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1

Montag, 30. November 2009, 20:04

"Vorspann"-Scripte

Hallo ich suche ein "scene logo" scripte so was hier:

Spoiler

Ruby Quellcode

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#==============================================================================
# ** Scene Logo  V1.7
# SceneLogo.rb von Dëvic, Isaacsol, Lux (24.12.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/239
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=64
# http://www.rpgvx.net/index.php/topic,481.0.html
# http://www.rpgmakervx.net/index.php?showtopic=974
#==============================================================================
 
#==============================================================================
# ** Scene_Logo 1.7 RGSS2
# Script and RGSS2 debugging by Dëvic
# Support and RGSS1 debuggin by Isaacsol
# Version history:
#   ~ 07.03.08 :: First version released with fade effects, image delaying and
#                 unlimited number of logo images.
#   ~ 10.03.08 :: Version 1.7 released with beta Audio processing; plays all
#                 types of Audio (BGM, BGS, SE & ME), but just one through all
#                 the Scene. It is possible to disable Audio.
#------------------------------------------------------------------------------
# Shows on the screen the logos on startup. Compatible only with RGSS2!
#   Questions, acknowledgments and requests should be taken on the Thread at:
#   English thread:
#   http://www.rpgmakervx.net/index.php?showtopic=974
#   Portuguese thread:
#   http://www.rpgmakerbrasil.com/forum/f43/rmvx-scene-logo-1-7-rgss2-552.html
#==============================================================================
 
class Scene_Logo
  # Audio types Constant; leave it as nil to disable Audio.
  # Standard value: %w( BGM BGS ME SE )
  AudioTypes = %w( BGM BGS ME SE )
 
  # The Method here the options are customised.
  def initialize
    # Include in this array the logo(s) image(s), there is no limit for the
    # array's size.
    @img = [ 'Image1', 'Image2', 'Image3' ]
    # Here, set 'true' if you want to have a fade in and fade out effect,
    # otherwise set to 'false'.
    @fade = true
    # Choose the amount of time taken to make the fade in/out effects (in
    # frames).
    # Standard: 20 frames.
    @fade_delay = 20
    # Choose the wait time (in frames [1/60 seconds]) that a logo image shall
    # stay in the screen.
    # Standard: 120 frames.
    @delaying = 120
    # General audio instance variable array; first three values are:
    # "Audio name", "Volume" and "Pitch"; next one is the type, based on the
    # constant AudioTypes[x], for x: 0: BGM; 1: BGS; 2: SE and 3: ME.
    @audio = [ 'AudioName', 100, 100, AudioTypes[x] ]
    main
  end
 
  # The Method where the image processing is made.
  def main
    # For each image in the Array...
    @img.each { |i|
      # Is made a new Sprite object...
      sprite = Sprite.new
      # The Sprite's image is loaded from "../Graphics/System/" folder...
      sprite.bitmap = Cache.system(i)
      # Check if Audio is enabled...
      if AudioTypes
        # Finds out Audio type and plays choosen Audio...
        case @audio[3]
        when 'BGM'
          Audio.bgm_play("Audio/BGM/#{@audio[0]}", @audio[1], @audio[2])
        when 'BGS'
          Audio.bgs_play("Audio/BGS/#{@audio[0]}", @audio[1], @audio[2])
        when 'ME'
          Audio.me_play("Audio/ME/#{@audio[0]}", @audio[1], @audio[2])
        when 'SE'
          Audio.se_play("Audio/SE/#{@audio[0]}", @audio[1], @audio[2])
        end
      end
      # Module's method transition is called...
      Graphics.transition
      # Fade in effect is done if fade is enabled...
      Graphics.fadein(@fade_delay) if @fade == true
      # Now wait command is done...
      Graphics.wait(@delaying)
      # Fade out effect is done is fade is enabled...
      Graphics.fadeout(@fade_delay) if @fade == true
      # Now the Sprite object is disposed...
      sprite.dispose
      # And the screen freezed...
      Graphics.freeze
     }
  end
end
 
# Here is the change in the Scene_Title class.
class Scene_Title
  alias old_start start
  def start
    Scene_Logo.new
    old_start
  end
end
zum Lesen den Text mit der Maus markieren


nur für den xp gibts sowas?

