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[RESOLVED] Little modification make these two work together

Started by Mitsarugi, June 19, 2010, 04:33:36 PM

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Mitsarugi

So what i'm trying to do is make these two scripts compatible , i know that the difficulty script won't work because it's not configured to start after an animated title but a normal title, but i can't figure out how to modify it to work.
any help would be great :)


[spoiler]


#==============================================================================
# ** Difficulties
#------------------------------------------------------------------------------
#  © Dargor, 2008
#  24/06/08
#  Version 1.1
#  Pedido do van hellblaze
#  Tradução para português: Rafidelis
#  www.ReinoRpg.com
#------------------------------------------------------------------------------
#  HISTORICO DAS VERSÕES
#   - 1.0 (24/06/08), Versão inicial
#   - 1.1 (24/06/08),Adicionada EXP e Gold modificações
#------------------------------------------------------------------------------
#  INSTRUÇÕES:
#   - Cole Acima do Main
#   - Edit as constates no modulo de Dificuldade
#==============================================================================

#==============================================================================
# ** Modulo de Configyração da Dificuldade
#==============================================================================

module Difficulty
# Default difficulty
Default = 1 # medium
# Difficulty names
Names = [
'Easy',
'Normal',
'Difficult',
'Extreme'
]
# Descrições das dificuldades
Descriptions = [
'Settings for beginners',
'Normal Settings',
'Settings for advanced players',
"Settings for players that are ready to die"
]
# Modificar estados do inimigo
# HP MP ATK DEF SPI AGI Hit de Evasão EXP Gold
Modifiers = [
[0.5, 0.5, 0.5, 0.5 ,0.5 ,0.5, 0.5 ,0.5, 0.5, 0.5],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1, 1],
[3, 3, 3, 3, 3, 3, 3, 3, 0.5, 0.5]
]
# Disponivel na tela de Titulo?
In_Title = true
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# Esta classe manipula dados relacionados com o sistema.Também gerencia veículos e BGM, etc
# A instância desta classe é referenciado por $ game_system.
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# * Variaveis de Instacia Publica
#--------------------------------------------------------------------------
attr_accessor :difficulty_id
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_difficulty_system_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
dargor_vx_difficulty_system_initialize
@difficulty_id = Difficulty::Default
end
#--------------------------------------------------------------------------
# * Get Difficulty
#--------------------------------------------------------------------------
def difficulty
return Difficulty::Modifiers[@difficulty_id]
end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  Esta classe manipula os characters dos inimigos.Ele é utilizado dentro da classe Game_Troop
# ($game_troop).
#==============================================================================

