Kingdom Hearts II Title screen
Version: 1.1.4
Author: Shadic81
Special thanks: Jet, Zerbu
Introduction
This Script changes the title screen to resemble kingdom hearts 2
Instructions
All options have been moved to the top of the script for simplicity.
The script replaces the original Scene_Title.
This script is a Combonation of: Jet's Splash Screen, the original title scipt and Zerbu's Title Screen Window options with a few minor edits.
Screenshot
Menu
Script
Click Here
CODE
#===============================================================================
# Options
#===============================================================================
module Options
#===============================================================================
#Jet's Splash Config
#===============================================================================
# These are the pictures that will be cycled through in the splash scene
SPLASH_PICTURES = ["Logo"]
# These are SE that will be played for each picture. The SE will play
# with the same picture that shares the index.
# If you don't want an SE to play with a picture, fill the index with ""
SPLASH_SOUNDS = ["Heal2"]
# Do you want to skip the splash scene in testing mode?
SPLASH_DISABLED_IN_DEBUG = true
# Do you want the splash screen skippable in the actual game as well?
SPLASH_SKIPPABLE = true
# If SPLASH_SKIPPABLE is true, what button should be pressed to skip it?
# Note: Input::C is the enter button
SPLASH_SKIP_BUTTON = Input::C
# Harder Config (For those who know how to configure well)
#==========================================================================
# Enabling this ignore the SPLASH_PICTURES and SPLASH_SOUNDS config above
ENABLE_HARDER_CONFIG = true
# This is the config for a cooler looking splash scene.
# It follows this format:
# picture_name => [se_name, anim_id, fadein_time, fadeout_time, frame_time]
# se_name is the SE to be played with the picture. Use "" for no SE
# anim_id is the animation to be played ontop of the picture. Use 0 for none
# fadein_time is how many frames it takes to fade into the picture
# fadeout_time is how many frames it takes to fadeout to the next picture
# frame_time is how long the picture stays on the screen before fading out
SUPER_SPLASH = {
"Logo" => ["Heal2", 0, 60, 60, 180]
}
# End Jet's Splash Config
#===============================================================================
#===============================================================================
# Zerbu's Title Options
#===============================================================================
ZE_TSWO = {
#------------------------------------------------------------------------
# What font should be used on the title screen?
#------------------------------------------------------------------------
:FONT_FACE => ["VL Gothic", "Verdana", "Arial", "Courier"],
#------------------------------------------------------------------------
# What size should the text be?
#------------------------------------------------------------------------
:FONT_SIZE => 24,
#------------------------------------------------------------------------
# Should the text on the title screen be bold?
#------------------------------------------------------------------------
:FONT_BOLD => false,
#------------------------------------------------------------------------
# Should the text on the title screen be italic?
#------------------------------------------------------------------------
:FONT_ITALIC => false,
#------------------------------------------------------------------------
# Should the text on the title screen have a shadow?
#------------------------------------------------------------------------
:FONT_SHADOW => false,
#------------------------------------------------------------------------
# Should the text on the title screen have an outline?
#------------------------------------------------------------------------
:FONT_OUTLINE => true,
#------------------------------------------------------------------------
# What colour should the outline be? The format to use is:
# [red, green, blue, opacity]
#------------------------------------------------------------------------
:FONT_OUT_COL => [0, 0, 0],
#------------------------------------------------------------------------
# This is the Windowskin used on the title screen.
#------------------------------------------------------------------------
:WINDOWSKIN => "TitleWindow",
#------------------------------------------------------------------------
# This is the width of the title window. If this is set to 0, the
# default width will be used.
#------------------------------------------------------------------------
:WINDOW_WIDTH => 500,
#------------------------------------------------------------------------
# This is the X position of the title window. If this is set to -1, the
# default position will be used.
#------------------------------------------------------------------------
:WINDOW_X => 20,
#------------------------------------------------------------------------
# This is the Y position of the title window. If this is set to -1, the
# default position will be used.
#------------------------------------------------------------------------
:WINDOW_Y => 275,
#------------------------------------------------------------------------
# This is the opacity of the window.
#------------------------------------------------------------------------
:OPACITY => 0,
#------------------------------------------------------------------------
# This is the back opacity of the window.
#------------------------------------------------------------------------
:BACK_OPACITY => 200,
#------------------------------------------------------------------------
#This is the background picture.