2

Montag, 30. November 2009, 20:29

Also ich kenne ein Script dazu von SephirothSpawn(braucht aber SDK):
Spoiler

Quellcode

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   1. #==============================================================================
   2. # ** Introduction & Splash System
   3. #------------------------------------------------------------------------------
   4. # SephirothSpawn
   5. # Version 4.01
   6. # 2006-12-15
   7. #------------------------------------------------------------------------------
   8. # * Version History :
   9. #
  10. #   Version 1 -------------------------------------------- (Aprrox. 2005-01-01)
  11. #   Version 2 ---------------------------------------------------- (2005-01-08)
  12. #    - Update : Re-scripted Much of the System
  13. #   Version 3 ---------------------------------------------------- (2006-08-04)
  14. #    - Update : Re-scripted Much of the System
  15. #    Version 3.01 ------------------------------------------------ (2006-10-17)
  16. #     - Bug Fix : Made Introduction Scene Child Class of Scene Base
  17. #   Version 4 ---------------------------------------------------- (2006-12-06)
  18. #    - Update : Re-scripted Much of the System Adding New Features
  19. #    Version 4.01 ------------------------------------------------ (2006-12-15)
  20. #    - Bug Fix : Fixed Variable Name Errors & Other Errors
  21. #------------------------------------------------------------------------------
  22. # * Requirements :
  23. #
  24. #   Scene_Base
  25. #------------------------------------------------------------------------------
  26. # * Description :
  27. #
  28. #   This Script was designed to create an introduction before the title screen
  29. #   in your game. You will also have the option to display a splash screen,
  30. #   where an image will flash (Usually Press Start). It also adds a timer at
  31. #   both the splash screen and in the title screen, so after X seconds, it
  32. #   will replay the introduction and splash. The splash is completely
  33. #   optional. You can "hold" images for a defined duration before the image
  34. #   disappears as well.
  35. #
  36. #   You can now add skip function, that will allow you to skip the introduction
  37. #   if: skip if first play, skip additional plays, skip if savefile is found.
  38. #------------------------------------------------------------------------------
  39. # * Instructions :
  40. #
  41. #   Place The Script Below the SDK and Above Main.
  42. #   To Setup Introduction, refer to customization below.
  43. #------------------------------------------------------------------------------
  44. # * Customization :
  45. #
  46. #   Play in Debug Mode
  47. #    - Play_Intro_In_Debug_Mode = true (ON) or false (OFF)
  48. #
  49. #   ** Skip Options **
  50. #
  51. #   Can Skip if Savefile Present
  52. #    - Can_Skip_Savefile = true or false
  53. #
  54. #   Can Skip Intro If First Play
  55. #    - Can_Skip_FirstPlay = true or false
  56. #
  57. #   Can Skip Intor If Additonal Play
  58. #    - Can_Skip_AdditionalPlays = true or false
  59. #
  60. #   ** Intor Options **
  61. #
  62. #   Intorduction Pictures
  63. #    - Intro_Pictures         = ['filename', ...]
  64. #
  65. #   Introduction Wait Counts
  66. #    - Intro_WaitCounts       = [n, ...]
  67. #
  68. #   Splash Image
  69. #    - Splash_Picture         = 'filename' or nil
  70. #
  71. #   Start Image
  72. #    - Start_Picture          = 'filename'
  73. #
  74. #   Introduction Image Speed
  75. #    - Intro_Speed            = n
  76. #
  77. #   Start Image Speed
  78. #    - Start_Speed            = n
  79. #
  80. #   Seconds To Restart Introduction from Splash
  81. #    - Splash_Restart_Seconds = n
  82. #
  83. #   Seconds To Restart Introduction from Title
  84. #    - Title_Restart_Seconds  = n
  85. #
  86. #   Introduciton BGM
  87. #    - Introduction_BGM       = RPG::AudioFile
  88. #==============================================================================
  89.  
  90. #------------------------------------------------------------------------------
  91. # * SDK Log Script
  92. #------------------------------------------------------------------------------
  93. SDK.log('Introduction & Splash System', 'SephirothSpawn',4.01, '2006-12-15')
  94.  
  95. #------------------------------------------------------------------------------
  96. # * Scene Base Test
  97. #------------------------------------------------------------------------------
  98. unless SDK.enabled?('Scene Base')
  99.   # Print Error
 100.   p 'Scene Base Not Found. Introduction & Splash System Disabled.'
 101.   # Disable Encounter Control
 102.   SDK.disable('Introduction & Splash System')
 103. end
 104.  
 105. #------------------------------------------------------------------------------
 106. # * Begin SDK Enable Test
 107. #------------------------------------------------------------------------------
 108. if SDK.enabled?('Introduction & Splash System')
 109.  
 110. #==============================================================================
 111. # ** Play Introduction in Debug Mode
 112. #==============================================================================
 113.  
 114. Play_Intro_In_Debug_Mode = false
 115.  
 116. #==============================================================================
 117. # ** Scene_Introduction
 118. #==============================================================================
 119.  
 120. class Scene_Introduction < Scene_Base
 121.   #--------------------------------------------------------------------------
 122.   # * Skip Intro Test
 123.   #
 124.   #   Can_Skip_Savefile = true or false
