RPGNARUTOMar Mar 05, 2013 1:54 am
Usuario Nv6
Hola, aquí un aporte muy bueno para los que quieran un video, imágen(es) o un texto antes del título, un script HECHO PARA EL VX ACE (juguito / say me kik / darkjeff esto va para tí xD)
También necesitan otro script para que funcione se llama XS Core aquí les va:
Y aquí el script para el video/texto/imágenes:
Instrucciones:
Bueno algo difícil de explicar, pero aquí les viene
SOLO MODIFIQUEN DESDE DONDE DICE SETTINGS LO DEMÁS NO :3
Obligatoriamente debe de haber imágen y video, solo se puede quitar el texto y la música.
Ahora instrucciones para algunos casos:
SI NO QUIEREN MÚSICA:
Veran que en la línea 34 dice así:
MUSIC = ["Battle1", 80, 100]
Hay que cambiar lo que está en rojo por nil, así:
MUSIC = nil
SI NO QUIEREN TEXTO:
Es casi igual que con la música, desde la línea 46 hasta la 50 dice así:
TEXTS = {
0 => ["Text is cooool", 20, -100, 200, 50, 255],
1 => ["Moink!", 80, -50, 200, 50, 255],
2 => ["Hehe... ", 160, 0, 200, 50, 255]
} # Don't remove this line.
Lo que está en rojo lo borran y escriben así:
TEXTS = nil
Luego cerca de la línea 150 dice algo como esto:
def setup_texts
veran que entre def setup_texts y end hay 3 líneas, las borran y y ponen estas:
# // Method to setup the text(s).
setup_texts unless XAIL::PRE_TITLE::TEXTS.nil?
texts = XAIL::PRE_TITLE::TEXTS
Veran que el juego te saldrá con las boxes color negro y el tamaño del texto mas pequeño, para regresarlo a como estaba (por default) hagan esto:
En el XS Core en la línea 42 donde dice Font.default_size = 20 cambiala a 24 (como el normal)
Y la box: en la línea 52 dice USE_TONE = false, cambienlo a true y el color será como el que ustedes le configuran en la base de datos.
Información del script:
-El video se reproducira completo al menos que lo guardes
-Sigan las mini instrucciones que están escritas hay
-El video tiene que estar en formato OGV aquí les pongo como convertir un video a OGV:
*Como convertir a OGV*
Descarguen este programa http://www.erightsoft.info/GetFile.php?SUPERsetup.exe
Como usar el programa: arrastran el video a el programa donde dice que pongas el video
y donde dice output container selecciona el OGG Multimedia Format, y abajo dice encode(active files) haces click y te avisará cuando termine.
Verás que el video sale así NombreVideo.OGG, cambia el OGG a OGV y pon aceptar te va a decir si cambia de formato puede dejar de funcionar pero acepta nomás xD. Y listo ahí tienes tu video OGV
Recuerden cambiar el nombre de la música o video para que funcione:
Ej: Tu video se llama rpgmaker.ogv, solo escriban rpgmaker
Cualquier problema comenten
Espero les sirva Salu2!
Y si lo usan créditos a Nicke
Y a mí RPGNARUTO por configurarlo un poco
Se puede usar en proyectos comerciales
Y agradezcanme porque en serio me costo mucho encontrarlo xDDD
También necesitan otro script para que funcione se llama XS Core aquí les va:
- Código:
#==============================================================================
# XaiL System - Core
# Author: Nicke
# Created: 07/01/2012
# Edited: 28/01/2013
# Version: 2.1e
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Core script for XaiL System.
