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[RESOLVED] Little modification make these two work together

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***
Rep:
Level 81
Monster Hunter
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 for:
Code: [Select]

#==============================================================================
# ** 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 for:
Code: [Select]

#==============================================================================
#???????????????? [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

« Last Edit: June 20, 2010, 09:47:07 PM by Mitsarugi »

*
Rep:
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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Use code tags when posting a script, as BBCode will break many scripts otherwise.

***
Rep:
Level 81
Monster Hunter
^^ 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? :)
« Last Edit: June 19, 2010, 04:49:26 PM by Mitsarugi »

***
Rep:
Level 81
Monster Hunter
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...

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
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

***
Rep:
Level 81
Monster Hunter
i'll try and let you know if it works ^^

edit: thanks modern algebra i didn't think of that it worked :)
« Last Edit: June 20, 2010, 09:46:32 PM by Mitsarugi »