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@  Juunanagou : (10 September 2014 - 03:19 PM) è stato il porno a resuscitarci :P
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Cutscene Skip

cutscene skip saltare cutscene cutscene

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#1 OFFLINE   Ally

Ally

    undefined method 'stupid_title' found for nil:NilClass

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5 3 3

Inviato 05 July 2012 - 01:18 AM

Nome Script: Cutscene Skip
Versione: 1.1
Autore/i: TDS

Informazioni:
Questo script offre la possibilità di saltare le scene in un gioco premendo il tasto CTRL.

Features:
- Saltare le scene di qualsiasi evento.

Screenshots:
Immagine inserita

Istruzioni:
Inserite lo script sotto Material.
Altre istruzioni all'interno dello script.
Come esempio, una immagine di come può essere impostato:
Immagine inserita

Script
#==============================================================================
# ** TDS Cutscene Skip
# Ver: 1.1
#------------------------------------------------------------------------------
# * Description:
# This script allows you to skip events that are marked as cutscenes when the
# CTRL key is pressed.
#------------------------------------------------------------------------------
# * Features:
# Skip evented cutscenes.
#------------------------------------------------------------------------------
# * Instructions:
# To make an evented sequence be a skippable cutscene you must add this to it.
#
# From a script call:
#
# start_cutscene
#
# Or using this label:
#
# CUTSCENE_START
#
# To specify where the cutscene will be skipped to you must add this label.
#
# CUTSCENE_END
#
# To check whether or not an evented cutscene was skipped you can add this to
# a conditional branch on the 4th tag in the script line.
#
# cutscene_skipped?
#
#------------------------------------------------------------------------------
# * Notes:
# Cutscenes need to be faded in after being skipped and music needs to be
# replayed after being skipped since they are faded out to allow the creator
# of the cutscene to arrange things accordingly before the player takes control.
#------------------------------------------------------------------------------
# WARNING:
#
# Do not release, distribute or change my work without my expressed written
# consent, doing so violates the terms of use of this work.
#
# If you really want to share my work please just post a link to the original
# site.
#
# * Not Knowing English or understanding these terms will not excuse you in any
# way from the consequenses.
#==============================================================================
# * Import to Global Hash *
#==============================================================================
($imported ||= {})[:TDS_Cutscene_Skip] = true
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias tds_cutscene_skip_game_interpreter_initialize		 initialize
alias tds_cutscene_skip_game_interpreter_execute_command execute_command
alias tds_cutscene_skip_game_interpreter_command_118	 command_118
#--------------------------------------------------------------------------
# * Object Initialization
#	 depth :
#--------------------------------------------------------------------------
def initialize(depth = 0)
# Run Original Method
tds_cutscene_skip_game_interpreter_initialize(depth)
# Set Cutscene Flags
@cutscene_active = @cutscene_skipped = @cutscene_skipping = false
end
#--------------------------------------------------------------------------
# * Determine if Cutscene is active
#--------------------------------------------------------------------------
def cutscene_active? ; @cutscene_active and running? end
def cutscene_skipped? ; @cutscene_skipped and running? end
#--------------------------------------------------------------------------
# * Start Cutscene
#--------------------------------------------------------------------------
def start_cutscene
# Set Cutscene Active Flag to true
@cutscene_active = true
# Set Cutscene Skipped Flag to false
@cutscene_skipped = false
end
#--------------------------------------------------------------------------
# * Skip Cutscene
#--------------------------------------------------------------------------
def skip_cutscene
# Set Cutscene Skipping and Skipped Flag to true
	 @cutscene_skipping = @cutscene_skipped = true	
	 # Clear Game Messages
	 $game_message.clear
	 # Reset Map Scrolling
	 $game_map.finish_scrolling
	 # Stop All Forced Movement on map
	 $game_map.stop_all_forced_move_route	
	 # Set Fiber to nil
	 @fiber = nil
end
#--------------------------------------------------------------------------
# * Finish Cutscene
#--------------------------------------------------------------------------
def finish_cutscene
# Set Cutscene Skipping and Cutscene Active Flag to false
@cutscene_skipping = @cutscene_active = false
