ciao a tutti come dal titolo avrei bisogno di questo script e magari se mi spiegate anche come funziona e come devo inserirlo ve ne sarei molto grato! :D
Hanzo Kimura's Animated Title Screen
0
#2 Inviato 29 July 2011 - 11:15 AM
mi sembrava che esistesse gia' un topi con lo stesso titolo o sbaglio?
EDIT 1
http://www.rpg2s.net...t...31&hl=HANZO
lui usa quello script prova a chiedere a lui... cmq guardo un attimo in giro e vedo se te lo trovo
EDIT 2
bastava usare google e aprire il primo risultato che ti dava ....._.
EDIT 1
http://www.rpg2s.net...t...31&hl=HANZO
lui usa quello script prova a chiedere a lui... cmq guardo un attimo in giro e vedo se te lo trovo
EDIT 2
bastava usare google e aprire il primo risultato che ti dava ....._.
#==============================================================================# Hanzo Kimura's Animated Title Screen# Scripted Date: 02/24/09# PLEASE CREDIT: Hanzo Kimura# if Your going to use this script for your title## IMAGES USED(All in Graphics/System) Folder:# "TitleBGLoop.jpg" - For Scrolling Upward Effect# "TitleBGSprite.jpg" - For Horizantally Endless Scrolling# "TitleCursor.png" - For the title cursor# "TitleMenu01.png" - For the title Menu (First Menu Active)# "TitleMenu02.png" - For the title Menu (Second Menu Active)# "TitleMenu03.png" - For the title Menu (Third Menu Active)# "TitleLogo.png" - For the Title Logo# "TitleSpark01.png" - For the Title Spark# "TitleSpark02.png" - For the Title Spark# "TitleSymbol.png" - For the Title Symbol# "TitleCursorStrike01.png" - For Title Cursor Strike Effect(Left)# "TitleCursorStrike02.png" - For Title Cursor Strike Effect(Right)##$TITLE_MENU_X = 200 # Your Title Menu X Position$TITLE_MENU_Y = 260 # Your Title Menu Y Position$LOGO_X = 0 # Your Logo X Position$LOGO_Y = 0 # Your Logo Y Position$SPARK_COUNT = 350 # SPARK COUNT: Frames Before the Spark Appears again$SPARK_SPEED = 10 # The Speed of the Sparks$MENU_NEW = 260 # THE Y Position of the Cursor if NEW GAME$MENU_CONTINUE = 305 # THE Y Position of the Cursor if CONTINUE$MENU_EXIT = 345 # THE Y Position of the Cursor if EXIT$SYMBOL_SPEED = 1 #DONT EDIT BELOW$titleloop = 1$SYMBOL_RESET = false#------------------------------------------------------------------------------# This class performs the title screen processing.#============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main if $BTEST # If battle test battle_test # Start battle test else # If normal play super # Usual main processing end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super load_database # Load database create_game_objects # Create game objects check_continue # Determine if continue is enabled create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # Play title screen music end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super open_command_window end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super close_command_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_window snapshot_for_background dispose_title_graphic end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super #=======Wave Animation========= @wave.update #=======Symbol Animation========= @symbol.ox -= $SYMBOL_SPEED if $SYMBOL_RESET == true && @symbol.opacity == 0 $SYMBOL_RESET = false elsif @symbol.opacity != 255 @symbol.opacity += 3 end #=======Spark Animation======== @spark01.x += $SPARK_SPEED @spark02.x -= $SPARK_SPEED if $SPARK_COUNT != 0 $SPARK_COUNT -= 1 else $SPARK_COUNT = 350 @spark01.x = -172 @spark02.x = 544 end if @spark01.opacity != 255 @spark01.opacity += 20 @spark02.opacity += 20 end #=======Background Animation========= if @sprite.oy != 0 @sprite.oy -= 1 elsif @sprite.oy == 0 @sprite.ox += 1 end if @wave.oy != 0 @wave.oy -= 1 elsif @wave.oy == 0 if $TITLE_LOOP == 1 && @wave.ox != 1289 @wave.ox += 1 else $TITLE_LOOP == 2 end if $TITLE_LOOP == 2 && @wave.ox != -1189 @wave.ox -= 1 else $TITLE_LOOP == 1 end end #=======Menu Animation========= case @command_window.index when 0 @spark01.y = $MENU_NEW - 20 @spark02.y = $MENU_NEW @symbol.oy = $MENU_NEW + 183 @strike1.y = $MENU_NEW @strike2.y = $MENU_NEW if @menu01.opacity != 255 @menu01.opacity += 20 @menu02.opacity -= 20 @menu03.opacity -= 20 end if @cursor.y != $TITLE_MENU_Y @cursor.y -= 5 end when 1 @spark01.y = $MENU_CONTINUE - 20 @spark02.y = $MENU_CONTINUE @symbol.oy = $MENU_CONTINUE + 93 @strike1.y = $MENU_CONTINUE @strike2.y = $MENU_CONTINUE if @menu02.opacity != 255 @menu02.opacity += 20 @menu01.opacity -= 20 @menu03.opacity -= 20 end if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE @cursor.y += 5 elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE @cursor.y -= 5 end when 2 @spark01.y = $MENU_EXIT - 20 @spark02.y = $MENU_EXIT @symbol.oy = $MENU_EXIT + 13 @strike1.y = $MENU_EXIT @strike2.y = $MENU_EXIT if @menu03.opacity != 255 @menu03.opacity += 20 @menu02.opacity -= 20 @menu01.opacity -= 20 end if @cursor.y != $MENU_EXIT @cursor.y += 5 end end @command_window.update #=======Cursor Animation========= if @strike1.x != 0 @strike1.x += 11 end if @strike2.x != 308 @strike2.x -= 12 end check_menu if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end #-------------------------------------------------------------------------- # * Checking Current Menu #-------------------------------------------------------------------------- def check_menu if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) $SPARK_COUNT = 350 @spark01.x = -172 @spark02.x = 640 @spark01.opacity -= 255 @spark02.opacity -= 255 @symbol.opacity -= 255 $SYMBOL_RESET = true case @command_window.index when 0 @spark01.y = 280 @spark02.y = 300 @symbol.oy = 403 @strike1.y = 300 @strike2.y = 300 @strike1.x = -330 @strike2.x = 680 when 1 @spark01.y = 325 @spark02.y = 345 @symbol.oy = 358 @strike1.y = 345 @strike2.y = 345 @strike1.x = -330 @strike2.x = 680 when 2 @spark01.y = 365 @spark02.y = 385 @symbol.oy = 317 @strike1.y = 385 @strike2.y = 385 @strike1.x = -330 @strike2.x = 680 end end 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 Battle Test 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 #-------------------------------------------------------------------------- # * Determine if Continue is Enabled #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @viewport1 = Viewport.new(0, 0, 1288, 891) @viewport2 = Viewport.new(0, 0, 824, 480) @viewport2.z = 10 @sprite = Plane.new(@viewport1) @sprite.bitmap = Cache.system("TitleBGLoop") @sprite.oy = 371 @sprite.ox = 100 @sprite.z = -100 @wave = Sprite.new(@viewport1) @wave.bitmap = Cache.system("TitleBGSprite") @wave.oy = 371 @wave.ox = 100 @wave.wave_amp = 50 @wave.wave_length = 440 @wave.wave_speed = 1250 @wave.opacity = 125 @wave.z = 5 @logo = Sprite.new @logo.bitmap = Cache.system("TitleLogo") @logo.x = $LOGO_X @logo.y = $LOGO_Y @logo.z = 10 @menu01 = Sprite.new @menu01.bitmap = Cache.system("TitleMenu01") @menu01.x = $TITLE_MENU_X @menu01.y = $TITLE_MENU_Y @menu02 = Sprite.new @menu02.bitmap = Cache.system("TitleMenu02") @menu02.x = $TITLE_MENU_X @menu02.y = $TITLE_MENU_Y @menu02.opacity = 0 @menu03 = Sprite.new @menu03.bitmap = Cache.system("TitleMenu03") @menu03.x = $TITLE_MENU_X @menu03.y = $TITLE_MENU_Y @menu03.opacity = 0 @cursor = Sprite.new @cursor.bitmap = Cache.system("TitleCursor") @cursor.x = $TITLE_MENU_X @cursor.y = $TITLE_MENU_Y @cursor.z = 12 @strike1 = Sprite.new @strike1.bitmap = Cache.system("TitleCursorStrike01") @strike1.x = 0 @strike1.y = 300 @strike1.z = 9 @strike2 = Sprite.new @strike2.bitmap = Cache.system("TitleCursorStrike02") @strike2.x = 308 @strike2.y = 300 @strike2.z = 9 @symbol = Plane.new(@viewport2) @symbol.bitmap = Cache.system("TitleSymbol") @symbol.oy = 403 @symbol.ox = 100 @spark01 = Sprite.new @spark01.bitmap = Cache.system("TitleSpark01") @spark01.y = 280 @spark01.x = -172 @spark01.z = 12 @spark02 = Sprite.new @spark02.bitmap = Cache.system("TitleSpark02") @spark02.y = 300 @spark02.x = 640 @spark02.z = 12 @menu01.z = @menu02.z = @menu03.z = 13 if @continue_enabled @menu01.opacity = 0 @menu02.opacity = 255 @cursor.y = 345 @strike1.y = 345 @strike2.y = 345 @symbol.oy = 358 end end #-------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.dispose @wave.dispose @logo.dispose @menu01.dispose @menu02.dispose @menu03.dispose @cursor.dispose @strike1.dispose @strike2.dispose @symbol.dispose @spark01.dispose @spark02.dispose @wave.bitmap.dispose @logo.bitmap.dispose @menu01.bitmap.dispose @menu02.bitmap.dispose @menu03.bitmap.dispose @cursor.bitmap.dispose @strike1.bitmap.dispose @strike2.bitmap.dispose @spark01.bitmap.dispose @spark02.bitmap.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.x = (640 - @command_window.width) / 2 @command_window.y = 998 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Dispose of 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 Screen Music #-------------------------------------------------------------------------- def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end #-------------------------------------------------------------------------- # * Check Player Start Location Existence #-------------------------------------------------------------------------- def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members # Initial party $game_map.setup($data_system.start_map_id) # Initial map position $game_player.moveto($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 # Load battle test database create_game_objects # Create game objects Graphics.frame_count = 0 # Initialize play time $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 endend
Modificato da SIMO696, 29 July 2011 - 11:24 AM.
I'm working for a new project