Need help with a script!

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Need help with a script!

Post by The Creator on Sun Nov 14, 2010 11:20 am

Hey everyone, for my game I would like to use the script shown below for the title sequence, But I was Wondering if anyone could possibly add in a few things for me!

Script in spoilers:
Spoiler:
#==============================================================================
# Hanzo Kimura's Animated Title Screen, a re-do by Speed.
# Scripted Date: 02/24/09
# PLEASE CREDIT: Hanzo Kimura and Speed for the edit
# if you are 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)
# **"TitleBG.jpg" - For Still Version Title Background
#
# RE-CODE by Speed:
# - Removed unneccecary duplicate code from Scene_Title
# - Aliased what I can, it's not compatible with other scripts, but still
# it saves lines and duplicate code.
# - Removed disposal of unneccecary objects (if you dispose @sprite, you don't
# need to dispose @sprite.bitmap after that)
# - Added an array for the image objects, for faster disposal and removes of
# duplicate code.
# - Fixed unneccecary if blocks.
# - Removed all global variables except $STILL_BG, since you won't change
# the speed and everything in game it's unneccecary, consumes memory and
# it's dangerous as it can kill other scripts.
# - Moved the variables into a start method (initializing them).
# - Changed @wave.dispose if @wave != nil
# now more robust, because now it disposes the sprite if it was created,
# before you could turn off the $STILL_BG in title and it would keep the
# background on screen if you would change scenes.
# - More minor things. All and all, the script is now less dangerous and
# obtrusive, and the number of lines of code was halved.
#
# IF YOU FIND ANY BUGS REPORT HERE:
# http://www.rpgmakervx.net/index.php?showtopic=16133&st=60
#==============================================================================

$STILL_BG = false # true=Still Background false=Animated Background.

#-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
#----|Scene_Title|--------------------------------------------------------/
#-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
#--This class performs the title screen processing.-----------------------/
#========================================================================/
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Start (Alias) | EDITING AREA
#--------------------------------------------------------------------------
alias :start_oldie_speed :start
def start
#NEW FUNCTIONS
@TITLE_MENU_X = 184 # Menu X Position
@TITLE_MENU_Y = 260 # Menu Y Position
@LOGO_X = 0 # Logo X Position
@LOGO_Y = 0 # 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 on NEW GAME
@MENU_CONTINUE = 305 # THE Y Position of the cursor on CONTINUE
@MENU_EXIT = 345 # THE Y Position of the cursor on EXIT
@SYMBOL_SPEED = 1
#-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
#---|DO NOT EDIT BELOW!|--------------------------------------------------/
#-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
#========================================================================/
@SYMBOL_RESET = false
start_oldie_speed
end
#--------------------------------------------------------------------------
# * Frame Update (Overwrite)
#--------------------------------------------------------------------------
def update
super
if $STILL_BG == false
#=======Wave Animation=========
@wave.update
#=====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
end
#=======Symbol Animation=======
@s[7].ox -= @SYMBOL_SPEED
@SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
@s[7].opacity += 3 if @s[7].opacity != 255
#=======Spark Animation========
@s[8].x += @SPARK_SPEED
@s[9].x -= @SPARK_SPEED
if @SPARK_COUNT != 0
@SPARK_COUNT -= 1
else
@SPARK_COUNT = 350
@s[8].x = -172
@s[9].x = 544
end
if @s[8].opacity != 255
@s[8].opacity += 20
@s[9].opacity += 20
end
#=======Menu Animation=========
case @command_window.index
when 0 #New game
@s[8].y = @MENU_NEW - 20
@s[7].oy = @MENU_NEW + 183
@s[5].y = @s[6].y = @s[9].y = @MENU_NEW
if @s[1].opacity != 255
@s[1].opacity += 20
@s[2].opacity -= 20
@s[3].opacity -= 20
end
@s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
when 1 #Continue
@s[8].y = @MENU_CONTINUE - 20
@s[7].oy = @MENU_CONTINUE + 93
@s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
if @s[2].opacity != 255
@s[2].opacity += 20
@s[1].opacity -= 20
@s[3].opacity -= 20
end
if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
@s[4].y += 5
elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
@s[4].y -= 5
end
when 2 #Shutdown
@s[8].y = @MENU_EXIT - 20
@s[7].oy = @MENU_EXIT + 13
@s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
if @s[3].opacity != 255
@s[3].opacity += 20
@s[1].opacity -= 20
@s[2].opacity -= 20
end
@s[4].y += 5 if @s[4].y != @MENU_EXIT
end
@command_window.update
#====Cursor Animation=====
@s[5].x += 11 if @s[5].x != 0
@s[6].x -= 12 if @s[6].x != 308

