Italianstal1ion
Member
Here is several scripts I found that I haven't seen here. I thought I'd share them with everyone (most are from rmxp.net)
Face the Way You Walk
Script made by Matte aka Homer
What it does
a request...
Lanlan's Poker, BlackJack and Roulette Minigames
A few minigames made by lanlan. Exactly what the title says.
Demo
http://savefile.com/files/377726
Golden sun intro script v1.2 By AZZY9
Has everything that golden sun does as the title. Features:
Erase/copy files
Title skip if new game(no save files present)
Looks/sounds exactly like golden sun :p
Demo
http://savefile.com/files/377714
EJ's Big Map
Allows maps to be put together to create a large map. Instructions are in the script(sorry, I cant give support on how to do this, I havent been able to figure it out myself if you do find out how, post here!)
Features:
* One BIG map (no 500x500 limit)
* Walk around the world
* Create areas (like in rpgmaker 2k/2k3)
* No lagging because you use many events on 1 map
Are you sure you want to quit?
Created by Meh_Meh this script pops up a window when you leave RMXP asking "Are you sure you want to quit?" also for leaving to title "Exit current game?"
Character Movement Change
Created by hackie-
Show Faces in Menu
Im not sure if this has been posted already but, here is instruction by Adrianmati
Screenshots:
Are you sure you want to quit?
http://i92.photobucket.com/albums/l14/i ... itGame.jpg[/IMG]
Poker
http://i92.photobucket.com/albums/l14/i ... /Poker.jpg[/IMG]
BlackJack
http://i92.photobucket.com/albums/l14/i ... ckJAck.jpg[/IMG]
Roulette is pretty basic. Just check the demo out to see it.
Compatibility
All are SDK compatable, only EJ's Big Map NEEDS SDK.
Face the way you walk will not work with Triple Triad.
Sorry if this is sloppy or not to script posting standards, but all of what you need is there.
Face the Way You Walk
Script made by Matte aka Homer
What it does
a request...
is it possible for anybody to create a script whereby tapping a direction button quickly will make a character merely face the direction pressed, as well as walking when it is held down? I noticed this in Poké¯n, and it's a nice little feature that you can turn yourself without actually moving in that direction.
=begin
Face the direction you press - Matte/Homer
http://www.rmxp.net/forums/index.php?showtopic=28183
Homer
Nov 14 2005, 04:58 PM
Hi there!
This is a script I made from a request really. It's not a big script or anything, but it's quite powerful.
What it does:
QUOTE(TehSpritah)
s it possible for anybody to create a script whereby tapping a direction button quickly will make a character merely face the direction pressed, as well as walking when it is held down? I noticed this in Poké¯n, and it's a nice little feature that you can turn yourself without actually moving in that direction.
There are two ways to implement it;
Either place this in a new script above main:
CODE
=end
WAIT = 5
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Invariables
#--------------------------------------------------------------------------
CENTER_X = (320 - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = (240 - 16) * 4 # Center screen y-coordinate * 4
#--------------------------------------------------------------------------
# * Passable Determinants
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# Impassable
return false
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
super
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# Centering
center(x, y)
# Make encounter count
make_encounter_count
end
#--------------------------------------------------------------------------
# * Increaase Steps
#--------------------------------------------------------------------------
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
# Image of two dice rolling
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand + rand + 1
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# If party members = 0
if $game_party.actors.size == 0
# Clear character file name and hue
@character_name = ""
@character_hue = 0
# End method
return
end
# Get lead actor
actor = $game_party.actors[0]
# Set character file name and hue
@character_name = actor.character_name
@character_hue = actor.character_hue
# Initialize opacity level and blending method
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