# Caution! This needs to be located before any other XS scripts.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-CORE"] = true
module Colors
#--------------------------------------------------------------------------#
# * Colors
#--------------------------------------------------------------------------#
White = Color.new(255,255,255)
LightRed = Color.new(255,150,150)
LightGreen = Color.new(150,255,150)
LightBlue = Color.new(150,150,255)
DarkYellow = Color.new(225,225,20)
Alpha = Color.new(0,0,0,128)
AlphaMenu = 100
end
module XAIL
module CORE
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# Graphics.resize_screen(width, height )
Graphics.resize_screen(544, 416)
# FONT DEFAULTS:
Font.default_name = ["VL Gothic"]
Font.default_size = 20
Font.default_bold = false
Font.default_italic = false
Font.default_shadow = true
Font.default_outline = true
Font.default_color = Colors::White
Font.default_out_color = Colors::Alpha
# USE_TONE = true/false:
# Window tone for all windows ingame. Default: true.
USE_TONE = false
# SAVE
SAVE_MAX = 20 # Default 16.
SAVE_FILE_VIS = 4 # Default 4.
# JAPANESE = true/false
JAPANESE = false
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
# // Method to determine japanese game.
def japanese? ; return XAIL::CORE::JAPANESE ; end
end
#==============================================================================#
# ** String
#==============================================================================#
class String
def to_class(parent = Kernel)
# // Method to convert string to class.
chain = self.split "::"
klass = parent.const_get chain.shift
return chain.size < 1 ? (klass.is_a?(Class) ? klass : nil) : chain.join("::").to_class(klass)
rescue
nil
end
def cap_words
# // Method to capitalize every word.
self.split(' ').map {|w| w.capitalize }.join(' ')
end
def slice_char(char)
# // Method to slice char.
self.split(char).map {|w| w.sub(char, " ") }.join(" ")
end
end
#==============================================================================#
# ** Vocab
#==============================================================================#
class << Vocab
def xparam(id)
# // Method to return xparam name.
case id
when 0 ; "Hit Chance"
when 1 ; "Evasion"
when 2 ; "Critical Chance"
when 3 ; "Critical Evasion"
when 4 ; "Magic Evasion"
when 5 ; "Magic Reflection"
when 6 ; "Counter Attack"
when 7 ; "HP Regeneration"
when 8 ; "MP Regeneration"
when 9 ; "TP Regeneration"
end
end
end
#==============================================================================
# ** Sound
#==============================================================================
class << Sound
def play(name, volume, pitch, type = :se)
# // Method to play a sound. If specified name isn't valid throw an error.
case type
when :se ; RPG::SE.new(name, volume, pitch).play rescue valid?(name)
when :me ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)
when :bgm ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)
when :bgs ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)
end
end
def valid?(name)
# // Method to raise error if specified sound name is invalid.
msgbox("Error. Unable to find sound file: " + name)
exit
end
end
#==============================================================================
# ** DataManager
#==============================================================================
class << DataManager
def savefile_max
# // Method override, save file max.
return XAIL::CORE::SAVE_MAX
end
end
#==============================================================================
# ** DataManager
#==============================================================================
class << SceneManager
def call_ext(scene_class, args = nil)
# // Method to call a scene with arguments.
@stack.push(@scene)
@scene = scene_class.new(args)
end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase
def visible_max
# // Method override, visible_max for save files.
return XAIL::CORE::SAVE_FILE_VIS
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Importing font fix that will remove weird characters.
# Adding new methods such as new gauge, actor param, font text, icon drawing,
# big icon drawing and a line with a shadow.
#==============================================================================
class Window_Base < Window
# // Importing Custom font fix. (Credit Lone Wolf).
alias :process_normal_character_vxa :process_normal_character
def process_normal_character(c, pos)
return unless c >= ' '
process_normal_character_vxa(c, pos)
end unless method_defined? :process_normal_character
def draw_text_ex_no_reset(x, y, text)
# // Method to draw ex text without resetting the font.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
alias xail_core_winbase_upt_tone update_tone
def update_tone(*args, &block)
# // Method to change tone of the window.
return unless XAIL::CORE::USE_TONE
xail_core_winbase_upt_tone(*args, &block)
end
def draw_gauge_ex(x, y, width, height, rate, color1, color2)
# // Method to draw a gauge.
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))
contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))
contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
end
def draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor parameters with a gauge.
