Kingdom Hearts 2 Title Screen |
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Mar 30 2010, 02:38 PM
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Level 3

Group: Member
Posts: 34
Type: None
RM Skill: Beginner

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Script Title: KH2 Title Screen Script Version: 1.0 Credits to: MogHunter for Base Script Description: an edit of moghunters animated title screen (de-animated), so it looks like kh2 Compatibility: I don't know. I suggest checking the original script Script:
Script
CODE #_________________________________________________ # MOG_Animated Title Sofia V1.1 #_________________________________________________ # By Moghunter # [url="http://www.atelier-rgss.com"]http://www.atelier-rgss.com[/url] #_________________________________________________ module MOG #Auto Fullscreen. FULL_SCREEN = false #Logo Picture Name. LOGO_PIC = "Logo" #Logo Time. LOGO_TIME = 15 #Logo ME. LOGO_ME = "003-victory03" #Set Game Frame Rate (Default 40FPS). PER = 40 #Random Music. RAND_MUSIC = false #Set Random Music. MUSIC1 = "062-Slow05" #Active Title BGS. BGS_ON = false #Set Title BGS. BGS = "004-Wind04" #Set BGS volume. BGS_VOL = 10 #Transition Type. TRANS_TITLE = "020-flat01" #Transition Time. TRANS_TIME = 5 #Texto para acessar o menu de op�ƒ§�ƒµes(Press any Key) T_B = "Press any key" #Tamanho da fonte(Press any Key). T_B_FONT = 28 #Posi�ƒ§�ƒ£o do texto na horizontal.(Press any Key) T_B_X = 250 #Posi�ƒ§�ƒ£o do texto na vertical.(Press any Key) T_B_Y = 300 #Som ao apertar a tecla.(Press any Key) T_B_SE = "105-Heal01" #Ativar Zoom reverso na imagem de fundo. BACK_ZOOM = true #Nome da picture de op�ƒ§�ƒµes de comando. #�ƒ�€� necess�ƒ¡rio ter 3 picures nomeadas com #o nome abaixo mais o prefixo _01 , _02 e _03. COM = "Com" #----------------- # Imagem de Fundo #----------------- PIC_FD = "Back2"#Nome da imagem. PIC_FD_OX = 0 #Velocidade de movimento na horizontal. PIC_FD_OY = 0 #Velocidade de movimento na vertical. PIC_FD_PRIOR = 1 #Prioridade da imagem. PIC_FD_OPA = 255 #Transpar�ƒªncia da imagem. PIC_FD_BLEND = 0 #Tipo de Blend. #------------------------------------------------------------------------------- #Movimento de Dispose. #------------------------------------------------------------------------------- #Alterar movimento ao escolher uma op�ƒ§�ƒ£o de comando. DIS_MOV = true #Tempo do movimento DIS_TIME = 80 #Redu�ƒ§�ƒ£o da Transpar�ƒªncia imagem. DIS_PIC1_OPA = 0 DIS_PIC2_OPA = 5 DIS_PIC3_OPA = 0 DIS_PIC4_OPA = 0 DIS_PIC5_OPA = 0 DIS_PIC6_OPA = 0 #Movimento da imagem DIS_PIC1_OX = 0 DIS_PIC1_OY = 0 DIS_PIC2_OX = 0 DIS_PIC2_OY = 0 DIS_PIC3_OX = 0 DIS_PIC3_OY = 0 DIS_PIC4_OX = 0 DIS_PIC4_OY = 0 DIS_PIC5_OX = 4 DIS_PIC5_OY = 0 DIS_PIC6_OX = 0 DIS_PIC6_OY = 0 #Zoom da imagem DIS_PIC1_ZOOMX = 0 DIS_PIC1_ZOOMY = 0 DIS_PIC2_ZOOMX = 0 DIS_PIC2_ZOOMY = 0 DIS_PIC3_ZOOMX = 0 DIS_PIC3_ZOOMY = 0 DIS_PIC4_ZOOMX = 0 DIS_PIC4_ZOOMY = 0 DIS_PIC5_ZOOMX = 0 DIS_PIC5_ZOOMY = 0 DIS_PIC6_ZOOMX = 0 DIS_PIC6_ZOOMY = 0 end $mogscript = {} if $mogscript == nil $mogscript["title_sofia"] = true #------------------------------------------------------------------------------- # Scene_Title #------------------------------------------------------------------------------- $full_screen = 0 class Scene_Title def main if $BTEST battle_test return end $full_screen += 1 if MOG::FULL_SCREEN == true and $full_screen == 1 $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' $showm.call(18,0,0,0) $showm.call(13,0,0,0) $showm.call(13,0,2,0) $showm.call(18,0,2,0) end $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") $game_system = Game_System.new