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title
#1 OFFLINE
Inviato 21 September 2009 - 11:58 AM
per il nuovo progetto devo mettere 2 immagini nel title uno che appare prima e poi l'altra(che contiene le scritte) per seconda con un effetto flash http://rpgmkr.net/fo...tyle_emoticons/default/xd.gif avete uno script adatto??
#2 OFFLINE
Inviato 21 September 2009 - 06:57 PM
Basta inserire un main che ti trasporti in una mappa,e lavori al title da li tramite eventi :)
#3 OFFLINE
#4 OFFLINE
Inviato 21 September 2009 - 08:25 PM
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$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")
# Make system object
$game_system = Game_System.new
command_new_game
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$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
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for battle test)
$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")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$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
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end
Ho un dubbio su una cosa però...poi devi ritornare al titolo?cioè,vuoi che compaiano 'Nuovo Gioco' ecc?
#5 OFFLINE
Inviato 21 September 2009 - 08:28 PM








3° Classificato - Auguri RPGMkr.net 
#6 OFFLINE
Inviato 21 September 2009 - 09:07 PM
Casull, dice:
#7 OFFLINE
Inviato 21 September 2009 - 09:35 PM

#8 OFFLINE
Inviato 22 September 2009 - 07:25 AM
Ælly, dice:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$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")
# Make system object
$game_system = Game_System.new
command_new_game
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$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
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for battle test)
$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")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$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
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end
Ho un dubbio su una cosa però...poi devi ritornare al titolo?cioè,vuoi che compaiano 'Nuovo Gioco' ecc?grazie mille
la risp alla domanda è un'altra domanda http://rpgmkr.net/fo...tyle_emoticons/default/xd.gif
con rpg maker 2003 progetto naruto il title lo avevo fatto io o era il title standard??(te lo ricordi?)
skerzo mi sa che non serve tornare al title perchè il nuovo partita carica ecc... se non erro lo posso mettere come facevo col 2003 oppure devo per forza ritornare al title con XP??
#9 OFFLINE
Inviato 22 September 2009 - 08:58 PM
#10 OFFLINE
Inviato 05 December 2009 - 06:40 PM
ally eri tu che su msn mi aveva indirizzato in un forum in cui c'era lo script che mi serviva??
io quella pagina la chiusi subito per 2 motivi
1)dovevo scappare di corsa semprava peggio del terremoto http://rpgmkr.net/fo...tyle_emoticons/default/xd.gif(mia cuginetta di 1 anno)
2)pensavo che il link era di questo forum :aff:
#11 OFFLINE
Inviato 05 December 2009 - 08:32 PM
#12 OFFLINE
Inviato 05 December 2009 - 09:17 PM
bene quella qualcuno mi diede un link su cui c'era questo script che faceva al caso mio con tanto di guida per aggiungere/rimuovere selezzini solo(come sritto sopra)non lo riò :(
#13 OFFLINE
Inviato 06 December 2009 - 05:10 PM
Forse continuo a non capire io ^^"
#14 OFFLINE
Inviato 06 December 2009 - 10:38 PM
grz mille!
#15 OFFLINE
Inviato 07 December 2009 - 01:10 AM
#16 OFFLINE
#17 OFFLINE
Inviato 13 December 2009 - 04:13 AM
Ti avevo già aiutato :)
#18 OFFLINE
Inviato 14 December 2009 - 02:55 PM
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