case param_id
when 2 ; param_rate = actor.param(2) / actor.param_max(2).to_f
when 3 ; param_rate = actor.param(3) / actor.param_max(3).to_f
when 4 ; param_rate = actor.param(4) / actor.param_max(4).to_f
when 5 ; param_rate = actor.param(5) / actor.param_max(5).to_f
when 6 ; param_rate = actor.param(6) / actor.param_max(6).to_f
when 7 ; param_rate = actor.param(7) / actor.param_max(7).to_f
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, Vocab::param(param_id))
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)
reset_font_settings
end
def draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor xparameters with a gauge.
case xparam_id
when 0
xparam_rate = actor.xparam(0) / 100.to_f
xparam_name = Vocab.xparam(0)
when 1
xparam_rate = actor.xparam(1) / 100.to_f
xparam_name = Vocab.xparam(1)
when 2
xparam_rate = actor.xparam(2) / 100.to_f
xparam_name = Vocab.xparam(2)
when 3
xparam_rate = actor.xparam(3) / 100.to_f
xparam_name = Vocab.xparam(3)
when 4
xparam_rate = actor.xparam(4) / 100.to_f
xparam_name = Vocab.xparam(4)
when 5
xparam_rate = actor.xparam(5) / 100.to_f
xparam_name = Vocab.xparam(5)
when 6
xparam_rate = actor.xparam(6) / 100.to_f
xparam_name = Vocab.xparam(6)
when 7
xparam_rate = actor.xparam(7) / 100.to_f
xparam_name = Vocab.xparam(7)
when 8
xparam_rate = actor.xparam(8) / 100.to_f
xparam_name = Vocab.xparam(8)
when 9
xparam_rate = actor.xparam(9) / 100.to_f
xparam_name = Vocab.xparam(9)
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, xparam_name)
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)
reset_font_settings
end
def draw_line_ex(x, y, color, shadow)
# // Method to draw a line with a shadow.
line_y = y + line_height / 2 - 1
contents.fill_rect(x, line_y, contents_width, 2, color)
line_y += 1
contents.fill_rect(x, line_y, contents_width, 2, shadow)
end
def draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])
# // Method to draw icons in a horizonal or vertical alignment.
for i in icons
# // If included in offset do extra line_height.
for o in offset_icon
if i == o
y += line_height * 1 if alignment == :vertical
x += line_height * 1 if alignment == :horizontal
end
end
draw_icon(i.nil? ? nil : i, x.nil? ? 0 : x, y.nil? ? 0 : y) rescue nil
y += line_height if alignment == :vertical
x += line_height if alignment == :horizontal
next if i.nil?
end
end
def draw_big_icon(icon, x, y, width, height, opacity = 255)
# // Method to draw a big icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
rect2 = Rect.new(x, y, width, height)
contents.stretch_blt(rect2, bitmap, rect, opacity)
end
def draw_font_text(text, x, y, width, alignment, font, size, color, bold = true, shadow = true)
# // Method to draw font text.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
draw_text(x, y, width, calc_line_height(text), text, alignment)
reset_font_settings
end
def draw_font_text_ex(text, x, y, font, size, color, bold = true, shadow = true)
# // Method todraw font text. (Special)
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
reset_font_settings
end
end
#==============================================================================#
# ** Window_Selectable
#------------------------------------------------------------------------------
# Adding support for pageleft and pageright for window selectable.
#==============================================================================#
class Window_Selectable < Window_Base
def cursor_pageright ; end
def cursor_pageleft ; end
alias xail_core_winselect_process_cursor_move process_cursor_move
def process_cursor_move(*args, &block)
# // Method to process cursor movement.
xail_core_winselect_process_cursor_move(*args, &block)
cursor_pageright if !handle?(:pageright) && Input.trigger?(:RIGHT)
cursor_pageright if !handle?(:pageleft) && Input.trigger?(:LEFT)
end
alias xail_core_winselect_process_handling process_handling
def process_handling(*args, &block)
# // Method to process handling.
xail_core_winselect_process_handling(*args, &block)
return process_pageright if handle?(:pageright) && Input.trigger?(:RIGHT)
return process_pageleft if handle?(:pageleft) && Input.trigger?(:LEFT)