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 (Overwrite)
#--------------------------------------------------------------------------
def check_menu
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@SPARK_COUNT = 350
@s[8].x = -172; @s[9].x = 640
@s[8].opacity = @s[9].opacity = @s[7].opacity = 0
@SYMBOL_RESET = true
@s[5].x = -330; @s[6].x = 680
case @command_window.index
when 0 #New game
@s[8].y = 280; @s[9].y = 300
@s[7].oy = 403
@s[5].y = @s[6].y = 300
when 1 # Continue
@s[8].y = 325; @s[9].y = 345
@s[7].oy = 358
@s[5].y = @s[6].y = 345
when 2 # Shutdown
@s[8].y = 365; @s[9].y = 385
@s[7].oy = 317
@s[5].y = @s[6].y = 385
end
end
end
#--------------------------------------------------------------------------
# * Create Title Graphic (Overwrite)
#--------------------------------------------------------------------------
def create_title_graphic
@viewport1 = Viewport.new(0, 0, 1288, 891)
@viewport2 = Viewport.new(0, 0, 824, 480)
@viewport2.z = 10
if $STILL_BG == false
@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
else
@sprite = Sprite.new
@sprite.bitmap = Cache.system("TitleBG")
@sprite.y = @sprite.x = 0; @sprite.z = -100
end
#sprite array
@s = []
for i in 0...10
@s[i] = Sprite.new
end
#logo
@s[0].bitmap = Cache.system("TitleLogo")
@s[0].x = @LOGO_X; @s[0].y = @LOGO_Y; @s[0].z = 10
#menu01, menu 02, menu 03
@s[1].bitmap = Cache.system("TitleMenu01")
@s[2].bitmap = Cache.system("TitleMenu02")
@s[3].bitmap = Cache.system("TitleMenu03")
@s[2].opacity = @s[3].opacity = 0
@s[1].x = @s[2].x = @s[3].x = @TITLE_MENU_X
@s[1].y = @s[2].y = @s[3].y = @TITLE_MENU_Y
#cursor
@s[4].bitmap = Cache.system("TitleCursor")
@s[4].x = @TITLE_MENU_X; @s[4].y = @TITLE_MENU_Y; @s[4].z = 12
#strike1, strike2
@s[5].bitmap = Cache.system("TitleCursorStrike01")
@s[5].x = 0; @s[5].y = 260; @s[5].z = 9
@s[6].bitmap = Cache.system("TitleCursorStrike02")
@s[6].x = 308; @s[6].y = 260; @s[6].z = 9
#symbol
@s[7] = Plane.new(@viewport2)
@s[7].bitmap = Cache.system("TitleSymbol")
@s[7].oy = 443; @s[7].ox = 100
#spark01, spark02
@s[8].bitmap = Cache.system("TitleSpark01")
@s[8].y = 280; @s[8].x = -172; @s[8].z = 12
@s[9].bitmap = Cache.system("TitleSpark02")
@s[9].y = 300; @s[9].x = 640; @s[9].z = 12
@s[1].z = @s[2].z = @s[3].z = 13
if @continue_enabled
@s[1].opacity = 0; @s[2].opacity = 255
@s[4].y = 305; @s[5].y = 305; @s[6].y = 305
@s[7].oy = 398
end
end
#--------------------------------------------------------------------------
# * Dispose of Title Graphic (Overwrite)
#--------------------------------------------------------------------------
def dispose_title_graphic
@wave.dispose if @wave != nil
@sprite.dispose
for i in 0...@s.size
@s[i].dispose
end
end
#--------------------------------------------------------------------------
# * Create Command Window (Alias)
#--------------------------------------------------------------------------
alias :create_command_window_oldie_speed :create_command_window
def create_command_window
create_command_window_oldie_speed
@command_window.x = (Graphics.width - @command_window.width) / 2
@command_window.y = 998
end
end

Could anyone add the following effects on?

I would like it if the screen just ran the background... the title then slowly faded in... then, a second or two later the New game, continue and exit Also then faded in!

* This isnt really important if you can do the below, but I would appreaciate it! *
Is it possible that after you hit the new game button that you could have the screen slowly fade out to dark?

Thank you to whoever helps me! I will credit you when my game finally comes out!
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Re: Need help with a script!

Post by IMP1 on Sun Nov 14, 2010 3:06 pm

In future please use code tags. It makes it easier to read.

This is ugly code, but it should work (haven't tested it).
Code:
class Scene_Title
 