class RPG::Enemy
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_difficulty_enemy_maxhp maxhp
alias dargor_vx_difficulty_enemy_maxmp maxmp
alias dargor_vx_difficulty_enemy_atk atk
alias dargor_vx_difficulty_enemy_def def
alias dargor_vx_difficulty_enemy_spi spi
alias dargor_vx_difficulty_enemy_agi agi
alias dargor_vx_difficulty_enemy_hit hit
alias dargor_vx_difficulty_enemy_eva eva
alias dargor_vx_difficulty_enemy_exp exp
alias dargor_vx_difficulty_enemy_gold gold
#--------------------------------------------------------------------------
# * Recebe o Maximo de HP
#--------------------------------------------------------------------------
def maxhp
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_maxhp * difficulty[0]
return result.round
end
#--------------------------------------------------------------------------
# *Recebe o Maximo de MP
#--------------------------------------------------------------------------
def maxmp
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_maxmp * difficulty[1]
return result.round
end
#--------------------------------------------------------------------------
# * Recebe Ataque
#--------------------------------------------------------------------------
def atk
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_atk * difficulty[2]
return result.round
end
#--------------------------------------------------------------------------
# *Recebe Defesa
#--------------------------------------------------------------------------
def def
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_def * difficulty[3]
return result.round
end
#--------------------------------------------------------------------------
# * Get Spirit
#--------------------------------------------------------------------------
def spi
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_spi * difficulty[4]
return result.round
end
#--------------------------------------------------------------------------
# * Recebe Agilidade
#--------------------------------------------------------------------------
def agi
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_agi * difficulty[5]
return result.round
end
#--------------------------------------------------------------------------
# * Recebe a taxa de HIT
#--------------------------------------------------------------------------
def hit
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_hit * difficulty[6]
result = [result, 100].min
return result.round
end
#--------------------------------------------------------------------------
# * Recebe a taxa de Evasão
#--------------------------------------------------------------------------
def eva
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_eva * difficulty[7]
result = [result, 100].min
return result.round
end
#--------------------------------------------------------------------------
# * Recebe EXP
#--------------------------------------------------------------------------
def exp
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_exp * difficulty[6]
return result.round
end
#--------------------------------------------------------------------------
# * Recebe Gold
#--------------------------------------------------------------------------
def gold
difficulty = $game_system.difficulty
result = dargor_vx_difficulty_enemy_gold * difficulty[7]
return result.round
end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# Esta classe realiza a tranformação da tela de título.
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_difficulty_title_start start
alias dargor_vx_difficulty_title_terminate terminate
alias dargor_vx_difficulty_title_update update
#--------------------------------------------------------------------------
# * Inicio do processo
#--------------------------------------------------------------------------
def start
dargor_vx_difficulty_title_start
create_difficulty_window
end
#--------------------------------------------------------------------------
# * Termino do processo
#--------------------------------------------------------------------------
def terminate
dargor_vx_difficulty_title_terminate
@difficulty_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def create_difficulty_window
names = []
for name in Difficulty::Names
names << name
end
@difficulty_window = Window_Command.new(172, names)
@difficulty_window.x = @command_window.x
@difficulty_window.y = @command_window.y
@difficulty_window.height = @command_window.height
@difficulty_window.visible = false
@difficulty_window.active = false
@help_window = Window_Help.new
@help_window.openness = 0
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@difficulty_window.update
@help_window.update
if @difficulty_window.active
update_difficulty_window
return
end
if @command_window.methods.include?('selection')
condition = '@command_window.selection == Vocab::new_game'
else
condition = '@command_window.index == 0'
end
if Input.trigger?(Input::C) && eval(condition)
if !@difficulty_window.active && Difficulty::In_Title
Sound.play_decision
@difficulty_window.visible = true
@difficulty_window.active = true
@help_window.open
@command_window.visible = false
@command_window.active = false
return
end
end
dargor_vx_difficulty_title_update
end
#--------------------------------------------------------------------------
# * Frame Update (Difficulty)
#--------------------------------------------------------------------------
def update_difficulty_window
if self.methods.include?('create_map_background')
@spriteset.update
$game_map.interpreter.update
$game_map.update
end
if Input.trigger?(Input::B)
Sound.play_cancel
@difficulty_window.visible = false
@difficulty_window.active = false
@help_window.close
@command_window.visible = true
@command_window.active = true
end
if Input.trigger?(Input::C)
close_difficulty_window
command_new_game
end
id = $game_system.difficulty_id = @difficulty_window.index
@help_window.set_text(Difficulty::Descriptions[id])
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_difficulty_window
@difficulty_window.close
@help_window.close
begin
@difficulty_window.update
@help_window.update
Graphics.update
end until @difficulty_window.openness == 0
end
end

[/spoiler]

[spoiler]


#==============================================================================
#???????????????? [VX]?ver. 1.00???
#??Script by ???
#??http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# ??????????????????????????????????????
#==============================================================================

module PARA_TITLE_CUSTOM
 
  # ??????????????? true / false ?
  IMG_MENU = true

#?---??????????????????---

  # ????????????????????Graphics/System??????? ?
  #? ??? [ ???????? , ???????????? ] ?

  # ??????
  IMG_NEWGAME = ["newgame","newgame_active"]
  IMG_NEWGAME_X = 350#200   # ???
  IMG_NEWGAME_Y = 200#300   # ???
  # ???????
  IMG_CONTINUE = ["continue","continue_active"]
  IMG_CONTINUE_X = 300#200   # ???
  IMG_CONTINUE_Y = 232#332   # ???
  # ???????
  IMG_SHUTDOWN = ["shutdown","shutdown_active"]
  IMG_SHUTDOWN_X = 150#200  # ???
  IMG_SHUTDOWN_Y = 328#364  # ???
 