if Input.press?(Input::DOWN)
turn_down
if @cur_dir == Input::DOWN and @w >= WAIT
move_down
end
if @w == nil or @cur_dir != Input::DOWN then @w = 0 end
@cur_dir = Input::DOWN
elsif Input.press?(Input::LEFT)
turn_left
if @cur_dir == Input::LEFT and @w >= WAIT
move_left
end
if @w == nil or @cur_dir != Input::LEFT then @w = 0 end
@cur_dir = Input::LEFT
elsif Input.press?(Input::RIGHT)
turn_right
if @cur_dir == Input::RIGHT and @w >= WAIT
move_right
end
if @w == nil or @cur_dir != Input::RIGHT then @w = 0 end
@cur_dir = Input::RIGHT
elsif Input.press?(Input::UP)
turn_up
if @cur_dir == Input::UP and @w >= WAIT
move_up
end
if @w == nil or @cur_dir != Input::UP then @w = 0 end
@cur_dir = Input::UP
end
if @w != nil
@w += 1
end
end
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
# Event determinant is via touch of same position event
result = check_event_trigger_here([1,2])
# If event which started does not exist
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Same position and front event determinant
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end
=begin
Or go to your Game_Player script and replace
CODE
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
With
CODE
if Input.press?(Input::DOWN)
turn_down
if @cur_dir == Input::DOWN and @w >= WAIT
move_down
end
if @w == nil or @cur_dir != Input::DOWN then @w = 0 end
@cur_dir = Input::DOWN
elsif Input.press?(Input::LEFT)
turn_left
if @cur_dir == Input::LEFT and @w >= WAIT
move_left
end
if @w == nil or @cur_dir != Input::LEFT then @w = 0 end
@cur_dir = Input::LEFT
elsif Input.press?(Input::RIGHT)
turn_right
if @cur_dir == Input::RIGHT and @w >= WAIT
move_right
end
if @w == nil or @cur_dir != Input::RIGHT then @w = 0 end
@cur_dir = Input::RIGHT
elsif Input.press?(Input::UP)
turn_up
if @cur_dir == Input::UP and @w >= WAIT
move_up
end
if @w == nil or @cur_dir != Input::UP then @w = 0 end
@cur_dir = Input::UP
end
if @w != nil
@w += 1
end
And then write, at top of the script (look on the first option to see where you should put it)
CODE
WAIT = 10
You can freely change the WAIT variable to whatever you like.
=end
Face the direction you press - Matte/Homer
http://www.rmxp.net/forums/index.php?showtopic=28183
Homer
Nov 14 2005, 04:58 PM
Hi there!
This is a script I made from a request really. It's not a big script or anything, but it's quite powerful.
What it does:
QUOTE(TehSpritah)
s it possible for anybody to create a script whereby tapping a direction button quickly will make a character merely face the direction pressed, as well as walking when it is held down? I noticed this in Poké¯n, and it's a nice little feature that you can turn yourself without actually moving in that direction.
There are two ways to implement it;
Either place this in a new script above main:
CODE
=end
WAIT = 5
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Invariables
#--------------------------------------------------------------------------
CENTER_X = (320 - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = (240 - 16) * 4 # Center screen y-coordinate * 4
#--------------------------------------------------------------------------
# * Passable Determinants
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# Impassable
return false
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
super
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# Centering
center(x, y)
# Make encounter count
make_encounter_count
end
#--------------------------------------------------------------------------
# * Increaase Steps
#--------------------------------------------------------------------------
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
# Image of two dice rolling
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand + rand + 1
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# If party members = 0
if $game_party.actors.size == 0
# Clear character file name and hue
@character_name = ""
@character_hue = 0
# End method
return
end
# Get lead actor
actor = $game_party.actors[0]
# Set character file name and hue
@character_name = actor.character_name
@character_hue = actor.character_hue
# Initialize opacity level and blending method
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
if Input.press?(Input::DOWN)
turn_down