  FADE_OUT_FRAME_LENGTH = 300
  SPEED_OF_LOGO_FADEIN  = 1
  SPEED_OF_MENU_FADEIN  = 1
  #-----------------------------------------------------------------------------
  # Overwritten to make fade out longer
  #-----------------------------------------------------------------------------
  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(FADE_OUT_FRAME_LENGTH+(1500-60))
    close_command_window
    Graphics.fadeout(FADE_OUT_FRAME_LENGTH)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #-----------------------------------------------------------------------------
  # Aliased to make certain things not opaque to begin with.
  #-----------------------------------------------------------------------------
  alias imp_edit_create_title_graphic create_title_graphic unless $@
  def create_title_graphic
    for i in 0..@s.size
      @s[i].opacity = 0
    end
    imp_edit_create_title_graphic
  end
  #-----------------------------------------------------------------------------
  # Overwritten for fading in background and menu.
  #-----------------------------------------------------------------------------
  def update
    if !$STILL_BG
      @stage = 1 if @stage.nil?
      @timer = 0 if @timer.nil?
      case @stage
      when 1
        #-----------------------------------------------------------------------
        # Wait 30 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 30
          @timer = 0
          @stage = 2
        end
      when 2
        #-----------------------------------------------------------------------
        # Fade in logo.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @s[0].opacity += SPEED_OF_LOGO_FADEIN
        if @s[0].opacity >= 255
          @stage = 3
        end
      when 3
        #-----------------------------------------------------------------------
        # Wait 90 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 90
          @timer = 0
          @stage = 4
        end
      when 4
        @wave.update
        update_background_animation
        for i in 1..@s.size
          a = i == 1 and @continue_enabled     
          b = i == 2 and !@continue_enabled
          @s[i].opacity += SPEED_OF_MENU_FADEIN unless a or b
        end
        if @s[3].opacity >= 255
          @SPARK_COUNT = 350
          @stage = 5
        end
      when 5
        @wave.update
        update_background_animation
        update_symbol_animation
        update_spark_animation
        update_menu_animation
        check_menu
        update_input
      end
    end
  end
  #-----------------------------------------------------------------------------
  # Edited to make the different updates their own methods.
  #-----------------------------------------------------------------------------
  def update_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 != -118
        @wave.ox -= 1
      else
        @TITLE_LOOP == 1
      end
    end
  end
  def update_symbol_animation
    @s[7].ox -= @SYMBOL_SPEED
    @SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
    @s[7].opacity += 3 if @s[7].opacity != 255
  end
  def update_spark_animation
    @s[8].x += @SPARK_SPEED
    @s[9].x -= @SPARK_SPEED
    if @SPARK_COUNT != 0
      @SPARK_COUNT -= 1
    else
      @SPARK_COUNT = 350
      @s[8].x = -172
      @s[9].x = 544
    end
    if @s[8].opacity != 255
      @s[8].opacity += 20
      @s[9].opacity += 20
    end
  end
  def update_menu_animation
    case @command_window.index
    when 0 #New game
      @s[8].y = @MENU_NEW - 20
      @s[7].oy = @MENU_NEW + 183
      @s[5].y = @s[6].y = @s[9].y = @MENU_NEW
      if @s[1].opacity != 255
        @s[1].opacity += 20
        @s[2].opacity -= 20
        @s[3].opacity -= 20
      end
      @s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
      when 1 #Continue
        @s[8].y = @MENU_CONTINUE - 20
        @s[7].oy = @MENU_CONTINUE + 93
        @s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
        if @s[2].opacity != 255
          @s[2].opacity += 20
          @s[1].opacity -= 20
          @s[3].opacity -= 20
        end
        if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
          @s[4].y += 5
        elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
          @s[4].y -= 5
        end
        when 2 #Shutdown
          @s[8].y = @MENU_EXIT - 20
          @s[7].oy = @MENU_EXIT + 13
          @s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
          if @s[3].opacity != 255
            @s[3].opacity += 20
            @s[1].opacity -= 20
            @s[2].opacity -= 20
          end
          @s[4].y += 5 if @s[4].y != @MENU_EXIT
        end
        @command_window.update
        @s[5].x += 11 if @s[5].x != 0
        @s[6].x -= 12 if @s[6].x != 308
      end
    end
  end
  def update_input
    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
place it underneath the actual script.

__________________________________
Code:
"haystack".scan(/needle/)
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Re: Need help with a script!

Post by The Creator on Sun Nov 14, 2010 8:44 pm

AS in a seperate script in itself?? Alright! Ill give it a try!
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Re: Need help with a script!

Post by The Creator on Sun Nov 14, 2010 8:51 pm

ALright, sorry for the double post, but I just got an error... posting now!






I would post script demo link, but being as it is that I am banned from RPGmakervx * thanks to Elf* I cannot retreive it for you... sorry!*
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Re: Need help with a script!

Post by Peva on Sun Nov 14, 2010 10:32 pm

Argh, you got banned again? What the hell happened this time?

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Peva
Spoiler:





Well, happy RMing Wink
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Re: Need help with a script!

Post by IMP1 on Mon Nov 15, 2010 5:36 am

Oh, my bad. Copied and pasted it wrong. Although this is completely your fault for not using code tags Razz

Code:
class Scene_Title
 
  FADE_OUT_FRAME_LENGTH = 300
  SPEED_OF_LOGO_FADEIN  = 1
  SPEED_OF_MENU_FADEIN  = 1
  #-----------------------------------------------------------------------------
  # Overwritten to make fade out longer
  #-----------------------------------------------------------------------------
  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(FADE_OUT_FRAME_LENGTH+(1500-60))
    close_command_window
    Graphics.fadeout(FADE_OUT_FRAME_LENGTH)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #-----------------------------------------------------------------------------
  # Aliased to make certain things not opaque to begin with.
  #-----------------------------------------------------------------------------
  alias imp_edit_create_title_graphic create_title_graphic unless $@
  def create_title_graphic
    for i in 0..@s.size
      @s[i].opacity = 0
    end
    imp_edit_create_title_graphic
  end
  #-----------------------------------------------------------------------------
  # Overwritten for fading in background and menu.
  #-----------------------------------------------------------------------------
  def update
    if !$STILL_BG
      @stage = 1 if @stage.nil?
      @timer = 0 if @timer.nil?
      case @stage
      when 1
        #-----------------------------------------------------------------------
        # Wait 30 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 30
          @timer = 0
          @stage = 2
        end
      when 2
        #-----------------------------------------------------------------------
        # Fade in logo.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @s[0].opacity += SPEED_OF_LOGO_FADEIN
        if @s[0].opacity >= 255
          @stage = 3
        end
      when 3
        #-----------------------------------------------------------------------
        # Wait 90 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 90
          @timer = 0
          @stage = 4
        end
      when 4
        @wave.update
        update_background_animation
        for i in 1..@s.size
          a = i == 1 and @continue_enabled     
          b = i == 2 and !@continue_enabled
          @s[i].opacity += SPEED_OF_MENU_FADEIN unless a or b
        end
        if @s[3].opacity >= 255
          @SPARK_COUNT = 350
          @stage = 5
        end
      when 5
        @wave.update
        update_background_animation
        update_symbol_animation
        update_spark_animation
        update_menu_animation
        check_menu
        update_input
      end
    end
  end
  #-----------------------------------------------------------------------------
  # Edited to make the different updates their own methods.
  #-----------------------------------------------------------------------------
  def update_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 != -118
        @wave.ox -= 1
      else
        @TITLE_LOOP == 1
      end
    end
  end
  def update_symbol_animation
    @s[7].ox -= @SYMBOL_SPEED
    @SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
    @s[7].opacity += 3 if @s[7].opacity != 255
  end
  def update_spark_animation
    @s[8].x += @SPARK_SPEED
    @s[9].x -= @SPARK_SPEED
    if @SPARK_COUNT != 0
      @SPARK_COUNT -= 1
    else
      @SPARK_COUNT = 350
      @s[8].x = -172
      @s[9].x = 544
    end
    if @s[8].opacity != 255
      @s[8].opacity += 20
      @s[9].opacity += 20
    end
  end
  def update_menu_animation
    case @command_window.index
    when 0 #New game
      @s[8].y = @MENU_NEW - 20
      @s[7].oy = @MENU_NEW + 183
      @s[5].y = @s[6].y = @s[9].y = @MENU_NEW
      if @s[1].opacity != 255
        @s[1].opacity += 20
        @s[2].opacity -= 20
        @s[3].opacity -= 20
      end
      @s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
      when 1 #Continue
        @s[8].y = @MENU_CONTINUE - 20
        @s[7].oy = @MENU_CONTINUE + 93
        @s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
        if @s[2].opacity != 255
          @s[2].opacity += 20
          @s[1].opacity -= 20
          @s[3].opacity -= 20
        end
        if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
          @s[4].y += 5
        elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
          @s[4].y -= 5
        end
      when 2 #Shutdown
        @s[8].y = @MENU_EXIT - 20
        @s[7].oy = @MENU_EXIT + 13
        @s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
        if @s[3].opacity != 255
          @s[3].opacity += 20
          @s[1].opacity -= 20
          @s[2].opacity -= 20
        end
        @s[4].y += 5 if @s[4].y != @MENU_EXIT
      end
      @command_window.update
      @s[5].x += 11 if @s[5].x != 0
      @s[6].x -= 12 if @s[6].x != 308
    end
  end
  def update_input
    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