end
def process_pageright
# // Method to process page right.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageright)
end
def process_pageleft
# // Method to process page left.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageleft)
end
end
#==============================================================================#
# ** Window_Icon
#------------------------------------------------------------------------------
# New Window :: Window_Icon - A window for drawing icon(s).
#==============================================================================#
class Window_Icon < Window_Base
attr_accessor :enabled
attr_accessor :alignment
def initialize(x, y, window_width, hsize)
# // Method to initialize the icon window.
super(0, 0, window_width, window_height(hsize))
@icons = []
@index = 0
@enabled = true
@alignment = 0
refresh
end
def window_height(hsize)
# // Method to return the height.
fitting_height(hsize)
end
def refresh
# // Method to refresh the icon window.
contents.clear
end
def draw_cmd_icons(icons, index)
# // Draw all of the icons.
return if !@enabled
count = 0
for i in icons
align = 0
x = 110
next if i[index].nil?
case @alignment
when 1, 2 ; align = -110
end
draw_icon(i[index], x + align, 24 * count)
count += 1
break if (24 * count > height - 24)
end
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Adding check item method to return a item based on the type.
#==============================================================================
class Game_Party < Game_Unit
def check_item?(item, type)
# // Method to return a item based on the type.
case type
when :items ; $data_items[item]
when :weapons ; $data_weapons[item]
when :armors ; $data_armors[item]
when :gold ; item
when :exp ; item
end
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adding methods to check for comments on events.
#==============================================================================
class Game_Event < Game_Character
def comment?(comment)
# // Method to check if comment is included in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0].include?(comment)
return true
end
end
end
end
return false
end
def comment_int?(comment)
# // Method to check for a integer in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/
return ($1.to_i > 0 ? $1.to_i : 0)
end
end
end
end
end
def comment_string?(comment)
# // Method to check for a string in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\w*)>?/
return $1.to_s
end
end
end
end
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Y aquí el script para el video/texto/imágenes:
- Código:
#==============================================================================
# XS - Pre Title
# Author: Nicke
# Created: 31/08/2012
# Edited: 30/12/2012
# Version: 1.0e
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
# Pre title script.
# This will enables you to show pictures, texts and play movies before the title
# scene is presented.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-PRE-TITLE"] = true
module XAIL
module PRE_TITLE
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# FONT = [name, size, color, bold, shadow]
FONT = [["Anklada", "Verdana"], 32, Color.new(255,255,255), true, true]
# Setup music to be played.
# Can be set to nil to disable.
# MUSIC = [name, pitch, volume]
MUSIC = ["Battle1", 80, 100]
# Setup the pictures here.
# PICTURES = [name, opacity, delay (can be nil), fade_in, fade_out]
PICTURES = {
0 => ["Fog04", 255, 200, 100, 100],
1 => ["Fog05", 255, 200, 100, 100],
2 => ["Fog06", 255, 200, 100, 100]
} # Don't remove this line.
# Setup the text here.
# TEXTS = [name, x, y, delay (can be nil), fade_in, fade_out]
TEXTS = {
0 => ["Text is cooool", 20, -100, 200, 50, 255],
1 => ["Moink!", 80, -50, 200, 50, 255],
2 => ["Hehe... :)", 160, 0, 200, 50, 255]
} # Don't remove this line.
# Setup the movies here.
# MOVIES = [filename, goto_title?]
MOVIES = {
#0 => ["Movie01", true],
#1 => ["Movie02", true],
} # Don't remove this line.
# Set the order. ID 0 begin the first one to be shown.
# SHOW_ORDER[id] => symbol
# symbol:
# :m = movies
# :p = pictures
# :t = texts
SHOW_ORDER = {
0 => :m,
1 => :t,
2 => :p
} # Don't remove this line.
