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> Mog Script conversion please
Nilanius
post Feb 14 2012, 05:46 PM
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Hi, I just have a simple request. I'd like to get this VX Script to work in XP:

http://www.atelier-rgss.com/RGSS/Menu/VX_Menu04.html

Or at the very least, a script that works like it. Another possible candidate which looks much like it is this one on youtube but the creator said he lost the script:

http://www.youtube.com/watch?v=_4M9bSPSfPI

I would love the menu system to work like that one in the video.
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Feoden
post Feb 16 2012, 09:29 AM
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I have tried to modify the first one. It is not the same as before due to compatibility version.

Here's the code: (it requires the graphics listed in the link of yours)

CODE
#==============================================================================
# MOG VX - Scene Title Screen Miria V2.0
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de Titulo animado
#==============================================================================
# 1 - Crie uma pasta chamada de TITLE (Graphics/Title)
# 2 - Dentro desta pasta devem conter as seguintes imagens
#
# Title             #Imagem que contem o texto do titulo
# Transition        #Imagem da transição de tela
# Plane1            #Imagem da camada 1
# Plane2            #Imagem da camada 2
# Plane3            #Imagem da camada 3
# Title_Command     #Imagem do menu seleção NEW GAME
#
#==============================================================================
# Histórico
# v2.0 - Melhor codificação.
#==============================================================================
module MOG_VX01
    # Tempo de transição.
    TT = 120
    #Ativar movimento de Onda no texto do titulo.
    # (true = Ativar ou false = Desativar)
    TWAVE = true
    #Opacidade da imagem camada 1.
    TPLANE1_OPA = 255
    #Opacidade da imagem camada 2.
    TPLANE2_OPA = 200
    #Opacidade da imagem camada 3
    TPLANE3_OPA = 170
    # Velocidade de movimento da camada 1 na horizontal.
    TPLANE1_X = 1
    # Velocidade de movimento da camada 1 na vertical.
    TPLANE1_Y = 0
    # Velocidade de movimento da camada 2 na horizontal.
    TPLANE2_X = 2
    # Velocidade de movimento da camada 2 na vertical.
    TPLANE2_Y = 0
    # Velocidade de movimento da camada 2 na horizontal.
    TPLANE3_X = 4
    # Velocidade de movimento da camada 2 na vertical.
    TPLANE3_Y = 0
    # Posição do comando
    COMMAND_POS = [0, 220]
end

#===============================================================================
# –  Scene_Title
#===============================================================================

class Scene_Title
include  MOG_VX01
    
  def main
    # ˆ—˜ƒ†‚ƒˆの場ˆ
    if $BTEST
      battle_test
      return
    end
    start
    # ƒ‡ƒ‚ƒ™ƒ‚‚’ƒƒƒ‰
    # ‚‚ƒ†ƒ‚ƒ–‚‚‚ƒˆ‚’œˆ
    $game_system = Game_System.new
    # ‚‚ƒˆƒ‚ƒƒ•‚ƒƒ‚‚’œˆ
    # ƒˆƒƒ‚‚ƒƒŸŒ
    Graphics.transition
    # ƒ‚ƒƒƒƒ—
    loop do
      # ‚ƒƒ”面‚’›–
      Graphics.update
      # …Š›ƒ…報‚’›–
      Input.update
      # ƒ•ƒƒƒ›–
      update
      # ”面Œˆ‡‚Š›‚っŸ‚‰ƒƒƒ—‚’中–
      if $scene != self
        break
      end
    end
    # ƒˆƒƒ‚‚ƒƒ–‚™
    Graphics.freeze
    # ‚ƒžƒƒ‰‚‚ƒƒ‰‚‚’解”
    dispose_title_graphic
  end
  #--------------------------------------------------------------------------
  # — Start
  #--------------------------------------------------------------------------
  def start
      load_database                    
      create_game_objects            
      check_continue                    
      create_title_graphic            
      create_command_window    
      create_command_sprite
      play_title_music                
  end
  
  #--------------------------------------------------------------------------
  # — post_start
  #--------------------------------------------------------------------------
  def post_start
      super
      open_command_window
  end

  #--------------------------------------------------------------------------
  # — create_title_graphic
  #--------------------------------------------------------------------------  
  def create_title_graphic
      @sprite_title = Sprite.new    
      @sprite_title.bitmap = RPG::Cache.title("Title")  
      @sprite_title.opacity = 0
      @sprite = Plane.new    
      @sprite.bitmap = RPG::Cache.title("Plane1")
      @sprite2 = Plane.new
      @sprite2.bitmap = RPG::Cache.title("Plane2")
      @sprite3 = Plane.new    
      @sprite3.bitmap = RPG::Cache.title("Plane3")
      @sprite.opacity = TPLANE1_OPA
      @sprite2.opacity = TPLANE2_OPA    
      @sprite3.opacity = TPLANE3_OPA    
      @sprite.z  = 1
      @sprite2.z = 2
      @sprite3.z = 3
      @sprite_title.z = 5    
      #---------FEODEN-EDIT-----------------------------------------------
      for sprite in [@sprite_title,@sprite,@sprite2,@sprite3]
        sprite.zoom_x = 1.18
        sprite.zoom_y = 1.18
      end
      @sprite_title.y -=50
      #------------END-EDIT------------------------------------------------
      if TWAVE == true
     #    @sprite_title.wave_amp = 8
     #    @sprite_title.wave_length = 240
     #    @sprite_title.wave_speed = 320
      end
  end
  