end
And Peva, not the place.

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Code:
"haystack".scan(/needle/)
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Re: Need help with a script!

Post by The Creator on Mon Nov 15, 2010 5:54 am

@Peva: Well, they decided that I was not worthy of coming back to their forums... so I got banned again, but they did manage to send a list of greviances that Elf comitted while there!

@IMP1: XD Alright, lets see if this works now!
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Re: Need help with a script!

Post by The Creator on Mon Nov 15, 2010 6:07 am

Code:
#==============================================================================
#  Hanzo Kimura's Animated Title Screen, a re-do by Speed.
#  Scripted Date: 02/24/09
#  PLEASE CREDIT: Hanzo Kimura and Speed for the edit
#  if you are 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)
#  **"TitleBG.jpg" - For Still Version Title Background
#
#  RE-CODE by Speed:
#  - Removed unneccecary duplicate code from Scene_Title
#  - Aliased what I can, it's not compatible with other scripts, but still
#  it saves lines and duplicate code.
#  - Removed disposal of unneccecary objects (if you dispose @sprite, you don't
#  need to dispose @sprite.bitmap after that)
#  - Added an array for the image objects, for faster disposal and removes of
#  duplicate code.
#  - Fixed unneccecary if blocks.
#  - Removed all global variables except $STILL_BG, since you won't change
#  the speed and everything in game it's unneccecary, consumes memory and
#  it's dangerous as it can kill other scripts.
#  - Moved the variables into a start method (initializing them).
#  - Changed @wave.dispose if @wave != nil
#  now more robust, because now it disposes the sprite if it was created,
#  before you could turn off the $STILL_BG in title and it would keep the
#  background on screen if you would change scenes.
#  - More minor things. All and all, the script is now less dangerous and
#  obtrusive, and the number of lines of code was halved.
#
#  IF YOU FIND ANY BUGS REPORT HERE:
#  http://www.rpgmakervx.net/index.php?showtopic=16133&st=60
#==============================================================================

$STILL_BG = false      # true=Still Background false=Animated Background.