 125.   #    - When Savefile is present
 126.   #   Can_Skip_First_Play = true or false
 127.   #    - When Game First Opening Intro
 128.   #   Can_Skip_AdditionalPlays = true or false
 129.   #    - When Returning From Title Screen (Replay)
 130.   #--------------------------------------------------------------------------
 131.   Can_Skip_Savefile = true
 132.   Can_Skip_FirstPlay = true
 133.   Can_Skip_AdditionalPlays = true
 134.   #--------------------------------------------------------------------------
 135.   # * Options
 136.   #
 137.   #  Intro_Pictures         = ['filename', ...]
 138.   #  Intro_WaitCounts       = [n, ...]
 139.   #  Splash_Picture         = 'filename' or nil
 140.   #  Start_Picture          = 'filename'
 141.   #  Intro_Speed            = n
 142.   #  Start_Speed            = n
 143.   #  Splash_Restart_Seconds = n
 144.   #  Title_Restart_Seconds  = n
 145.   #  Introduction_BGM       = RPG::AudioFile
 146.   #--------------------------------------------------------------------------
 147.   Intro_Pictures         = ['Intro 1', 'Intro 2']
 148.   Intro_WaitCounts       = [10, 5]
 149.   Splash_Picture         = 'Intro 1'
 150.   Start_Picture          = 'Start'
 151.   Intro_Speed            = 5
 152.   Start_Speed            = 5
 153.   Splash_Restart_Seconds = 60
 154.   Title_Restart_Seconds  = 60
 155.   Introduction_BGM       = load_data('Data/System.rxdata').title_bgm
 156.   #--------------------------------------------------------------------------
 157.   # * Main Processing : Variable Initialization
 158.   #--------------------------------------------------------------------------
 159.   def main_variable
 160.     # Sets Phase, Picture Index & Wait Count
 161.     @index, @phase, @wait_count = 0, 0, 0
 162.     # Sets Intro Pic Speed & Splash Pic Speed
 163.     @sprite_speed, @start_speed = Intro_Speed, Start_Speed
 164.     # Turns Extra Play off
 165.     @extra_play = false
 166.   end
 167.   #--------------------------------------------------------------------------
 168.   # * Main Processing : Sprite Initialization
 169.   #--------------------------------------------------------------------------
 170.   def main_sprite
 171.     # Background Images
 172.     @sprite = Sprite.new
 173.     @sprite.bitmap = RPG::Cache.title(Intro_Pictures[@index])
 174.     @sprite.opacity = 0
 175.     # Start Logo
 176.     unless Splash_Picture.nil?
 177.       @start = Sprite.new
 178.       @start.bitmap = RPG::Cache.title(Start_Picture)
 179.       @start.x = 320 - @start.bitmap.width / 2
 180.       @start.y = 480 - @start.bitmap.height - 32
 181.       @start.z = 10
 182.       @start.opacity = 0
 183.     end
 184.   end
 185.   #--------------------------------------------------------------------------
 186.   # * Main Processing : Audio Initialization
 187.   #--------------------------------------------------------------------------
 188.   def main_audio
 189.     # Play Introduction BGM
 190.     Audio.bgm_play('Audio/BGM/' + Introduction_BGM.name)
 191.   end
 192.   #--------------------------------------------------------------------------
 193.   # * Main Processing : Ending
 194.   #--------------------------------------------------------------------------
 195.   def main_end
 196.     # Fade BGM
 197.     Audio.bgm_fade(5)
 198.     # If Premain
 199.     $pre_main ? $pre_main = false : $scene = Scene_Title.new
 200.   end
 201.   #--------------------------------------------------------------------------
 202.   # * Can Skip?
 203.   #--------------------------------------------------------------------------
 204.   def can_skip?
 205.     # If Savefile
 206.     if Can_Skip_Savefile
 207.       # Checks Each File
 208.       for i in 0..3
 209.         if FileTest.exist?("Save#{i+1}.rxdata")
 210.           # Return True
 211.           return true
 212.         end
 213.       end
 214.     end
 215.     # If First Play & Can Skip First Play
 216.     if $pre_main && @extra_play == false
 217.       # Return Can Skip First Play
 218.       return Can_Skip_FirstPlay
 219.     # If Title Play & Can Skip Title Plays
 220.     else
 221.       # Return Can Skip Additional Plays
 222.       return Can_Skip_AdditionalPlays
 223.     end
 224.     # Return False
 225.     return false
 226.   end
 227.   #--------------------------------------------------------------------------
 228.   # * Frame Update
 229.   #--------------------------------------------------------------------------
 230.   def update
 231.     case @phase
 232.     when 0 # Introduction Procreesing
 233.       update_intro
 234.     when 1 # Splash Procreesing
 235.       update_splash
 236.     when 2 # Splash Transition
 237.       to_splash_transition
 238.     when 3 # Title Transition
 239.       to_title_transition
 240.     end
 241.   end
 242.   #--------------------------------------------------------------------------
 243.   # * Frame Update : Intro Images
 244.   #--------------------------------------------------------------------------
 245.   def update_intro
 246.     # If C is pressed
 247.     if Input.trigger?(Input::C)
 248.       # If Can Skip
 249.       if can_skip?
 250.         # Invert Speed
 251.         @sprite_speed *= -1 if @sprite_speed > 0
 252.         # Switch Phase
 253.         @phase = Splash_Picture.nil? ? 3 : 2
 254.         return
 255.       end
 256.     end
 257.     # If Wait Count
 258.     if @wait_count > 0
 259.       # Decrease Wait Count
 260.       @wait_count -= 1
 261.       return
 262.     end
 263.     # Updates Sprite Opacity
 264.     @sprite.opacity += @sprite_speed
 265.     # Changes Direction & Sets Wait Count
 266.     if @sprite.opacity >= 255
 267.       @sprite_speed *= -1 if @sprite_speed > 0