end
#--------------------------------------------------------------------------
# * Label
#--------------------------------------------------------------------------
def command_118
# Run Original Method
tds_cutscene_skip_game_interpreter_command_118
# Start Cutscene if the Cutscene Start Label has been reached
start_cutscene if @params.at(0).include?("CUTSCENE_START")
# Finish Cutscene if the Cutscene End Label has been reached
finish_cutscene if @params.at(0).include?("CUTSCENE_END")
end
#--------------------------------------------------------------------------
# * Set Center Screen Display Position
#--------------------------------------------------------------------------
def set_center_display_pos(x, y)
center_x = (Graphics.height / 32 - 1) / 2.0
center_y = (Graphics.width / 32 - 1) / 2.0
$game_map.set_display_pos(x - 2 - center_x, y - center_y)
end
#--------------------------------------------------------------------------
# * Execute Command
#--------------------------------------------------------------------------
def execute_command
# If Cutscene has been skipped
if @cutscene_skipping
	 # Get Command and it's properties
	 command = @list[@index] ; @params = command.parameters ; @indent = command.indent
	 # Command Code Case
	 case command.code
	 when 118, 121..123, 125..129, 132..138, 201..203, 206, 211, 216, 217, 231, 233, 235, 281..285, 311..324
	 when 204 # Scroll Map
	 # Process Scrolling Method and Finish Map Scrolling
	 command_204 ; $game_map.finish_scrolling ; return
	 when 223 # Map tone Change
	 # Change Fade time to 0 and remove wait
	 @params[1] = 0 ; @params[2] = false
	 when 234 # Change Picture Tone
	 # Change Picture Tone and Remove Wait
	 @params[2] = 0 ; @params[3] = false
	 when 232 # Move Picture
	 # Change Move Picture Duration and Remove Wait
	 @params[10] = 0 ; @params[11] = false
	 when 335 # Script
	 else ; return
	 end
	 method_name = "command_#{command.code}"
	 send(method_name) if respond_to?(method_name)
	 return
end
# Run Original Command
tds_cutscene_skip_game_interpreter_execute_command
end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Finish Map Scrolling
#--------------------------------------------------------------------------
def finish_scrolling
# Scroll Direction Case
case @scroll_direction
when 2 ; set_display_pos(@display_x, @display_y + @scroll_rest.abs) # Down
when 4 ; set_display_pos(@display_x - @scroll_rest.abs, @display_y) # Left
when 6 ; set_display_pos(@display_x + @scroll_rest.abs, @display_y) # Left	
when 8 ; set_display_pos(@display_x, @display_y - @scroll_rest.abs) # Up
end
# Setup Scroll
setup_scroll
end
#--------------------------------------------------------------------------
# * Stop All forced movement
#--------------------------------------------------------------------------
def stop_all_forced_move_route
# Stop Events Forced Move Route
@events.each_value {|e| e.stop_move_route }
# Stop Player Move Route
$game_player.stop_move_route
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass of the
# Game_Player, Game_Follower, GameVehicle and Game_Event classes.
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# * Stop Move Route Processing
#--------------------------------------------------------------------------
def stop_move_route
# Return if Move route is not forced
return if !@move_route_forcing
# Move to current position (If they were already in mid movement)
moveto(@x, @y)
# Restore Move Route
restore_move_route
# Set Move Route Force Flag to false
@move_route_forcing = false
end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias tds_silver_heart_scene_map_update							 update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update Cutscene Skip Input if in a Cutscene
update_cutscene_skip_input if $game_map.interpreter.cutscene_active?
# Run Original Method
tds_silver_heart_scene_map_update
end
#--------------------------------------------------------------------------
# * Update Cutscene Skip Input
#--------------------------------------------------------------------------
def update_cutscene_skip_input
# If Input Trigger CTRL
if Input.trigger?(:CTRL)
	 # Play Ok Sound
	 Sound.play_ok
	 # Make Cutscene Cover Sprite
	 @cutscene_cover = Sprite.new
	 @cutscene_cover.bitmap = Graphics.snap_to_bitmap
	 @cutscene_cover.bitmap.blur	
	 @cutscene_cover.opacity = 0	
	 @cutscene_cover.tone.set(-30, -30, -30)
	 @cutscene_cover.z = 5000
	 # Make Cutscene Skip Window
	 @cutscene_skip_window = Window_Cutscene_Skip_Prompt.new
	 @cutscene_skip_window.x = (Graphics.width - @cutscene_skip_window.width) / 2
	 @cutscene_skip_window.y = (Graphics.height - @cutscene_skip_window.height) / 2	
	 @cutscene_skip_window.z = 5100
	 @cutscene_skip_window.index = 1
	 @cutscene_skip_window.openness = 0
	 @cutscene_skip_window.open
	