#-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
#----|Scene_Title|--------------------------------------------------------/
#-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
#--This class performs the title screen processing.-----------------------/
#========================================================================/
class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
   # * Start (Alias) | EDITING AREA
   #--------------------------------------------------------------------------
  alias :start_oldie_speed :start
  def start
    #NEW FUNCTIONS
    @TITLE_MENU_X = 184    # Menu X Position
    @TITLE_MENU_Y = 260    # Menu Y Position
    @LOGO_X = 0            # Logo X Position
    @LOGO_Y = 0            # 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 on NEW GAME
    @MENU_CONTINUE = 305    # THE Y Position of the cursor on CONTINUE
    @MENU_EXIT = 345        # THE Y Position of the cursor on EXIT
    @SYMBOL_SPEED = 1
  #-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
  #---|DO NOT EDIT BELOW!|--------------------------------------------------/
  #-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-\
  #========================================================================/
    @SYMBOL_RESET = false
    start_oldie_speed
  end
   #--------------------------------------------------------------------------
   # * Frame Update (Overwrite)
   #--------------------------------------------------------------------------
   def update
      super
      if $STILL_BG == false
         #=======Wave Animation=========
         @wave.update
         #=====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
      end
      #=======Symbol Animation=======
      @s[7].ox -= @SYMBOL_SPEED
    @SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
    @s[7].opacity += 3 if @s[7].opacity != 255
      #=======Spark Animation========
      @s[8].x += @SPARK_SPEED
      @s[9].x -= @SPARK_SPEED
      if @SPARK_COUNT != 0
         @SPARK_COUNT -= 1
      else
         @SPARK_COUNT = 350
      @s[8].x = -172
      @s[9].x = 544
      end
      if @s[8].opacity != 255
      @s[8].opacity += 20
      @s[9].opacity += 20
      end
      #=======Menu Animation=========
      case @command_window.index
         when 0    #New game
        @s[8].y = @MENU_NEW - 20
        @s[7].oy = @MENU_NEW + 183
        @s[5].y = @s[6].y = @s[9].y = @MENU_NEW
        if @s[1].opacity != 255
          @s[1].opacity += 20
          @s[2].opacity -= 20
          @s[3].opacity -= 20
        end
        @s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
         when 1    #Continue
        @s[8].y = @MENU_CONTINUE - 20
        @s[7].oy = @MENU_CONTINUE + 93
        @s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
        if @s[2].opacity != 255
          @s[2].opacity += 20
          @s[1].opacity -= 20
          @s[3].opacity -= 20
        end
        if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
          @s[4].y += 5
        elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
          @s[4].y -= 5
        end
         when 2    #Shutdown
        @s[8].y = @MENU_EXIT - 20
        @s[7].oy = @MENU_EXIT + 13
        @s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
        if @s[3].opacity != 255
          @s[3].opacity += 20
          @s[1].opacity -= 20
          @s[2].opacity -= 20
        end
        @s[4].y += 5 if @s[4].y != @MENU_EXIT
      end
      @command_window.update
      #====Cursor Animation=====
      @s[5].x += 11 if @s[5].x != 0
      @s[6].x -= 12 if @s[6].x != 308
   
      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 (Overwrite)
   #--------------------------------------------------------------------------
   def check_menu
      if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
         @SPARK_COUNT = 350
         @s[8].x = -172; @s[9].x = 640
         @s[8].opacity = @s[9].opacity = @s[7].opacity = 0
         @SYMBOL_RESET = true
      @s[5].x = -330; @s[6].x = 680
         case @command_window.index
         when 0 #New game
         @s[8].y = 280; @s[9].y = 300
         @s[7].oy = 403
         @s[5].y = @s[6].y = 300
         when 1  # Continue
         @s[8].y = 325; @s[9].y = 345
         @s[7].oy = 358
         @s[5].y = @s[6].y = 345
         when 2 # Shutdown
         @s[8].y = 365; @s[9].y = 385
         @s[7].oy = 317
         @s[5].y = @s[6].y = 385
         end
      end
   end
   #--------------------------------------------------------------------------
   # * Create Title Graphic (Overwrite)
   #--------------------------------------------------------------------------
   def create_title_graphic
      @viewport1 = Viewport.new(0, 0, 1288, 891)
      @viewport2 = Viewport.new(0, 0, 824, 480)
      @viewport2.z = 10
      if $STILL_BG == false
         @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
      else
         @sprite = Sprite.new
         @sprite.bitmap = Cache.system("TitleBG")
         @sprite.y = @sprite.x = 0; @sprite.z = -100
      end
    #sprite array
      @s = []
      for i in 0...10
         @s[i] = Sprite.new
      end
      #logo
      @s[0].bitmap = Cache.system("TitleLogo")
      @s[0].x = @LOGO_X; @s[0].y = @LOGO_Y; @s[0].z = 10
      #menu01, menu 02, menu 03
      @s[1].bitmap = Cache.system("TitleMenu01")
      @s[2].bitmap = Cache.system("TitleMenu02")
      @s[3].bitmap = Cache.system("TitleMenu03")
      @s[2].opacity = @s[3].opacity = 0
      @s[1].x = @s[2].x = @s[3].x = @TITLE_MENU_X
      @s[1].y = @s[2].y = @s[3].y = @TITLE_MENU_Y
      #cursor
      @s[4].bitmap = Cache.system("TitleCursor")
      @s[4].x = @TITLE_MENU_X; @s[4].y = @TITLE_MENU_Y; @s[4].z = 12
      #strike1, strike2
      @s[5].bitmap = Cache.system("TitleCursorStrike01")
      @s[5].x = 0; @s[5].y = 260; @s[5].z = 9
      @s[6].bitmap = Cache.system("TitleCursorStrike02")
      @s[6].x = 308; @s[6].y = 260; @s[6].z = 9
      #symbol
      @s[7] = Plane.new(@viewport2)
      @s[7].bitmap = Cache.system("TitleSymbol")
      @s[7].oy = 443; @s[7].ox = 100
      #spark01, spark02
      @s[8].bitmap = Cache.system("TitleSpark01")
      @s[8].y = 280; @s[8].x = -172; @s[8].z = 12
      @s[9].bitmap = Cache.system("TitleSpark02")
      @s[9].y = 300; @s[9].x = 640; @s[9].z = 12
      @s[1].z = @s[2].z = @s[3].z = 13
      if @continue_enabled 
         @s[1].opacity = 0; @s[2].opacity = 255
         @s[4].y = 305; @s[5].y = 305; @s[6].y = 305
         @s[7].oy = 398
      end
   end
   #--------------------------------------------------------------------------
   # * Dispose of Title Graphic (Overwrite)
   #--------------------------------------------------------------------------
   def dispose_title_graphic
      @wave.dispose if @wave != nil
      @sprite.dispose
      for i in 0...@s.size
         @s[i].dispose
      end
   end
   #--------------------------------------------------------------------------
   # * Create Command Window (Alias)
   #--------------------------------------------------------------------------
   alias :create_command_window_oldie_speed :create_command_window
   def create_command_window
      create_command_window_oldie_speed
      @command_window.x = (Graphics.width - @command_window.width) / 2
      @command_window.y = 998
   end
end





I got Another error... something with the end... Also but the script in code tages so that you could use it better! Razz Anyways, hope this helps!
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Re: Need help with a script!

