutdown end end update_menu end
def load_database $data_actors = load_data ( "Data/Actors.rvdata" ) $data_classes = load_data ( "Data/Classes.rvdata" ) $data_skills = load_data ( "Data/Skills.rvdata" ) $data_items = load_data ( "Data/Items.rvdata" ) $data_weapons = load_data ( "Data/Weapons.rvdata" ) $data_armors = load_data ( "Data/Armors.rvdata" ) $data_enemies = load_data ( "Data/Enemies.rvdata" ) $data_troops = load_data ( "Data/Troops.rvdata" ) $data_states = load_data ( "Data/States.rvdata" ) $data_animations = load_data ( "Data/Animations.rvdata" ) $data_common_events = load_data ( "Data/CommonEvents.rvdata" ) $data_system = load_data ( "Data/System.rvdata" ) $data_areas = load_data ( "Data/Areas.rvdata" ) end
def load_bt_database $data_actors = load_data ( "Data/BT_Actors.rvdata" ) $data_classes = load_data ( "Data/BT_Classes.rvdata" ) $data_skills = load_data ( "Data/BT_Skills.rvdata" ) $data_items = load_data ( "Data/BT_Items.rvdata" ) $data_weapons = load_data ( "Data/BT_Weapons.rvdata" ) $data_armors = load_data ( "Data/BT_Armors.rvdata" ) $data_enemies = load_data ( "Data/BT_Enemies.rvdata" ) $data_troops = load_data ( "Data/BT_Troops.rvdata" ) $data_states = load_data ( "Data/BT_States.rvdata" ) $data_animations = load_data ( "Data/BT_Animations.rvdata" ) $data_common_events = load_data ( "Data/BT_CommonEvents.rvdata" ) $data_system = load_data ("Data/BT_System.rvdata" ) end
def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.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 end
def check_continue @continue_enabled = ( Dir.glob ( 'Save*.rvdata' ).size > 0 ) end
def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system ( "Title" ) end def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end
def create_menu padding = 5 @menu_item = [] @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item[1].blend_type = 0 @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].x = ( ( Graphics.width / 2 ) - ( @menu_item[1].bitmap.width / 2 ) ) @menu_item[1].y = ( ( Graphics.height / 2 ) - ( @menu_item[1].bitmap.height / 2 ) ) @menu_item[0].blend_type = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[0].x = ( ( Graphics.width / 2 ) - ( @menu_item[0].bitmap.width / 2 ) ) @menu_item[0].y = ( ( Graphics.height / 2 ) - ( @menu_item[0].bitmap.height / 2 ) ) - ( @menu_item[1].bitmap.height + padding ) @menu_item[2].blend_type = 0 @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[2].x = ( ( Graphics.width / 2 ) - ( @menu_item[2].bitmap.width / 2 ) ) @menu_item[2].y = ( ( Graphics.height / 2 ) - ( @menu_item[2].bitmap.height / 2 ) ) + ( @menu_item[1].bitmap.height + padding ) if ( @continue_enabled ) @menu_index = 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[1].tone @menu_item[1].tone = Tone.new ( 0, 0, 0, 0 ) else @menu_index = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].opacity = 160 @menu_item[1].tone = Tone.new ( -100, -100, -100, 255 ) end @menu_count = 3 end
def dispose_menu for i in 0..@menu_item.size - 1 @menu_item[i].dispose end end def update_menu if ( Input.repeat? ( Input::UP ) or Input.repeat? ( Input::DOWN ) ) last_index = @menu_index if ( Input.repeat? ( Input::DOWN ) ) if ( @menu_index < ( @menu_count - 1 ) ) if ( @continue_enabled ) @menu_index += 1 else if ( ( @menu_index == 0 ) ) @menu_index = 2 else @menu_index += 1 end end else @menu_index = 0 end end if ( Input.repeat? ( Input::UP ) ) if ( @menu_index > 0 ) if ( @continue_enabled ) @menu_index -= 1 else if ( ( @menu_index == 2 ) ) @menu_index = 0 else @menu_index -= 1 end end else @menu_index = ( @menu_count - 1 ) end end if ( @menu_index != last_index ) Sound.play_cursor end case ( @menu_index ) when 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) when 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) when 2 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[1] ) end end end def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end
def confirm_player_location if $data_system.start_map_id == 0 print "Player start point not set." exit end end
def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members $game_map.setup ( $data_system.start_map_id ) $game_player.moveto ( $data_system.start_x, $data_system.start_y ) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade ( 1500 ) Graphics.fadeout ( 60 ) Graphics.wait ( 40 ) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end
def command_continue if @continue_enabled Sound.play_decision $scene = Scene_File.new ( false, true, false ) else Sound.play_buzzer end end
def command_shutdown Sound.play_decision RPG::BGM.fade ( 800 ) RPG::BGS.fade ( 800 ) RPG::ME.fade ( 800 ) $scene = nil end
def battle_test load_bt_database create_game_objects Graphics.frame_count = 0 $game_party.setup_battle_test_members $game_troop.setup ( $data_system.test_troop_id ) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end
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Jan 25 2008, 11:37 PM
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Level 2

