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> [VX]MOG-Story_Scene V 1.0, can be used for credits, introductions and more
lomastul
post Oct 2 2008, 04:25 PM
Post #1


Level 7
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Group: Member
Posts: 95
Type: Artist
RM Skill: Advanced




[VX]MOG-Story_Scene
Version: 1.0


Introduction

A sript that originally made by Moghunter for RMXP
Can be used to make credits / introductions and more.

Features
Moving background
different effects
floating object in the middle

Screenshots



Demo

http://www.mediafire.com/?tfymqtdmtmm

Script

remember that you will still need the pictures from the demo folder.

CODE
#_______________________________________________________________________________
# MOG Scene Story RMVX Version 1.0          
#_______________________________________________________________________________
# Credits:
# Original XP version By Moghunter
# LoMastul For Converting it to RMVX And detailed explanation.
# (i dunt know spanish >.< i just explained as it works)
#
# Link to Moghunter's Scripts: http://www.atelier-rgss.com
#_______________________________________________________________________________
# Useable For Prologue / Introduction / Credits and more.....
# To make your own custom graphichs remember to keep the folowing:
#
# CRD_PANO.png    ->  The Image of the panorama.
#                     For VX version make it 544x544 pixels.
# CRD_OBJ.png     ->  The floating image at the center.
#                     (do not make it bigger then 544x544 pixels).
# CRD_PART.png    ->  The Image of the moving Particles.
#                     Make it same size as the screen => 544x416.
# CRD_BORDER.png  ->  The Layout/Border of the scene.
#                     Make it same size as the screen => 544x416.
# CRD_BLANK       ->  Makes The Transition into white instead of black
#                     Edit it if you'll use red/blue or any other color
#                     as layout so it will fit well together.
# CRD_TEXT        ->  The Image that is used as text.
#                     The height doesnt matter just make sure you make the
#                     Width same as the game's width => 544 pixels.
#
# And when your done paste into "Graphics/System/" Folder
#
# To make this script trigered by an event use this in "Call Script"
#
############################
# $scene = Scene_Story.new #
############################
#_______________________________________________________________________________
module MOG
CREDITS_BGM = "013-Theme02" #Defines the background music of the scene.  
CDT_TR_TYPE = "003-Blind03" #Defines the name Of the Transition.
CDT_TR_TIME = 100           #The time given for the Transition (In Frames).
TEXT_SPEED = 1              #The speed of the moving text.
##Activates the images.                         \
#Do Not Edit This! (unless you want to....)      \
OBJETO_VISIBLE = true      #                      \
PARTI_VISIBLE = true       #                      |
BORDER_VISIBLE = true      #                      /
#Do Not Edit This!                               /
##Activates the images.                         /

