Help - Search - Members - Calendar
Full Version: Translated MOG Title Screen Miria
RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS2-Submissions
ichiruki
Translated MOG Title Screen Miria

Author: Moghunter

Translated by: ichiruki

original demo: Click here
translated demo: click here
[Show/Hide] MOG Scene Title Screen
##################################################
# Scene Title Screen Miria V1.0 #
##################################################
# By Moghunter
# Http://www.atelier-rgss.com
##################################################
# Animated title screen.
# Create a folder inside the folder name deTitle
# Graphics and put all images inside.
# We need the following images.
#
#Title image containing the text of the title
# Transition # Image screen transition
# Plane1 Image Layer 1
# Plane2 Image Layer 2
# Plane3 Image Layer 3
# Com_01 image menu select NEW GAME
# Com_02 image menu selection CONTINUE
# Com_03 image menu select EXIT
#
#-------------------------------------------------
#############
# # CONFIG
#############
module MOG_VX01
# Enable full screen. (True = false = Enable or Disable)
FULL_SCREEN = false
# Time of transition.
TT = 120
# Enable Wave movement in the text of the title.
# (True = false = Enable or Disable)
TWAVE = true
#Opacity of the image layer 1.
TPLANE1_OPA = 255
#Opacity of the image layer 2.
TPLANE2_OPA = 200
#Opacity of the image layer 3
TPLANE3_OPA = 170
# Speed of movement in a horizontal layer.
TPLANE1_X = 1
# Speed of movement of the layer one vertical.
TPLANE1_Y = 0
# Speed of movement of the second layer horizontally.
TPLANE2_X = 2
# Speed of movement of the second layer vertically.
TPLANE2_Y = 0
# Speed of movement of the second layer horizontally.
TPLANE3_X = 4
# Speed of movement of the second layer vertically.
TPLANE3_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
def self.title(filename)
load_bitmap("Graphics/Title/", filename)
end
end
###############
# Scene_Title #
###############
$full_screen = 0
class Scene_Title
include MOG_VX01
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG_VX01::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
start
perform_transition
post_start
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def start
load_database
create_game_objects
check_continue
create_title_graphic
create_command_window
play_title_music
end
def perform_transition
Graphics.transition(TT , "Graphics/Title/Transition")
end
def post_start
open_command_window
end
def pre_terminate
close_command_window
end
def terminate
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
def update
@command_window.update
case @command_window.index
when 0
@com.bitmap = Cache.title("Com_01")
when 1
@com.bitmap = Cache.title("Com_02")
when 2
@com.bitmap = Cache.title("Com_03")
end
@sprite_title.opacity += 2
@com.opacity += 2 if @sprite_title.opacity > 150
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
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
def update_slide
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
end
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
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
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
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_title_graphic
@sprite_title = Sprite.new
@sprite_title.bitmap = Cache.title("Title")
@sprite_title.opacity = 0
@com = Sprite.new
@com.bitmap = Cache.title("Com_01")
@com.opacity = 0
@sprite = Plane.new
@sprite.bitmap = Cache.title("Plane1")
@sprite2 = Plane.new
@sprite2.bitmap = Cache.title("Plane2")
@sprite3 = Plane.new
@sprite3.bitmap = Cache.title("Plane3")
@sprite.opacity = TPLANE1_OPA
@sprite2.opacity = TPLANE2_OPA
@sprite3.opacity = TPLANE3_OPA
@sprite.z = 1
@sprite2.z = 2
@sprite3.z = 3
@com.z = 4
@sprite_title.z = 5
if TWAVE == true
@sprite_title.wave_amp = 8
@sprite_title.wave_length = 240
@sprite_title.wave_speed = 320
end
end
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite2.bitmap.dispose
@sprite3.bitmap.dispose
@com.bitmap.dispose
@sprite_title.bitmap.dispose
@sprite.dispose
@sprite2.dispose
@sprite3.dispose
@com.dispose
@sprite_title.dispose
end
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
def title_fade
if TWAVE == true
@sprite_title.wave_amp = 34
@sprite_title.wave_length =120
@sprite_title.wave_speed = 800
end
for i in 0..120
@sprite_title.opacity -= 3
@sprite_title.update if TWAVE == true
@com.opacity -= 3
case @command_window.index
when 0
@sprite.zoom_x += 0.01
@sprite.zoom_y += 0.01
@sprite2.zoom_x += 0.01
@sprite2.zoom_y += 0.01
@sprite3.zoom_x += 0.01
@sprite3.zoom_y += 0.01
@sprite.ox += 2
@sprite.oy += 2
@sprite2.ox += 2
@sprite2.oy += 2
@sprite3.ox += 2
@sprite3.oy += 2
end
update_slide
Graphics.update
end
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
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
def command_new_game
confirm_player_location
Sound.play_decision
title_fade
$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
def command_continue
if @continue_enabled
Sound.play_decision
title_fade
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
def command_shutdown
Sound.play_decision
title_fade
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
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
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
$game_temp.background_bitmap.blur
end
end

Credits: Moghunter and ichiruki
TheBen
I love this script. Just... perfect. I'll definitely be using it.
orcywoo6
Hey this script is awesome and all but what size should the Com graphics be as my ones appear in the top left of the screen for some reason...
Bio Wolfz
Ichiruki, the script looks like it is google translated but maybe not. This is a very nice script may use it for my game.
thefun389
When I stick in my title name on the title it shows a big white thing in front and i dont know how to keep just the title part with the white out. Please Help! ohmy.gif
Tika2001
Thx dude!
This is much better then my other title script wink.gif
joepeke1
ey nice script but how is chance the Graphics Title rolleyes.gif
Kread-EX
You change the title graphic in the database not in the script.

Closing this since the poster hasn't been seen since November.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.