# Set the button to manually skip trough each texts and pictures.
# BUTTON = symbol
BUTTON = :C
# Use this if you wish to skip the pre title scene.
# Can be used when debugging your game.
# SKIP_PRE_TITLE = true/false
SKIP_PRE_TITLE = false
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
unless $imported["XAIL-XS-CORE"]
# // Error handler when XS - Core is not installed.
msg = "The script %s requires the latest version of XS - Core in order to function properly."
name = "XS - Pre Title"
msgbox(sprintf(msg, name))
exit
end
#==============================================================================#
# ** SceneManager
#==============================================================================#
class << SceneManager
alias xail_pre_title_scenemanager_first_scene_class first_scene_class
def first_scene_class(*args, &block)
# // Method for first scene class.
return xail_pre_title_scenemanager_first_scene_class(*args, &block) if XAIL::PRE_TITLE::SKIP_PRE_TITLE
return Scene_Title if DataManager.save_file_exists?
$BTEST ? Scene_Battle : Scene_Pre_Title
end
end
#==============================================================================#
# ** Scene_Base
# If YEA - Menu Cursor is installed change update_menu_cursors method to
# prevent bug.
#==============================================================================#
if $imported["YEA-MenuCursor"]
class Scene_Base
alias xail_pre_title_yea_upd_menu_cur update_menu_cursors
def update_menu_cursors(*args, &block)
# // Method to update menu cursors.
return if @menu_cursors.nil?
xail_pre_title_yea_upd_menu_cur(*args, &block)
end
end
end
#==============================================================================#
# ** Scene_Pre_Title
#==============================================================================#
class Scene_Pre_Title < Scene_Base
def initialize
# // Method to initialize the scene.
Graphics.fadeout(0)
setup_music unless XAIL::PRE_TITLE::MUSIC.nil?
for i in XAIL::PRE_TITLE::SHOW_ORDER.values
case i
when :p ; setup_pictures
when :t ; setup_texts
when :m ; setup_movies
end
end
end
def update
# // Method to update the scene.
super
goto_title
end
def setup_music
# // Method to play a bgm.
bgm = XAIL::PRE_TITLE::MUSIC
Sound.play(bgm[0], bgm[1], bgm[2], :bgm)
end
def setup_pictures
# // Method to setup the picture(s).
pics = XAIL::PRE_TITLE::PICTURES
pics.keys.each {|i| display_picture(pics[i])}
end
def setup_texts
# // Method to setup the text(s).
texts = XAIL::PRE_TITLE::TEXTS
texts.keys.each {|i| display_texts(texts[i])}
end
def setup_movies
# // Method to setup the movie(s).
movies = XAIL::PRE_TITLE::MOVIES
movies.keys.each {|i| display_movie(movies[i])}
end
def delay?(amount)
# // Method to delay.
if amount.nil?
loop do
update_basic
break if Input.trigger?(XAIL::PRE_TITLE::BUTTON)
end
else
amount.times do
update_basic
break if Input.trigger?(XAIL::PRE_TITLE::BUTTON)
end
end
end
def display_picture(picture)
# // Method to display a picture.
return if picture.nil?
begin
pictures = Sprite.new
pictures.bitmap = Cache.picture(picture[0])
pictures.opacity = picture[1]
rescue
msgbox("Error. Unable to locate picture: " + picture[0])
exit
end
Graphics.fadein(picture[3])
delay?(picture[2])
Graphics.fadeout(picture[4])
delay?(60)
pictures = nil, pictures.dispose unless pictures.nil?
end
def display_texts(text)
# // Method to display a text.
return if text.nil?
