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MrSte

Schermate Basic Pause Screen

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Autore/i: Vincent

 

Versione: 1.0

 

Informazioni: Questo piccolo Script toglie il Menu Standard per aggiungere una sola scritta con il nome "Pausa"

 

Screenshot:

Screenshot2014-10-15150720.png

Screenshot2014-10-15150823.png

 

Istruzioni

Installate lo Script nella sezione "Materiale" è possibile anche personalizzare la scritta "Pausa" basta solo inserire l'immagine nella cartella Graphics/Pictures e cambiare sulla linea 27 la scritta da "false" a "true"

 

Script

  1. #==============================================================================
  2. # ** Pause Screen
  3. # By Vincent
  4. #------------------------------------------------------------------------------
  5. # Adds a pause screen for when the player presses a certain button. NOTE: The
  6. # pause screen can be opened in the middle of in-game events. This is
  7. # intentional, as a pause screen exists as an emergency way to postpone
  8. # gameplay urgently without throwing away progress.
  9. #
  10. # Versions:
  11. #
  12. # *October 15, 2014 - First release. Added picture and BGM options.
  13. # October 14, 2014 - First version.
  14. #==============================================================================
  15. # TODO: Find a way to keep map BGM but at a lower volume. Make the pause screen
  16. # able to appear in battle without showing the map.
  17.  
  18. PAUSETEXT = "Paused" #Text on pause screen.
  19. PAUSEWIDTH = 94 #Width of invisible pause window.
  20. PAUSEBUTTON = :CTRL #Button for calling pause screen.
  21. PAUSEBGM = "Dungeon2" #BGM to play on pause screen. "" is silence.
  22. PAUSEVOL = 65 #Volume of BGM on pause screen.
  23. PAUSEPITCH = 85 #Pitch of BGM on pause screen.
  24.  
  25. USE_PAUSE_IMAGE = false #If you want to use a pic, set to true.
  26. PAUSE_PIC = "Pause" #Picture's name in the Graphics/Pictures folder.
  27. PAUSEPIC_HEIGHT = 75 #Picture's height for dimension correction.
  28.  
  29. #==============================================================================
  30. # ** Window_Pause
  31. #------------------------------------------------------------------------------
  32. # Pause text.
  33. #==============================================================================
  34.  
  35. class Window_Pause < Window_Command
  36. #--------------------------------------------------------------------------
  37. # * Object Initialization
  38. #--------------------------------------------------------------------------
  39. def initialize
  40. super(0, 0)
  41. update_placement
  42. self.openness = 0
  43. self.opacity = 0
  44. open
  45. end
  46.  
  47. if USE_PAUSE_IMAGE
  48. alias pause_pic_up update
  49. def update
  50. pause_pic_up
  51. self.contents = Cache.picture(PAUSE_PIC)
  52. end
  53. end
  54. #--------------------------------------------------------------------------
  55. # * Get Line Height
  56. #--------------------------------------------------------------------------
  57. if USE_PAUSE_IMAGE
  58. alias pause_pic_height line_height
  59. def line_height
  60. pause_pic_height
  61. return PAUSEPIC_HEIGHT
  62. end
  63. end
  64. #--------------------------------------------------------------------------
  65. # * Window Placement
  66. #--------------------------------------------------------------------------
  67. def update_placement
  68. self.x = (Graphics.width - width) / 2
  69. self.y = (Graphics.height - height) / 2
  70. end
  71. #--------------------------------------------------------------------------
  72. # * Get Window Width
  73. #--------------------------------------------------------------------------
  74. def window_width
  75. return PAUSEWIDTH
  76. end
  77. #--------------------------------------------------------------------------