if @cur_dir == Input::DOWN and @w >= WAIT
move_down
end
if @w == nil or @cur_dir != Input::DOWN then @w = 0 end
@cur_dir = Input::DOWN
elsif Input.press?(Input::LEFT)
turn_left
if @cur_dir == Input::LEFT and @w >= WAIT
move_left
end
if @w == nil or @cur_dir != Input::LEFT then @w = 0 end
@cur_dir = Input::LEFT
elsif Input.press?(Input::RIGHT)
turn_right
if @cur_dir == Input::RIGHT and @w >= WAIT
move_right
end
if @w == nil or @cur_dir != Input::RIGHT then @w = 0 end
@cur_dir = Input::RIGHT
elsif Input.press?(Input::UP)
turn_up
if @cur_dir == Input::UP and @w >= WAIT
move_up
end
if @w == nil or @cur_dir != Input::UP then @w = 0 end
@cur_dir = Input::UP
end
if @w != nil
@w += 1
end
end
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
# Event determinant is via touch of same position event
result = check_event_trigger_here([1,2])
# If event which started does not exist
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Same position and front event determinant
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end
=begin
Or go to your Game_Player script and replace
CODE
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
With
CODE
if Input.press?(Input::DOWN)
turn_down
if @cur_dir == Input::DOWN and @w >= WAIT
move_down
end
if @w == nil or @cur_dir != Input::DOWN then @w = 0 end
@cur_dir = Input::DOWN
elsif Input.press?(Input::LEFT)
turn_left
if @cur_dir == Input::LEFT and @w >= WAIT
move_left
end
if @w == nil or @cur_dir != Input::LEFT then @w = 0 end
@cur_dir = Input::LEFT
elsif Input.press?(Input::RIGHT)
turn_right
if @cur_dir == Input::RIGHT and @w >= WAIT
move_right
end
if @w == nil or @cur_dir != Input::RIGHT then @w = 0 end
@cur_dir = Input::RIGHT
elsif Input.press?(Input::UP)
turn_up
if @cur_dir == Input::UP and @w >= WAIT
move_up
end
if @w == nil or @cur_dir != Input::UP then @w = 0 end
@cur_dir = Input::UP
end
if @w != nil
@w += 1
end
And then write, at top of the script (look on the first option to see where you should put it)
CODE
WAIT = 10
You can freely change the WAIT variable to whatever you like.
=end
Lanlan's Poker, BlackJack and Roulette Minigames
A few minigames made by lanlan. Exactly what the title says.
Demo
http://savefile.com/files/377726
Golden sun intro script v1.2 By AZZY9
Has everything that golden sun does as the title. Features:
Erase/copy files
Title skip if new game(no save files present)
Looks/sounds exactly like golden sun :p
Demo
http://savefile.com/files/377714
EJ's Big Map
Allows maps to be put together to create a large map. Instructions are in the script(sorry, I cant give support on how to do this, I havent been able to figure it out myself if you do find out how, post here!)
Features:
* One BIG map (no 500x500 limit)
* Walk around the world
* Create areas (like in rpgmaker 2k/2k3)
* No lagging because you use many events on 1 map
#==============================================================================
# ** EJ Big Map
#------------------------------------------------------------------------------
# EJ
# Version 1
# 2005 April 9
#==============================================================================
=begin
Features:
* One BIG map (no 500x500 limit)
* Walk around the world
* Create areas (like in rpgmaker 2k/2k3)
* No lagging because you use many events on 1 map
* Many more if you are creative!
How it works:
Each area is 1 map. the area must have the same size as the other areas. the name of the area begins with "BM". Now look at this example:
*************
* 1 * 2 * 3 *
*************
* 4 * 5 * 6 *
*************
* 7 * 8 * 9 *
*************
(each number is the mapID)
The name of area 5 is:
BM 1 2 3 4 6 7 8 9
a "name"-template would be:
BM -upperleft- -upper- -upperright- -left- -right- -bottomleft- -bottom- -bottomright-
I hope you understand this but i cant explain it better. this way you can create a very big map which looks like 1 big map.
Creating 1 big map:
When you have created your area's, you create a new map (big map) with the follow size:
Width = Area_Width * 3
Height = Area_Height * 3
Example:
You use the area's with the size 20x20 the size of the big map is 60x60.
Now open the script editor and search for:
BIG_MAP_ID = 1
change this to the ID of the "big map".
Thats it! I hope you understand this, it's hard to explain (but easy if you know what you must do).