Group: Member
Posts: 15
Type: Event Designer
RM Skill: Advanced

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O.o Another VX Script? Cool! Nice one mate!
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Jan 26 2008, 01:26 AM
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Level 5

Group: Member
Posts: 71
Type: Event Designer
RM Skill: Masterful

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QUOTE (Synthesize @ Jan 25 2008, 10:57 PM)  You should use the alias command instead of re-writing the entire Scene_Title. But other then that, good work. Well, i would normally use that, but since most functions have been changed from the original scene_title, i didn't see any point in it. Thanks btw
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Jan 26 2008, 07:24 AM
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Level 1

Group: Member
Posts: 6
Type: Artist
RM Skill: Advanced

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Hey, it's pretty cool, i'll use it  Thanx dude!
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Feb 3 2008, 02:23 AM
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed

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Thank You so much for the script!! =  =
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Feb 3 2008, 03:46 PM
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Group: Member
Posts: 3
Type: Artist
RM Skill: Beginner

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Megaupload does not exist in my country (Brazil) , because of this could you put the items in other uploader as the 4 shared or rapidshared? thanks
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Feb 3 2008, 08:52 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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QUOTE (50 cents @ Feb 3 2008, 02:53 PM)  Megaupload does not exist in my country (Brazil) , because of this could you put the items in other uploader as the 4 shared or rapidshared? thanks You don't really need the demo to use the script. ALl you need is to copy and paste the script and provide the three graphic files required.
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My RMXP Project:  Farewell RRR. =]
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Feb 4 2008, 02:47 PM
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Group: Member
Posts: 3
Type: Artist
RM Skill: Beginner

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Yes , but are the 3 illustrations in the demo not?
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Feb 4 2008, 05:04 PM
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Group: Member
Posts: 3
Type: Artist
RM Skill: Beginner

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That Should nominate The Message xD?
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Feb 4 2008, 08:51 PM
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Level 6

Group: Member
Posts: 76
Type: None
RM Skill: Beginner

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I must be making a noob mistake. I downloaded your megauplaod file with the pics, and all i see when i look at them are the words, but when i use the script my background changes to the one with the houses.
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"NEW YORK, NY. A man was knocked down by a car and got up uninjured, but lay back down in front of the car when a bystander told him to feign injury in order to collect insurance money. The car rolled forward and crushed him to death." - Associated Press, 1977
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Feb 4 2008, 10:28 PM
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Level 6

Group: Member
Posts: 82
Type: None
RM Skill: Skilled

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If you edited Scene_Title's create_title_graphic function to change the title background (which you basically have to since VX removed the database option), you need to edit it in this script also since his is set up to use the default image.
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「いい気なるな!目障り何だよ!僕の目の前から�消えて まえ!魔神!煉獄殺!」 ー リオン・マグナス (テイルズオブデスティニー) "Ii ki naru na! Mezawari nan da yo! Boku no me no mae kara...kiete shimae! Majin! Rengokusatsu!" - Leon Magnus (Tales of Destiny)
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Feb 5 2008, 02:06 PM
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Level 6

Group: Member
Posts: 76
Type: None
RM Skill: Beginner

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thanks its fixed now
__________________________
"NEW YORK, NY. A man was knocked down by a car and got up uninjured, but lay back down in front of the car when a bystander told him to feign injury in order to collect insurance money. The car rolled forward and crushed him to death." - Associated Press, 1977
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Mar 5 2008, 09:17 PM
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Level 4

