[Essentials] Añadir Intro antes del Título

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Like Tree14Gracias
Respuesta
 
Herramientas Desplegado
  #11  
23/03/2019
Predeterminado Respuesta: Añadir Intro antes del Título
Pusiste los scripts en orden? porque estoy muy seguro que en el primer script se define el metodo play
Mi Fangame
Mis Recursos y Tutoriales

no me abras :v

...
Reshiram y Yo hemos perdido.
¿Significa eso que tus convicciones o ideales nos han superado?
Zekrom y Reshiram...
Cada uno ha escogido a un héroe...
¿Cómo es posible tal cosa?
¿Querrá decir esto que ambos héroes, tanto el defensor de los ideales como el paladín de la verdad, tienen razón?
No lo entiendo...
Quizá no se trate de negar el pensamiento diferente, sino de integrarlo y combinar ambos...
Como en una reacción química...
¿Es esa la fórmula para
cambiar el mundo?
~ N... Negro y Blanco... ~ 2010
  #12  
24/03/2019
Predeterminado Respuesta: Añadir Intro antes del Título
si, lo puse en orden, pero hay alguna falla en los scripts? por que me sale el error DD::

Spoiler


-------------------

Intro1:

#================================================= =============================#
# Version 0.3 #
# RPG Maker XP Flash Player #
# #
# Author: ????? Updated by: Dark_Wolf_Warrior/Dahrkael #
# # Peaverin: Adapt to Essentials + tutorial(optional credits)
# How to Use: #
# 1. Create the folder Graphics/Flash and insert there the movies.
# #
# 2. If you want to play a flash at any moment insert: #
# $flash.play("file.swf", button)
# file= the name of the flash to be played
# button= 0(the player can't skip the flash by pressing enter)
# button= 1(the player can skip the flash by prssing enter)
# FOR EXAMPLE: I add a flash called Heya to the flash folder.
# # Then, in a event I call the script:
# # $flash.play("Heya.swf", 0)
# # By this way the flash Heya will be played and you won't be
# # able to skip it by pressing enter.
# Interactive flashes requires RGSS knownledge to make they work #
# #
# Original Keyb module by HoundNinja #
# #
#================================================= =============================#



class String

CP_ACP = 0
CP_UTF8 = 65001

def u2s
m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")
w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")

len = m2w.call(CP_UTF8, 0, self, -1, nil, 0)
buf = "\0" * (len*2)
m2w.call(CP_UTF8, 0, self, -1, buf, buf.size/2)

len = w2m.call(CP_ACP, 0, buf, -1, nil, 0, nil, nil)
ret = "\0" * len
w2m.call(CP_ACP, 0, buf, -1, ret, ret.size, nil, nil)

return ret
end

def s2u
m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")
w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")

len = m2w.call(CP_ACP, 0, self, -1, nil, 0);
buf = "\0" * (len*2)
m2w.call(CP_ACP, 0, self, -1, buf, buf.size/2);

len = w2m.call(CP_UTF8, 0, buf, -1, nil, 0, nil, nil);
ret = "\0" * len
w2m.call(CP_UTF8, 0, buf, -1, ret, ret.size, nil, nil);

return ret
end

def s2u!
self[0, length] = s2u
end

def u2s!
self[0, length] = u2s
end

end

class Bitmap

RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')

def address
buffer, ad = "xxxx", object_id * 2 + 16
RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 8
RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 16
RtlMoveMemory_pi.call(buffer, ad, 4); return buffer.unpack("L")[0]
end

