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
# 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