  78. # * Create Command List
  79. #--------------------------------------------------------------------------
  80. def make_command_list
  81. add_pause_command
  82. end
  83. #--------------------------------------------------------------------------
  84. # * Processing When OK Button Is Pressed
  85. #--------------------------------------------------------------------------
  86. def process_ok
  87. #Nothing happens at all! This keeps the player from being able to spam the
  88. #button to make the pause window flash and make a "confirm" sound.
  89. end
  90. #--------------------------------------------------------------------------
  91. # * Add Main Commands to List
  92. #--------------------------------------------------------------------------
  93. def add_pause_command
  94. add_command(PAUSETEXT, :pause)
  95. end
  96. end
  97.  
  98. class Scene_Map < Scene_Base
  99. #--------------------------------------------------------------------------
  100. # * Aliased Start Processing
  101. #--------------------------------------------------------------------------
  102. alias pause_map_start start
  103. def start
  104. pause_map_start
  105. update_call_pause
  106. end
  107. #--------------------------------------------------------------------------
  108. # * Aliased update method
  109. #--------------------------------------------------------------------------
  110. alias pause_update update
  111. def update
  112. pause_update
  113. update_call_pause
  114. end
  115. #--------------------------------------------------------------------------
  116. # * Determine if Pause Call by custom key
  117. #--------------------------------------------------------------------------
  118. def update_call_pause
  119. SceneManager.call(Scene_Pause) if Input.press?(PAUSEBUTTON)
  120. end
  121. end
  122.  
  123. #==============================================================================
  124. # ** Scene_Pause
  125. #------------------------------------------------------------------------------
  126. # Shows the window and pretty much does nothing else.
  127. #==============================================================================
  128.  
  129. class Scene_Pause < Scene_MenuBase
  130. #--------------------------------------------------------------------------
  131. # * Start Processing
  132. #--------------------------------------------------------------------------
  133. def start
  134. super
  135. pause_save_bgm_and_bgs
  136. RPG::BGS.stop
  137. RPG::BGM.new(PAUSEBGM, PAUSEVOL, PAUSEPITCH).play
  138. create_pause_window
  139. end
  140. #--------------------------------------------------------------------------
  141. # * Volume stuff
  142. #--------------------------------------------------------------------------
  143. def pause_save_bgm_and_bgs
  144. @paused_map_bgm = RPG::BGM.last
  145. @paused_map_bgs = RPG::BGS.last
  146. end
  147. #--------------------------------------------------------------------------
  148. # * Create Command Window
  149. #--------------------------------------------------------------------------
  150. def create_pause_window
  151. @command_window = Window_Pause.new
  152. @command_window.set_handler(PAUSETEXT, method(:pausetxt))
  153. @command_window.set_handler(:cancel, method(:return_scene))
  154. end
  155. #--------------------------------------------------------------------------
  156. # * [item] Command
  157. #--------------------------------------------------------------------------
  158. def pausetxt
  159. end
  160. #--------------------------------------------------------------------------
  161. # * Return to Calling Scene
  162. #--------------------------------------------------------------------------
  163. def return_scene
  164. super
  165. @paused_map_bgm.play
  166. @paused_map_bgs.play
  167. end
  168. end

