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Main Title KingDom Hearts 2|
5 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Main Title KingDom Hearts 2|
Es mi primer "Post" y espero que les sea util y les traigo el "Script" y el Demo de el Menú de inicio estilo a KingDom Hearts 2
Versión:En el Script
Autor: En el Script
NECESITAS IMAGENES DENTRO DE LA DEMO
Y ahora la demo
[Tienes que estar registrado y conectado para ver este vínculo]
Versión:En el Script
Autor: En el Script
NECESITAS IMAGENES DENTRO DE LA DEMO
- Código:
##==============================================================================
# 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
Y ahora la demo
- Spoiler:
- http://www.mediafire.com/download/qf9gm73ws76dyo3/KH2_Title.exe
[Tienes que estar registrado y conectado para ver este vínculo]
Última edición por Limo2710 el Miér 10 Jul 2013, 4:14 pm, editado 3 veces
Limo2710- 0
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24
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Re: Main Title KingDom Hearts 2|
Muy bueno. ¿Tú lo has hecho? si es así, me gustaría pedirte una pequeña ayuda. Saludos.
monsterdesu- 0
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30
5
7
0
Re: Main Title KingDom Hearts 2|
Lo hizo Mog VX, creo que al autor del post se le olvido mencionar en créditos. Pero en fin.monsterdesu escribió:Muy bueno. ¿Tú lo has hecho? si es así, me gustaría pedirte una pequeña ayuda. Saludos.
Supongo que gracias por el aporte, aunque no use VX, pero seguro a otros les sirve.
Salu2
franciscojapones- 500
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Extras
Sobre mí::
Re: Main Title KingDom Hearts 2|
Esta bueno el script creo que lo tendre en cuenta para futuros proyectos
Axel- 50
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70
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Re: Main Title KingDom Hearts 2|
Si ahorita mismo actualizo el tema para dar créditos, es que era mi primer post y no sabua como ponerlo pero igual gracias por el apoyo en el primero :D
Limo2710- 0
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Re: Main Title KingDom Hearts 2|
En el mismo Script esta la información del autor:
O sea, la parte del título la hizo Moghunter, la parte del efecto en pantalla la hizo Vlue L. Maynara y Shadic66 realizó una modificación en el script.
- Código:
# Title By Moghunter
# http://www.atelier-rgss.com/
# Splash screen By Vlue L. Maynara
# Editted By Shadic66
O sea, la parte del título la hizo Moghunter, la parte del efecto en pantalla la hizo Vlue L. Maynara y Shadic66 realizó una modificación en el script.
JKLmaster- 220
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Extras
Sobre mí::
RPG maker VX :: Scripts ::
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