Group: Member
Posts: 34
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RM Skill: Beginner
Kingdom Hearts II Title screen
Version: 1.1.4
Author: Shadic81 Special thanks: Jet, Zerbu
Introduction This Script changes the title screen to resemble kingdom hearts 2
Instructions All options have been moved to the top of the script for simplicity. The script replaces the original Scene_Title. This script is a Combonation of: Jet's Splash Screen, the original title scipt and Zerbu's Title Screen Window options with a few minor edits.
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Script
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CODE
#=============================================================================== # Options #=============================================================================== module Options #=============================================================================== #Jet's Splash Config #=============================================================================== # These are the pictures that will be cycled through in the splash scene SPLASH_PICTURES = ["Logo"]
# These are SE that will be played for each picture. The SE will play # with the same picture that shares the index. # If you don't want an SE to play with a picture, fill the index with "" SPLASH_SOUNDS = ["Heal2"]
# Do you want to skip the splash scene in testing mode? SPLASH_DISABLED_IN_DEBUG = true
# Do you want the splash screen skippable in the actual game as well? SPLASH_SKIPPABLE = true
# If SPLASH_SKIPPABLE is true, what button should be pressed to skip it? # Note: Input::C is the enter button SPLASH_SKIP_BUTTON = Input::C
# Harder Config (For those who know how to configure well) #==========================================================================
# Enabling this ignore the SPLASH_PICTURES and SPLASH_SOUNDS config above ENABLE_HARDER_CONFIG = true
# This is the config for a cooler looking splash scene. # It follows this format: # picture_name => [se_name, anim_id, fadein_time, fadeout_time, frame_time] # se_name is the SE to be played with the picture. Use "" for no SE # anim_id is the animation to be played ontop of the picture. Use 0 for none # fadein_time is how many frames it takes to fade into the picture # fadeout_time is how many frames it takes to fadeout to the next picture # frame_time is how long the picture stays on the screen before fading out SUPER_SPLASH = {
"Logo" => ["Heal2", 0, 60, 60, 180]
} # End Jet's Splash Config #===============================================================================
#=============================================================================== # Zerbu's Title Options #===============================================================================
ZE_TSWO = { #------------------------------------------------------------------------ # What font should be used on the title screen? #------------------------------------------------------------------------ :FONT_FACE => ["VL Gothic", "Verdana", "Arial", "Courier"], #------------------------------------------------------------------------ # What size should the text be? #------------------------------------------------------------------------ :FONT_SIZE => 24, #------------------------------------------------------------------------ # Should the text on the title screen be bold? #------------------------------------------------------------------------ :FONT_BOLD => false, #------------------------------------------------------------------------ # Should the text on the title screen be italic? #------------------------------------------------------------------------ :FONT_ITALIC => false, #------------------------------------------------------------------------ # Should the text on the title screen have a shadow? #------------------------------------------------------------------------ :FONT_SHADOW => false, #------------------------------------------------------------------------ # Should the text on the title screen have an outline? #------------------------------------------------------------------------ :FONT_OUTLINE => true, #------------------------------------------------------------------------ # What colour should the outline be? The format to use is: # [red, green, blue, opacity] #------------------------------------------------------------------------ :FONT_OUT_COL => [0, 0, 0], #------------------------------------------------------------------------ # This is the Windowskin used on the title screen. #------------------------------------------------------------------------ :WINDOWSKIN => "TitleWindow", #------------------------------------------------------------------------ # This is the width of the title window. If this is set to 0, the # default width will be used. #------------------------------------------------------------------------ :WINDOW_WIDTH => 500, #------------------------------------------------------------------------ # This is the X position of the title window. If this is set to -1, the # default position will be used. #------------------------------------------------------------------------ :WINDOW_X => 20, #------------------------------------------------------------------------ # This is the Y position of the title window. If this is set to -1, the # default position will be used. #------------------------------------------------------------------------ :WINDOW_Y => 275, #------------------------------------------------------------------------ # This is the opacity of the window. #------------------------------------------------------------------------ :OPACITY => 0, #------------------------------------------------------------------------ # This is the back opacity of the window. #------------------------------------------------------------------------ :BACK_OPACITY => 200, #------------------------------------------------------------------------ #This is the background picture. #------------------------------------------------------------------------ :BACK_PIC => "Plane1" }
# End Zerbu's Title Options #===============================================================================
end #=============================================================================== # Jet's Splash Screen #===============================================================================
class Scene_Title < Scene_Base
include Options
def start if ENABLE_HARDER_CONFIG do_super_splash else create_sprites create_sounds do_splash end end
def terminate return if @sprites.nil? for sprite in @sprites sprite.dispose sprite = nil end end
def create_sprites @sprites = [] for pic in SPLASH_PICTURES f = Cache.picture(pic) g = Sprite_Base.new g.bitmap = f g.visible = false @sprites << g end end