#------------------------------------------------------------------------
:BACK_PIC => "Plane1"
}
# End Zerbu's Title Options
#===============================================================================
end
#===============================================================================
# Jet's Splash Screen
#===============================================================================
class Scene_Title < Scene_Base
include Options
def start
if ENABLE_HARDER_CONFIG
do_super_splash
else
create_sprites
create_sounds
do_splash
end
end
def terminate
return if @sprites.nil?
for sprite in @sprites
sprite.dispose
sprite = nil
end
end
def create_sprites
@sprites = []
for pic in SPLASH_PICTURES
f = Cache.picture(pic)
g = Sprite_Base.new
g.bitmap = f
g.visible = false
@sprites << g
end
end
def create_sounds
@sounds = []
for sound in SPLASH_SOUNDS
@sounds << RPG::SE.new(sound, 80, 100)
end
end
def do_splash
Graphics.transition
Graphics.fadeout(60)
for sprite in @sprites
sprite.visible = true
Graphics.fadein(60)
begin
@sounds[@sprites.index(sprite)].play
rescue
end
180.times do
Input.update if SPLASH_SKIPPABLE
if Input.trigger?(SPLASH_SKIP_BUTTON)
$scene = Scene_Title2.new
break
end
Graphics.wait(1)
end
Graphics.fadeout(60)
sprite.visible = false
end
$jet6667876666765 = true
SceneManager.call(Scene_Title2)
end
def do_super_splash
Graphics.transition
Graphics.fadeout(1)
for sprite in SUPER_SPLASH.keys
q = Sprite_Base.new
q.bitmap = Cache.picture(sprite)
Graphics.fadein(SUPER_SPLASH[sprite][2])
begin
RPG::SE.new(SUPER_SPLASH[sprite][0], 80, 100).play
rescue
end
anim = load_data("Data/Animations.rvdata2")[SUPER_SPLASH[sprite][1]]
if SUPER_SPLASH[sprite][1] != 0
q.start_animation(anim)
end
SUPER_SPLASH[sprite][4].times do
Input.update if SPLASH_SKIPPABLE
if Input.trigger?(SPLASH_SKIP_BUTTON)
$scene = Scene_Title2.new
break
end
q.update
Graphics.update
end
Graphics.fadeout(SUPER_SPLASH[sprite][3])
end
$jet6667876666765 = true
SceneManager.call(Scene_Title2)
end
end
#==============================================================================
# – Scene_Title
#------------------------------------------------------------------------------
# €€‚‚ƒˆƒ”面の‡†‚’Œ†‚ƒ‚で™€‚
#==============================================================================
class Scene_Title2 < Scene_Base
include Options
#--------------------------------------------------------------------------
# — –‹‹‡†
#--------------------------------------------------------------------------
def start
super
SceneManager.clear
Graphics.freeze
create_background
create_foreground
create_command_window
play_title_music
end
#--------------------------------------------------------------------------
# — ƒˆƒƒ‚‚ƒƒ€Ÿ度の–—
#--------------------------------------------------------------------------
def transition_speed
return 20
end
#--------------------------------------------------------------------------
# — ‚†‡†
#--------------------------------------------------------------------------
def terminate
super
SceneManager.snapshot_for_background
dispose_background
dispose_foreground
end
#--------------------------------------------------------------------------
# — ƒŒ™のœˆ
#--------------------------------------------------------------------------
def create_background
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.picture(ZE_TSWO[:BACK_PIC])
center_sprite(@sprite1)
end
#--------------------------------------------------------------------------
# — ‰™のœˆ
#--------------------------------------------------------------------------
def create_foreground
@foreground_sprite = Sprite.new
@foreground_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@foreground_sprite.z = 100
end
#--------------------------------------------------------------------------
# — ƒŒ™の解”
#--------------------------------------------------------------------------
def dispose_background
@sprite1.bitmap.dispose
@sprite1.dispose
end
#--------------------------------------------------------------------------
# — ‰™の解”
#--------------------------------------------------------------------------
def dispose_foreground
@foreground_sprite.bitmap.dispose
@foreground_sprite.dispose
end
#--------------------------------------------------------------------------
# — ‚ƒ—ƒ‚ƒˆ‚’”面中央に移‹•
#--------------------------------------------------------------------------
def center_sprite(sprite)
sprite.ox = sprite.bitmap.width / 2
sprite.oy = sprite.bitmap.height / 2
sprite.x = Graphics.width / 2
sprite.y = Graphics.height / 2
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰‚‚ƒƒ‰‚のœˆ
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_TitleCommand.new
@command_window.set_handler(:new_game, method(:command_new_game))
@command_window.set_handler(:continue, method(:command_continue))
@command_window.set_handler(:shutdown, method(:command_shutdown))
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰‚‚ƒƒ‰‚‚’–‰˜‚‹
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
update until @command_window.close?