#Blending Type
# 0 - Normal
# 1 - Lighten the image
# 2 - Negative Effect
OBJETO_BLEND = 0
PARTI_BLEND = 1
BORDER_BLEND = 1
#Defines the movement of particle No.1.
PARTI_01_OX = 1    #(horizontal)
PARTI_01_OY = 2    #(vertical)
#Defines the movement of particle No.2.
PARTI_02_OX = -1   #(horizontal)
PARTI_02_OY = 2    #(vertical)
#Type of Background
# true = Panorama
# false = Map
PANORAMA_MODE = true
end
#-------------------------------------------------------------------------------
#Edit under here Only if you know what you'r doing!
#===============================================================================
class Scene_Story
include MOG  
def main
Audio.bgm_fade(7000)
if PANORAMA_MODE == false
@spriteset = Spriteset_Map.new
else
@pano = Plane.new
@pano.bitmap = Cache.system("CRD_PANO")    
@pano.z = 1
end
@objeto = Sprite.new
@objeto.bitmap = Cache.system("CRD_OBJ")    
@objeto.z = 10
@objeto.x = 170
@objeto.y = 170
@objeto.visible = OBJETO_VISIBLE
@objeto.blend_type = OBJETO_BLEND
@objeto.opacity = 0
@particula_01 = Plane.new
@particula_01.bitmap = Cache.system("CRD_PARTI")    
@particula_01.z = 20
@particula_01.blend_type = PARTI_BLEND  
@particula_01.opacity = 0  
@particula_01.visible = PARTI_VISIBLE    
@particula_02 = Plane.new
@particula_02.bitmap = Cache.system("CRD_PARTI")    
@particula_02.z = 250
@particula_02.ox = 320
@particula_02.oy = 240
@particula_02.blend_type = PARTI_BLEND
@particula_02.opacity = 0
@particula_02.visible = PARTI_VISIBLE
@border = Sprite.new
@border.bitmap = Cache.system("CRD_BORDER")    
@border.z = 30
@border.blend_type = BORDER_BLEND
@border.visible = BORDER_VISIBLE
@texto = Sprite.new
@texto.bitmap = Cache.system("CRD_TEXT")
@texto.y = 480
@texto.z = 25
@texto.opacity = 0
@blank = Plane.new
@blank.bitmap = Cache.system("CRD_BLANK")    
@blank.z = 40
@blank.opacity = 253
@time = 0
@time_fv = 0
@texto_Time = 0
@time_move = 0
@time_fade = 480 + @texto.bitmap.height
Graphics.transition(CDT_TR_TIME, "Graphics/Transitions/" + CDT_TR_TYPE)
Audio.bgm_play("Audio/Bgm/" + CREDITS_BGM)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
if PANORAMA_MODE == false
@spriteset.dispose
else
@pano.dispose    
end
@objeto.dispose
@particula_01.dispose
@particula_02.dispose
@border.dispose
@texto.dispose
@blank.dispose
$game_map.autoplay
end
def update
@time_fv += 1
@time += 1
@time_move += 1    
@objeto.opacity += 1
if PANORAMA_MODE == true
@pano.ox += 1
end
@particula_01.opacity += 15
@particula_02.opacity += 15    
@particula_01.ox += PARTI_01_OX
@particula_01.oy += PARTI_01_OY
@particula_02.ox += PARTI_02_OX
@particula_02.oy += PARTI_02_OY      
@texto.opacity += 1
if @time_fade  <= 0
@blank.opacity += 1
Audio.bgm_fade(10000)
end
if @time_fade  > 0 and @blank.opacity > 0
@blank.opacity -= 1
end
if @blank.opacity >= 254 and @time_fade  <= 0
$scene = Scene_Map.new      
end        
if @time_move > 1 and @blank.opacity <= 0
@time_move = 0
@texto.oy += TEXT_SPEED
@time_fade -= TEXT_SPEED
end        
if @time > 12
@time = 0
end
if @time_fv > 100
@time_fv = 0
end  
if @time_fv > 50
if @time >= 12
@objeto.y -= 1
end
else
if @time >= 12
@objeto.y += 1    
end
end
if @objeto.y < 160
@objeto.y = 160
elsif @objeto.y > 180
@objeto.y = 180
end    
end
end


Instructions

place the script above main.

FAQ

Q> How do i make my own text in this script?
A> You dont tongue.gif well... not in the script... you just make a picture with the text you want, make sure the width of the picture
stays on 416 pixels

Compatibility

no compatibility issues known yet.

Credits and Thanks

Moghunter for the original script for RMXP

Terms and Conditions

this script is free for use.
in 1 condition tho - make sure you credit Moghunter and me aswell.
enjoy


--LoMastul--


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Danyo Kazuma
post Oct 2 2008, 07:40 PM
Post #2


Level 1
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Group: Member
Posts: 12
Type: Artist
RM Skill: Beginner




This looks so Freakin cool imma download this right now
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lomastul
post Oct 2 2008, 09:26 PM
Post #3


Level 7
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Group: Member
Posts: 95
Type: Artist
RM Skill: Advanced




QUOTE (Danyo Kazuma @ Oct 2 2008, 07:02 PM) *
This looks so Freakin cool imma download this right now

thank you happy.gif
tho i did mentioned i just made it work with RMVX smile.gif
the original script is for RMXP and it was made by Moghunter.


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Danyo Kazuma
post Oct 3 2008, 06:25 AM
Post #4


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Group: Member
Posts: 12
Type: Artist
RM Skill: Beginner




QUOTE (lomastul @ Oct 3 2008, 12:48 AM) *
QUOTE (Danyo Kazuma @ Oct 2 2008, 07:02 PM) *
This looks so Freakin cool imma download this right now

thank you happy.gif
tho i did mentioned i just made it work with RMVX smile.gif
the original script is for RMXP and it was made by Moghunter.

i kno i used the xp one for my xp game but im working on my vx more the script is quite excellent it makes it easier to make an intro
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lomastul
post Oct 3 2008, 07:25 AM
Post #5


Level 7
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Group: Member
Posts: 95
Type: Artist
RM Skill: Advanced




btw if you would like to make your own text you can ripthe letters from the picture
i think there are all of the letters from A to Z


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