Group: Member
Posts: 58
Type: Developer
RM Skill: Beginner

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Hi Dan, this is a perfect script for my title screen--but I am having one problem (let me know if I should post this elsewhere?). I am trying to use four menu items, and for the most part it works just fine---with one positioning problem. I can't figure out how to get my fourth menu graphic positioned below; it just covers up the 3rd "quit" menu graphic. I know pretty much nothing about scripting, so your help--or anyone's--would be much appreciated! Thanks again for contributing this script! Here's my script. What can I do to position the fourth graphic below the initial three?? CODE #====================================================================== ======== # ■ DeadlyDan_Title by DeadlyDan #------------------------------------------------------------------------------ # Replaces Scene_Title with an image menu alternative. #============================================================================== # Usage: =begin Simply place this file anywhere after Scene_Title, place the following images in the "System" folder of your project: "new.png" "new_over.png" "continue.png" "continue_over.png" "quit.png" "quit_over.png" (NOTE) This has been scripted to in the idea that people may add more items to the menu, my script is easy enough to understand so it shouldn't be too hard to add new items. Just make sure that you add menu items after the stock ones i've added since any additions may distort the "load game" processing for the menu items. If you look at my positioning algorithm for the menu items you'll find it's not too hard to place your own. =end
module DeadlyDan_Title
IMAGE_NEW = [ "new", "new_over" ] IMAGE_CONTINUE = [ "continue", "continue_over" ] IMAGE_QUIT = [ "quit", "quit_over" ] IMAGE_CREDITS = [ "credits", "credits_over" ] end
class Scene_Title < Scene_Base def main if $BTEST battle_test else super end end
def start super load_database create_game_objects check_continue create_title_graphic create_menu play_title_music end
def perform_transition Graphics.transition ( 20 ) end
def post_start super end
def pre_terminate super end
def terminate super dispose_menu snapshot_for_background dispose_title_graphic end
def update super if ( Input.trigger? ( Input::C ) ) case @menu_index when 0 command_new_game when 1 command_continue when 2 command_shutdown when 3 command_credits end end update_menu end
def load_database $data_actors = load_data ( "Data/Actors.rvdata" ) $data_classes = load_data ( "Data/Classes.rvdata" ) $data_skills = load_data ( "Data/Skills.rvdata" ) $data_items = load_data ( "Data/Items.rvdata" ) $data_weapons = load_data ( "Data/Weapons.rvdata" ) $data_armors = load_data ( "Data/Armors.rvdata" ) $data_enemies = load_data ( "Data/Enemies.rvdata" ) $data_troops = load_data ( "Data/Troops.rvdata" ) $data_states = load_data ( "Data/States.rvdata" ) $data_animations = load_data ( "Data/Animations.rvdata" ) $data_common_events = load_data ( "Data/CommonEvents.rvdata" ) $data_system = load_data ( "Data/System.rvdata" ) $data_areas = load_data ( "Data/Areas.rvdata" ) end
def load_bt_database $data_actors = load_data ( "Data/BT_Actors.rvdata" ) $data_classes = load_data ( "Data/BT_Classes.rvdata" ) $data_skills = load_data ( "Data/BT_Skills.rvdata" ) $data_items = load_data ( "Data/BT_Items.rvdata" ) $data_weapons = load_data ( "Data/BT_Weapons.rvdata" ) $data_armors = load_data ( "Data/BT_Armors.rvdata" ) $data_enemies = load_data ( "Data/BT_Enemies.rvdata" ) $data_troops = load_data ( "Data/BT_Troops.rvdata" ) $data_states = load_data ( "Data/BT_States.rvdata" ) $data_animations = load_data ( "Data/BT_Animations.rvdata" ) $data_common_events = load_data ( "Data/BT_CommonEvents.rvdata" ) $data_system = load_data ("Data/BT_System.rvdata" ) end
def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.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 end
def check_continue @continue_enabled = ( Dir.glob ( 'Save*.rvdata' ).size > 0 ) end
def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system ( "TestTitle" ) end def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end