s1 = "" s2 = "" s3 = "" @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.opacity = 0 @command_window.x = 0 - @command_window.width / 2 @command_window.y = 0 @command_window.visible = false @command_window.active = false @mb01 = Plane.new @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD) @mb01.opacity = MOG::PIC_FD_OPA @mb01.z = MOG::PIC_FD_PRIOR @mb01.blend_type = MOG::PIC_FD_BLEND @bot = Sprite.new @bot.bitmap = Bitmap.new(160,100) @bot.x = MOG::T_B_X @bot.y = MOG::T_B_Y @bot.z = 9999 @bot.opacity = 0 @bot.bitmap.font.size = MOG::T_B_FONT @bot.bitmap.font.bold = true @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B) @bot2 = Sprite.new @bot2.bitmap = Bitmap.new(160,100) @bot2.x = MOG::T_B_X @bot2.y = MOG::T_B_Y @bot2.z = 9998 @bot2.opacity = 0 @bot2.bitmap.font.size = MOG::T_B_FONT @bot2.bitmap.font.bold = true @bot2.color.set(0,0,0) @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B) @com = Sprite.new @com.bitmap = RPG::Cache.title(MOG::COM + "_01") @com.z = 10000 @com.opacity = 0 @com.y = 300 @logo = Plane.new @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC) @logo.z = 999999 @logo.opacity = 0 @time = 0 @time_zoom = 0 @time_music = 0 @time_logo = MOG::LOGO_TIME @logo_r = 0 @rs = 0 @mb01.visible = false @com.visible = false @logo.visible = true @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end Audio.bgm_stop Audio.me_stop Audio.bgs_stop if MOG::BGS_ON == true Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100) end Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE ) loop do Graphics.update Input.update update if $scene != self break end end if MOG::DIS_MOV == true for i in 1..MOG::DIS_TIME @mb01.opacity -= MOG::DIS_PIC1_OPA @com.opacity -= MOG::DIS_PIC2_OPA @mb01.ox += MOG::DIS_PIC1_OX @mb01.oy += MOG::DIS_PIC1_OY @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY @bot.opacity -= 10 @bot2.opacity -= 10 Graphics.update end end Graphics.freeze @command_window.dispose @mb01.dispose @bot.dispose @bot2.dispose @com.dispose @logo.dispose end def update @time_logo -= 1 if @time_logo <= 0 @time_logo = 0 end if @logo.opacity < 30 and @logo_r == 1 @logo.visible = false @logo.opacity = 0 @logo.bitmap = RPG::Cache.title("") end if @bot.opacity < 30 and @command_window.active == true @bot.visible = false @bot2.visible = false @bot.bitmap.draw_text(0, 0, 32, 32,"") @bot2.bitmap.draw_text(0, 0, 32, 32,"") end if @logo_r == 0 and @logo.opacity <= 250 @logo.opacity += 2 elsif @time_logo <= 0 @logo_r = 1 @logo.opacity -= 2 @mb01.visible = true @com.visible = true @bot.opacity += 2 @bot2.opacity += 2 Audio.me_fade(500) if @bot.opacity >= 255 @bot.opacity = 255 @bot2.opacity = 255 end end if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1 @rs += 1 case rand(1) when 0 Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100) end else if @logo_r == 1 and @rs == 1 $game_system.bgm_play($data_system.title_bgm) @rs += 1 end end if @command_window.active == true @bot.opacity -= 5 @bot2.opacity -= 5 @bot.x -= 5 @bot2.x += 5 @com.opacity += 2 if @com.y > 0 @com.y -= 5 elsif @com.y < 0 @com.y = 0 @com.opacity = 255 end end r = rand(100) + 150 g = rand(100) + 150 b = rand(100) + 150 @command_window.update @time += 2 @time_zoom += 0 if @time_zoom > 0 @time_zoom = 0 end if @time_zoom > 0 and MOG::BACK_ZOOM == true @mb01.zoom_x += 0 @mb01.zoom_y += 0 if @mb01.zoom_x >= 0 @mb01.zoom_x = 0 @mb01.zoom_y = 0 end elsif MOG::BACK_ZOOM == true @mb01.zoom_x -= 0 @mb01.zoom_y -= 0 if @mb01.zoom_x <= 0 @mb01.zoom_x = 0 @mb01.zoom_y = 0 end end @mb01.ox -= MOG::PIC_FD_OX @mb01.oy -= MOG::PIC_FD_OY Graphics.frame_rate = MOG::PER @bot.color.set(r,g,b) if @time > 400 @time = 0 end if @rs == 0 Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100) @rs += 1 end if @logo.opacity <= 100 and @logo_r == 1 if Input.trigger?