  #--------------------------------------------------------------------------
  # — create_command_sprite
  #--------------------------------------------------------------------------    
  def create_command_sprite
      @com_image = RPG::Cache.title("Title_Command")  
      @com_bitmap = Bitmap.new(@com_image.width,@com_image.height)
      @com_width = @com_image.width
      @com_height = @com_image.height / 3    
      @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
      @com_bitmap.blt(0,0, @com_image, @com_src_rect)        
      @com = Sprite.new
      @com.bitmap = @com_bitmap
      @com.opacity = 0  
      @com.x = COMMAND_POS[0]
      @com.y = COMMAND_POS[1]
      @com.z = 4
      #---------FEODEN-EDIT-----------------------------------------------
      for sprite in [@com]
      sprite.zoom_x = 1.18
      sprite.zoom_y = 1.18
    end
    @com.y+=50
    #------------END-EDIT-------------------------------------------------
  end
  
  #--------------------------------------------------------------------------
  # — pre_terminate
  #--------------------------------------------------------------------------
  def pre_terminate
      super
      close_command_window
  end

  #--------------------------------------------------------------------------
  # — perform_transition
  #--------------------------------------------------------------------------  
  def perform_transition
      Graphics.transition(TT , "Graphics/Title/Transition")
  end

  #--------------------------------------------------------------------------
  # — update
  #--------------------------------------------------------------------------
  def update
      @command_window.update
      update_sprite_command    
      @sprite_title.opacity += 2
      @com.opacity += 2 if @sprite_title.opacity > 150
      @sprite.ox += TPLANE1_X
      @sprite.oy += TPLANE1_Y
      @sprite2.ox += TPLANE2_X
      @sprite2.oy += TPLANE2_Y
      @sprite3.ox += TPLANE3_X
      @sprite3.oy += TPLANE3_Y
      @sprite_title.update if TWAVE == true
      if Input.trigger?(Input::C)
          case @command_window.index
              when 0  
                command_new_game
              when 1  
                command_continue
              when 2  
                command_shutdown
          end
      end
  end

  #--------------------------------------------------------------------------
  # — update_sprite_command
  #--------------------------------------------------------------------------  
  def update_sprite_command
      return if @sprite_index == @command_window.index
      @sprite_index = @command_window.index
      @com.bitmap.clear
      @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
      @com_bitmap.blt(0,0, @com_image, @com_src_rect)          
  end
  
  #--------------------------------------------------------------------------
  # — update_slide
  #--------------------------------------------------------------------------
  def update_slide
      @sprite.ox += TPLANE1_X
      @sprite.oy += TPLANE1_Y
      @sprite2.ox += TPLANE2_X
      @sprite2.oy += TPLANE2_Y
      @sprite3.ox += TPLANE3_X
      @sprite3.oy += TPLANE3_Y
      @sprite_title.update if TWAVE == true    
  end

  #--------------------------------------------------------------------------
  # — load_database
  #--------------------------------------------------------------------------
  def load_database
    $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")
  end
  
  #--------------------------------------------------------------------------
  # — load_bt_database
  #--------------------------------------------------------------------------
  def load_bt_database
    $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")
  end

  #--------------------------------------------------------------------------
  # — create_game_objects
  #--------------------------------------------------------------------------
  def create_game_objects
    $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
  end
  
  #--------------------------------------------------------------------------
  # — check_continue
  #--------------------------------------------------------------------------
  def check_continue
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # — dispose_title_graphic
  #--------------------------------------------------------------------------
  def dispose_title_graphic
      @sprite.bitmap.dispose
      @sprite2.bitmap.dispose
      @sprite3.bitmap.dispose    
      @com.bitmap.dispose    
      @sprite_title.bitmap.dispose
      @sprite.dispose
      @sprite2.dispose
      @sprite3.dispose
      @com.dispose    
      @sprite_title.dispose
  end

  #--------------------------------------------------------------------------
  # — create_command_window
  #--------------------------------------------------------------------------  
  def create_command_window
      s1 = "New Game"
      s2 = "Continue"
      s3 = "Shutdown"
      @command_window = Window_Command.new(172, [s1, s2, s3])
      @command_window.opacity = 0
      @command_window.contents_opacity = 0
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
  end
  