=end
#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log('EJ Big Map', 'EJ', 1, '2005-04-09')
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state('EJ Big Map') == true
class Game_Temp
attr_accessor :map_changed
attr_accessor :player_transferring2
end
class Game_Map
alias ej_bmap_g_map_setup_load setup_load
alias ej_bmap_g_map_setup_events setup_events
#------------------------------------------------------------------------
attr_accessor :big_map
attr_accessor :a_width
attr_accessor :a_height
attr_accessor :a_tl
attr_accessor :a_tc
attr_accessor :a_tr
attr_accessor :a_cl
attr_accessor :a_cr
attr_accessor :a_bl
attr_accessor :a_bc
attr_accessor :a_br
#------------------------------------------------------------------------
BIG_MAP_ID = 1
#------------------------------------------------------------------------
def setup_load
# load the map
ej_bmap_g_map_setup_load
@a_width = @map.width
@a_height = @map.height
# get the area settings
b_name = name.split
if b_name[0] != 'BM'
@big_map = false
return
end
if @big_map != true
$game_temp.map_changed = true
end
@big_map = true
@a_tl = b_name[1].to_i
@a_tc = b_name[2].to_i
@a_tr = b_name[3].to_i
@a_cl = b_name[4].to_i
@a_cr = b_name[5].to_i
@a_bl = b_name[6].to_i
@a_bc = b_name[7].to_i
@a_br = b_name[8].to_i
# load the empty map
@map = load_data(sprintf('Data/Map%03d.rxdata', BIG_MAP_ID))
#top left map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_tl))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x, y, z] = map_b.data[x, y, z]
end
end
end
#top map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_tc))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + @a_width, y, z] = map_b.data[x, y, z]
end
end
end
#top right map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_tr))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + (@a_width * 2), y, z] = map_b.data[x, y, z]
end
end
end
#center left map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_cl))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x, y + @a_height, z] = map_b.data[x, y, z]
end
end
end
#center map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @map_id))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + @a_width, y + @a_height, z] = map_b.data[x, y, z]
end
end
end
#events
@map.events = map_b.events
@map.encounter_list = map_b.encounter_list
@map.encounter_step = map_b.encounter_step
#center right map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_cr))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + (@a_width * 2), y + @a_height, z] = map_b.data[x, y, z]
end
end
end
#bottom left map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_bl))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x, y + (@a_height * 2), z] = map_b.data[x, y, z]
end
end
end
#bottom map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_bc))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + @a_width, y+ (@a_height * 2), z] = map_b.data[x, y, z]
end
end
end
#bottom right map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_br))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + (@a_width * 2), y +(@a_height * 2), z] = map_b.data[x, y, z]
end
end
end
end
#----------------------------------------------------------------------
def setup_events
ej_bmap_g_map_setup_events
for event in @events.values
event.moveto(event.x + @a_width, event.y + @a_height)
end
end
#----------------------------------------------------------------------
def name
return $map_infos[@map_id]
end
end
class Game_Player < Game_Character
alias ej_bmap_g_player_update update
alias ej_bmap_g_player_moveto moveto
#------------------------------------------------------------------------
def update
if $game_map.big_map == true
unless moving?
if @x == $game_map.a_width and @direction == 4
#left
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_cl
$game_temp.player_new_x = @x + $game_map.a_width
$game_temp.player_new_y = @y
$game_temp.transition_processing = false
end
elsif @y == $game_map.a_height and @direction == 8
#up
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_tc
$game_temp.player_new_x = @x
$game_temp.player_new_y = @y + $game_map.a_height
$game_temp.transition_processing = false
end
elsif @x == ($game_map.a_width*2)-1 and @direction == 6
#right
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_cr
$game_temp.player_new_x = @x - $game_map.a_width
$game_temp.player_new_y = @y
$game_temp.transition_processing = false
end
elsif @y == ($game_map.a_height*2)-1 and @direction == 2
#down
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_bc
$game_temp.player_new_x = @x
$game_temp.player_new_y = @y - $game_map.a_height
$game_temp.transition_processing = false
end
end
end
end
ej_bmap_g_player_update
end
#----------------------------------------------------------------------
def moveto(x,y)
if $game_temp.map_changed == true
ej_bmap_g_player_moveto(x + $game_map.a_width, y + $game_map.a_height)
$game_temp.map_changed = false
else
ej_bmap_g_player_moveto(x, y)
end
end
end
class Scene_Map
alias ej_bmap_s_map_transfer_player transfer_player
#------------------------------------------------------------------------
def transfer_player
if $game_temp.player_transferring2
$game_temp.player_transferring = false
$game_temp.player_transferring2 = false
$game_map.setup($game_temp.player_new_map_id)
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
#$game_map.update
@spriteset.dispose
@spriteset = Spriteset_Map.new
$game_map.autoplay
else
ej_bmap_s_map_transfer_player
end
end
end
class Scene_Title
alias ej_bmap_s_title_main main
#------------------------------------------------------------------------
def main
$map_infos = load_data('Data/MapInfos.rxdata')
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
ej_bmap_s_title_main
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end # End SDK Check
# ** EJ Big Map
#------------------------------------------------------------------------------
# EJ
# Version 1
# 2005 April 9
#==============================================================================
=begin
Features:
* One BIG map (no 500x500 limit)
* Walk around the world
* Create areas (like in rpgmaker 2k/2k3)
* No lagging because you use many events on 1 map
* Many more if you are creative!
