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> Kingdom Hearts II Title (ver. VX), Vx version of the Xp script
Shadic66
post Dec 10 2011, 02:55 AM
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Version 1.0.0
Author Shadic66
Based of Moghunter's Title Miria
Release Date 10/12/2011


Exclusive Script at RPG RPG Revolution


Introduction
This Script is a remake of my Xp "Kingdom Hearts Title Screen".

Features
Changes your project's title screen to become visually similar to "Kingdom Hearts II"
Plug 'n' Play
Easily Customized

Script Changes:
Shortened
All images now go in the "Pictures" folder

Script
Script

CODE
##==============================================================================
# MOG VX - Scene Title Screen Miria V2.0
#==============================================================================
# Title By Moghunter
# http://www.atelier-rgss.com/
# Splash screen By Vlue L. Maynara
# Editted By Shadic66
#==============================================================================
# Tela de Titulo animado
#==============================================================================
# 1 - Crie uma pasta chamada de PICTURES (Graphics/Pictures)
# 2 - Dentro desta pasta devem conter as seguintes imagens
#
# Title             #Imagem que contem o texto do titulo
# Transition        #Imagem da transição de tela
# Plane1            #Imagem da camada 1
# Plane2            #Imagem da camada 2
# Plane3            #Imagem da camada 3
# Title_Command     #Imagem do menu seleção NEW GAME
# Logo              #Imagem da tela inicial
#
#==============================================================================
# Histórico
# v2.0 - Melhor codificação.
#==============================================================================
module MOG_VX01
    # Tempo de transição.
    TT = 240
    #Ativar movimento de Onda no texto do titulo.
    # (true = Ativar ou false = Desativar)
    TWAVE = true
    #Opacidade da imagem camada 1.
    TPLANE1_OPA = 255
    # Velocidade de movimento da camada 1 na horizontal.
    TPLANE1_X = 0
    # Velocidade de movimento da camada 1 na vertical.
    TPLANE1_Y = 0
    # Posição do comando
    COMMAND_POS = [0, 220]
    #Fadein (frames)
    PRETITLE_TRANSITION = 10
    #How long to display (frames)
    PRETITLE_WAIT       = 120
    #Volume of Music (%)
    PRETITLE_VOLUME     = 100
    #Pitch of Music (50-150)
    PRETITLE_PITCH      = 100
    #File to load, nil if none (Filename must be in quotes, ex. "Gameover")
    PRETITLE_FILE       = "Logo"  
end

#===============================================================================
# ■  Cache
#===============================================================================
module Cache
  def self.title(filename)
    load_bitmap("Graphics/Pictures/", filename)
  end
end

#===============================================================================
# ■  Scene_Title
#===============================================================================

class Scene_Title < Scene_Base
include  MOG_VX01
    
  #--------------------------------------------------------------------------
  # ● Start
  #--------------------------------------------------------------------------
  def start
      super
      load_database
      create_game_objects
      check_continue
      create_splash_screen
      create_title_graphic            
      create_command_window    
      create_command_sprite
      play_title_music                
  end
  
  #--------------------------------------------------------------------------
  # ● create_splash_screen
  #--------------------------------------------------------------------------
  def create_splash_screen
    if PRETITLE_FILE != nil
      $data_system.title_bgm.play
      @sprite1 = Sprite.new
      @sprite1.bitmap = Cache.title(PRETITLE_FILE)
      Graphics.transition(PRETITLE_TRANSITION)
      Graphics.wait(PRETITLE_WAIT)
      @sprite1.bitmap.dispose
      @sprite1.dispose
    end
  end
  
  #--------------------------------------------------------------------------
  # ● post_start
  #--------------------------------------------------------------------------
  def post_start
      super
      open_command_window
  end

  #--------------------------------------------------------------------------
  # ● create_title_graphic
  #--------------------------------------------------------------------------  
  def create_title_graphic
      @sprite = Plane.new    
      @sprite.bitmap = Cache.title("Plane1")
      @sprite.opacity = TPLANE1_OPA
      @sprite.z  = 1
      if TWAVE == true
      end
  end
  