def create_menu padding = 5 @menu_item = [] @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item.push ( Sprite.new ) @menu_item[1].blend_type = 0 @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].x = ( ( Graphics.width / 2 ) - ( @menu_item[1].bitmap.width / 2 ) ) @menu_item[1].y = ( ( Graphics.height / 2 ) - ( @menu_item[1].bitmap.height / 2 ) ) @menu_item[0].blend_type = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[0].x = ( ( Graphics.width / 2 ) - ( @menu_item[0].bitmap.width / 2 ) ) @menu_item[0].y = ( ( Graphics.height / 2 ) - ( @menu_item[0].bitmap.height / 2 ) ) - ( @menu_item[1].bitmap.height + padding ) @menu_item[2].blend_type = 0 @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[2].x = ( ( Graphics.width / 2 ) - ( @menu_item[2].bitmap.width / 2 ) ) @menu_item[2].y = ( ( Graphics.height / 2 ) - ( @menu_item[2].bitmap.height / 2 ) ) + ( @menu_item[1].bitmap.height + padding ) @menu_item[3].blend_type = 0 @menu_item[3].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CREDITS[0] ) @menu_item[3].x = ( ( Graphics.width / 2 ) - ( @menu_item[3].bitmap.width / 2 ) ) @menu_item[3].y = ( ( Graphics.height / 2 ) - ( @menu_item[3].bitmap.height / 2 ) ) + ( @menu_item[1].bitmap.height + padding ) if ( @continue_enabled ) @menu_index = 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[1].tone @menu_item[1].tone = Tone.new ( 0, 0, 0, 0 ) else @menu_index = 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[1].opacity = 160 @menu_item[1].tone = Tone.new ( -50, -50, -50, 200 ) end @menu_count = 4 end
def dispose_menu for i in 0..@menu_item.size - 1 @menu_item[i].dispose end end def update_menu if ( Input.repeat? ( Input::UP ) or Input.repeat? ( Input::DOWN ) ) last_index = @menu_index if ( Input.repeat? ( Input::DOWN ) ) if ( @menu_index < ( @menu_count - 1 ) ) if ( @continue_enabled ) @menu_index += 1 else if ( ( @menu_index == 0 ) ) @menu_index = 2 else @menu_index += 1 end end else @menu_index = ( 0 ) end end if ( Input.repeat? ( Input::UP ) ) if ( @menu_index > 0 ) if ( @continue_enabled ) @menu_index -= 1 else if ( ( @menu_index == 2 ) ) @menu_index = 0 else @menu_index -= 1 end end else @menu_index = ( @menu_count - 1 ) end end if ( @menu_index != last_index ) Sound.play_cursor end case ( @menu_index ) when 0 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[1] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[3].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CREDITS[0] ) when 1 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[1] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[3].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CREDITS[0] ) when 2 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[1] ) @menu_item[3].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CREDITS[0] ) when 3 @menu_item[0].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_NEW[0] ) @menu_item[1].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CONTINUE[0] ) @menu_item[2].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_QUIT[0] ) @menu_item[3].bitmap = Cache.system ( DeadlyDan_Title::IMAGE_CREDITS[1] ) end end end def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end
def confirm_player_location if $data_system.start_map_id == 0 print "Player start point not set." exit end end
def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members $game_map.setup ( $data_system.start_map_id ) $game_player.moveto ( $data_system.start_x, $data_system.start_y ) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade ( 1500 ) Graphics.fadeout ( 60 ) Graphics.wait ( 40 ) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end
def command_continue if @continue_enabled Sound.play_decision $scene = Scene_File.new ( false, true, false ) else Sound.play_buzzer end end
def command_shutdown Sound.play_decision RPG::BGM.fade ( 800 ) RPG::BGS.fade ( 800 ) RPG::ME.fade ( 800 ) $scene = nil end
def command_credits confirm_player_location Sound.play_decision $game_party.setup_starting_members $game_map.setup ( $data_system.start_map_id ) $game_player.moveto ( $data_system.start_x, $data_system.start_y ) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade ( 1500 ) Graphics.fadeout ( 60 ) Graphics.wait ( 40 ) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end def battle_test load_bt_database create_game_objects Graphics.frame_count = 0 $game_party.setup_battle_test_members $game_troop.setup ( $data_system.test_troop_id ) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end
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Story - 85% Database - 55% Scripts - 90% Maps - 8% Graphics - 38% Original Music - 20%
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