  # ???????
  IMG_GALLERY = ["New Game dis","New Game sel"]
  IMG_GALLERY_X = 250#200   # ???
  IMG_GALLERY_Y = 264#364  # ???
 
  # ???????
  IMG_TUTO = ["Exit dis","Exit sel"]
  IMG_TUTO_X = 200#200   # ???
  IMG_TUTO_Y = 296#364   # ???
 
  # ??????????? 0:??? / 1:????? ?
  LOAD_DISABLED_TYPE = 0
 
  # ?????????????
  IMG_CONTINUE_DISABLED = ["continue_disabled","continue_disabled_active"]
 
  # ???????? 0:?? / 1:??  / 2:?? ?
  BLEND_TYPE = 0

#?---????????????????????---
 
  # ?????????????? true / false ?
  WINDOW_TRANS = false
  # ????????????????????????????
  WINDOW_OPACITY = 160

  # ??????????
  WINDOW_WIDTH = 172
  # ?????????? 0:???? / 1:??  / 2:?? / 3:?? ?
  WINDOW_ALIGN = 2
  # ??????????????????
  WINDOW_POS_X = 0
  # ?????????? 0:???? / 1:??  / 2:?? / 3:?? ?
  WINDOW_VALIGN = 0
  # ??????????????????
  WINDOW_POS_Y = 288

end

# ? ????????
#------------------------------------------------------------------------------

#==============================================================================
# ? Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = "Gallery"
    s4 = "Tutorial"
    s5 = Vocab::shutdown
    w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
    @command_window = Window_Command.new(w, [s1, s2, s3, s4, s5])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 264#288
    if @continue_enabled                    # ?????????????
      @command_window.index = 1             # ?????????
    else                                    # ?????
      @command_window.draw_item(1, false)   # ?????????????
    end
    @command_window.openness = 0
    # ???????????????
    if PARA_TITLE_CUSTOM::IMG_MENU
      # ??????????????
      @command_window.opacity = 0
      @command_window.contents_opacity = 0
      create_img_command_window
    else
      change_window_visual
    end
    @command_window.open
  end
  #--------------------------------------------------------------------------
  # ? ??????????????
  #--------------------------------------------------------------------------
  def change_window_visual
    # ?????????
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.opacity = 0
    else
      @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
    end
    # ???????????
    case PARA_TITLE_CUSTOM::WINDOW_ALIGN
      when 0
        @command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
      when 1
        @command_window.x = 0
      when 2
        @command_window.x = ( 544 - @command_window.width ) / 2
      when 3
        @command_window.x = 544 - @command_window.width
    end
    case PARA_TITLE_CUSTOM::WINDOW_VALIGN
      when 0
        @command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
      when 1
        @command_window.y = 0
      when 2
        @command_window.y = ( 416 - @command_window.height ) / 2
      when 3
        @command_window.y = 416 - @command_window.height
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????????????
  #--------------------------------------------------------------------------
  def create_img_command_window
    # ???????
    sprite1 = Sprite.new
    sprite1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
    sprite1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
    sprite1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    sprite2 = Sprite.new
    sprite2.x = PARA_TITLE_CUSTOM::IMG_CONTINUE_X
    sprite2.y = PARA_TITLE_CUSTOM::IMG_CONTINUE_Y
    sprite2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    sprite3 = Sprite.new
    sprite3.x = PARA_TITLE_CUSTOM::IMG_GALLERY_X
    sprite3.y = PARA_TITLE_CUSTOM::IMG_GALLERY_Y
    sprite3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE   
    sprite4 = Sprite.new
    sprite4.x = PARA_TITLE_CUSTOM::IMG_TUTO_X
    sprite4.y = PARA_TITLE_CUSTOM::IMG_TUTO_Y
    sprite4.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    sprite5 = Sprite.new
    sprite5.x = PARA_TITLE_CUSTOM::IMG_SHUTDOWN_X
    sprite5.y = PARA_TITLE_CUSTOM::IMG_SHUTDOWN_Y
    sprite5.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
    # ???????????
    @command_sprites = [sprite1, sprite2, sprite3, sprite4, sprite5]
    # ?????????????????
    @command_bitmaps = [PARA_TITLE_CUSTOM::IMG_NEWGAME, PARA_TITLE_CUSTOM::IMG_CONTINUE, PARA_TITLE_CUSTOM::IMG_GALLERY, PARA_TITLE_CUSTOM::IMG_TUTO, PARA_TITLE_CUSTOM::IMG_SHUTDOWN]
    if @continue_enabled                    # ?????????????
      select_img_item(1)                    # ?????????
    else                                    # ?????
      case PARA_TITLE_CUSTOM::LOAD_DISABLED_TYPE
        when 0  # ?????????????
          @command_sprites[1].opacity = 160
        when 1  # ??????????????
          @command_bitmaps[1] = PARA_TITLE_CUSTOM::IMG_CONTINUE_DISABLED
      end
      select_img_item(0)                    # ?????????
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    @command_window.update
    if PARA_TITLE_CUSTOM::IMG_MENU
      if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
        # ??????
        select_img_item(@command_window.index)
      end
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    # ??????
        command_new_game
      when 1    # ???????
        command_continue
      when 2    # ???????
        $scene = Scene_Extra.new
      when 3
        confirm_player_location
    Sound.play_decision
    $game_party.setup_starting_members            # Initial party
    $game_map.setup(79)    # Initial map position
    $game_player.moveto(7, 6)  #Start position (x,y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)           #BMG fade time in frames (60 frames = 1 sec)
    close_command_window
    Graphics.fadeout(60)           #
    Graphics.wait(40)              #
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
      when 4
        command_shutdown
           