(Input::C) and @command_window.active == true case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end elsif Input.trigger?(Input::C) and @command_window.active == false or Input.trigger?(Input::B) and @command_window.active == false Audio.se_play("Audio/SE/" + MOG::T_B_SE) @command_window.active = true end end case @command_window.index when 0 @com.bitmap = RPG::Cache.title(MOG::COM + "_01") when 1 @com.bitmap = RPG::Cache.title(MOG::COM + "_02") when 2 @com.bitmap = RPG::Cache.title(MOG::COM + "_03") end end def command_new_game Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $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 $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 $game_map.autoplay $game_map.update $scene = Scene_Map.new end def command_continue unless @continue_enabled $game_system.se_play($data_system.buzzer_se) return end Audio.bgs_fade(800) $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new end def command_shutdown $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end def battle_test $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") Graphics.frame_count = 0 $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 $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end
Please use Demo For Extra Splash screen check this postScreenshots: Demo Link: DemoScript Installation: Copy and paste above main Update: Fixed Broken Demo Link, Shortened Code.
This post has been edited by Shadic66: Jan 2 2012, 04:18 PM
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Posts in this topic
Shadic66 Kingdom Hearts 2 Title Screen Mar 30 2010, 02:38 PM Hoopsnake Games Holy. Crimeny. Frick. I have not used rmxp for a y... Apr 1 2010, 07:51 AM Shadic66 Thanks it's my first script so i wasn't su... Apr 1 2010, 12:51 PM Redd HOLY MOTHER OF PEARL!!!! THIS IS A... Apr 1 2010, 01:44 PM Shadic66 QUOTE (Redd @ Apr 1 2010, 10:44 PM) HOLY ... Apr 1 2010, 01:46 PM Hoopsnake Games QUOTE (Redd @ Apr 1 2010, 01:44 PM) I... Apr 2 2010, 04:11 AM AresWarrior that my friend is a nice title screen. i remember ... Apr 1 2010, 04:30 PM Shadic66 I might upload an updated demo with the actual BGM Apr 2 2010, 03:44 AM Shadic66 are you using just the script or the demo Apr 2 2010, 05:03 AM Yumiro Really amazing !
im gonna use it
you did a g... Aug 11 2011, 07:19 AM GuruKing Whoa, hehe this is incredible Aug 13 2011, 06:19 PM Aqua7KH Im getting a name error on line 2 D: Sep 5 2011, 11:27 PM Night_Runner The code from line 1 spills over into line 2, I... Sep 8 2011, 09:16 PM Cataback101 Would love to see a good VX Conversion Oct 6 2011, 04:37 AM say.id i can't download the demo..,, Nov 26 2011, 07:39 PM Shadic66 QUOTE (say.id @ Nov 27 2011, 04:39 AM) i ... Dec 9 2011, 03:48 PM Wolf767 Ok, When you say paste it above Main do you mean l... Dec 28 2011, 06:20 PM Shadic66 Insert the script into a new tab
like so:
but yo... Dec 29 2011, 11:22 AM Wolf767 QUOTE (Shadic66 @ Dec 29 2011, 11:22 AM) ... Jan 1 2012, 08:16 PM Shadic66 If you read through the the first post you should ... Jan 2 2012, 10:41 AM Wolf767 QUOTE (Shadic66 @ Jan 2 2012, 10:41 AM) I... Jan 2 2012, 12:41 PM Wolf767 QUOTE (Shadic66 @ Jan 2 2012, 10:41 AM) I... Jan 2 2012, 12:41 PM Shadic66 unfortunately i couldn't edit the script to in... Jan 2 2012, 04:15 PM GuruKing I cant load out, mind helping me a little?
I save... Feb 25 2012, 08:22 AM
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