Dark_Pheonix
Member
Hey,
I was playing around with a Serial key system with loading of CA and I came up with this:
Now you can have a 'trial' serial number that gets deleted after a certain number of days.(I couldn't get the script to do that, if you can, you are free to edit it and post it here, but you must credit me)
Insert this as a new script called Scene_Serial
Insert this as a new script called Window_Base (do not over write the default one)
Insert this as a new script called Scene_SerialDeleter
Overwrite Main with this
OPTIONAL :
If you want a in-Game timer put this in a commonevent:
Conditional Branch : Timer 0min 0sec less
script : $scene = Scene_SerialDeleter.new
end
Compatibility
No compatibility issues are known except the script sometimes doesn't work.
Creating a Serial Key
TRIAL
In Scene_Serial edit $productnum to whatever you want the trial key to be and then put a text file with the same name as that in the Game Folder.
Purchased Key
In Scene_Serial edit $productnumreal to whatever you want the purchased serial key to be and then put a text file with the same name as that in the Game Folder.
I was playing around with a Serial key system with loading of CA and I came up with this:
Now you can have a 'trial' serial number that gets deleted after a certain number of days.(I couldn't get the script to do that, if you can, you are free to edit it and post it here, but you must credit me)
Insert this as a new script called Scene_Serial
class Scene_Serial
def initialize
@productnum = "0bp4560365"
@productnumreal = "0gd58q1g32"
end
def main
if $BTEST
battle_test
return
end
$game_system = Game_System.new
@bar = Window_Bar.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
@bar.dispose
end
def update
@bar.update
@bar.refresh
# Locate Database
if not FileTest.exist?(@productnum + ".txt")
if not FileTest.exist?(@productnumreal + ".txt")
# Show error if script not found
print ('Serial Key Not Valid, Please purchase one')
# Quit game
exit
else
@bar.load += 1
end
else
@bar.load += 1
end
if @bar.load == @bar.max
toscene
end
end
def toscene
$game_system = nil
$scene = Scene_Title.new
end
def exit
$scene = nil
end
end
class Window_Bar < Window_Base
attr_accessor :load
attr_accessor :max
def initialize
super(0,0,640,480)
@load = 0
@max = 300
self.contents = Bitmap.new(width - 32, height - 32)
end
def refresh
self.contents.clear
draw_load(0,235)
end
def draw_load(x, y, width = 600)
rate = @load / @max.to_f
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
od = (width + plus_width) * @load * rate_width / 100 /
@max
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, od, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
self.contents.font.color = system_color
self.contents.font.size = 30
self.contents.draw_text(120, 40 + 4, 600, 32, "Game Name")#Enter your game name here
self.contents.font.color = system_color
self.contents.font.size = 12
self.contents.draw_text(x, y + 4, 600, 32, " Serial Key Valid Loading. . .")# Text to appear on the Loading bar
end
end
def initialize
@productnum = "0bp4560365"
@productnumreal = "0gd58q1g32"
end
def main
if $BTEST
battle_test
return
end
$game_system = Game_System.new
@bar = Window_Bar.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
@bar.dispose
end
def update
@bar.update
@bar.refresh
# Locate Database
if not FileTest.exist?(@productnum + ".txt")
if not FileTest.exist?(@productnumreal + ".txt")
# Show error if script not found
print ('Serial Key Not Valid, Please purchase one')
# Quit game
exit
else
@bar.load += 1
end
else
@bar.load += 1
end
if @bar.load == @bar.max
toscene
end
end
def toscene
$game_system = nil
$scene = Scene_Title.new
end
def exit
$scene = nil
end
end
class Window_Bar < Window_Base
attr_accessor :load
attr_accessor :max
def initialize
super(0,0,640,480)
@load = 0
@max = 300
self.contents = Bitmap.new(width - 32, height - 32)
end
def refresh
self.contents.clear
draw_load(0,235)
end
def draw_load(x, y, width = 600)
rate = @load / @max.to_f
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
od = (width + plus_width) * @load * rate_width / 100 /
@max
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, od, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
self.contents.font.color = system_color
self.contents.font.size = 30
self.contents.draw_text(120, 40 + 4, 600, 32, "Game Name")#Enter your game name here
self.contents.font.color = system_color
self.contents.font.size = 12
self.contents.draw_text(x, y + 4, 600, 32, " Serial Key Valid Loading. . .")# Text to appear on the Loading bar
end
end
Insert this as a new script called Window_Base (do not over write the default one)