end

class RMFlash

API_NEW = Win32API.new("RMFlash", "_new", "piil", "l")
API_UPDATE = Win32API.new("RMFlash", "_update", "l", "v")
API_FREE = Win32API.new("RMFlash", "_free", "l", "v")
API_PLAYING = Win32API.new("RMFlash", "_is_playing", "l", "i")
API_PAUSE = Win32API.new("RMFlash", "_pause", "l", "v")
API_RESUME = Win32API.new("RMFlash", "_resume", "l", "v")
API_BACK = Win32API.new("RMFlash", "_back", "l", "v")
API_REWIND = Win32API.new("RMFlash", "_rewind", "l", "v")
API_FORWARD = Win32API.new("RMFlash", "_forward", "l", "v")
API_CURFRAME = Win32API.new("RMFlash", "_cur_frame", "l", "i")
API_TOTALFRAME = Win32API.new("RMFlash", "_total_frames", "l", "i")
API_GOTOFRAME = Win32API.new("RMFlash", "_goto_frame", "li", "v")
API_GETLOOP = Win32API.new("RMFlash", "_get_loop", "l", "i")
API_SETLOOP = Win32API.new("RMFlash", "_set_loop", "li", "v")
API_CLEARALL = Win32API.new("RMFlash", "_clear_all", "v", "v")
API_VALID = Win32API.new("RMFlash", "_valid", "l", "i")
API_SENDMSG = Win32API.new("RMFlash", "_send_message", "liii", "l")

CUR_PATH = Dir.pwd

def self.get_version

end

def self.clear_all
API_CLEARALL.call
end

def self.load(name, width, height, v = nil)
new("#{CUR_PATH}/Graphics/Flash/#{intro.swf}".u2s, width, height, v)
end

attr_reader :valid

def initialize(flash_name, flash_width, flash_height, viewport = nil)
@Sprite = Sprite.new(viewport)
@Sprite.bitmap = Bitmap.new(flash_width, flash_height)
@value = API_NEW.call(flash_name, flash_width, flash_height, @Sprite.bitmap.address)
@loop = API_GETLOOP.call @value) > 0
@valid = API_VALID.call @value) > 0
end

def viewport
@Sprite.viewport
end

def update
API_UPDATE.call @value)
end

def dispose
API_FREE.call @Sprite.bitmap.address)
end

def playing?
API_PLAYING.call @value) > 0
end

def pause
API_PAUSE.call @value)
end

def resume
API_RESUME.call @value)
end

def back
API_BACK.call @value)
end

def rewind
API_REWIND.call @value)
end

def forward
API_FORWARD.call @value)
end

def current_frame
API_CURFRAME.call @value)
end

def total_frames
API_TOTALFRAME.call @value)
end

def goto_frame(goal_frame)
API_GOTOFRAME.call @value, goal_frame)
end

def x
@Sprite.x
end

def x=(v)
@Sprite.x = v
end

def y
@Sprite.y
end

def y=(v)
@Sprite.y = v
end

def z
@Sprite.z
end

def z=(v)
@Sprite.z = v
end

def width
@Sprite.bitmap.width
end

def height
@Sprite.bitmap.height
end

def loop?
@loop
end

def loop=(v)
if @loop != v
@loop = v
API_SETLOOP.call @value, v)
end
end

def msg_to_flash(msg, wParam, lParam)
return API_SENDMSG.call @value, msg, wParam, lParam)
end

# ?
WM_MOUSEMOVE = 0x0200

def make_long(a, b)
return (a & 0xffff ) | (b & 0xffff) << 16
end

def on_mouse_move(x, y)
return msg_to_flash(WM_MOUSEMOVE, 0, make_long(x, y))
end

end

module Kernel

alias origin_exit exit unless method_defined? :exit

def exit(*args)
RMFlash.clear_all
origin_exit(*args)
end

end

module Keyb
$keys = {}
$keys["Enter"] = 0x0D
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
module_function
def trigger(rkey)
GetKeyState.call(rkey) & 0x01 == 1
end
end

class Play

def play(filename, buttton)
fondo = Sprite.new
fondo.bitmap = Bitmap.new(512, 384)
fondo.bitmap.fill_rect(0, 0, 512, 384, Color.new(0,0,0,255))
fls = RMFlash.load(filename, 512, 384)
fls.loop = 1
fls.z = 999999
@button = button
@fr = Graphics.frame_rate
Graphics.frame_rate = 40

while true
Graphics.update
#Input.update
fls.update
break if @button == 1 and Keyb.trigger($keys["Enter"])
break if !fls.playing?
end
fls.dispose
Graphics.frame_rate = @fr
fondo.dispose
end
end
$flash.play("intro.swf", 1)