Post by mitchi.exe on Mon Nov 15, 2010 6:38 am

If it says the error is at a certain line, report the line\s here as well.
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Re: Need help with a script!

Post by IMP1 on Mon Nov 15, 2010 7:00 am

Ok, right off the bat, you haven't copied the script you're using. The error says that there's a syntax error on line 479, but the script you just put in code tags is only 282 lines long.

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Code:
"haystack".scan(/needle/)
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Re: Need help with a script!

Post by The Creator on Mon Nov 15, 2010 5:48 pm

Ha, oops... that was actually my fault... I was trying out variations of places to place it... here is the real error


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Re: Need help with a script!

Post by The Creator on Tue Nov 16, 2010 6:38 am

Hrmm... now its saying the error is on line 197 of the addon script that you gave me to try... How strange!
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Re: Need help with a script!

Post by IMP1 on Tue Nov 16, 2010 12:28 pm

try chucking another 'end' (sans quotation marks) on a new line (line 198)

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Re: Need help with a script!

Post by The Creator on Tue Nov 16, 2010 8:02 pm

hmm, gotcha! Ill give it a shot!

* edit * Same error... posting layout also...



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Re: Need help with a script!

Post by IMP1 on Wed Nov 17, 2010 1:44 am

I've pretty much forgotten what this whole code is, and I might just start again if i can't get it done soon. Try this (replaceing the whole fix with it):
Code:
class Scene_Title
 
  FADE_OUT_FRAME_LENGTH = 300
  SPEED_OF_LOGO_FADEIN  = 1
  SPEED_OF_MENU_FADEIN  = 1
  #-----------------------------------------------------------------------------
  # Overwritten to make fade out longer
  #-----------------------------------------------------------------------------
  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(FADE_OUT_FRAME_LENGTH+(1500-60))
    close_command_window
    Graphics.fadeout(FADE_OUT_FRAME_LENGTH)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #-----------------------------------------------------------------------------
  # Aliased to make certain things not opaque to begin with.
  #-----------------------------------------------------------------------------
  alias imp_edit_create_title_graphic create_title_graphic unless $@
  def create_title_graphic
    for i in 0..@s.size
      @s[i].opacity = 0
    end
    imp_edit_create_title_graphic
  end
  #-----------------------------------------------------------------------------
  # Overwritten for fading in background and menu.
  #-----------------------------------------------------------------------------
  def update
    if !$STILL_BG
      @stage = 1 if @stage.nil?
      @timer = 0 if @timer.nil?
      case @stage
      when 1
        #-----------------------------------------------------------------------
        # Wait 30 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 30
          @timer = 0
          @stage = 2
        end
      when 2
        #-----------------------------------------------------------------------
        # Fade in logo.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @s[0].opacity += SPEED_OF_LOGO_FADEIN
        if @s[0].opacity >= 255
          @stage = 3
        end
      when 3
        #-----------------------------------------------------------------------
        # Wait 90 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 90
          @timer = 0
          @stage = 4
        end
      when 4
        @wave.update
        update_background_animation
        for i in 1..@s.size
          a = i == 1 and @continue_enabled     
          b = i == 2 and !@continue_enabled
          @s[i].opacity += SPEED_OF_MENU_FADEIN unless a or b
        end
        if @s[3].opacity >= 255
          @SPARK_COUNT = 350
          @stage = 5
        end
      when 5
        @wave.update
        update_background_animation
        update_symbol_animation
        update_spark_animation
        update_menu_animation
        check_menu
        update_input
      end
    end
  end
  #-----------------------------------------------------------------------------
  # Edited to make the different updates their own methods.
  #-----------------------------------------------------------------------------
  def update_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 != -118
        @wave.ox -= 1
      else
        @TITLE_LOOP == 1
      end
    end
  end
  def update_symbol_animation
    @s[7].ox -= @SYMBOL_SPEED
    @SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
    @s[7].opacity += 3 if @s[7].opacity != 255
  end
  def update_spark_animation
    @s[8].x += @SPARK_SPEED
    @s[9].x -= @SPARK_SPEED
    if @SPARK_COUNT != 0
      @SPARK_COUNT -= 1
    else
      @SPARK_COUNT = 350
      @s[8].x = -172
      @s[9].x = 544
    end
    if @s[8].opacity != 255
      @s[8].opacity += 20
      @s[9].opacity += 20
    end
  end
  def update_menu_animation
    case @command_window.index
    when 0 #New game
      @s[8].y = @MENU_NEW - 20
      @s[7].oy = @MENU_NEW + 183
      @s[5].y = @MENU_NEW
      @s[6].y = @MENU_NEW
      @s[9].y = @MENU_NEW
      if @s[1].opacity != 255
        @s[1].opacity += 20
        @s[2].opacity -= 20
        @s[3].opacity -= 20
      end
      @s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
    when 1 #Continue
      @s[8].y = @MENU_CONTINUE - 20
      @s[7].oy = @MENU_CONTINUE + 93
      @s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
      if @s[2].opacity != 255
        @s[2].opacity += 20
        @s[1].opacity -= 20
        @s[3].opacity -= 20
      end
      if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
        @s[4].y += 5
      elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
        @s[4].y -= 5
      end
    when 2 #Shutdown
      @s[8].y = @MENU_EXIT - 20
      @s[7].oy = @MENU_EXIT + 13
      @s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
      if @s[3].opacity != 255
        @s[3].opacity += 20
        @s[1].opacity -= 20
        @s[2].opacity -= 20
      end
      @s[4].y += 5 if @s[4].y != @MENU_EXIT
    end
    @command_window.update
    @s[5].x += 11 if @s[5].x != 0
    @s[6].x -= 12 if @s[6].x != 308
  end
  def update_input
    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 
 
end

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Re: Need help with a script!