How it works:
Each area is 1 map. the area must have the same size as the other areas. the name of the area begins with "BM". Now look at this example:
*************
* 1 * 2 * 3 *
*************
* 4 * 5 * 6 *
*************
* 7 * 8 * 9 *
*************
(each number is the mapID)
The name of area 5 is:
BM 1 2 3 4 6 7 8 9
a "name"-template would be:
BM -upperleft- -upper- -upperright- -left- -right- -bottomleft- -bottom- -bottomright-
I hope you understand this but i cant explain it better. this way you can create a very big map which looks like 1 big map.
Creating 1 big map:
When you have created your area's, you create a new map (big map) with the follow size:
Width = Area_Width * 3
Height = Area_Height * 3
Example:
You use the area's with the size 20x20 the size of the big map is 60x60.
Now open the script editor and search for:
BIG_MAP_ID = 1
change this to the ID of the "big map".
Thats it! I hope you understand this, it's hard to explain (but easy if you know what you must do).
=end
#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log('EJ Big Map', 'EJ', 1, '2005-04-09')
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state('EJ Big Map') == true
class Game_Temp
attr_accessor :map_changed
attr_accessor :player_transferring2
end
class Game_Map
alias ej_bmap_g_map_setup_load setup_load
alias ej_bmap_g_map_setup_events setup_events
#------------------------------------------------------------------------
attr_accessor :big_map
attr_accessor :a_width
attr_accessor :a_height
attr_accessor :a_tl
attr_accessor :a_tc
attr_accessor :a_tr
attr_accessor :a_cl
attr_accessor :a_cr
attr_accessor :a_bl
attr_accessor :a_bc
attr_accessor :a_br
#------------------------------------------------------------------------
BIG_MAP_ID = 1
#------------------------------------------------------------------------
def setup_load
# load the map
ej_bmap_g_map_setup_load
@a_width = @map.width
@a_height = @map.height
# get the area settings
b_name = name.split
if b_name[0] != 'BM'
@big_map = false
return
end
if @big_map != true
$game_temp.map_changed = true
end
@big_map = true
@a_tl = b_name[1].to_i
@a_tc = b_name[2].to_i
@a_tr = b_name[3].to_i
@a_cl = b_name[4].to_i
@a_cr = b_name[5].to_i
@a_bl = b_name[6].to_i
@a_bc = b_name[7].to_i
@a_br = b_name[8].to_i
# load the empty map
@map = load_data(sprintf('Data/Map%03d.rxdata', BIG_MAP_ID))
#top left map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_tl))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x, y, z] = map_b.data[x, y, z]
end
end
end
#top map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_tc))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + @a_width, y, z] = map_b.data[x, y, z]
end
end
end
#top right map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_tr))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + (@a_width * 2), y, z] = map_b.data[x, y, z]
end
end
end
#center left map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_cl))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x, y + @a_height, z] = map_b.data[x, y, z]
end
end
end
#center map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @map_id))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + @a_width, y + @a_height, z] = map_b.data[x, y, z]
end
end
end
#events
@map.events = map_b.events
@map.encounter_list = map_b.encounter_list
@map.encounter_step = map_b.encounter_step
#center right map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_cr))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + (@a_width * 2), y + @a_height, z] = map_b.data[x, y, z]
end
end
end
#bottom left map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_bl))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x, y + (@a_height * 2), z] = map_b.data[x, y, z]
end
end
end
#bottom map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_bc))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + @a_width, y+ (@a_height * 2), z] = map_b.data[x, y, z]
end
end
end
#bottom right map
map_b = load_data(sprintf('Data/Map%03d.rxdata', @a_br))
for z in 0..2
for y in 0..@a_height - 1
for x in 0..@a_width - 1
@map.data[x + (@a_width * 2), y +(@a_height * 2), z] = map_b.data[x, y, z]
end
end
end
end
#----------------------------------------------------------------------
def setup_events
ej_bmap_g_map_setup_events
for event in @events.values
event.moveto(event.x + @a_width, event.y + @a_height)
end
end
#----------------------------------------------------------------------
def name
return $map_infos[@map_id]
end
end
class Game_Player < Game_Character
alias ej_bmap_g_player_update update
alias ej_bmap_g_player_moveto moveto
#------------------------------------------------------------------------
def update
if $game_map.big_map == true
unless moving?
