Kingdom Hearts 2 Title Screen
Mar 30 2010, 02:38 PM
Level 3
Group: Member
Posts: 34
Type: None
RM Skill: Beginner
Script Title: KH2 Title Screen
Script Version: 1.0
Credits to: MogHunter for Base Script
Description: an edit of moghunters animated title screen (de-animated), so it looks like kh2
Compatibility: I don't know. I suggest checking the original script
Script:
[Show/Hide] Script
CODE
#_________________________________________________ # MOG_Animated Title Sofia V1.1 #_________________________________________________ # By Moghunter # [url="http://www.atelier-rgss.com"]http://www.atelier-rgss.com[/url] #_________________________________________________ module MOG #Auto Fullscreen. FULL_SCREEN = false #Logo Picture Name. LOGO_PIC = "Logo" #Logo Time. LOGO_TIME = 15 #Logo ME. LOGO_ME = "003-victory03" #Set Game Frame Rate (Default 40FPS). PER = 40 #Random Music. RAND_MUSIC = false #Set Random Music. MUSIC1 = "062-Slow05" #Active Title BGS. BGS_ON = false #Set Title BGS. BGS = "004-Wind04" #Set BGS volume. BGS_VOL = 10 #Transition Type. TRANS_TITLE = "020-flat01" #Transition Time. TRANS_TIME = 5 #Texto para acessar o menu de op�ƒ§�ƒµes(Press any Key) T_B = "Press any key" #Tamanho da fonte(Press any Key). T_B_FONT = 28 #Posi�ƒ§�ƒ£o do texto na horizontal.(Press any Key) T_B_X = 250 #Posi�ƒ§�ƒ£o do texto na vertical.(Press any Key) T_B_Y = 300 #Som ao apertar a tecla.(Press any Key) T_B_SE = "105-Heal01" #Ativar Zoom reverso na imagem de fundo. BACK_ZOOM = true #Nome da picture de op�ƒ§�ƒµes de comando. #�ƒ�€� necess�ƒ¡rio ter 3 picures nomeadas com #o nome abaixo mais o prefixo _01 , _02 e _03. COM = "Com" #----------------- # Imagem de Fundo #----------------- PIC_FD = "Back2"#Nome da imagem. PIC_FD_OX = 0 #Velocidade de movimento na horizontal. PIC_FD_OY = 0 #Velocidade de movimento na vertical. PIC_FD_PRIOR = 1 #Prioridade da imagem. PIC_FD_OPA = 255 #Transpar�ƒªncia da imagem. PIC_FD_BLEND = 0 #Tipo de Blend. #------------------------------------------------------------------------------- #Movimento de Dispose. #------------------------------------------------------------------------------- #Alterar movimento ao escolher uma op�ƒ§�ƒ£o de comando. DIS_MOV = true #Tempo do movimento DIS_TIME = 80 #Redu�ƒ§�ƒ£o da Transpar�ƒªncia imagem. DIS_PIC1_OPA = 0 DIS_PIC2_OPA = 5 DIS_PIC3_OPA = 0 DIS_PIC4_OPA = 0 DIS_PIC5_OPA = 0 DIS_PIC6_OPA = 0 #Movimento da imagem DIS_PIC1_OX = 0 DIS_PIC1_OY = 0 DIS_PIC2_OX = 0 DIS_PIC2_OY = 0 DIS_PIC3_OX = 0 DIS_PIC3_OY = 0 DIS_PIC4_OX = 0 DIS_PIC4_OY = 0 DIS_PIC5_OX = 4 DIS_PIC5_OY = 0 DIS_PIC6_OX = 0 DIS_PIC6_OY = 0 #Zoom da imagem DIS_PIC1_ZOOMX = 0 DIS_PIC1_ZOOMY = 0 DIS_PIC2_ZOOMX = 0 DIS_PIC2_ZOOMY = 0 DIS_PIC3_ZOOMX = 0 DIS_PIC3_ZOOMY = 0 DIS_PIC4_ZOOMX = 0 DIS_PIC4_ZOOMY = 0 DIS_PIC5_ZOOMX = 0 DIS_PIC5_ZOOMY = 0 DIS_PIC6_ZOOMX = 0 DIS_PIC6_ZOOMY = 0 end $mogscript = {} if $mogscript == nil $mogscript["title_sofia"] = true #------------------------------------------------------------------------------- # Scene_Title #------------------------------------------------------------------------------- $full_screen = 0 class Scene_Title def main if $BTEST battle_test return end $full_screen += 1 if MOG::FULL_SCREEN == true and $full_screen == 1 $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' $showm.call(18,0,0,0) $showm.call(13,0,0,0) $showm.call(13,0,2,0) $showm.call(18,0,2,0) end $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new s1 = "" s2 = "" s3 = "" @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.opacity = 0 @command_window.x = 0 - @command_window.width / 2 @command_window.y = 0 @command_window.visible = false @command_window.active = false @mb01 = Plane.new @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD) @mb01.opacity = MOG::PIC_FD_OPA @mb01.z = MOG::PIC_FD_PRIOR @mb01.blend_type = MOG::PIC_FD_BLEND @bot = Sprite.new @bot.bitmap = Bitmap.new(160,100) @bot.x = MOG::T_B_X @bot.y = MOG::T_B_Y @bot.z = 9999 @bot.opacity = 0 @bot.bitmap.font.size = MOG::T_B_FONT @bot.bitmap.font.bold = true @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B) @bot2 = Sprite.new @bot2.bitmap = Bitmap.new(160,100) @bot2.x = MOG::T_B_X @bot2.y = MOG::T_B_Y @bot2.z = 9998 @bot2.opacity = 0 @bot2.bitmap.font.size = MOG::T_B_FONT @bot2.bitmap.font.bold = true @bot2.color.set(0,0,0) @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B) @com = Sprite.new @com.bitmap = RPG::Cache.title(MOG::COM + "_01") @com.z = 10000 @com.opacity = 0 @com.y = 300 @logo = Plane.new @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC) @logo.z = 999999 @logo.opacity = 0 @time = 0 @time_zoom = 0 @time_music = 0 @time_logo = MOG::LOGO_TIME @logo_r = 0 @rs = 0 @mb01.visible = false @com.visible = false @logo.visible = true @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end Audio.bgm_stop Audio.me_stop Audio.bgs_stop if MOG::BGS_ON == true Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100) end Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE ) loop do Graphics.update Input.update update if $scene != self break end end if MOG::DIS_MOV == true for i in 1..MOG::DIS_TIME @mb01.opacity -= MOG::DIS_PIC1_OPA @com.opacity -= MOG::DIS_PIC2_OPA @mb01.ox += MOG::DIS_PIC1_OX @mb01.oy += MOG::DIS_PIC1_OY @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY @bot.opacity -= 10 @bot2.opacity -= 10 Graphics.update end end Graphics.freeze @command_window.dispose @mb01.dispose @bot.dispose @bot2.dispose @com.dispose @logo.dispose end def update @time_logo -= 1 if @time_logo <= 0 @time_logo = 0 end if @logo.opacity < 30 and @logo_r == 1 @logo.visible = false @logo.opacity = 0 @logo.bitmap = RPG::Cache.title("") end if @bot.opacity < 30 and @command_window.active == true @bot.visible = false @bot2.visible = false @bot.bitmap.draw_text(0, 0, 32, 32,"") @bot2.bitmap.draw_text(0, 0, 32, 32,"") end if @logo_r == 0 and @logo.opacity <= 250 @logo.opacity += 2 elsif @time_logo <= 0 @logo_r = 1 @logo.opacity -= 2 @mb01.visible = true @com.visible = true @bot.opacity += 2 @bot2.opacity += 2 Audio.me_fade(500) if @bot.opacity >= 255 @bot.opacity = 255 @bot2.opacity = 255 end end if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1 @rs += 1 case rand(1) when 0 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100) end else if @logo_r == 1 and @rs == 1 $game_system.bgm_play($data_system.title_bgm) @rs += 1 end end if @command_window.active == true @bot.opacity -= 5 @bot2.opacity -= 5 @bot.x -= 5 @bot2.x += 5 @com.opacity += 2 if @com.y > 0 @com.y -= 5 elsif @com.y < 0 @com.y = 0 @com.opacity = 255 end end r = rand(100) + 150 g = rand(100) + 150 b = rand(100) + 150 @command_window.update @time += 2 @time_zoom += 0 if @time_zoom > 0 @time_zoom = 0 end if @time_zoom > 0 and MOG::BACK_ZOOM == true @mb01.zoom_x += 0 @mb01.zoom_y += 0 if @mb01.zoom_x >= 0 @mb01.zoom_x = 0 @mb01.zoom_y = 0 end elsif MOG::BACK_ZOOM == true @mb01.zoom_x -= 0 @mb01.zoom_y -= 0 if @mb01.zoom_x <= 0 @mb01.zoom_x = 0 @mb01.zoom_y = 0 end end @mb01.ox -= MOG::PIC_FD_OX @mb01.oy -= MOG::PIC_FD_OY Graphics.frame_rate = MOG::PER @bot.color.set(r,g,b) if @time > 400 @time = 0 end if @rs == 0 Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100) @rs += 1 end if @logo.opacity <= 100 and @logo_r == 1 if Input.trigger?(Input::C) and @command_window.active == true case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end elsif Input.trigger?(Input::C) and @command_window.active == false or Input.trigger?