 

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      Informazioni:
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      Istruzioni:
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      Script:


      #================================================= # by bStefan aka. regendo # please give credit if used # for use with RMVX ACE #================================================= # GameOver with choices #================================================= # adds four choices to Scene_Gameover: # : Retry Battle (if you lost the battle) # : Load Savegame (if there is a savefile) # : Return to Title # : Quit Game #================================================= # implement over Main # implement under Multiple_Cols_in_Command_Window # if existant #================================================= module Regendo unless @scripts @scripts = Hash.new def self.contains?(key) @scripts[key] == true end end @scripts["GameOver_Window"] = true module GameOver_Window def self.multiple_cols? return false unless Regendo::contains?("Horizontal_Command") USE_MULTIPLE_COLUMNS end #======= #CONFIG #======= RETRY = true #if false, Retry Battle function will not be aviable #============================================== #requires Horizontal_Command script by regendo #============================================== if Regendo::contains?("Horizontal_Command") USE_MULTIPLE_COLUMNS = true #use Horizontal_Command Script? COLUMNS = 2 #requires ^ set to true end #================================================= #only used if not using Horizontal_Command Script #================================================= WINDOW_WIDTH = 225 end end if Regendo::GameOver_Window::multiple_cols? class Window_GameOver < Window_HorizontalCommand #more than one column possible end else class Window_GameOver < Window_Command #only one column end end class Window_GameOver def initialize if Regendo::GameOver_Window::multiple_cols? if Regendo::GameOver_Window::COLUMNS super(0, 0, Regendo::GameOver_Window::COLUMNS) else super(0, 0) end else super(0, 0) end update_placement self.openness = 0 open end unless Regendo::GameOver_Window::multiple_cols? def window_width Regendo::GameOver_Window::WINDOW_WIDTH end end def update_placement self.x = (Graphics.width - width) / 2 self.y = (Graphics.height - height) / 1.1 end #====================================== # add your own to this list # also requires changes at # Scene_Gameover#create_command_window #====================================== def make_command_list add_command("Retry Battle", :tryagain) if SceneManager.scene.is_defeat? add_command("Load Savestate", :load, load_enabled) add_command(Vocab::to_title, :to_title) add_command(Vocab::shutdown, :shutdown) end def load_enabled DataManager.save_file_exists? end end class Scene_Gameover < Scene_Base attr_reader :command_window alias start_old start def start start_old create_command_window end def pre_terminate super close_command_window end def update super end #====================================== # add your own to this list # also requires changes at # Window_GameOver#make_command_list # and requires adding your own methods #====================================== def create_command_window @command_window = Window_GameOver.new @command_window.set_handler(:tryagain, method(:command_retry)) if is_defeat? @command_window.set_handler(:load, method(:command_load)) @command_window.set_handler(:to_title, method(:goto_title)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end def close_command_window @command_window.close if @command_window update until @command_window.close? end def command_load close_command_window fadeout_all SceneManager.call(Scene_Load) end def goto_title close_command_window fadeout_all SceneManager.goto(Scene_Title) end def command_shutdown close_command_window fadeout_all SceneManager.exit end def command_retry fadeout_all SceneManager.goto(Scene_Battle) BattleManager.setup(@troop_id, @can_escape, @can_lose) $game_party.members.each do |actor| actor.recover_all end $game_troop.members.each do |enemy| enemy.recover_all end BattleManager.bmgs_by_regendo(@map_bgm, @map_bgs) BattleManager.play_battle_bgm Sound.play_battle_start end def is_defeat (b = true) @defeat = b end def is_defeat? Regendo::GameOver_Window::RETRY ? @defeat : false end def battle_setup (troop_id, can_escape = true, can_lose = false) @troop_id = troop_id @can_escape = can_escape @can_lose = can_lose end def bgms_setup(map_bgm, map_bgs) @map_bgm = map_bgm @map_bgs = map_bgs end end module BattleManager class << self alias_method :setup_old, :setup end def self.setup(troop_id, can_escape = true, can_lose = false) self.setup_old(troop_id, can_escape = true, can_lose = false) @troop_id = troop_id end def self.bmgs_by_regendo(map_bgm, map_bgs) @map_bgm = map_bgm @map_bgs = map_bgs end def self.process_defeat $game_message.add(sprintf(Vocab::Defeat, $game_party.name)) wait_for_message if @can_lose revive_battle_members replay_bgm_and_bgs SceneManager.return else SceneManager.goto(Scene_Gameover) SceneManager.scene.is_defeat #this is new SceneManager.scene.battle_setup(@troop_id, @can_escape, @can_lose) #this also SceneManager.scene.bgms_setup(@map_bgm, @map_bgs) #and this end battle_end(2) return true end end
    • Da Ally
      Nome Script: Game Over con scelta
      Versione: N/D
      Autore/i: regendo
       
      Informazioni:
      Questo script aggiunge una finestra nella scena del Game Over, che da la possibilità di uscire dal gioco, di ritornare al titolo o di caricare una partita.
       
      Screenshot:
       
       
       
      Istruzioni:
      Inserite lo script sotto Material.
       
      Se volete poi cambiare posizione della finestra, fare riferimento alle linee 26 e 27, mentre se volete allargarla, fate riferimento alla linea 22.
       

       
      Script:
       

      # by bStefan aka. regendo # please give credit if used # for use with RMVX ACE #============================================ # GameOver with choices #============================================ # adds three choices to Scene_Gameover: # Load Savegame, Return to Title, Quit Game # implement over Main #============================================ class Window_GameOver < Window_Command def initialize super(0, 0) update_placement self.openness = 0 open end def window_width return 225 end def update_placement self.x = (Graphics.width - width) / 2 self.y = (Graphics.height - height) / 1.1 end def make_command_list add_command("Load Savestate", :load, load_enabled) add_command(Vocab::to_title, :to_title) add_command(Vocab::shutdown, :shutdown) end def load_enabled DataManager.save_file_exists? end end class Scene_Gameover < Scene_Base alias start_old start def start start_old create_command_window end def pre_terminate super close_command_window end def update super end def create_command_window @command_window = Window_GameOver.new @command_window.set_handler(:load, method(:command_load)) @command_window.set_handler(:to_title, method(:goto_title)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end def close_command_window @command_window.close if @command_window update until @command_window.close? end def command_load close_command_window fadeout_all SceneManager.call(Scene_Load) end def goto_title close_command_window fadeout_all SceneManager.goto(Scene_Title) end def command_shutdown close_command_window fadeout_all SceneManager.exit end end
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