if @x == $game_map.a_width and @direction == 4
#left
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_cl
$game_temp.player_new_x = @x + $game_map.a_width
$game_temp.player_new_y = @y
$game_temp.transition_processing = false
end
elsif @y == $game_map.a_height and @direction == 8
#up
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_tc
$game_temp.player_new_x = @x
$game_temp.player_new_y = @y + $game_map.a_height
$game_temp.transition_processing = false
end
elsif @x == ($game_map.a_width*2)-1 and @direction == 6
#right
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_cr
$game_temp.player_new_x = @x - $game_map.a_width
$game_temp.player_new_y = @y
$game_temp.transition_processing = false
end
elsif @y == ($game_map.a_height*2)-1 and @direction == 2
#down
unless $game_temp.player_transferring and
$game_temp.message_window_showing and
$game_temp.transition_processing
$game_temp.player_transferring = true
$game_temp.player_transferring2 = true
$game_temp.player_new_map_id = $game_map.a_bc
$game_temp.player_new_x = @x
$game_temp.player_new_y = @y - $game_map.a_height
$game_temp.transition_processing = false
end
end
end
end
ej_bmap_g_player_update
end
#----------------------------------------------------------------------
def moveto(x,y)
if $game_temp.map_changed == true
ej_bmap_g_player_moveto(x + $game_map.a_width, y + $game_map.a_height)
$game_temp.map_changed = false
else
ej_bmap_g_player_moveto(x, y)
end
end
end
class Scene_Map
alias ej_bmap_s_map_transfer_player transfer_player
#------------------------------------------------------------------------
def transfer_player
if $game_temp.player_transferring2
$game_temp.player_transferring = false
$game_temp.player_transferring2 = false
$game_map.setup($game_temp.player_new_map_id)
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
#$game_map.update
@spriteset.dispose
@spriteset = Spriteset_Map.new
$game_map.autoplay
else
ej_bmap_s_map_transfer_player
end
end
end
class Scene_Title
alias ej_bmap_s_title_main main
#------------------------------------------------------------------------
def main
$map_infos = load_data('Data/MapInfos.rxdata')
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
ej_bmap_s_title_main
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end # End SDK Check
Are you sure you want to quit?
Created by Meh_Meh this script pops up a window when you leave RMXP asking "Are you sure you want to quit?" also for leaving to title "Exit current game?"
=begin
Are you sure you want to quit - meh_meh
http://www.rmxp.net/forums/index.php?showtopic=21585
meh_meh
Aug 24 2005, 08:44 PM
Ok, what this script does is revives something from the old makers, 2000 2003 etc... It would ask you when you went to Quit Game "Are you sure you want to quit?" And give you a choice yes or no. Here is a Screenie of what I mean.
Ok now, for the script. Like all others paste this script above main.