-----------------------------

Intro2:

#================================================= ==============================
#
# * Scene_IntroFlash by Dahrkael using 灼眼的夏娜 Flash Player
# Adapted to Pokemon Essentials by Peaverin v1.0
# Requires the .dll and .ocx
#================================================= ==============================
class Scene_IntroFlash

def initialize
# Set the file which will be played
@file = "intro.swf"
# Choose if the player can skip the intro (0 => false, 1 => true)
@button = 1
end

def main
# Black background
@fondo = Sprite.new
@fondo.bitmap = Bitmap.new(512, 384)
@fondo.bitmap.fill_rect(0, 0, 512, 384, Color.new(0,0,0,255))
@fondo.z = -1
# Set flash video
fls = RMFlash.load(@file, 512, 384)
fls.loop = 1
fls.z = 999999
# Save frame rate
@fr = Graphics.frame_rate
# Set new frame rate
Graphics.frame_rate = 40
# Main loop
Graphics.transition
while true
Graphics.update
#Input.update
fls.update
# Skip the video using Enter
break if @button == 1 and Keyb.trigger($keys["Enter"])
# Skip when finished
break if !fls.playing?
end
$scene = pbCallTitle
Graphics.freeze
# Little solution for frozen images
fls.z = -2
fls.dispose
# Set old frame rate
Graphics.frame_rate = @fr
end
end

---------------------------------------------


esta en orden pero supongo algo me falto modificar, o quizas un error en el script
Gracias: Diego Mertens
"Congratulations! The feelings you have for your Pokémon… And the Pokémon that responded to those feelings with all their might… They came together as one, and created an even greater power. And thus, you were able to grasp victory today! You are rightfully the Hoenn region's new…"

- Steven Stone


Última edición por Inferno; 24/03/2019 a las 22:21
  #13  
24/03/2019
Predeterminado Respuesta: Añadir Intro antes del Título
Dicho por Christiinee Ver mensaje
si, lo puse en orden, pero hay alguna falla en los scripts? por que me sale el error DD::

Spoiler


-------------------

Intro1:

#================================================= =============================#
# Version 0.3 #
# RPG Maker XP Flash Player #
# #
# Author: ????? Updated by: Dark_Wolf_Warrior/Dahrkael #
# # Peaverin: Adapt to Essentials + tutorial(optional credits)
# How to Use: #
# 1. Create the folder Graphics/Flash and insert there the movies.
# #
# 2. If you want to play a flash at any moment insert: #
# $flash.play("file.swf", button)
# file= the name of the flash to be played
# button= 0(the player can't skip the flash by pressing enter)
# button= 1(the player can skip the flash by prssing enter)
# FOR EXAMPLE: I add a flash called Heya to the flash folder.
# # Then, in a event I call the script:
# # $flash.play("Heya.swf", 0)
# # By this way the flash Heya will be played and you won't be
# # able to skip it by pressing enter.
# Interactive flashes requires RGSS knownledge to make they work #
# #
# Original Keyb module by HoundNinja #
# #
#================================================= =============================#



class String

CP_ACP = 0
CP_UTF8 = 65001

def u2s
m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")
w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")

len = m2w.call(CP_UTF8, 0, self, -1, nil, 0)
buf = "\0" * (len*2)
m2w.call(CP_UTF8, 0, self, -1, buf, buf.size/2)

len = w2m.call(CP_ACP, 0, buf, -1, nil, 0, nil, nil)
ret = "\0" * len
w2m.call(CP_ACP, 0, buf, -1, ret, ret.size, nil, nil)

return ret
end

def s2u
m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")
w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")

len = m2w.call(CP_ACP, 0, self, -1, nil, 0);
buf = "\0" * (len*2)
m2w.call(CP_ACP, 0, self, -1, buf, buf.size/2);

len = w2m.call(CP_UTF8, 0, buf, -1, nil, 0, nil, nil);
ret = "\0" * len
w2m.call(CP_UTF8, 0, buf, -1, ret, ret.size, nil, nil);