  #--------------------------------------------------------------------------
  # ● create_command_sprite
  #--------------------------------------------------------------------------    
  def create_command_sprite
      @com_image = Cache.title("Title_Command")  
      @com_bitmap = Bitmap.new(@com_image.width,@com_image.height)
      @com_width = @com_image.width
      @com_height = @com_image.height / 3    
      @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
      @com_bitmap.blt(0,0, @com_image, @com_src_rect)        
      @com = Sprite.new
      @com.bitmap = @com_bitmap
      @com.opacity = 0  
      @com.x = COMMAND_POS[0]
      @com.y = COMMAND_POS[1]
      @com.z = 4
  end
  
  #--------------------------------------------------------------------------
  # ● pre_terminate
  #--------------------------------------------------------------------------
  def pre_terminate
      super
      close_command_window
  end

  #--------------------------------------------------------------------------
  # ● perform_transition
  #--------------------------------------------------------------------------  
  def perform_transition
      Graphics.transition(TT , "Graphics/Pictures/Transition")
  end

  #--------------------------------------------------------------------------
  # ● update
  #--------------------------------------------------------------------------
  def update
      super
      @command_window.update
      update_sprite_command    
      @com.opacity += 2
      @sprite.ox += TPLANE1_X
      @sprite.oy += TPLANE1_Y
      if Input.trigger?(Input::C)
          case @command_window.index
              when 0  
                command_new_game
              when 1  
                command_continue
              when 2  
                command_shutdown
          end
      end
  end

  #--------------------------------------------------------------------------
  # ● update_sprite_command
  #--------------------------------------------------------------------------  
  def update_sprite_command
      return if @sprite_index == @command_window.index
      @sprite_index = @command_window.index
      @com.bitmap.clear
      @com_src_rect = Rect.new(0, @command_window.index * @com_height, @com_width, @com_height)
      @com_bitmap.blt(0,0, @com_image, @com_src_rect)          
  end
  
  #--------------------------------------------------------------------------
  # ● update_slide
  #--------------------------------------------------------------------------
  def update_slide
      @sprite.ox += TPLANE1_X
      @sprite.oy += TPLANE1_Y
  end

  #--------------------------------------------------------------------------
  # ● load_database
  #--------------------------------------------------------------------------
  def load_database
      $data_actors        = load_data("Data/Actors.rvdata")
      $data_classes       = load_data("Data/Classes.rvdata")
      $data_skills        = load_data("Data/Skills.rvdata")
      $data_items         = load_data("Data/Items.rvdata")
      $data_weapons       = load_data("Data/Weapons.rvdata")
      $data_armors        = load_data("Data/Armors.rvdata")
      $data_enemies       = load_data("Data/Enemies.rvdata")
      $data_troops        = load_data("Data/Troops.rvdata")
      $data_states        = load_data("Data/States.rvdata")
      $data_animations    = load_data("Data/Animations.rvdata")
      $data_common_events = load_data("Data/CommonEvents.rvdata")
      $data_system        = load_data("Data/System.rvdata")
      $data_areas         = load_data("Data/Areas.rvdata")
  end
  
  #--------------------------------------------------------------------------
  # ● load_bt_database
  #--------------------------------------------------------------------------
  def load_bt_database
      $data_actors        = load_data("Data/BT_Actors.rvdata")
      $data_classes       = load_data("Data/BT_Classes.rvdata")
      $data_skills        = load_data("Data/BT_Skills.rvdata")
      $data_items         = load_data("Data/BT_Items.rvdata")
      $data_weapons       = load_data("Data/BT_Weapons.rvdata")
      $data_armors        = load_data("Data/BT_Armors.rvdata")
      $data_enemies       = load_data("Data/BT_Enemies.rvdata")
      $data_troops        = load_data("Data/BT_Troops.rvdata")
      $data_states        = load_data("Data/BT_States.rvdata")
      $data_animations    = load_data("Data/BT_Animations.rvdata")
      $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
      $data_system        = load_data("Data/BT_System.rvdata")
  end

  #--------------------------------------------------------------------------
  # ● create_game_objects
  #--------------------------------------------------------------------------
  def create_game_objects
      $game_temp          = Game_Temp.new
      $game_message       = Game_Message.new
      $game_system        = Game_System.new
      $game_switches      = Game_Switches.new
      $game_variables     = Game_Variables.new
      $game_self_switches = Game_SelfSwitches.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
  end
  
  #--------------------------------------------------------------------------
  # ● check_continue
  #--------------------------------------------------------------------------
  def check_continue
      @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  
  #--------------------------------------------------------------------------
  # ● dispose_title_graphic
  #--------------------------------------------------------------------------
  def dispose_title_graphic
      @sprite.bitmap.dispose
      @com.bitmap.dispose    
      @sprite.dispose
      @com.dispose
  end

