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[Aporte]Script Titulo Animado[VX]
2 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
[Aporte]Script Titulo Animado[VX]
ho dejenme ver pensaron ¿no hay mas script? pues se equibocarooon XD les traigo un titulo animado
lo primero que haremos será meter todas estas imagenes en una nueva carpeta en Title ubicada en graficos si no esta la crean
script
CREDITOS:MOGHUNTER
lo primero que haremos será meter todas estas imagenes en una nueva carpeta en Title ubicada en graficos si no esta la crean
- Spoiler:
- [Tienes que estar registrado y conectado para ver esa imagen]
script
- Código:
#==============================================================================
# MOG VX - Scene Title Screen Miria V2.0
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de Titulo animado
#==============================================================================
# 1 - Crie uma pasta chamada de TITLE (Graphics/Title)
# 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
#
#==============================================================================
# Histórico
# v2.0 - Melhor codificação.
#==============================================================================
module MOG_VX01
# Tempo de transição.
TT = 120
#Ativar movimento de Onda no texto do titulo.
# (true = Ativar ou false = Desativar)
TWAVE = true
#Opacidade da imagem camada 1.
TPLANE1_OPA = 255
#Opacidade da imagem camada 2.
TPLANE2_OPA = 200
#Opacidade da imagem camada 3
TPLANE3_OPA = 170
# Velocidade de movimento da camada 1 na horizontal.
TPLANE1_X = 1
# Velocidade de movimento da camada 1 na vertical.
TPLANE1_Y = 0
# Velocidade de movimento da camada 2 na horizontal.
TPLANE2_X = 2
# Velocidade de movimento da camada 2 na vertical.
TPLANE2_Y = 0
# Velocidade de movimento da camada 2 na horizontal.
TPLANE3_X = 4
# Velocidade de movimento da camada 2 na vertical.
TPLANE3_Y = 0
# Posição do comando
COMMAND_POS = [0, 220]
end
#===============================================================================
# ■ Cache
#===============================================================================
module Cache
def self.title(filename)
load_bitmap("Graphics/Title/", 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_title_graphic
create_command_window
create_command_sprite
play_title_music
end
#--------------------------------------------------------------------------
# ● post_start
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# ● create_title_graphic
#--------------------------------------------------------------------------
def create_title_graphic
@sprite_title = Sprite.new
@sprite_title.bitmap = Cache.title("Title")
@sprite_title.opacity = 0
@sprite = Plane.new
@sprite.bitmap = Cache.title("Plane1")
@sprite2 = Plane.new
@sprite2.bitmap = Cache.title("Plane2")
@sprite3 = Plane.new
@sprite3.bitmap = Cache.title("Plane3")
@sprite.opacity = TPLANE1_OPA
@sprite2.opacity = TPLANE2_OPA
@sprite3.opacity = TPLANE3_OPA
@sprite.z = 1
@sprite2.z = 2
@sprite3.z = 3
@sprite_title.z = 5
if TWAVE == true
@sprite_title.wave_amp = 8
@sprite_title.wave_length = 240
@sprite_title.wave_speed = 320
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/Title/Transition")
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super
@command_window.update
update_sprite_command
@sprite_title.opacity += 2
@com.opacity += 2 if @sprite_title.opacity > 150
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● 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
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
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
@sprite2.bitmap.dispose
@sprite3.bitmap.dispose
@com.bitmap.dispose
@sprite_title.bitmap.dispose
@sprite.dispose
@sprite2.dispose
@sprite3.dispose
@com.dispose
@sprite_title.dispose
end
#--------------------------------------------------------------------------
# ● 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
#--------------------------------------------------------------------------
# ● title_fade
#--------------------------------------------------------------------------
def title_fade
if TWAVE == true
@sprite_title.wave_amp = 34
@sprite_title.wave_length =120
@sprite_title.wave_speed = 800
end
for i in 0..120
@sprite_title.opacity -= 3
@sprite_title.update if TWAVE == true
@com.opacity -= 3
case @command_window.index
when 0
@sprite.zoom_x += 0.01
@sprite.zoom_y += 0.01
@sprite2.zoom_x += 0.01
@sprite2.zoom_y += 0.01
@sprite3.zoom_x += 0.01
@sprite3.zoom_y += 0.01
@sprite.ox += 2
@sprite.oy += 2
@sprite2.ox += 2
@sprite2.oy += 2
@sprite3.ox += 2
@sprite3.oy += 2
end
update_slide
Graphics.update
end
end
#--------------------------------------------------------------------------
# ● 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
$data_system.title_bgm.play
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
title_fade
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# ● command_continue
#--------------------------------------------------------------------------
def command_continue
if @continue_enabled
Sound.play_decision
title_fade
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● command_shutdown
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
title_fade
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
CREDITOS:MOGHUNTER
luistop12- 500
-
33
759
944
42
Re: [Aporte]Script Titulo Animado[VX]
Naxojavier escribió:Bro podrías decirme el tipo de letra que usaste en la imagen de "The tales of RPG maker"
compañero, no hagas necro, coge y pregunta directamente al autor, aparte que creo que no tiene que ver nada tu pregunta con el topic.
Gracias
dangaioh- Moderador
-
45
382
7562
72
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RPG maker VX :: Scripts ::
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