	 15.times do
	 # Update Graphics
	 Graphics.update
	 # Increase Cutscene Cover Opacity
	 @cutscene_cover.opacity += 17
	 end
	 10.times do
	 # Update Graphics
	 Graphics.update	
	 # Update Cutscene Skip Window
	 @cutscene_skip_window.update	
	 end
	
	 loop do
	 # Update Graphics and Input
	 Graphics.update ; Input.update
	 # Update Cutscene Skip Window
	 @cutscene_skip_window.update
	 # If Input Trigger C (Confirm)
	 if Input.trigger?(:C)
		 # Play Ok Sound
		 Sound.play_ok
		 case @cutscene_skip_window.index
		 when 0 # Yes
		 # Deactivate Skip Cutscene window
		 @cutscene_skip_window.deactivate
		 # Close Cutscene Skip Window
		 @cutscene_skip_window.close
		 10.times do
			 # Update Graphics
			 Graphics.update
			 # Update Cutscene Skip Window
			 @cutscene_skip_window.update				
		 end
		 # Save BGM
		 $game_system.save_bgm		
		 # Fadeout
		 $game_map.screen.start_fadeout(30)
		 # Fade Time
		 time = 500
		 # Fadeout all Sound
		 RPG::BGM.fade(time) ; RPG::BGS.fade(time) ; RPG::ME.fade(time)					
		 # Fading Out Wait
		 35.times do
			 # Update Graphics
			 Graphics.update
			 $game_map.screen.update_fadeout
			 @spriteset.update_viewports			
			 @cutscene_cover.color.set(0, 0, 0, 255 - $game_map.screen.brightness)
		 end
		 # Stop All Sound
		 RPG::BGM.stop ; RPG::BGS.stop ; RPG::ME.stop		
		 # Dispose of Cutscene Cover
		 @cutscene_cover.bitmap.dispose ; @cutscene_cover.dispose ; @cutscene_cover = nil
		 # Dispose of Cutscene Skip Window
		 @cutscene_skip_window.dispose ; @cutscene_skip_window = nil
		 # Update Input
		 Input.update		
		 # Process Cutscene Skipping
		 $game_map.interpreter.skip_cutscene		
		 # Dispose of Message Window
		 @message_window.dispose ; @message_window = nil
		 # Create Message Window
		 create_message_window
		 break
		 when 1 # No
		 # Deactivate Skip Cutscene window
		 @cutscene_skip_window.deactivate
		 # Close Cutscene Skip Window
		 @cutscene_skip_window.close
		 10.times do
			 # Update Graphics
			 Graphics.update
			 # Decrease Cutscene Cover Opacity
			 @cutscene_cover.opacity -= 17	
			 # Update Cutscene Skip Window
			 @cutscene_skip_window.update				
		 end		
		 # Dispose of Cutscene Cover
		 @cutscene_cover.bitmap.dispose ; @cutscene_cover.dispose ; @cutscene_cover = nil
		 # Dispose of Cutscene Skip Window
		 @cutscene_skip_window.dispose ; @cutscene_skip_window = nil
		 # Update Input
		 Input.update		
		 end
		 break
	 end
	 # If Input Trigger B (Cancel)
	 if Input.trigger?(:B)
		 # Play Cancel Sound
		 Sound.play_cancel
		 # Deactivate Skip Cutscene window
		 @cutscene_skip_window.deactivate
		 # Close Cutscene Skip Window
		 @cutscene_skip_window.close
		 10.times do
		 # Update Graphics
		 Graphics.update
		 # Decrease Cutscene Cover Opacity
		 @cutscene_cover.opacity -= 17	
		 # Update Cutscene Skip Window
		 @cutscene_skip_window.update				
		 end		
		 # Dispose of Cutscene Cover
		 @cutscene_cover.bitmap.dispose ; @cutscene_cover.dispose ; @cutscene_cover = nil
		 # Dispose of Cutscene Skip Window
		 @cutscene_skip_window.dispose ; @cutscene_skip_window = nil
		 # Update Input
		 Input.update
		 break
	 end
	 end
end
end
end

#==============================================================================
# ** Window_Save_File_Prompt
#------------------------------------------------------------------------------
# This window handles save file overwrite prompt
#==============================================================================
class Window_Cutscene_Skip_Prompt < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(466, 170)
end
#--------------------------------------------------------------------------
# * Window Width and Height
#--------------------------------------------------------------------------
def window_width ; 190 end
def window_height ; 77 end
#--------------------------------------------------------------------------
# * Window Standard Padding
#--------------------------------------------------------------------------
def standard_padding ; 0 end
#--------------------------------------------------------------------------
# * Item Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new
rect.width = item_width
rect.height = item_height
rect.x = 12 + index % col_max * item_width + 5
rect.y = 37 + index / col_max
rect
end
#--------------------------------------------------------------------------
# * Ok Enabled Handling
#--------------------------------------------------------------------------
def ok_enabled? ; false end
#--------------------------------------------------------------------------
# * Max Columns
#--------------------------------------------------------------------------
def col_max ; 2 end
#--------------------------------------------------------------------------
# * Command Text Alignment
#--------------------------------------------------------------------------
def alignment ; 1 end
#--------------------------------------------------------------------------
# * Make Commands List
#--------------------------------------------------------------------------
def make_command_list
add_command("Yes", :yes, true) ; add_command("No", :no, true)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
super
contents.font.color = knockout_color
draw_text(12, 12, 166, 24, "Skip Cutscene?", 1)
end
end

Note dell'autore:
Utilizzabile in progetti a scopo non commerciale.
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#2 OFFLINE   +Abadon

Abadon

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Inviato 11 July 2012 - 05:15 PM

Molto carino come script questo *__*

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Anche taggato con Gameplay, cutscene skip, saltare cutscene, cutscene

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