  #--------------------------------------------------------------------------
  # ● create_command_window
  #--------------------------------------------------------------------------  
  def create_command_window
      s1 = Vocab::new_game
      s2 = Vocab::continue
      s3 = Vocab::shutdown
      @command_window = Window_Command.new(172, [s1, s2, s3])
      @command_window.opacity = 0
      @command_window.contents_opacity = 0
      if @continue_enabled                  
         @command_window.index = 1            
      else                              
         @command_window.draw_item(1, false)  
      end
  end
  
  #--------------------------------------------------------------------------
  # ● dispose_command_window
  #--------------------------------------------------------------------------  
  def dispose_command_window
      @command_window.dispose
  end

  #--------------------------------------------------------------------------
  # ● open_command_window
  #--------------------------------------------------------------------------  
  def open_command_window
      @command_window.open
      begin
          @command_window.update
          Graphics.update
      end until @command_window.openness == 255
  end
  
  #--------------------------------------------------------------------------
  # ● close_command_window
  #--------------------------------------------------------------------------  
  def close_command_window
      @command_window.close
      begin
          @command_window.update
          Graphics.update
      end until @command_window.openness == 0
  end

  #--------------------------------------------------------------------------
  # ● play_title_music
  #--------------------------------------------------------------------------  
  def play_title_music
      RPG::BGS.stop
      RPG::ME.stop
  end

  #--------------------------------------------------------------------------
  # ● confirm_player_location
  #--------------------------------------------------------------------------  
  def confirm_player_location
      if $data_system.start_map_id == 0
          print "プレイヤーの初期位置が設定されていません。"
          exit
      end
  end

  #--------------------------------------------------------------------------
  # ● command_new_game
  #--------------------------------------------------------------------------  
  def command_new_game
      confirm_player_location
      Sound.play_decision
      $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
      $scene = Scene_Map.new
      RPG::BGM.fade(1500)
      close_command_window
      Graphics.fadeout(60)
      Graphics.wait(40)
      Graphics.frame_count = 0
      RPG::BGM.stop
      $game_map.autoplay
  end
  
  #--------------------------------------------------------------------------
  # ● command_continue
  #--------------------------------------------------------------------------  
  def command_continue
      if @continue_enabled
          Sound.play_decision
          $scene = Scene_File.new(false, true, false)
      else
          Sound.play_buzzer
      end
  end

  #--------------------------------------------------------------------------
  # ● command_shutdown  
  #--------------------------------------------------------------------------  
  def command_shutdown    
      Sound.play_decision
      RPG::BGM.fade(800)
      RPG::BGS.fade(800)
      RPG::ME.fade(800)
      $scene = nil
  end

  #--------------------------------------------------------------------------
  # ● battle_test
  #--------------------------------------------------------------------------  
  def battle_test
      load_bt_database              
      create_game_objects        
      Graphics.frame_count = 0          
      $game_party.setup_battle_test_members
      $game_troop.setup($data_system.test_troop_id)
      $game_troop.can_escape = true
      $game_system.battle_bgm.play
      snapshot_for_background
      $scene = Scene_Battle.new
  end
end

$mog_rgssvx_title_screen_miria = true



Customization
edit images inside of the "Picture" folder.

Compatibility
same as Moghunter original Miria script.

Screenshot


DEMO
Demo

Installation
Insert in the "Materials" section

Credits
Shadic66
Moghunter for the Original script
Vlue L. Maynara for the original Pre-Title script

This post has been edited by Shadic66: Dec 18 2011, 11:28 AM


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Rosenblack
post Dec 11 2011, 03:43 PM
Post #2


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Nice Script


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I am mainly a Developer but has learnt a bit in very part of game creation (solo-creation is very slow -_-")

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Uindo_Ookami
post Dec 16 2011, 04:55 AM
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awww, cant show a logo like the XP version? sad.gif
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Shadic66
post Dec 18 2011, 09:18 AM
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Sorry about that the script from moghunter didn't put a logo in his miria script, unlike sophia. dry.gif If you want i could try to import it to the vx script.


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dfox20
post Jan 25 2012, 07:50 PM
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can someone make this work on rpg maker vx ace please smile.gif i need this for a kingdom hearts game i am making.
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Shadic66
post Feb 24 2012, 12:48 PM
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i've started working on the port it'll be quite rough but it will be similar


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