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> Kingdom Hearts II Title (ver. VXA), Vx Ace port
Shadic66
post Feb 24 2012, 01:25 PM
Post #1


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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.

Screenshot
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Script
Click Here
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

  #--------------------------------------------------------------------------
  # alias method: draw_item
  #--------------------------------------------------------------------------
  alias ze_tswo_draw_item draw_item
  def draw_item(index)
    #---
    contents.font.name = ZE_TSWO[:FONT_FACE]
    contents.font.size = ZE_TSWO[:FONT_SIZE]
    contents.font.bold = ZE_TSWO[:FONT_BOLD]
    contents.font.italic = ZE_TSWO[:FONT_ITALIC]
    contents.font.shadow = ZE_TSWO[:FONT_SHADOW]
    contents.font.outline = ZE_TSWO[:FONT_OUTLINE]
    contents.font.out_color = Color.new(ZE_TSWO[:FONT_OUT_COL][0], ZE_TSWO[:FONT_OUT_COL][1], ZE_TSWO[:FONT_OUT_COL][2])
    #---
    ze_tswo_draw_item(index)
    #---
  end

  #--------------------------------------------------------------------------
  # overwrite method: update_placement
  #--------------------------------------------------------------------------
  def update_placement
    #---
    if ZE_TSWO[:WINDOW_X] != -1
      self.x = ZE_TSWO[:WINDOW_X]
    else
      self.x = (Graphics.width - width) / 2
    end
    #---
    if ZE_TSWO[:WINDOW_Y] != -1
      self.y = ZE_TSWO[:WINDOW_Y]
    else
      self.y = (Graphics.height * 1.6 - height) / 2
    end
    #---
  end
end


Downloads
Demo
Images-Only

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


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