class Window_Base < Window
#--------------------------------------------------------------------------
# * Drawing of gauge
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# Framework Drawing
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# Drawing of empty gauge
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# Drawing of actual gauge
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
#------------------------------------------------------------------------------
# New routine added to the Bitmap class.
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Rectangle Gradation Indicator
# color1: Start color
# color2: Ending color
# align: 0: On side gradation
# 1: Vertically gradation
# 2: The gradation (intense concerning slantedly heavily note)
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
#--------------------------------------------------------------------------
# * Drawing of gauge
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
case align1
when 1
x += (rect_width - width) / 2
when 2
x += rect_width - width
end
case align2
when 1
y -= height / 2
when 2
y -= height
end
# Framework Drawing
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# Drawing of empty gauge
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# Drawing of actual gauge
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end
#------------------------------------------------------------------------------
# New routine added to the Bitmap class.
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Rectangle Gradation Indicator
# color1: Start color
# color2: Ending color
# align: 0: On side gradation
# 1: Vertically gradation
# 2: The gradation (intense concerning slantedly heavily note)
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
Insert this as a new script called Scene_SerialDeleter
class Scene_SerialDeleter
def initialize
@productnum = "0bp4560365" #Enter the name of your 'Trial' Serial Key
end
def main # }
if $BTEST # }
battle_test # } not sure what this does....
return # }
end
if not FileTest.exist?("0bp4560356.txt")
File.delete("0bp4560365.txt")
p"Demo Expired, please purchase a licence key"
exit
end
end
end
def initialize
@productnum = "0bp4560365" #Enter the name of your 'Trial' Serial Key
end
def main # }
if $BTEST # }
battle_test # } not sure what this does....
return # }
end
if not FileTest.exist?("0bp4560356.txt")
File.delete("0bp4560365.txt")
p"Demo Expired, please purchase a licence key"
exit
end
end
end
Overwrite Main with this
#==============================================================================
# ** Main
#------------------------------------------------------------------------------
# After defining each class, actual processing begins here.
#==============================================================================
begin
# Prepare for transition
Graphics.freeze
# Make scene object (title screen)
$scene = Scene_Serial.new
# Call main method as long as $scene is effective
while $scene != nil
$scene.main
end
# Fade out
Graphics.transition(20)
rescue Errno::ENOENT
# Supplement Errno::ENOENT exception
# If unable to open file, display message and end
filename = $!.message.sub("No such file or directory - ", "")
print("Unable to find file #{filename}.")
end
# ** Main
#------------------------------------------------------------------------------
# After defining each class, actual processing begins here.
#==============================================================================
begin
# Prepare for transition
Graphics.freeze
# Make scene object (title screen)
$scene = Scene_Serial.new
# Call main method as long as $scene is effective
while $scene != nil
$scene.main
end
# Fade out
Graphics.transition(20)
rescue Errno::ENOENT
# Supplement Errno::ENOENT exception
# If unable to open file, display message and end
filename = $!.message.sub("No such file or directory - ", "")
print("Unable to find file #{filename}.")
end
OPTIONAL :
If you want a in-Game timer put this in a commonevent:
Conditional Branch : Timer 0min 0sec less
script : $scene = Scene_SerialDeleter.new
end
Compatibility
No compatibility issues are known except the script sometimes doesn't work.
Creating a Serial Key
TRIAL
In Scene_Serial edit $productnum to whatever you want the trial key to be and then put a text file with the same name as that in the Game Folder.
Purchased Key
In Scene_Serial edit $productnumreal to whatever you want the purchased serial key to be and then put a text file with the same name as that in the Game Folder.