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰[ƒ‹ƒƒ‚ƒƒ]
#--------------------------------------------------------------------------
def command_new_game
DataManager.setup_new_game
close_command_window
fadeout_all
$game_map.autoplay
SceneManager.goto(Scene_Map)
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰[‚ƒƒ†‚ƒ‹ƒƒ]
#--------------------------------------------------------------------------
def command_continue
close_command_window
SceneManager.call(Scene_Load)
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰[‚ƒƒƒƒˆƒ€‚ƒ]
#--------------------------------------------------------------------------
def command_shutdown
close_command_window
fadeout_all
SceneManager.exit
end
#--------------------------------------------------------------------------
# — ‚‚ƒˆƒ”面のŸ楽”奏
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
end
#============================================================================
# Zerbu Engine - Title Screen Window Options
#----------------------------------------------------------------------------
# This script allows you to set window options specifically for the title
# screen to customize its appearance.
#============================================================================
#============================================================================
# Window_TitleCommand
#============================================================================
class Window_TitleCommand < Window_Command
include Options
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias ze_tsto_initialize initialize
def initialize
#---
ze_tsto_initialize
#---
self.windowskin = Cache.system(ZE_TSWO[:WINDOWSKIN])
self.opacity = ZE_TSWO[:OPACITY]
self.back_opacity = ZE_TSWO[:BACK_OPACITY]
#---
end
#--------------------------------------------------------------------------
# alias method: window_width
#--------------------------------------------------------------------------
alias ze_tswo_window_width window_width
def window_width
#---
if ZE_TSWO[:WINDOW_WIDTH] != 0
return ZE_TSWO[:WINDOW_WIDTH]
else
ze_tswo_window_width
end
#---
end
#--------------------------------------------------------------------------
# alias method: draw_item
#--------------------------------------------------------------------------
alias ze_tswo_draw_item draw_item
def draw_item(index)
#---
contents.font.name = ZE_TSWO[:FONT_FACE]
contents.font.size = ZE_TSWO[:FONT_SIZE]
contents.font.bold = ZE_TSWO[:FONT_BOLD]
contents.font.italic = ZE_TSWO[:FONT_ITALIC]
contents.font.shadow = ZE_TSWO[:FONT_SHADOW]
contents.font.outline = ZE_TSWO[:FONT_OUTLINE]
contents.font.out_color = Color.new(ZE_TSWO[:FONT_OUT_COL][0], ZE_TSWO[:FONT_OUT_COL][1], ZE_TSWO[:FONT_OUT_COL][2])
#---
ze_tswo_draw_item(index)
#---
end
#--------------------------------------------------------------------------
# overwrite method: update_placement
#--------------------------------------------------------------------------
def update_placement
#---
if ZE_TSWO[:WINDOW_X] != -1
self.x = ZE_TSWO[:WINDOW_X]
else
self.x = (Graphics.width - width) / 2
end
#---
if ZE_TSWO[:WINDOW_Y] != -1
self.y = ZE_TSWO[:WINDOW_Y]
else
self.y = (Graphics.height * 1.6 - height) / 2
end
#---
end
end
# Options
#===============================================================================
module Options
#===============================================================================
#Jet's Splash Config
#===============================================================================
# These are the pictures that will be cycled through in the splash scene
SPLASH_PICTURES = ["Logo"]