CODE
=end
#==============================================================================
# ¦ Window_Steps
#------------------------------------------------------------------------------
#==============================================================================
class Window_YouSure < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 58)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 320, 22, "Quit current game?")
end
end
#==============================================================================
# ¦ Scene_YouSure
#------------------------------------------------------------------------------
# Created By: Bad_Assassin
#==============================================================================
class Scene_YouSure
def main
@yousure_window = Window_YouSure.new
@yousure_window.x = 160
@yousure_window.y = 175
@command_window = Window_Command.new(90, ["Yes", "No"])
@command_window.x = 270
@command_window.y = 233
#---------------
Graphics.transition
#---------------
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
#---------------
Graphics.freeze
#---------------
@command_window.dispose
@yousure_window.dispose
end
#------------------------------------------------------------------------------
def update
@yousure_window.update
@command_window.update
#---------------
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_End.new
return
end
#---------------------------------
if Input.trigger?(Input::C)
case @command_window.index
#---------------------------------
when 0
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
#---------------------------------
when 1
$game_system.se_play($data_system.decision_se)
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# Cancel
#--------------------------------------------------------------------------
def command_cancel
# play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(5)
end
end
=begin
Now goto Scene_End, and goto line 76 I believe, and it should say this.
def command_to_title
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# BGM?BGS?ME ????????
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# ???????????
$scene = Scene_Title.new
end
Now replace that whole definition with this one.
def command_to_title
$game_system.se_play($data_system.decision_se)
$scene = Scene_YouSure.new
end
And your done yes.gif
=end
# This is the script for exiting RMXP altogether. Just delete if you dont want it.
#==============================================================================
# ¦ Window_Steps
#------------------------------------------------------------------------------
#==============================================================================
class Window_YouSure2 < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 58)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 320, 22, "Exit to Windows?")
end
end
#==============================================================================
# ¦ Scene_YouSure2
#------------------------------------------------------------------------------
# Created By: Bad_Assassin
# Slightly Edited By: Killswitch_Engage
#==============================================================================
class Scene_YouSure2
def main
@yousure_window = Window_YouSure2.new
@yousure_window.x = 160
@yousure_window.y = 175
@command_window = Window_Command.new(90, ["Yes", "No"])
@command_window.x = 270
@command_window.y = 233
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@yousure_window.dispose
end
#------------------------------------------------------------------------------
def update
@yousure_window.update
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_End.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
when 1
$game_system.se_play($data_system.decision_se)
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# Cancel
#--------------------------------------------------------------------------
def command_cancel
# play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(5)
end
end
=begin
For Scene End
Replace line 89
def command_shutdown
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# BGM?BGS?ME ????????
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# ???????
$scene = nil
end
With this
def command_shutdown
$game_system.se_play($data_system.decision_se)
$scene = Scene_YouSure2.new
end
=end
Are you sure you want to quit - meh_meh
http://www.rmxp.net/forums/index.php?showtopic=21585
meh_meh
Aug 24 2005, 08:44 PM
Ok, what this script does is revives something from the old makers, 2000 2003 etc... It would ask you when you went to Quit Game "Are you sure you want to quit?" And give you a choice yes or no. Here is a Screenie of what I mean.
Ok now, for the script. Like all others paste this script above main.
CODE
=end
#==============================================================================
# ¦ Window_Steps
#------------------------------------------------------------------------------
#==============================================================================
class Window_YouSure < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 58)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 320, 22, "Quit current game?")
end
end
#==============================================================================
# ¦ Scene_YouSure
#------------------------------------------------------------------------------
# Created By: Bad_Assassin
#==============================================================================
class Scene_YouSure
def main
@yousure_window = Window_YouSure.new
@yousure_window.x = 160
@yousure_window.y = 175
@command_window = Window_Command.new(90, ["Yes", "No"])
@command_window.x = 270
@command_window.y = 233
#---------------
Graphics.transition
#---------------
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
#---------------
Graphics.freeze
#---------------
@command_window.dispose
@yousure_window.dispose
end
#------------------------------------------------------------------------------
def update
@yousure_window.update
@command_window.update
#---------------
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_End.new
return
end
#---------------------------------
if Input.trigger?(Input::C)
case @command_window.index
#---------------------------------
when 0
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
#---------------------------------
when 1
$game_system.se_play($data_system.decision_se)
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# Cancel
#--------------------------------------------------------------------------
def command_cancel
# play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(5)
end
end
=begin
Now goto Scene_End, and goto line 76 I believe, and it should say this.
def command_to_title
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# BGM?BGS?ME ????????