return ret
end

def s2u!
self[0, length] = s2u
end

def u2s!
self[0, length] = u2s
end

end

class Bitmap

RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')

def address
buffer, ad = "xxxx", object_id * 2 + 16
RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 8
RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 16
RtlMoveMemory_pi.call(buffer, ad, 4); return buffer.unpack("L")[0]
end

end

class RMFlash

API_NEW = Win32API.new("RMFlash", "_new", "piil", "l")
API_UPDATE = Win32API.new("RMFlash", "_update", "l", "v")
API_FREE = Win32API.new("RMFlash", "_free", "l", "v")
API_PLAYING = Win32API.new("RMFlash", "_is_playing", "l", "i")
API_PAUSE = Win32API.new("RMFlash", "_pause", "l", "v")
API_RESUME = Win32API.new("RMFlash", "_resume", "l", "v")
API_BACK = Win32API.new("RMFlash", "_back", "l", "v")
API_REWIND = Win32API.new("RMFlash", "_rewind", "l", "v")
API_FORWARD = Win32API.new("RMFlash", "_forward", "l", "v")
API_CURFRAME = Win32API.new("RMFlash", "_cur_frame", "l", "i")
API_TOTALFRAME = Win32API.new("RMFlash", "_total_frames", "l", "i")
API_GOTOFRAME = Win32API.new("RMFlash", "_goto_frame", "li", "v")
API_GETLOOP = Win32API.new("RMFlash", "_get_loop", "l", "i")
API_SETLOOP = Win32API.new("RMFlash", "_set_loop", "li", "v")
API_CLEARALL = Win32API.new("RMFlash", "_clear_all", "v", "v")
API_VALID = Win32API.new("RMFlash", "_valid", "l", "i")
API_SENDMSG = Win32API.new("RMFlash", "_send_message", "liii", "l")

CUR_PATH = Dir.pwd

def self.get_version

end

def self.clear_all
API_CLEARALL.call
end

def self.load(name, width, height, v = nil)
new("#{CUR_PATH}/Graphics/Flash/#{intro.swf}".u2s, width, height, v)
end

attr_reader :valid

def initialize(flash_name, flash_width, flash_height, viewport = nil)
@Sprite = Sprite.new(viewport)
@Sprite.bitmap = Bitmap.new(flash_width, flash_height)
@value = API_NEW.call(flash_name, flash_width, flash_height, @Sprite.bitmap.address)
@loop = API_GETLOOP.call @value) > 0
@valid = API_VALID.call @value) > 0
end

def viewport
@Sprite.viewport
end

def update
API_UPDATE.call @value)
end

def dispose
API_FREE.call @Sprite.bitmap.address)
end

def playing?
API_PLAYING.call @value) > 0
end

def pause
API_PAUSE.call @value)
end

def resume
API_RESUME.call @value)
end

def back
API_BACK.call @value)
end

def rewind
API_REWIND.call @value)
end

def forward
API_FORWARD.call @value)
end

def current_frame
API_CURFRAME.call @value)
end

def total_frames
API_TOTALFRAME.call @value)
end

def goto_frame(goal_frame)
API_GOTOFRAME.call @value, goal_frame)
end

def x
@Sprite.x
end

def x=(v)
@Sprite.x = v
end

def y
@Sprite.y
end

def y=(v)
@Sprite.y = v
end

def z
@Sprite.z
end

def z=(v)
@Sprite.z = v
end

def width
@Sprite.bitmap.width
end

def height
@Sprite.bitmap.height
end

def loop?
@loop
end

def loop=(v)
if @loop != v
@loop = v
API_SETLOOP.call @value, v)
end
end

def msg_to_flash(msg, wParam, lParam)
return API_SENDMSG.call @value, msg, wParam, lParam)
end