# These are SE that will be played for each picture. The SE will play
# with the same picture that shares the index.
# If you don't want an SE to play with a picture, fill the index with ""
SPLASH_SOUNDS = ["Heal2"]
# Do you want to skip the splash scene in testing mode?
SPLASH_DISABLED_IN_DEBUG = true
# Do you want the splash screen skippable in the actual game as well?
SPLASH_SKIPPABLE = true
# If SPLASH_SKIPPABLE is true, what button should be pressed to skip it?
# Note: Input::C is the enter button
SPLASH_SKIP_BUTTON = Input::C
# Harder Config (For those who know how to configure well)
#==========================================================================
# Enabling this ignore the SPLASH_PICTURES and SPLASH_SOUNDS config above
ENABLE_HARDER_CONFIG = true
# This is the config for a cooler looking splash scene.
# It follows this format:
# picture_name => [se_name, anim_id, fadein_time, fadeout_time, frame_time]
# se_name is the SE to be played with the picture. Use "" for no SE
# anim_id is the animation to be played ontop of the picture. Use 0 for none
# fadein_time is how many frames it takes to fade into the picture
# fadeout_time is how many frames it takes to fadeout to the next picture
# frame_time is how long the picture stays on the screen before fading out
SUPER_SPLASH = {
"Logo" => ["Heal2", 0, 60, 60, 180]
}
# End Jet's Splash Config
#===============================================================================
#===============================================================================
# Zerbu's Title Options
#===============================================================================
ZE_TSWO = {
#------------------------------------------------------------------------
# What font should be used on the title screen?
#------------------------------------------------------------------------
:FONT_FACE => ["VL Gothic", "Verdana", "Arial", "Courier"],
#------------------------------------------------------------------------
# What size should the text be?
#------------------------------------------------------------------------
:FONT_SIZE => 24,
#------------------------------------------------------------------------
# Should the text on the title screen be bold?
#------------------------------------------------------------------------
:FONT_BOLD => false,
#------------------------------------------------------------------------
# Should the text on the title screen be italic?
#------------------------------------------------------------------------
:FONT_ITALIC => false,
#------------------------------------------------------------------------
# Should the text on the title screen have a shadow?
#------------------------------------------------------------------------
:FONT_SHADOW => false,
#------------------------------------------------------------------------
# Should the text on the title screen have an outline?
#------------------------------------------------------------------------
:FONT_OUTLINE => true,
#------------------------------------------------------------------------
# What colour should the outline be? The format to use is:
# [red, green, blue, opacity]
#------------------------------------------------------------------------
:FONT_OUT_COL => [0, 0, 0],
#------------------------------------------------------------------------
# This is the Windowskin used on the title screen.
#------------------------------------------------------------------------
:WINDOWSKIN => "TitleWindow",
#------------------------------------------------------------------------
# This is the width of the title window. If this is set to 0, the
# default width will be used.
#------------------------------------------------------------------------
:WINDOW_WIDTH => 500,
#------------------------------------------------------------------------
# This is the X position of the title window. If this is set to -1, the
# default position will be used.
#------------------------------------------------------------------------
:WINDOW_X => 20,
#------------------------------------------------------------------------
# This is the Y position of the title window. If this is set to -1, the
# default position will be used.
#------------------------------------------------------------------------
:WINDOW_Y => 275,
#------------------------------------------------------------------------
# This is the opacity of the window.
#------------------------------------------------------------------------
:OPACITY => 0,
#------------------------------------------------------------------------
# This is the back opacity of the window.
#------------------------------------------------------------------------
:BACK_OPACITY => 200,
#------------------------------------------------------------------------
#This is the background picture.
