Hello, I found a script that works perfect on my Rpg, that changes the main menu around, HOWEVER it adds an option for Tournament, I would like to replace that option with Credits, I was wandering if anyone could do this for me, It would be greatly Apriciated. and you will be on the credits ofc, here is the info I need...
Mainpage Script:
#==============================================================================
# ? Scene_Title
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????
if $BTEST
battle_test
return
end
# ??????????
$game_music = Game_Options.new
$fight = Tornament_Mode.new
@my = Time.now
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# ?????????????
$game_system = Game_System.new
$game_system.bgm_play($data_system.title_bgm)
# ?????????????
# ????????????
s1 = ""
s2 = ""
s3 = ""
s4 = ""
@command_window = Menu_Command.new(192, [s1, s2, s3, s4])
@command_window.index = 0
@command_window.width = 560
@command_window.height = 250
@command_window.opacity = 0
@command_window.back_opacity = 0
@command_window.x = -10
@command_window.y = 424
@time = 0
@sprite2 = Sprite.new
@sprite2.bitmap = RPG::Cache.picture("book1")
@sprite2.z = 150
@sprite2.x = 40
@sprite2.y = 440
@select3_window = Window_Select.new
@select3_window.x = 20
@select3_window.y = 420
@select3_window.back_opacity = 150
@sprite3 = Sprite.new
@sprite3.bitmap = RPG::Cache.picture("b7")
@sprite3.z = 150
@sprite3.x = 40
@sprite3.y = 445
@sprite3.visible = false
@sprite4 = Sprite.new
@sprite4.bitmap = RPG::Cache.picture("b6")
@sprite4.z = 150
@sprite4.x = 80
@sprite4.y = 445
@sprite4.visible = false
@select1_window = Window_Select.new
@select1_window.x = 115
@select1_window.y = 420
@select1_window.back_opacity = 150
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.picture("exit")
@sprite1.z = 150
@sprite1.x = 230
@sprite1.y = 445
@select2_window = Window_Select.new
@select2_window.x = 210
@select2_window.y = 420
@select2_window.back_opacity = 150
@select4_window = Window_Select.new
@select4_window.x = 305
@select4_window.y = 420
@select4_window.back_opacity = 150
@tor = Sprite.new
@tor.bitmap = RPG::Cache.picture("a4")
@tor.z = 150
@tor.x = 330
@tor.y = 445
#hand cursor
@hand = Sprite.new
@hand.bitmap = RPG::Cache.picture("hand_1")
@hand.x = 13
@hand.y = 452
@hand.z = 600
@hand.opacity = 50
@tit1 = Sprite.new
@tit1.bitmap = RPG::Cache.title("title_1")
@tit1.opacity = 0
@tit2 = Sprite.new
@tit2.bitmap = RPG::Cache.title("title_2")
@tit2.opacity = 0
@tit3 = Sprite.new
@tit3.bitmap = RPG::Cache.title("title_3")
@tit3.opacity = 0
@tit4 = Sprite.new
@tit4.bitmap = RPG::Cache.title("title_4")
@tit4.opacity = 0
#hand cursor
#text box for Title screen
@menu = Window_Help.new
@menu.set_text("New Game")
@menu.x = 410
@menu.y = 421
@menu.z = 200
@menu.width = 205
@menu.height = 60
@menu.back_opacity = 150
#continue enable and disable
@continue_enabled = false
@sprite3 = Sprite.new
@sprite3.bitmap = RPG::Cache.picture("b7")
@sprite3.z = 150
@sprite3.x = 130
@sprite3.y = 445
@sprite3.opacity = 150
@sprite3.visible = true
@sprite4.visible = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
@sprite4 = Sprite.new
@sprite4.bitmap = RPG::Cache.picture("b6")
@sprite4.z = 150
@sprite4.x = 130
@sprite4.y = 445
@sprite4.visible = true
@sprite3.visible = false
end
end
# ???????????????????????????????
# ?????????????????????????
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# ???? BGM ???
$game_system.bgm_play($data_system.title_bgm)
# ME?BGS ??????
Audio.me_stop
Audio.bgs_stop
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????????
@command_window.dispose
# ?????????????
# @sprite.bitmap.dispose
@tor.dispose
@sprite1.dispose
@sprite2.dispose
@sprite3.dispose
if @continue_enabled = false
@sprite3.dispose
end
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
@sprite4.dispose
end
@sprite4.dispose
@select1_window.dispose
@select2_window.dispose
@select3_window.dispose
@select4_window.dispose
@menu.dispose
@hand.dispose
@tit1.dispose
@tit3.dispose
@tit2.dispose
@tit4.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????????