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????????????
  #--------------------------------------------------------------------------
  def select_img_item(index)
    case index
      when 0
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][1])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][0])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][0])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][0])
        @command_sprites[4].bitmap = Cache.system(@command_bitmaps[4][0])
      when 1
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][0])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][1])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][0])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][0])
        @command_sprites[4].bitmap = Cache.system(@command_bitmaps[4][0])
      when 2
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][0])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][0])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][1])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][0])
        @command_sprites[4].bitmap = Cache.system(@command_bitmaps[4][0])
      when 3
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][0])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][0])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][0])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][1])
        @command_sprites[4].bitmap = Cache.system(@command_bitmaps[4][0])
      when 4
        @command_sprites[0].bitmap = Cache.system(@command_bitmaps[0][0])
        @command_sprites[1].bitmap = Cache.system(@command_bitmaps[1][0])
        @command_sprites[2].bitmap = Cache.system(@command_bitmaps[2][0])
        @command_sprites[3].bitmap = Cache.system(@command_bitmaps[3][0])
        @command_sprites[4].bitmap = Cache.system(@command_bitmaps[4][1])
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
    if @command_sprites != nil
      @command_sprites[0].dispose
      @command_sprites[1].dispose
      @command_sprites[2].dispose
      @command_sprites[3].dispose
      @command_sprites[4].dispose     
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def open_command_window
    # ????????????????????
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.openness = 255
    end
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def close_command_window
    # ????????????????????????????
    if not(PARA_TITLE_CUSTOM::WINDOW_TRANS)
      @command_window.close
      begin
        @command_window.update
        Graphics.update
      end until @command_window.openness == 0
    end
  end
end


[/spoiler]

modern algebra

Use code tags when posting a script, as BBCode will break many scripts otherwise.

Mitsarugi

^^ i already saw that when testing and was busy changing it :)
but thanks for the tip, btw could you help me out plz?

EDIT: like my avatar? :)

Mitsarugi

Bump, why are there no anwsers to my request ? is it to hard ? or is the form not good enough , and i need to do it as the exemple?......okay i'll redo the form when i get back coz i really need an answer...

modern algebra

Just put the difficulty script underneath the animated title script in the Script Editor. Keep them both above Main though.

Also, I like your avatar :P

Mitsarugi

i'll try and let you know if it works ^^

edit: thanks modern algebra i didn't think of that it worked :)