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Archiv verlassen und diese Seite im Standarddesign anzeigen : Meine VX-Skripte = 4Wege Skript; Titelbild überspringenscript



SMWma
03.10.2009, 21:34
Dieses Skript ist zwar nichts besonderes und auch recht simpel, allerdings dafür mein erstes, welches Funzt. Wer erinnert sich den nicht an die guten alten Spiele, wo man diagonal lief? Zum Beispiel nehme ich mal Super Mario RPG[snes]
Dies ist jetzt dank mir auch auf dem VX möglich. Rein Theoretisch sollte es auch auf dem XP funzen, but kA^ Ihr müsst auch so mappen und auch eigene Chars nehmen. Hier mal die Bewegungen:


> ru
v lu
< lo
^ ro

Der Quellcode ist recht lang und für die meisten von euch auch nicht zu verstehen^ Ist aber ja mein erstes.


#Funktzioniert auf dem VX, ob es auf dem XP geht, kA#
#=========================#
#Arian2000s erstes Script:#
#=========================#
#=Bewegung á la Mario RPG=#
#=========================#
class Game_Player
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
case Input.dir8
when 2; move_lower_left
when 6; move_lower_right
when 4; move_upper_left
when 8; move_upper_right
end
end
end

Meinung, Lob, Kritik ist erwünscht.

Tja, ersetzt dieses einfach durch das alte Scene_Title. Das besondere: Ihr müsst nichts in der Database ändern. Musik wird nicht geladen, das Fenster wird zu weit weg angezeigt und auch der Hintergrund bleibt schwarz. Lange Rede kurzer Sinn: Hier ist er:

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
if $BTEST # If battle test
battle_test # Start battle test
else # If normal play
super # Usual main processing
end
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_command_window # Create command window
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(0)
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Load Battle Test Database
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Create Game Objects
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Determine if Continue is Enabled
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# * Create Title Graphic
#--------------------------------------------------------------------------
def create_title_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("Title")
end
#--------------------------------------------------------------------------
# * Dispose of Title Graphic
#--------------------------------------------------------------------------
def dispose_title_graphic
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (999 - @command_window.width) / 2
@command_window.y = 999
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Dispose of Command Window
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command Window
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# * Play Title Screen Music
#--------------------------------------------------------------------------
def play_title_music
end
#--------------------------------------------------------------------------
# * Check Player Start Location Existence
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
close_command_window
Graphics.fadeout(0)
Graphics.wait(0)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
load_bt_database # Load battle test database
create_game_objects # Create game objects
Graphics.frame_count = 0 # Initialize play time
$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