def create_sounds @sounds = [] for sound in SPLASH_SOUNDS @sounds << RPG::SE.new(sound, 80, 100) end end
def do_splash Graphics.transition Graphics.fadeout(60) for sprite in @sprites sprite.visible = true Graphics.fadein(60) begin @sounds[@sprites.index(sprite)].play rescue end 180.times do Input.update if SPLASH_SKIPPABLE if Input.trigger?(SPLASH_SKIP_BUTTON) $scene = Scene_Title2.new break end Graphics.wait(1) end Graphics.fadeout(60) sprite.visible = false end $jet6667876666765 = true SceneManager.call(Scene_Title2) end
def do_super_splash Graphics.transition Graphics.fadeout(1) for sprite in SUPER_SPLASH.keys q = Sprite_Base.new q.bitmap = Cache.picture(sprite) Graphics.fadein(SUPER_SPLASH[sprite][2]) begin RPG::SE.new(SUPER_SPLASH[sprite][0], 80, 100).play rescue end anim = load_data("Data/Animations.rvdata2")[SUPER_SPLASH[sprite][1]] if SUPER_SPLASH[sprite][1] != 0 q.start_animation(anim) end SUPER_SPLASH[sprite][4].times do Input.update if SPLASH_SKIPPABLE if Input.trigger?(SPLASH_SKIP_BUTTON) $scene = Scene_Title2.new break end q.update Graphics.update end Graphics.fadeout(SUPER_SPLASH[sprite][3]) end $jet6667876666765 = true SceneManager.call(Scene_Title2) end end #============================================================================== # – Scene_Title #------------------------------------------------------------------------------ # €€‚‚ƒˆƒ”面の‡†‚’Œ†‚ƒ‚で™€‚ #==============================================================================
class Scene_Title2 < Scene_Base include Options
#-------------------------------------------------------------------------- # — –‹‹‡† #-------------------------------------------------------------------------- def start super SceneManager.clear Graphics.freeze create_background create_foreground create_command_window play_title_music end #-------------------------------------------------------------------------- # — ƒˆƒƒ‚‚ƒƒ€Ÿ度の–— #-------------------------------------------------------------------------- def transition_speed return 20 end #-------------------------------------------------------------------------- # — ‚†‡† #-------------------------------------------------------------------------- def terminate super SceneManager.snapshot_for_background dispose_background dispose_foreground end #-------------------------------------------------------------------------- # — ƒŒ™のœˆ #-------------------------------------------------------------------------- def create_background @sprite1 = Sprite.new @sprite1.bitmap = Cache.picture(ZE_TSWO[:BACK_PIC]) center_sprite(@sprite1) end #-------------------------------------------------------------------------- # — ‰™のœˆ #-------------------------------------------------------------------------- def create_foreground @foreground_sprite = Sprite.new @foreground_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height) @foreground_sprite.z = 100 end #-------------------------------------------------------------------------- # — ƒŒ™の解” #-------------------------------------------------------------------------- def dispose_background @sprite1.bitmap.dispose @sprite1.dispose end #-------------------------------------------------------------------------- # — ‰™の解” #-------------------------------------------------------------------------- def dispose_foreground @foreground_sprite.bitmap.dispose @foreground_sprite.dispose end #-------------------------------------------------------------------------- # — ‚ƒ—ƒ‚ƒˆ‚’”面中央に移‹• #-------------------------------------------------------------------------- def center_sprite(sprite) sprite.ox = sprite.bitmap.width / 2 sprite.oy = sprite.bitmap.height / 2 sprite.x = Graphics.width / 2 sprite.y = Graphics.height / 2 end #-------------------------------------------------------------------------- # — ‚ƒžƒƒ‰‚‚ƒƒ‰‚のœˆ #-------------------------------------------------------------------------- def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler(:new_game, method(:command_new_game)) @command_window.set_handler(:continue, method(:command_continue)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # — ‚ƒžƒƒ‰‚‚ƒƒ‰‚‚’–‰˜‚‹ #-------------------------------------------------------------------------- def close_command_window @command_window.close update until @command_window.close? end #-------------------------------------------------------------------------- # — ‚ƒžƒƒ‰[ƒ‹ƒƒ‚ƒƒ] #-------------------------------------------------------------------------- def command_new_game DataManager.setup_new_game close_command_window fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) end #-------------------------------------------------------------------------- # — ‚ƒžƒƒ‰[‚ƒƒ†‚ƒ‹ƒƒ] #-------------------------------------------------------------------------- def command_continue close_command_window SceneManager.call(Scene_Load) end #-------------------------------------------------------------------------- # — ‚ƒžƒƒ‰[‚ƒƒƒƒˆƒ€‚ƒ] #-------------------------------------------------------------------------- def command_shutdown close_command_window fadeout_all SceneManager.exit end #-------------------------------------------------------------------------- # — ‚‚ƒˆƒ”面のŸ楽”奏 #-------------------------------------------------------------------------- def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end end #============================================================================ # Zerbu Engine - Title Screen Window Options #---------------------------------------------------------------------------- # This script allows you to set window options specifically for the title # screen to customize its appearance. #============================================================================
#============================================================================ # Window_TitleCommand #============================================================================ class Window_TitleCommand < Window_Command include Options
#-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias ze_tsto_initialize initialize def initialize #--- ze_tsto_initialize #--- self.windowskin = Cache.system(ZE_TSWO[:WINDOWSKIN]) self.opacity = ZE_TSWO[:OPACITY] self.back_opacity = ZE_TSWO[:BACK_OPACITY] #--- end
#-------------------------------------------------------------------------- # alias method: window_width #-------------------------------------------------------------------------- alias ze_tswo_window_width window_width def window_width #--- if ZE_TSWO[:WINDOW_WIDTH] != 0 return ZE_TSWO[:WINDOW_WIDTH] else ze_tswo_window_width end #--- end
Terms and Conditions You are free to use this script as you will You can use this work for commercial games if you want. Credit should be given to Jet and Zerbu for their scripts
for dfox20 who requested this port
This post has been edited by Shadic66: Feb 24 2012, 01:37 PM