Introduction Displays a cut scene graphic and disables any scripts/common events that interfere with cut scenes. All in a single script call.
3 styles to choose from
Custom graphic support
Disables/Enables Scripts/Common Events
#=============================================================================== # Simple Cutscenes # Author: Maximusmaxy # Version 1.1: 8/1/12 #=============================================================================== # # Introduction: # This script draws a simple fade graphic to establish that a scene is # ocurring, it also disables and scripts that may interfere with cutscenes # such as HUD's or move speed increases. # # Instructions: # To begin/end a cutscene simply type in the following call scripts: # # CUTSCENE.begin # to start a cutscene # # CUTSCENE.end # to end a cutscene # # In the configuration insert the scripts that you need disabled during # cutscenes. This may or may not include speed boosts and hud's. # # For people that like eventing, you may also include switches that are # activated/deactivated before the cutscene, this can then trigger common # events. They will be reset to there original state at the end of the scene. # # Custom Images: # You now have the option to use custom graphics for your cutscene images. # To use this feature place the cutscene images in your pictures folder and add # the filename of those images to the configuration. Make sure your style is # set to 3. # # It is recommended to use images with a width of 640 pixels. # #===============================================================================
class Game_Temp attr_accessor :cutscene_display alias max_cutscene_initialize_later initialize def initialize max_cutscene_initialize_later #temp variable for whether a cutscene is displayed @cutscene_display = false end end
class Scene_Map alias max_cutscene_main_later main alias max_cutscene_update_later update def main max_cutscene_main_later #dispose fade if changing scenes @cutscene_top.dispose if !@cutscene_top.nil? @cutscene_bottom.dispose if !@cutscene_bottom.nil? end
def update max_cutscene_update_later #display the cutscene if $game_temp.cutscene_display @cutscene_top = Sprite_Cutscene_Fade.new(1) if @cutscene_top.nil? @cutscene_bottom = Sprite_Cutscene_Fade.new(-1) if @cutscene_bottom.nil? @cutscene_top.update @cutscene_bottom.update else #else dispose unless @cutscene_top.nil? if @cutscene_top.dispose_me @cutscene_top.dispose @cutscene_top = nil else @cutscene_top.update end end unless @cutscene_bottom.nil? if @cutscene_bottom.dispose_me @cutscene_bottom.dispose @cutscene_bottom = nil else @cutscene_bottom.update end end end end end
DEMO Demo is outdated, just copy and paste the script above http://www.mediafire.com/?2eiqdh5voqxrfe5 The demo includes Simple Pop Up Hud. It's not required for the script but is used as an example on how to use the script.
Installation Paste above main, bellow the other default scripts.
Credits Maximusmaxy - For writing the script
This post has been edited by maximusmaxy: Jan 8 2012, 02:46 AM
ie: a bomb will go off in 5 minutes and you're supposed to evacuate, but then a cut-scene comes in. Though realistically time wouldn't stop, but then the player would probably get frustrated that he has to sit through a cut-scene that's wasting his time.
This post has been edited by Tsukihime: Oct 3 2011, 09:39 AM
I haven't included any features like that, simply because it's up to developers whether clocks/timer's stop during the cutscene. Developers may actually want the cutscene to be wasting your time. ie. if you've ever played MGS3, after Snake places the bomb in Grozynj Grad you have 10-20 minutes to get out (can't remember how much exactly) but the cutscene wastes your time up until 5 minutes until the bomb explodes. The script alone doesn't disable anything automatically, it just provides a framework for you to be able to disable mandatory stuff like huds and run/dash scripts allot easier.
This post has been edited by maximusmaxy: Oct 3 2011, 07:09 PM
a bomb will go off in 5 minutes and you're supposed to evacuate, but then a cut-scene comes in. Though realistically time wouldn't stop, but then the player would probably get frustrated that he has to sit through a cut-scene that's wasting his time.