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Ruby Kickstarter
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Hello everyone i wrote this script earlier and posted it on rmxp and xrpg and thought why not here.

Hey all, i just got back from college and after a few minutes i was bored s***less so i decided to make a random script, this is my first script so dont be harsh lol but what it basically does is on you menu it will add another selection at the bottom called Help and hen you go on it it will contain data such as what the buttons do.

This script is basically for people who want to learn ruby and fast so all you have to do is look at my comments on the scripts and you should get some basic knowledge on how to script .

Here it is:-

First go to Scene_Menu and go to


Code:
def main
   # コマンドウィンドウを作æˆ?
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Save"
   s6 = "End Game"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
   @command_window.index = @menu_index


and replace it with this


Code:
def main
   # コマンドウィンドウを作æˆ?
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "Save"
   s6 = "End Game"
   s7 = "Help" # Creates a new menu selection on the menu called help
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) # A new "s" is added to display the new selection
   @command_window.index = @menu_index



This adds a new selection to you menu called help

After that change this


Code:
# プレイ時間ウィンドウを作�
   @playtime_window = Window_PlayTime.new
   @playtime_window.x = 0
   @playtime_window.y = 224
   # 歩数ウィンドウを作æˆ?
   @steps_window = Window_Steps.new
   @steps_window.x = 0
   @steps_window.y = 320



with this


Code:
@playtime_window = Window_PlayTime.new
   @playtime_window.x = 0
   @playtime_window.y = 244
   # 歩数ウィンドウを作æˆ?
   @steps_window = Window_Steps.new
   @steps_window.x = 0
   @steps_window.y = 340



This stops the other windows covering up Help

now go down to this bit of coding


Code:
when 0  # アイãƒ� ãƒ�
       # 決定  SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # アイãƒ� ãƒ� ç”»é?¢ã?«åˆ‡ã‚� 替ã?ˆ
       $scene = Scene_Item.new
     when 1  # スキル
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # スãƒ� ータスウィンドウをアクãƒ� ィブã?«ã?™ã‚‹
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2  # 装備
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # スãƒ� ータスウィンドウをアクãƒ� ィブã?«ã?™ã‚‹
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3  # スãƒ� ータス
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # スãƒ� ータスウィンドウをアクãƒ� ィブã?«ã?™ã‚‹
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4  # セーブ
       # セーブç¦?æ­¢ã?®å� ´å?ˆ
       if $game_system.save_disabled
         # ブザー SE ã‚’æ¼”å¥?
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # セーブ画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
       $scene = Scene_Save.new
     when 5  # ゲーãƒ� 終äº�
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # ゲーãƒ� 終äº� ç”»é?¢ã?«åˆ‡ã‚� 替ã?ˆ
       $scene = Scene_End.new
     end
     return
   end
end



And just after

Code:
$scene = Scene_End.new


Add


Code:
when 6  # This is the new scene i have added to call upon the the scene
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # ゲーãƒ� 終äº� ç”»é?¢ã?«åˆ‡ã‚� 替ã?ˆ
       $scene = Scene_Helping.new # Scene that it opens



Now that this is set lets add the window and scene

Right make a new script above main and call it Scene_Helping
and paste this in it


Code:
#==============================================================================
# â–�  Scene_Helping
#------------------------------------------------------------------------------
#  デ�ッグ画��処� を行� クラス��。
#==============================================================================

class Scene_Helping
#--------------------------------------------------------------------------
# � プレ�トルフェーズ開始
#--------------------------------------------------------------------------
def main
@window_1=Window_Helping.new   #This makes the window appear containing tje data in Window_Helping
   # ウィンドウを作æˆ?
Graphics.transition
loop do
  Graphics.update
  Input.update
  update
  if $scene != self
   break
  end
end
   # ウィンドウを作æˆ?
Graphics.freeze
@window_1.dispose  #This makes it dissapear when you exit from the screen
end
   # ウィンドウを作æˆ?
def update
@window_1.update
if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Menu.new   #This is what it returns to, if you replace this with Scene_Map you can see the difference
end
end
end
#The end of the coding


and then make another code above main called Window_Helping
and paste this into it


Code:
#==============================================================================
# â–�  Window_Helping
#------------------------------------------------------------------------------
#  �トル画��パー� ィメン�ー�ス� ータスを表示�るウィンドウ��。
#==============================================================================

class Window_Helping < Window_Base
#--------------------------------------------------------------------------
# � オブジェクト�期化
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 640, 480) # This defines the size of the window (x, y, width, height)
  self.contents = Bitmap.new(width-32, height-32) # This enables you to display the text on the window
  self.contents.font.name = "Times New Roman"  # The font type used
  self.contents.font.size = 25  # The size of the font
  self.contents.draw_text(240, 0, 640, 30, "Help Menu")  # Thies command displays the text in the chosen position
  self.contents.font.size = 23
  self.contents.draw_text(0, 0, 440, 80, "Controls")
  self.contents.font.size = 22
  self.contents.draw_text(0, 0, 600, 140, "Direction Keys = Move up, down, left and right on map")
  self.contents.draw_text(0, 0, 600, 180, "Enter/Space = Used to accept/confirm stuff")
  self.contents.draw_text(0, 0, 600, 220, "Esc/X = This opens up the menu screen")
  self.contents.draw_text(0, 0, 600, 260, "CTRL = Use in test play to walk over and through everything")
  self.contents.draw_text(0, 0, 600, 300, "F9 = This brings up switches and variables in test play")
  self.contents.draw_text(0, 0, 600, 340, "F12 = This resets the game to main menu")
  self.contents.draw_text(0, 0, 600, 440, "Hey all i have basically made this to get help you")
  self.contents.draw_text(0, 0, 600, 480, "to learn how to know the basics of scripting")
  self.contents.draw_text(0, 0, 600, 520, "so just look at the comments and just fiddle around.")
  self.contents.draw_text(0, 0, 600, 560, "Good Luck :D")
   end
end
# End of the coding



And thats it now just run your game and it should work

P.S. Even if you dont use the script soem people dont know this but when ur in game hold CTRL and you can walk over and through anything

Well i hope you liked it, i know your used to the ace codes you get off deke, dragonslayer, dubealex etc but at least this will help people fare well.
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