#------------------------------------------------------------------------
:BACK_PIC => "Plane1"
}
# End Zerbu's Title Options
#===============================================================================
end
#===============================================================================
# Jet's Splash Screen
#===============================================================================
class Scene_Title < Scene_Base
include Options
def start
if ENABLE_HARDER_CONFIG
do_super_splash
else
create_sprites
create_sounds
do_splash
end
end
def terminate
return if @sprites.nil?
for sprite in @sprites
sprite.dispose
sprite = nil
end
end
def create_sprites
@sprites = []
for pic in SPLASH_PICTURES
f = Cache.picture(pic)
g = Sprite_Base.new
g.bitmap = f
g.visible = false
@sprites << g
end
end
def create_sounds
@sounds = []
for sound in SPLASH_SOUNDS
@sounds << RPG::SE.new(sound, 80, 100)
end
end
def do_splash
Graphics.transition
Graphics.fadeout(60)
for sprite in @sprites
sprite.visible = true
Graphics.fadein(60)
begin
@sounds[@sprites.index(sprite)].play
rescue
end
180.times do
Input.update if SPLASH_SKIPPABLE
if Input.trigger?(SPLASH_SKIP_BUTTON)
$scene = Scene_Title2.new
break
end
Graphics.wait(1)
end
Graphics.fadeout(60)
sprite.visible = false
end
$jet6667876666765 = true
SceneManager.call(Scene_Title2)
end
def do_super_splash
Graphics.transition
Graphics.fadeout(1)
for sprite in SUPER_SPLASH.keys
q = Sprite_Base.new
q.bitmap = Cache.picture(sprite)
Graphics.fadein(SUPER_SPLASH[sprite][2])
begin
RPG::SE.new(SUPER_SPLASH[sprite][0], 80, 100).play
rescue
end
anim = load_data("Data/Animations.rvdata2")[SUPER_SPLASH[sprite][1]]
if SUPER_SPLASH[sprite][1] != 0
q.start_animation(anim)
end
SUPER_SPLASH[sprite][4].times do
Input.update if SPLASH_SKIPPABLE
if Input.trigger?(SPLASH_SKIP_BUTTON)
$scene = Scene_Title2.new
break
end
q.update
Graphics.update
end
Graphics.fadeout(SUPER_SPLASH[sprite][3])
end
$jet6667876666765 = true
SceneManager.call(Scene_Title2)
end
end
#==============================================================================
# – Scene_Title
#------------------------------------------------------------------------------
# €€‚‚ƒˆƒ”面の‡†‚’Œ†‚ƒ‚で™€‚
#==============================================================================
class Scene_Title2 < Scene_Base
include Options
#--------------------------------------------------------------------------
# — –‹‹‡†
#--------------------------------------------------------------------------
def start
super
SceneManager.clear
Graphics.freeze
create_background
create_foreground
create_command_window
play_title_music
end
#--------------------------------------------------------------------------
# — ƒˆƒƒ‚‚ƒƒ€Ÿ度の–—
#--------------------------------------------------------------------------
def transition_speed
return 20
end
#--------------------------------------------------------------------------
# — ‚†‡†
#--------------------------------------------------------------------------
def terminate
super
SceneManager.snapshot_for_background
dispose_background
dispose_foreground
end
#--------------------------------------------------------------------------
# — ƒŒ™のœˆ
#--------------------------------------------------------------------------
def create_background
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.picture(ZE_TSWO[:BACK_PIC])
center_sprite(@sprite1)
end
#--------------------------------------------------------------------------
# — ‰™のœˆ
#--------------------------------------------------------------------------
def create_foreground
@foreground_sprite = Sprite.new
@foreground_sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
@foreground_sprite.z = 100
end
#--------------------------------------------------------------------------
# — ƒŒ™の解”
#--------------------------------------------------------------------------
def dispose_background
@sprite1.bitmap.dispose
@sprite1.dispose
end
#--------------------------------------------------------------------------
# — ‰™の解”
#--------------------------------------------------------------------------
def dispose_foreground
@foreground_sprite.bitmap.dispose
@foreground_sprite.dispose
end
#--------------------------------------------------------------------------
# — ‚ƒ—ƒ‚ƒˆ‚’”面中央に移‹•
#--------------------------------------------------------------------------
def center_sprite(sprite)
sprite.ox = sprite.bitmap.width / 2
sprite.oy = sprite.bitmap.height / 2
sprite.x = Graphics.width / 2
sprite.y = Graphics.height / 2
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰‚‚ƒƒ‰‚のœˆ
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_TitleCommand.new
@command_window.set_handler(:new_game, method(:command_new_game))
@command_window.set_handler(:continue, method(:command_continue))
@command_window.set_handler(:shutdown, method(:command_shutdown))
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰‚‚ƒƒ‰‚‚’–‰˜‚‹
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
update until @command_window.close?