 268.       @wait_count = Intro_WaitCounts[@index]
 269.       return
 270.     end
 271.     # Change Sprite
 272.     if @sprite.opacity <= 0
 273.       # Increase Index & Inverts Intro Speed
 274.       @index += 1 ; @sprite_speed *= -1
 275.       # Switches Phase If Last Picture or Changes Intro Picure
 276.       @index == Intro_Pictures.size ? @phase = Splash_Picture.nil? ? 3 : 2 :
 277.         @sprite.bitmap = RPG::Cache.title(Intro_Pictures[@index])
 278.     end
 279.   end
 280.   #--------------------------------------------------------------------------
 281.   # * Frame Update : Splash Image
 282.   #--------------------------------------------------------------------------
 283.   def update_splash
 284.     # If Restart on splash and seconds reached
 285.     unless Splash_Restart_Seconds.nil?
 286.       if Graphics.frame_count %
 287.          (Graphics.frame_rate * Splash_Restart_Seconds) == 0
 288.         # Restart Scene
 289.         $scene = self.class.new
 290.         # Turns Extra Play On
 291.         @extra_play = true
 292.         return
 293.       end
 294.     end
 295.     # If C is pressed
 296.     if Input.trigger?(Input::C)
 297.       # Make Intro Speed Negative
 298.       @sprite_speed *= -1 if @sprite_speed > 0
 299.       # Make Splash Speed Negative
 300.       @start_speed *= -1 if @start_speed > 0
 301.       # Switches To Title Phase
 302.       @phase = 3
 303.       return
 304.     end
 305.     # Loads Sprite Splash Bitmap
 306.     @sprite.bitmap = RPG::Cache.title(Splash_Picture)
 307.     # Updates Sprite Opacity
 308.     @sprite.opacity += @sprite_speed
 309.     # Updates Start Logo Opacity
 310.     @start.opacity += @start_speed
 311.     # Changes Direction
 312.     @start_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
 313.   end
 314.   #--------------------------------------------------------------------------
 315.   # * Frame Update : Intro To Splash Transistion
 316.   #--------------------------------------------------------------------------
 317.   def to_splash_transition
 318.     # Make Sprite Speed Negitve (If Not)
 319.     @sprite_speed *= -1 if @sprite_speed > 0
 320.     # Decrease Intro Pic Opacity
 321.     if @sprite.opacity > 0
 322.       @sprite.opacity += @sprite_speed
 323.       return
 324.     end
 325.     # Make Sprite Speed Positive
 326.     @sprite_speed = @sprite_speed.abs
 327.     # Switch Phase
 328.     @phase = 1
 329.   end
 330.   #--------------------------------------------------------------------------
 331.   # * Frame Update : Splash To Title Transistion
 332.   #--------------------------------------------------------------------------
 333.   def to_title_transition
 334.     # Make Sprite Speed Negitve (If Not)
 335.     @sprite_speed *= -1 if @sprite_speed > 0
 336.     @start_speed  *= -1 if @start_speed  > 0
 337.     # Decrease Intro Pic Opacity
 338.     if @sprite.opacity > 0
 339.       @sprite.opacity += @sprite_speed
 340.     end
 341.     # Updates Splash Opacity
 342.     unless @start.nil?
 343.       if @start.opacity > 0
 344.         @start.opacity += @start_speed
 345.       end
 346.     end
 347.     # Stop If Opacities Not 0
 348.     if @sprite.opacity > 0 || ( ( not @start.nil?) && @start.opacity > 0)
 349.       return
 350.     end
 351.     # End Introduction
 352.     $scene = nil
 353.     # Restart Graphics Frame Count
 354.     Graphics.frame_count = 0
 355.   end
 356. end
 357.  
 358. #==============================================================================
 359. # ** Scene_Title
 360. #==============================================================================
 361.  
 362. class Scene_Title
 363.   #--------------------------------------------------------------------------
 364.   # * Alias Listings
 365.   #--------------------------------------------------------------------------
 366.   alias seph_intro_scnttl_update update
 367.   #--------------------------------------------------------------------------
 368.   # * Frame Update
 369.   #--------------------------------------------------------------------------
 370.   def update
 371.     # If Play in Debug or Not In Debug Mode
 372.     if Play_Intro_In_Debug_Mode || (not $DEBUG)
 373.       # If Restart && Seconds Reached
 374.       unless (secs = Scene_Introduction::Title_Restart_Seconds).nil?
 375.         if Graphics.frame_count % (Graphics.frame_rate * secs) == 0
 376.           # Switch to Splash Scene
 377.           $scene = Scene_Introduction.new
 378.         end
 379.       end
 380.     end
 381.     # Original Update
 382.     seph_intro_scnttl_update
 383.   end
 384. end
 385.  
 386. #==============================================================================
 387. # ** Pre-Main
 388. #------------------------------------------------------------------------------
 389. #  After defining each class, actual processing begins here.
 390. #==============================================================================
 391.  
 392. # If Play in Debug or Not In Debug Mode
 393. if Play_Intro_In_Debug_Mode || (not $DEBUG)
 394.   begin
 395.     # Sets Pre-main flag
 396.     $pre_main = true
 397.     # Prepare for transition
 398.     Graphics.freeze
 399.     # Proceed to Introduction & Splash Scene
 400.     $scene = Scene_Introduction.new
 401.     # Call main method as long as $scene is effective
 402.     while $scene != nil
 403.       $scene.main
 404.     end
 405.   end
 406. end
 407.  
 408. #--------------------------------------------------------------------------
 409. # * End SDK Enable Test
 410. #--------------------------------------------------------------------------
 411. end
 412.  
zum Lesen den Text mit der Maus markieren


