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Rmxp22
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You go to script database (F11)and put this script above main and name it to "Scene_Bonus".Then,go to Scene_Menu script and at the # * Main Processing search for # Make command window.Below that,you will see this:
You just put this below s6
Then,you search for this
Script:
Demo:http://www.mediafire.com/?rdf33r03fx3ce5h
Direct download:http://download1907.mediafire.com/7gqk8ivib2ag/rdf33r03fx3ce5h/Bonus.exe
- Code:
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
You just put this below s6
- Code:
s7 = "Bonus"
- Code:
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
- Code:
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
Then,you search for this
- Code:
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
- Code:
when 6 # Bonus
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to bonus screen
$scene = Scene_Bonus.new
Script:
- Code:
#==============================================================================
# ? Scene Bonus
#------------------------------------------------------------------------------
# This Special Is The Bonus Area - Use This Script To Learn How To Do
# Elegent Coding, Much Neater For You & Others To Read....
# I Had To Learn Scripting The Hard Way, Sure I Looked Up Tutorials But
# Found Out Quickly The Info Would Only Stick Through Experimentation.
# This Is Why Trial & Error Is So Important!
#==============================================================================
class Scene_Bonus
#--------------------------------------------------------------------------
# ? Menu Index
# Initialise The Starting Point Of The Pointer
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#============================================================================
# ? Background Images
#----------------------------------------------------------------------------
def main # The Main Process Is Defined Here!
#--------------------------------------------------------------------------
# ¦ 1. Original Background
# Load All The Images On This Scene, Visible Or Not
#--------------------------------------------------------------------------
@background0 = Sprite.new
@background0.bitmap = RPG::Cache.title("001-Title01")
@background0.x = 0
@background0.y = 0
@background0.y = 1
#--------------------------------------------------------------------------
# ¦ 2 - 3. The Invisible But Visible Later Images
# Later These Images Become Visible When A Button Is Pressed....
#--------------------------------------------------------------------------
# 2
@background01 = Sprite.new
@background01.bitmap = RPG::Cache.icon("009-Shield01")
@background01.x = 200
@background01.y = 200
@background01.z = 2
@background01.visible = false
# 3
@image1 = Sprite.new
@image1.bitmap = RPG::Cache.battleback("013-PostTown01")
@image1.x = 0
@image1.y = 0
@image1.z = 3
@image1.opacity = 60
#--------------------------------------------------------------------------
#============================================================================
# ? The Selection Presets
# Loads The Invisible Presets To Be Configured With The Pointer
# OR Write Something Inside The "" To See RPGXP Standard Fonts
#----------------------------------------------------------------------------
s1 = "Show An Icon!"
s2 = "Make A BattleBack Opaque!"
s4 = "Return"
s3 = "About"
@command_window = Window_Command.new(200, [s1, s2, s3, s4])
@command_window.index = @menu_index
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#============================================================================
# ? Upd Method
# Upds & Disposes Of The Images Once You Leave The Current Page
#----------------------------------------------------------------------------
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@background0.dispose
@background01.dispose
@image1.dispose
end
#----------------------------------------------------------------------------
# ? Defining UPD
#--------------------------------------------------------------------------
def update
@command_window.update
if @command_window.active
# Jumps To Upd Command On Line 95
update_command
return
end
end
#--------------------------------------------------------------------------
# ? Defing Upd Command
# With Upd Com When You Press Something The Game Reacts
#--------------------------------------------------------------------------
def update_command # Is Loaded From Line 86
#--------------------------------------------------------------------------
# ? When The Cancel Button Is Pressed ( B )
#--------------------------------------------------------------------------
if Input.trigger?(Input::B)
# Makes The Arrow Invisible
# Plays The SE From The System
$game_system.se_play($data_system.cancel_se)
# Returns To Scene Bonus
$scene = Scene_Menu.new(5)
return
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# ? When The Action Button Is Pressed ( C )
#--------------------------------------------------------------------------
if Input.trigger?(Input::C)
case @command_window.index
#--------------------------------------------------------------------------
#============================================================================
# ¦ Show Image
#----------------------------------------------------------------------------
when 0
$game_system.se_play($data_system.decision_se)
@background01.visible = true
#============================================================================
# ¦ Show Image 2
#----------------------------------------------------------------------------
when 1
$game_system.se_play($data_system.decision_se)
@image1.opacity = 255
#----------------------------------------------------------------------------
#============================================================================
# ? Return To Scene_Menu
#----------------------------------------------------------------------------
when 2
$game_system.se_play($data_system.decision_se)
# The p "" Feature Uses RPG Maker Or Actually Ruby To Display
# Information As If You Could Communicate With Ruby....
p "Hey This Is CollapseDev Here & Your Watching This Tutorial"
p " (c) 3095BC - 2009 Unknown Company All Rights In Your Face"
#----------------------------------------------------------------------------
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new(6)
end
#----------------------------------------------------------------------------
return
end
end
end
Demo:http://www.mediafire.com/?rdf33r03fx3ce5h
Direct download:http://download1907.mediafire.com/7gqk8ivib2ag/rdf33r03fx3ce5h/Bonus.exe
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supercow
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so this gives the menu an extra option called "bonus" ? any special effect/reason?
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G@MeF@Ce
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ooh more scripts! ^,^
demo?
thx 4 sharing 22!
demo?
thx 4 sharing 22!
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Rmxp22
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This is the demo.http://www.mediafire.com/?rdf33r03fx3ce5h
This is for direct download:http://download1907.mediafire.com/7gqk8ivib2ag/rdf33r03fx3ce5h/Bonus.exe
This is for direct download:http://download1907.mediafire.com/7gqk8ivib2ag/rdf33r03fx3ce5h/Bonus.exe
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G@MeF@Ce
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@22 - I think this is cool!
so now there's another option in the menu, "bonus"
in the bonus scene there's an option to show an icon ~
I could use this for achievements or collected runes in a game ^,^
so now there's another option in the menu, "bonus"
in the bonus scene there's an option to show an icon ~
I could use this for achievements or collected runes in a game ^,^
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You can edit or add new options in the menu.
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