Post by The Creator on Wed Nov 17, 2010 5:58 am

Got anohter error... posting below



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Re: Need help with a script!

Post by IMP1 on Wed Nov 17, 2010 9:24 am

Code:
class Scene_Title
 
  FADE_OUT_FRAME_LENGTH = 300
  SPEED_OF_LOGO_FADEIN  = 1
  SPEED_OF_MENU_FADEIN  = 1
  #-----------------------------------------------------------------------------
  # Overwritten to make fade out longer
  #-----------------------------------------------------------------------------
  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(FADE_OUT_FRAME_LENGTH+(1500-60))
    close_command_window
    Graphics.fadeout(FADE_OUT_FRAME_LENGTH)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #-----------------------------------------------------------------------------
  # Aliased to make certain things not opaque to begin with.
  #-----------------------------------------------------------------------------
  alias imp_edit_create_title_graphic create_title_graphic unless $@
  def create_title_graphic
    imp_edit_create_title_graphic
    for i in 0..@s.size
      @s[i].opacity = 0
    end
  end
  #-----------------------------------------------------------------------------
  # Overwritten for fading in background and menu.
  #-----------------------------------------------------------------------------
  def update
    if !$STILL_BG
      @stage = 1 if @stage.nil?
      @timer = 0 if @timer.nil?
      case @stage
      when 1
        #-----------------------------------------------------------------------
        # Wait 30 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 30
          @timer = 0
          @stage = 2
        end
      when 2
        #-----------------------------------------------------------------------
        # Fade in logo.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @s[0].opacity += SPEED_OF_LOGO_FADEIN
        if @s[0].opacity >= 255
          @stage = 3
        end
      when 3
        #-----------------------------------------------------------------------
        # Wait 90 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 90
          @timer = 0
          @stage = 4
        end
      when 4
        @wave.update
        update_background_animation
        for i in 1..@s.size
          a = i == 1 and @continue_enabled     
          b = i == 2 and !@continue_enabled
          @s[i].opacity += SPEED_OF_MENU_FADEIN unless a or b
        end
        if @s[3].opacity >= 255
          @SPARK_COUNT = 350
          @stage = 5
        end
      when 5
        @wave.update
        update_background_animation
        update_symbol_animation
        update_spark_animation
        update_menu_animation
        check_menu
        update_input
      end
    end
  end
  #-----------------------------------------------------------------------------
  # Edited to make the different updates their own methods.
  #-----------------------------------------------------------------------------
  def update_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 != -118
        @wave.ox -= 1
      else
        @TITLE_LOOP == 1
      end
    end
  end
  def update_symbol_animation
    @s[7].ox -= @SYMBOL_SPEED
    @SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
    @s[7].opacity += 3 if @s[7].opacity != 255
  end
  def update_spark_animation
    @s[8].x += @SPARK_SPEED
    @s[9].x -= @SPARK_SPEED
    if @SPARK_COUNT != 0
      @SPARK_COUNT -= 1
    else
      @SPARK_COUNT = 350
      @s[8].x = -172
      @s[9].x = 544
    end
    if @s[8].opacity != 255
      @s[8].opacity += 20
      @s[9].opacity += 20
    end
  end
  def update_menu_animation
    case @command_window.index
    when 0 #New game
      @s[8].y = @MENU_NEW - 20
      @s[7].oy = @MENU_NEW + 183
      @s[5].y = @MENU_NEW
      @s[6].y = @MENU_NEW
      @s[9].y = @MENU_NEW
      if @s[1].opacity != 255
        @s[1].opacity += 20
        @s[2].opacity -= 20
        @s[3].opacity -= 20
      end
      @s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
    when 1 #Continue
      @s[8].y = @MENU_CONTINUE - 20
      @s[7].oy = @MENU_CONTINUE + 93
      @s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
      if @s[2].opacity != 255
        @s[2].opacity += 20
        @s[1].opacity -= 20
        @s[3].opacity -= 20
      end
      if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
        @s[4].y += 5
      elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
        @s[4].y -= 5
      end
    when 2 #Shutdown
      @s[8].y = @MENU_EXIT - 20
      @s[7].oy = @MENU_EXIT + 13
      @s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
      if @s[3].opacity != 255
        @s[3].opacity += 20
        @s[1].opacity -= 20
        @s[2].opacity -= 20
      end
      @s[4].y += 5 if @s[4].y != @MENU_EXIT
    end
    @command_window.update
    @s[5].x += 11 if @s[5].x != 0
    @s[6].x -= 12 if @s[6].x != 308
  end
  def update_input
    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 
 
end

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Re: Need help with a script!

Post by The Creator on Wed Nov 17, 2010 4:52 pm

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Re: Need help with a script!