(Input::B) and @command_window.active == false Audio.se_play("Audio/SE/" + MOG::T_B_SE) @command_window.active = true end end case @command_window.index when 0 @com.bitmap = RPG::Cache.title(MOG::COM + "_01") when 1 @com.bitmap = RPG::Cache.title(MOG::COM + "_02") when 2 @com.bitmap = RPG::Cache.title(MOG::COM + "_03") end end def command_new_game Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end def command_continue unless @continue_enabled $game_system.se_play($data_system.buzzer_se) return end Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new end def command_shutdown $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end def battle_test $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end
Please use Demo
For Extra Splash screen check
this post Screenshots:
Demo Link:
Demo Script Installation: Copy and paste above main
Update: Fixed Broken Demo Link, Shortened Code.
This post has been edited by Shadic66 : Jan 2 2012, 04:18 PM
__________________________
Apr 1 2010, 01:46 PM
Level 3
Group: Member
Posts: 34
Type: None
RM Skill: Beginner
QUOTE (Redd @ Apr 1 2010, 10:44 PM)
HOLY MOTHER OF PEARL!!!! THIS IS AMAZING!!!!!!! I AM DEFINITELY GOING TO USE THIS!!!
Thanks
__________________________
Apr 2 2010, 04:11 AM
Level 2
Group: Member
Posts: 27
Type: Writer
RM Skill: Intermediate
QUOTE (Redd @ Apr 1 2010, 01:44 PM)
I'm getting an error on line 541.
I think it may be because the codebox has gone and changed that line into an emoticon. Haven't got RMXP with me at the mo, so can't test it out and make sure its 541, it's just something I noticed when I was looking through the script and may be the cause of your problem.
Apr 2 2010, 05:03 AM
Level 3
Group: Member
Posts: 34
Type: None
RM Skill: Beginner
are you using just the script or the demo
__________________________
Aug 11 2011, 07:19 AM
Group: Member
Posts: 1
Type: None
RM Skill: Beginner
Really amazing !
im gonna use it
you did a great job on this script!
Sep 8 2011, 09:16 PM
Level 50
Group: + Gold Member
Posts: 1,528
Type: Scripter
RM Skill: Undisclosed
The code from line 1 spills over into line 2, I've fixed it in the original post for you
__________________________
K.I.S.S.
Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question.
Most important guide ever:
Newbie's Guide to Switches
Dec 29 2011, 11:22 AM
Level 3
Group: Member
Posts: 34
Type: None
RM Skill: Beginner
Insert the script into a new tab
like so:
but you should download the Demo as it contains all the image's required e.g. "Back2"
or download them here:
KH Title Images , just insert the image's in the titles folder of your project
__________________________
Jan 1 2012, 08:16 PM
Group: Member
Posts: 4
Type: None
RM Skill: Undisclosed
QUOTE (Shadic66 @ Dec 29 2011, 11:22 AM)
Insert the script into a new tab
like so:
but you should download the Demo as it contains all the image's required e.g. "Back2"
or download them here:
KH Title Images , just insert the image's in the titles folder of your project
Yeah, I found out how it works Thank you
May I ask, How can I edit the script to make it have a animated title screen? Like it shows sora and the Kingdom hearts logo, and I found out where in the script to change that picture, but how can I make it animated? :S
Jan 2 2012, 10:41 AM
Level 3
Group: Member
Posts: 34
Type: None
RM Skill: Beginner
If you read through the the first post you should see:
Description: an edit of moghunters animated title screen (de-animated), so it looks like kh2 basicly i have de-animated it but it's still listed as animated. For the original script go
Here
__________________________
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
RPG RPG Revolution is an
Privacy
Policy and
Legal