Und dann gibts auch noch nur den Splashscreen hier

Und Noch eins von Kain Nobel:
Spoiler

Quellcode

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#=====================================#=========================================
# ~** Introductiory Splash Screen **~ #
#-------------------------------------#
#  Written by   : Kain Nobel
#  Version      : 4.6
#  Last Update  : 5/18/2008
#  Date Created : 2/19/2008
#===============================================================================
#  Special Thanks
#     Inspired by an old script by Dubealex.
#===============================================================================
SPLASH_DEBUG = true
#------------------------------------------
# true: script plays during editor playtest
# false: script only plays from Game.exe
#------------------------------------------
SPLASH_BGM = '060-Slow03'
SPLASH_BGS = '001-Wind01'
#----------------------------------------------------------
# nil     : Plays the Title Screen's BGM.
# ''      : Doesn't play any splash BGM.
# 'Song'  : Plays track, based on name, in your BGM folder.
#----------------------------------------------------------
SPLASH_SCREEN_01 = 'Splash01'
SPLASH_SCREEN_02 = 'Splash02'
#----------------------------------------------------------
# Must be named according to filename in the specified
# folder, 'Graphics/Titles'. The file extention should not
# matter unless you've got 2 images of the same name with
# different file extentions.
#----------------------------------------------------------
=begin
[INSTRUCTIONS]==================================================================
    For this script to work, you must go into 'main' and change this line...
 