# ?
WM_MOUSEMOVE = 0x0200

def make_long(a, b)
return (a & 0xffff ) | (b & 0xffff) << 16
end

def on_mouse_move(x, y)
return msg_to_flash(WM_MOUSEMOVE, 0, make_long(x, y))
end

end

module Kernel

alias origin_exit exit unless method_defined? :exit

def exit(*args)
RMFlash.clear_all
origin_exit(*args)
end

end

module Keyb
$keys = {}
$keys["Enter"] = 0x0D
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
module_function
def trigger(rkey)
GetKeyState.call(rkey) & 0x01 == 1
end
end

class Play

def play(filename, buttton)
fondo = Sprite.new
fondo.bitmap = Bitmap.new(512, 384)
fondo.bitmap.fill_rect(0, 0, 512, 384, Color.new(0,0,0,255))
fls = RMFlash.load(filename, 512, 384)
fls.loop = 1
fls.z = 999999
@button = button
@fr = Graphics.frame_rate
Graphics.frame_rate = 40

while true
Graphics.update
#Input.update
fls.update
break if @button == 1 and Keyb.trigger($keys["Enter"])
break if !fls.playing?
end
fls.dispose
Graphics.frame_rate = @fr
fondo.dispose
end
end
$flash.play("intro.swf", 1)


-----------------------------

Intro2:

#================================================= ==============================
#
# * Scene_IntroFlash by Dahrkael using 灼眼的夏娜 Flash Player
# Adapted to Pokemon Essentials by Peaverin v1.0
# Requires the .dll and .ocx
#================================================= ==============================
class Scene_IntroFlash

def initialize
# Set the file which will be played
@file = "intro.swf"
# Choose if the player can skip the intro (0 => false, 1 => true)
@button = 1
end

def main
# Black background
@fondo = Sprite.new
@fondo.bitmap = Bitmap.new(512, 384)
@fondo.bitmap.fill_rect(0, 0, 512, 384, Color.new(0,0,0,255))
@fondo.z = -1
# Set flash video
fls = RMFlash.load(@file, 512, 384)
fls.loop = 1
fls.z = 999999
# Save frame rate
@fr = Graphics.frame_rate
# Set new frame rate
Graphics.frame_rate = 40
# Main loop
Graphics.transition
while true
Graphics.update
#Input.update
fls.update
# Skip the video using Enter
break if @button == 1 and Keyb.trigger($keys["Enter"])
# Skip when finished
break if !fls.playing?
end
$scene = pbCallTitle
Graphics.freeze
# Little solution for frozen images
fls.z = -2
fls.dispose
# Set old frame rate
Graphics.frame_rate = @fr
end
end

---------------------------------------------


esta en orden pero supongo algo me falto modificar, o quizas un error en el script
Te pasaría mis scripts funcionales, pero he perdido mi juego y por ahora no lo tengo. Tendrías que cambiar los Sprite s a sprites
Gracias: Christiinee
Mi Fangame
Mis Recursos y Tutoriales

no me abras :v

...
Reshiram y Yo hemos perdido.
¿Significa eso que tus convicciones o ideales nos han superado?
Zekrom y Reshiram...
Cada uno ha escogido a un héroe...
¿Cómo es posible tal cosa?
¿Querrá decir esto que ambos héroes, tanto el defensor de los ideales como el paladín de la verdad, tienen razón?
No lo entiendo...
Quizá no se trate de negar el pensamiento diferente, sino de integrarlo y combinar ambos...
Como en una reacción química...
¿Es esa la fórmula para
cambiar el mundo?
~ N... Negro y Blanco... ~ 2010
  #14  
24/03/2019
Predeterminado Respuesta: Añadir Intro antes del Título
Ya lo resolvi, muchas gracias!! pero no hay forma de poner el primer intro, y luego el otro intro que dice ''press enter''? si no hay, pues ya que..! xD
Gracias: Diego Mertens
"Congratulations! The feelings you have for your Pokémon… And the Pokémon that responded to those feelings with all their might… They came together as one, and created an even greater power. And thus, you were able to grasp victory today! You are rightfully the Hoenn region's new…"

- Steven Stone

Respuesta

Etiquetas
essentials, eventos, pokémon, tutorial de essentials, video

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