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# ???????????
$scene = Scene_Title.new
end
Now replace that whole definition with this one.
def command_to_title
$game_system.se_play($data_system.decision_se)
$scene = Scene_YouSure.new
end
And your done yes.gif
=end
# This is the script for exiting RMXP altogether. Just delete if you dont want it.
#==============================================================================
# ¦ Window_Steps
#------------------------------------------------------------------------------
#==============================================================================
class Window_YouSure2 < Window_Base
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 58)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 320, 22, "Exit to Windows?")
end
end
#==============================================================================
# ¦ Scene_YouSure2
#------------------------------------------------------------------------------
# Created By: Bad_Assassin
# Slightly Edited By: Killswitch_Engage
#==============================================================================
class Scene_YouSure2
def main
@yousure_window = Window_YouSure2.new
@yousure_window.x = 160
@yousure_window.y = 175
@command_window = Window_Command.new(90, ["Yes", "No"])
@command_window.x = 270
@command_window.y = 233
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@yousure_window.dispose
end
#------------------------------------------------------------------------------
def update
@yousure_window.update
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_End.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
when 1
$game_system.se_play($data_system.decision_se)
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# Cancel
#--------------------------------------------------------------------------
def command_cancel
# play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(5)
end
end
=begin
For Scene End
Replace line 89
def command_shutdown
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# BGM?BGS?ME ????????
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# ???????
$scene = nil
end
With this
def command_shutdown
$game_system.se_play($data_system.decision_se)
$scene = Scene_YouSure2.new
end
=end
Character Movement Change
Created by hackie-
Note: This isnt just plug-and-play. Its more like an instruction than a script. Read what it says to do to make it work.Use this in certain puzzles or when a character is drunk or whatnot. Could stir up a little fun. =)
=begin
Character Movement Change - hackie
http://www.rmxp.net/forums/index.php?showtopic=1335
hackie
Sep 9 2004, 08:17 PM
Open the Script Editor and go to Game_Player.
Replace this:
CODE
# ???????????????????????????
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
With:
CODE
# Regular movement
if not $game_switches[0005]
case Input.dir4
when 2
move_right
when 4
move_up
when 6
move_left
when 8
move_down
end
# Confusing movement
else
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
To activate turn on/off switch 5
=end
Character Movement Change - hackie
http://www.rmxp.net/forums/index.php?showtopic=1335
hackie
Sep 9 2004, 08:17 PM
Open the Script Editor and go to Game_Player.
Replace this:
CODE
# ???????????????????????????
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
With:
CODE
# Regular movement
if not $game_switches[0005]
case Input.dir4
when 2
move_right
when 4
move_up
when 6
move_left
when 8
move_down
end
# Confusing movement
else
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
To activate turn on/off switch 5
=end
Show Faces in Menu
Im not sure if this has been posted already but, here is instruction by Adrianmati
First go to Window_Base and add this under line 120:
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.picture(actor.character_name)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw/5, y - ch, bitmap, src_rect)
end
#----------------------------------------------------
then go to Window_MenuStatus and change lines 29 - 37 for:
actor = $game_party.actors
draw_actor_face(actor, x - 40, y + 80)
draw_actor_name(actor, x + 50, y)
draw_actor_class(actor, x + 194, y)
draw_actor_level(actor, x + 50, y + 32)
draw_actor_state(actor, x + 140, y + 32)
draw_actor_exp(actor, x + 50, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
The faces must be 90 x 90 ( i dont know if 96 x 96 you will see the
entire face)
The faces must be placed in Pictures folder and must match exactly
the hero graphic name.
Screenshots:
Are you sure you want to quit?
http://i92.photobucket.com/albums/l14/i ... itGame.jpg[/IMG]
Poker
http://i92.photobucket.com/albums/l14/i ... /Poker.jpg[/IMG]
BlackJack
http://i92.photobucket.com/albums/l14/i ... ckJAck.jpg[/IMG]
Roulette is pretty basic. Just check the demo out to see it.
Compatibility
All are SDK compatable, only EJ's Big Map NEEDS SDK.
Face the way you walk will not work with Triple Triad.
Sorry if this is sloppy or not to script posting standards, but all of what you need is there.