@select1_window.update
@select2_window.update
@select3_window.update
@select4_window.update
@menu.update
@command_window.update
@hand.update
@tit1.update
@tit3.update
@tit2.update
@tit4.update
@tor.update
case @command_window.index
when 0
@menu.set_text("New Game")
@hand.x = 13
when 1
@menu.set_text("Continue")
@hand.x = 103
when 2
@menu.set_text("End game")
@hand.x = 199
when 3
@menu.set_text("Tornament")
@hand.x = 293
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
@sprite4.dispose
command_continue
when 2
command_shutdown
when 3
command_tornament
end
end
@time = Time.now - @my
if @time < 5
if @tit4.opacity > 0
@tit4.opacity -= 2
end
if @tit1.opacity < 255
@tit1.opacity += 5
end
elsif @time >= 5 && @time < 10
if @tit1.opacity > 0
@tit1.opacity -= 2
end
if @tit2.opacity < 255
@tit2.opacity += 5
end
elsif @time >= 10 && @time < 15
if @tit2.opacity > 0
@tit2.opacity -= 2
end
if @tit3.opacity < 255
@tit3.opacity += 5
end
elsif @time >= 15 && @time < 20
if @tit3.opacity > 0
@tit3.opacity -= 2
end
if @tit4.opacity < 255
@tit4.opacity += 5
end
elsif @time >= 20
@my = Time.now
end
if @hand.opacity < 250
@hand.opacity += 2
return
end
if @hand.opacity == 250
loop do
Graphics.update
Input.update
@hand.update
@command_window.update
@hand.opacity -= 100
break if @hand.opacity >= 10
next
end
end
end
#--------------------------------------------------------------------------
# ? ???? : ??????
#--------------------------------------------------------------------------
#new method for tornament
def command_tornament
$game_system.se_play($data_system.buzzer_se)
return
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp = Game_Temp.new
#$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_party.setup_starting_members
$game_map.setup(1)
$game_player.moveto(10, 13)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
#end of tornament code
def command_new_game
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# BGM ???
Audio.bgm_stop
# ??????????????????????
Graphics.frame_count = 0
# ??????????????
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# ?????????????
$game_party.setup_starting_members
# ???????????????
$game_map.setup($data_system.start_map_id)
# ?????????????
$game_player.moveto($data_system.start_x, $data_system.start_y)
# ????????????
$game_player.refresh
# ??????????? BGM ? BGS ??????????
$game_map.autoplay
# ?????? (????????)
$game_map.update
# ??????????
# $game_system.windowskin_name = "new system"
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ? ???? : ???????
#--------------------------------------------------------------------------
def command_continue
# ?????????????
unless @continue_enabled
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ? ???? : ???????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def battle_test
# ?????? (??????) ????
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# ??????????????????????
#$game_element_weapon = $data_system.elements.index("skilled")
Graphics.frame_count = 0
# ??????????????
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_music = Game_Options.new
# ??????????????????
$game_party.setup_battle_test_members
# ???? ID??????????????????
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# ????? SE ???
$game_system.se_play($data_system.battle_start_se)
# ??? BGM ???
$game_system.bgm_play($game_system.battle_bgm)
# ??????????
$scene = Scene_Battle.new
end
end
Script i need Tournament replaced with.
$scene = Scene_Credits.new
I hope someone could help cuzz anytime I do it, It doesn't activate when you click tournament/Credits It activates when themainpage loads, and when you lets say, press anykey to go back to main menu it crashes the game, could anyone also make it so when you press Enter on the Credits page, It loops back to the main menu? here is the Credits page.
CREDITS_FONT = "Times New Roman"
CREDITS_SIZE = 24
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)
#==============================================================================
# ¦ Scene_Credits
#------------------------------------------------------------------------------
# ??????????????????
#==============================================================================
class Scene_Credits
# This next piece of code is the credits. Please keep the Zelda teams credits.
CREDIT=<<_END_
Credits:
(Creator and Director)
Vamp
_____________________________
(Custom Ring Menu system)
XRXS
Maki
Dubealex
_____________________________
Mini Games:
Zeriab
_____________________________
Cheat Script:
BudsieBuds
_____________________________
Heal On Level Up:
Ccoa
_____________________________
Triple Triad:
Sephiroth
_____________________________
Ideas:
Ricky
Granite
Thomas
_____________________________
Landscape | Towns | Buildings | Worldmap |
Thomas (Friend of Mine.
_____________________________
Final Fantasy 7 Windows
AcedentProne
_____________________________
Testers:
Ricky:
Granite
_____________________________
Special Thanks:
None
_END_
def main
#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["001-Title01"] #Edit this to the title screen(s) you wish to show in the background. They do repeat. Just put a comma in between each like this ["title1","title2"]
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 90
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
#------------------
# Credits txt Setup
#------------------
credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
credit_bitmap.font.name = CREDITS_FONT
credit_bitmap.font.size = CREDITS_SIZE
x = 0
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(0,i * 32,640,32,line,1)
end
@credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -430 #-430
@frame_index = 0
@last_flag = false
#--------
# Setup
#--------
#Stops all audio but background music.
Audio.me_stop
Audio.bgs_stop
Audio.se_stop
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
end
##Checks if credits bitmap has reached it's ending point
def last?
if @frame_index > (@credit_sprite.bitmap.height + 500)
$scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead.
Audio.bgm_fade(10000) #aprox 10 seconds
return true
end
return false
end
#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C)
$scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead.
return true
end
return false
end
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
end
return if cancel?
return if last?
@credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default
#The fastest I'd recomend is 5, after that it gets hard to read.
@frame_index += 1 #This should fix the non-self-ending credits
end
end
Hope its possible if it isn't too much truble, this script is perfect only it has a tournament link not credits ^^