Post by IMP1 on Thu Nov 18, 2010 6:43 am

Code:
class Scene_Title
 
  FADE_OUT_FRAME_LENGTH = 300
  SPEED_OF_LOGO_FADEIN  = 1
  SPEED_OF_MENU_FADEIN  = 1
  #-----------------------------------------------------------------------------
  # Overwritten to make fade out longer
  #-----------------------------------------------------------------------------
  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(FADE_OUT_FRAME_LENGTH+(1500-60))
    close_command_window
    Graphics.fadeout(FADE_OUT_FRAME_LENGTH)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #-----------------------------------------------------------------------------
  # Aliased to make certain things not opaque to begin with.
  #-----------------------------------------------------------------------------
  alias imp_edit_create_title_graphic create_title_graphic unless $@
  def create_title_graphic
    imp_edit_create_title_graphic
    for i in 0...@s.size
      @s[i].opacity = 0
    end
  end
  #-----------------------------------------------------------------------------
  # Overwritten for fading in background and menu.
  #-----------------------------------------------------------------------------
  def update
    if !$STILL_BG
      @stage = 1 if @stage.nil?
      @timer = 0 if @timer.nil?
      case @stage
      when 1
        #-----------------------------------------------------------------------
        # Wait 30 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 30
          @timer = 0
          @stage = 2
        end
      when 2
        #-----------------------------------------------------------------------
        # Fade in logo.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @s[0].opacity += SPEED_OF_LOGO_FADEIN
        if @s[0].opacity >= 255
          @stage = 3
        end
      when 3
        #-----------------------------------------------------------------------
        # Wait 90 frames.
        #-----------------------------------------------------------------------
        @wave.update
        update_background_animation
        @timer += 1
        if @timer >= 90
          @timer = 0
          @stage = 4
        end
      when 4
        @wave.update
        update_background_animation
        for i in 1...@s.size
          a = i == 1 and @continue_enabled     
          b = i == 2 and !@continue_enabled
          @s[i].opacity += SPEED_OF_MENU_FADEIN unless a or b
        end
        if @s[3].opacity >= 255
          @SPARK_COUNT = 350
          @stage = 5
        end
      when 5
        @wave.update
        update_background_animation
        update_symbol_animation
        update_spark_animation
        update_menu_animation
        check_menu
        update_input
      end
    end
  end
  #-----------------------------------------------------------------------------
  # Edited to make the different updates their own methods.
  #-----------------------------------------------------------------------------
  def update_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 != -118
        @wave.ox -= 1
      else
        @TITLE_LOOP == 1
      end
    end
  end
  def update_symbol_animation
    @s[7].ox -= @SYMBOL_SPEED
    @SYMBOL_RESET = false if @SYMBOL_RESET == true && @s[7].opacity == 0
    @s[7].opacity += 3 if @s[7].opacity != 255
  end
  def update_spark_animation
    @s[8].x += @SPARK_SPEED
    @s[9].x -= @SPARK_SPEED
    if @SPARK_COUNT != 0
      @SPARK_COUNT -= 1
    else
      @SPARK_COUNT = 350
      @s[8].x = -172
      @s[9].x = 544
    end
    if @s[8].opacity != 255
      @s[8].opacity += 20
      @s[9].opacity += 20
    end
  end
  def update_menu_animation
    case @command_window.index
    when 0 #New game
      @s[8].y = @MENU_NEW - 20
      @s[7].oy = @MENU_NEW + 183
      @s[5].y = @MENU_NEW
      @s[6].y = @MENU_NEW
      @s[9].y = @MENU_NEW
      if @s[1].opacity != 255
        @s[1].opacity += 20
        @s[2].opacity -= 20
        @s[3].opacity -= 20
      end
      @s[4].y -= 5 if @s[4].y != @TITLE_MENU_Y
    when 1 #Continue
      @s[8].y = @MENU_CONTINUE - 20
      @s[7].oy = @MENU_CONTINUE + 93
      @s[5].y = @s[6].y = @s[9].y = @MENU_CONTINUE
      if @s[2].opacity != 255
        @s[2].opacity += 20
        @s[1].opacity -= 20
        @s[3].opacity -= 20
      end
      if @s[4].y != @MENU_CONTINUE && @s[4].y < @MENU_CONTINUE
        @s[4].y += 5
      elsif @s[4].y != @MENU_CONTINUE && @s[4].y > @MENU_CONTINUE
        @s[4].y -= 5
      end
    when 2 #Shutdown
      @s[8].y = @MENU_EXIT - 20
      @s[7].oy = @MENU_EXIT + 13
      @s[5].y = @s[6].y = @s[9].y = @MENU_EXIT
      if @s[3].opacity != 255
        @s[3].opacity += 20
        @s[1].opacity -= 20
        @s[2].opacity -= 20
      end
      @s[4].y += 5 if @s[4].y != @MENU_EXIT
    end
    @command_window.update
    @s[5].x += 11 if @s[5].x != 0
    @s[6].x -= 12 if @s[6].x != 308
  end
  def update_input
    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 
 
end

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Re: Need help with a script!

Post by The Creator on Fri Nov 19, 2010 1:54 pm

Wait a sec... that actually works!!! You did it! Thank you so much for this IMP1!
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Re: Need help with a script!

Post by IMP1 on Sat Nov 20, 2010 8:28 am

Jesus christ.....
I'm glad it works (finally). Never let it be said I give up on people >.<
May I close this on up and forget all about it?

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Re: Need help with a script!

Post by The Creator on Sat Nov 20, 2010 9:02 am

Lol, yes... please do! Razz
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Re: Need help with a script!

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