Graphics.fadein(60)
texts = Sprite.new
texts.opacity = 0
texts.bitmap = Bitmap.new(Graphics.width, Graphics.height)
texts.bitmap.font.name = XAIL::PRE_TITLE::FONT[0]
texts.bitmap.font.size = XAIL::PRE_TITLE::FONT[1]
texts.bitmap.font.color = XAIL::PRE_TITLE::FONT[2]
texts.bitmap.font.bold = XAIL::PRE_TITLE::FONT[3]
texts.bitmap.font.shadow = XAIL::PRE_TITLE::FONT[4]
texts.bitmap.draw_text(text[1], text[2], Graphics.width, Graphics.height, text[0])
for i in 1..text[4]
update_basic
texts.opacity = i * (255 / text[4])
end
delay?(text[3])
for i in 1..text[5]
update_basic
texts.opacity = 255 - i * (255 / text[5])
end
delay?(60)
texts = nil, texts.dispose unless texts.nil?
end
def display_movie(movie)
# // Method to display a movie.
return if movie.nil?
begin
Graphics.play_movie("Movies/" + movie[0])
rescue
msgbox("Error. Unable to locate movie: " + movie[0])
exit
end
delay?(60)
goto_title if movie[1]
end
def goto_title
# // Method to go to title scene.
RPG::BGM.fade(1000)
delay?(500)
RPG::BGM.stop
SceneManager.goto(Scene_Title)
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
Instrucciones:
Bueno algo difícil de explicar, pero aquí les viene
SOLO MODIFIQUEN DESDE DONDE DICE SETTINGS LO DEMÁS NO :3
Obligatoriamente debe de haber imágen y video, solo se puede quitar el texto y la música.
Ahora instrucciones para algunos casos:
SI NO QUIEREN MÚSICA:
Veran que en la línea 34 dice así:
MUSIC = ["Battle1", 80, 100]
Hay que cambiar lo que está en rojo por nil, así:
MUSIC = nil
SI NO QUIEREN TEXTO:
Es casi igual que con la música, desde la línea 46 hasta la 50 dice así:
TEXTS = {
0 => ["Text is cooool", 20, -100, 200, 50, 255],
1 => ["Moink!", 80, -50, 200, 50, 255],
2 => ["Hehe... ", 160, 0, 200, 50, 255]
} # Don't remove this line.
Lo que está en rojo lo borran y escriben así:
TEXTS = nil
Luego cerca de la línea 150 dice algo como esto:
def setup_texts
veran que entre def setup_texts y end hay 3 líneas, las borran y y ponen estas:
# // Method to setup the text(s).
setup_texts unless XAIL::PRE_TITLE::TEXTS.nil?
texts = XAIL::PRE_TITLE::TEXTS
Veran que el juego te saldrá con las boxes color negro y el tamaño del texto mas pequeño, para regresarlo a como estaba (por default) hagan esto:
En el XS Core en la línea 42 donde dice Font.default_size = 20 cambiala a 24 (como el normal)
Y la box: en la línea 52 dice USE_TONE = false, cambienlo a true y el color será como el que ustedes le configuran en la base de datos.
Información del script:
-El video se reproducira completo al menos que lo guardes
-Sigan las mini instrucciones que están escritas hay
-El video tiene que estar en formato OGV aquí les pongo como convertir un video a OGV:
*Como convertir a OGV*
Descarguen este programa http://www.erightsoft.info/GetFile.php?SUPERsetup.exe
Como usar el programa: arrastran el video a el programa donde dice que pongas el video
y donde dice output container selecciona el OGG Multimedia Format, y abajo dice encode(active files) haces click y te avisará cuando termine.
Verás que el video sale así NombreVideo.OGG, cambia el OGG a OGV y pon aceptar te va a decir si cambia de formato puede dejar de funcionar pero acepta nomás xD. Y listo ahí tienes tu video OGV
Recuerden cambiar el nombre de la música o video para que funcione:
Ej: Tu video se llama rpgmaker.ogv, solo escriban rpgmaker
Cualquier problema comenten
Espero les sirva Salu2!
Y si lo usan créditos a Nicke
Y a mí RPGNARUTO por configurarlo un poco
Se puede usar en proyectos comerciales
Y agradezcanme porque en serio me costo mucho encontrarlo xDDD
Última edición por RPGNARUTO el Vie Mar 08, 2013 1:14 am, editado 4 veces