    "$scene = Scene_Title.new"
 
    to
 
    "$scene = Scene_Splash.new"
 
    By default, this script will jump straight to Scene_Title during testplay
  through the editor, but you can view this script in action either through the
  Game.exe or setting 'SPLASH_DEBUG = true'.
[COMPATIBILITY]-----------------------------------------------------------------
    Should be compatible with anything and everything, including SDK (even
  though it doesn't have SDK openings and closings.) Just don't forget to change
  the info in 'main', or else the script won't do anything. (Don't forget to
  read the instructions in the section above this one, or else you might think
  this script doesn't do anything.)
===============================================================================
=end
class Scene_Splash
  #= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
  # * Main Method
  #= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
  def main
    #- - - - - - - - - - - - - -
    # * Public Variable Settings
    #- - - - - - - - - - - - - -
    @splash_bgm = SPLASH_BGM
    @splash_bgs = SPLASH_BGS
    @splash01 = SPLASH_SCREEN_01
    @splash02 = SPLASH_SCREEN_02
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Disables Splash Screens during Playtest (and battletest!)
    if $DEBUG == true && SPLASH_DEBUG == false
      @splash_bgm = ''
      $scene = Scene_Title.new
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Load the System database & create a new game
    $data_system = load_data("Data/System.rxdata")
    $game_system = Game_System.new
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Play Splash BGM
    if @splash_bgm == '' #<--Returns Title BGM
      $game_system.bgm_play($data_system.title_bgm)
    elsif @splash_bgm == nil #<--Returns No BGM
      $game_system.bgm_play(RPG::AudioFile.new(''))
    else #<--Returns User-Defined BGM
      $game_system.bgm_play(RPG::AudioFile.new(@splash_bgm))
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Play Splash BGS
    if @splash_bgs != '' or @splash_bgs != nil
      $game_system.bgs_play(RPG::AudioFile.new(@splash_bgs))
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Initilizes Splash Screen play information
    @show = true
    @transition = 0
    @splash_index = 2
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Defines Splash Screen 1 as its own 'sprite' object.
    @sprite1 = Sprite.new
    @sprite1.bitmap = RPG::Cache.title(@splash01)
    @sprite1.opacity = 0
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Defines Splash Screen 2 as its own 'sprite' object.
    @sprite2 = Sprite.new
    @sprite2.bitmap = RPG::Cache.title(@splash02)
    @sprite2.opacity = 0
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Graphics Transition
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      # Update Method
      update
      if $scene != self
        break
      end
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Dispose of Graphics after loop/update has finished.
    Graphics.freeze
    @sprite1.dispose
    @sprite2.dispose
  end
  #= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
  # Update the contents in this scene
  #= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
  def update
    # Changes Index if C button was pressed.
    if Input.trigger?(Input::C)
      case @splash_index
      #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
      when 1 #Splash01
        if @transition > 0
          @show = false
          transition
        end
        #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
      when 2 #Splash02
        if @transition > 0
          @show = false
          transition
        end
      end
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # Change the opacity of the graphics
    transition
    # Update graphics
    @sprite1.update
    @sprite2.update
  end
  #= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
  # * Transition Method
  #- - - - - - - - - - -#
  #   This method cycles through the splash screen, changing
  # the opacity based on 'frames', determined by @transition
  # variable.
  #= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
  def transition
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    if @show == true
      @transition += 5
      if @transition > 750
        @show = false
        @transition = 255
      end
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # * Method for fading OUT the Splash Screen, cycle to next
    if @show == false
      @transition -= 10
      if @transition < 0
        @show = true
        @splash_index -= 1
        @transition = 0
      end
    end
    #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # * Determines Next splash or go-to Scene_Title.
    case @splash_index
    when 0
      $scene = Scene_Title.new
    when 1
      @sprite2.opacity = @transition
    when 2
      @sprite1.opacity = @transition
    end
  end
end
zum Lesen den Text mit der Maus markieren

3

Montag, 30. November 2009, 21:00

Perfekt genau was ich gesucht hab danke sehr ^^ :yahoo!:

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