  #--------------------------------------------------------------------------
  # — title_fade
  #--------------------------------------------------------------------------  
  def title_fade
      if TWAVE == true    
#          @sprite_title.wave_amp = 34
#          @sprite_title.wave_length =120
#          @sprite_title.wave_speed = 800
      end    
      for i in 0..120
          @sprite_title.opacity -= 3    
          @sprite_title.update if TWAVE == true    
          @com.opacity -= 3
          case @command_window.index
          when 0    
               @sprite.zoom_x += 0.01
               @sprite.zoom_y += 0.01  
               @sprite2.zoom_x += 0.01
               @sprite2.zoom_y += 0.01      
               @sprite3.zoom_x += 0.01
               @sprite3.zoom_y += 0.01      
               @sprite.ox += 2
               @sprite.oy += 2
               @sprite2.ox += 2
               @sprite2.oy += 2
               @sprite3.ox += 2
               @sprite3.oy += 2    
         end
         update_slide
         Graphics.update  
      end        
  end  
  
  #--------------------------------------------------------------------------
  # — dispose_command_window
  #--------------------------------------------------------------------------  
  def dispose_command_window
      @command_window.dispose
  end

  #--------------------------------------------------------------------------
  # — open_command_window
  #--------------------------------------------------------------------------  
  def open_command_window
    #  @command_window.open
      begin
          @command_window.update
          @command_window.opacity += 16
          Graphics.update
      end until @command_window.opacity == 255
  end
  
  #--------------------------------------------------------------------------
  # — close_command_window
  #--------------------------------------------------------------------------  
  def close_command_window
     # @command_window.visible = false
      begin
          @command_window.opacity -= 16
          @command_window.update
          Graphics.update
      end until @command_window.opacity == 0
  end

  #--------------------------------------------------------------------------
  # — play_title_music
  #--------------------------------------------------------------------------  
  def play_title_music
    $game_system.bgm_play($data_system.title_bgm)
    Audio.me_stop
    Audio.bgs_stop
  end

  #--------------------------------------------------------------------------
  # — confirm_player_location
  #--------------------------------------------------------------------------  
  def confirm_player_location
      if $data_system.start_map_id == 0
          print "No starting point found."
          exit
      end
  end

  #--------------------------------------------------------------------------
  # — command_new_game
  #--------------------------------------------------------------------------  
  def command_new_game
      confirm_player_location
      $game_system.se_play($data_system.decision_se)
      # BGM ‚’œ止
      title_fade
      $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
      $scene = Scene_Map.new
      Audio.bgm_fade(1500)
      close_command_window
      Graphics.transition
      Graphics.frame_count = 0
      Audio.bgm_stop
      $game_map.autoplay
  end
  
  #--------------------------------------------------------------------------
  # — command_continue
  #--------------------------------------------------------------------------
  def command_continue
    # ‚ƒƒ†‚ƒ‹ƒƒŒ„Šの場ˆ
    unless @continue_enabled
      # ƒ–‚ƒ SE ‚’”奏
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # 決š SE ‚’”奏
    $game_system.se_play($data_system.decision_se)
    title_fade
    # ƒƒƒ‰”面にˆ‡‚Š›ˆ
    $scene = Scene_Load.new
  end

  #--------------------------------------------------------------------------
  # — battle_test
  #--------------------------------------------------------------------------  
  def battle_test
      load_bt_database              
      create_game_objects        
      Graphics.frame_count = 0          
    $game_party.setup_battle_test_members
    # ƒˆƒƒƒ— ID€€ƒ走可ƒƒ•ƒ‚€ƒƒˆƒƒƒƒ‚‚’設š
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # ƒƒˆƒ–‹‹ SE ‚’”奏
    $game_system.se_play($data_system.battle_start_se)
    # ƒƒˆƒ BGM ‚’”奏
    $game_system.bgm_play($game_system.battle_bgm)
      $scene = Scene_Battle.new
  end

end


I have deactivated the waving text since it does not work on RPG XP.

I have modified the ZOOM of the pictures since they were too little for the RPG XP screen.
If you wish to use your own Title and commands, I think you should create them at 640x480 size and remove my edit:
Just search "Feoden" in the script and remove the edit I did.

If you have any trouble or you want it to be modified again, just ask.

This post has been edited by Feoden: Feb 16 2012, 09:30 AM


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Nilanius
post Feb 19 2012, 09:18 AM
Post #3


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thanks a bunch! this is exactly what I wanted!
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yamina-chan
post Feb 19 2012, 12:04 PM
Post #4


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Posts: 128
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RM Skill: Skilled




Actually, the wave effect does work.
There is a conversion made by zecomeia which can be found here: http://www.santuariorpgmaker.com/forum/ind...hp?topic=3643.0
It took me a while to find it again but there it is, just in case ^^
(Personally I'd say Feoden's version looks better tough.)


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