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰[ƒ‹ƒƒ‚ƒƒ]
#--------------------------------------------------------------------------
def command_new_game
DataManager.setup_new_game
close_command_window
fadeout_all
$game_map.autoplay
SceneManager.goto(Scene_Map)
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰[‚ƒƒ†‚ƒ‹ƒƒ]
#--------------------------------------------------------------------------
def command_continue
close_command_window
SceneManager.call(Scene_Load)
end
#--------------------------------------------------------------------------
# — ‚ƒžƒƒ‰[‚ƒƒƒƒˆƒ€‚ƒ]
#--------------------------------------------------------------------------
def command_shutdown
close_command_window
fadeout_all
SceneManager.exit
end
#--------------------------------------------------------------------------
# — ‚‚ƒˆƒ”面のŸ楽”奏
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
end
#============================================================================
# Zerbu Engine - Title Screen Window Options
#----------------------------------------------------------------------------
# This script allows you to set window options specifically for the title
# screen to customize its appearance.
#============================================================================
#============================================================================
# Window_TitleCommand
#============================================================================
class Window_TitleCommand < Window_Command
include Options
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias ze_tsto_initialize initialize
def initialize
#---
ze_tsto_initialize
#---
self.windowskin = Cache.system(ZE_TSWO[:WINDOWSKIN])
self.opacity = ZE_TSWO[:OPACITY]
self.back_opacity = ZE_TSWO[:BACK_OPACITY]
#---
end
#--------------------------------------------------------------------------
# alias method: window_width
#--------------------------------------------------------------------------
alias ze_tswo_window_width window_width
def window_width
#---
if ZE_TSWO[:WINDOW_WIDTH] != 0
return ZE_TSWO[:WINDOW_WIDTH]
else
ze_tswo_window_width
end
#---
end
#--------------------------------------------------------------------------
# alias method: draw_item
#--------------------------------------------------------------------------
alias ze_tswo_draw_item draw_item
def draw_item(index)
#---
contents.font.name = ZE_TSWO[:FONT_FACE]
contents.font.size = ZE_TSWO[:FONT_SIZE]
contents.font.bold = ZE_TSWO[:FONT_BOLD]
contents.font.italic = ZE_TSWO[:FONT_ITALIC]
contents.font.shadow = ZE_TSWO[:FONT_SHADOW]
contents.font.outline = ZE_TSWO[:FONT_OUTLINE]
contents.font.out_color = Color.new(ZE_TSWO[:FONT_OUT_COL][0], ZE_TSWO[:FONT_OUT_COL][1], ZE_TSWO[:FONT_OUT_COL][2])
#---
ze_tswo_draw_item(index)
#---
end
#--------------------------------------------------------------------------
# overwrite method: update_placement
#--------------------------------------------------------------------------
def update_placement
#---
if ZE_TSWO[:WINDOW_X] != -1
self.x = ZE_TSWO[:WINDOW_X]
else
self.x = (Graphics.width - width) / 2
end
#---
if ZE_TSWO[:WINDOW_Y] != -1
self.y = ZE_TSWO[:WINDOW_Y]
else
self.y = (Graphics.height * 1.6 - height) / 2
end
#---
end
end
Downloads
Demo
Images-Only
Terms and Conditions
You are free to use this script as you will
You can use this work for commercial games if you want.
Credit should be given to Jet and Zerbu for their scripts
for dfox20 who requested this port