UltimaForum

Skrypty [VX] - Napisy końcowe [VX]

Ayene - Wto 29 Gru, 2009 22:31
Temat postu: Napisy końcowe [VX]

KillYou - Sob 02 Sty, 2010 17:39

Ayene, gdzie się wywołuje ten skrypt?
Lista Poleceń -> 1 -> komentarz -> i tam się wpisuje? chodzi o '$scene = Scene_Credits.new'

Ayene - Sob 02 Sty, 2010 23:37

Nie. Na stronie 3, na samym dole, jest polecenie 'Script' / 'Skrypt'.
milosz161 - Sob 13 Lut, 2010 14:24

ej mogł bys napisac w notatniku caly gotowy script tylko zeby wkleic i hulalo bo ja wklejam i mam tylko 162 linijki ;/
zryty123 - Wto 16 Lut, 2010 09:47

Ludzie help mi wklejam ten skrypt włączam grę i wyskakuje mi Syntax error :-(
Co robić?

Ayene - Wto 16 Lut, 2010 09:57

W której linijce? Podaj dokładną treść błędu. Upewnij się ponadto, że w linijce 80 po '_END_' nie ma spacji.
Valdali - Nie 02 Maj, 2010 12:35

a czy można tam dodawać nowe rzeczy np. muzyka itp.?
Ayene - Nie 02 Maj, 2010 17:42

Ogólnie między:
Kod:
CREDIT=<<_END_  # <- nie usuwaj tego

a
Kod:
_END_

można wpisać cokolwiek ;-)

Valdali - Pon 03 Maj, 2010 11:40

aha dzięki :-D

[ Dodano: Pon 24 Maj, 2010 11:33 ]
a czy da sie wlaczyc jakas konkretna muzyke w tym? bo chyba tak normalnie to idzie z menu?

MaxisowyNoobek - Wto 25 Maj, 2010 18:38

ale jak zrobić koniec gry bez game overa???!!!
CreeperCrisis - Wto 25 Maj, 2010 19:06

ze strony trzeciej wstaw:
Back to Title Screen
Mam nadzieję, że rozumiesz. ;-)

patryk2529 - Nie 08 Sie, 2010 15:04

Wstawiłem skrypt w Main i nic się nie dzieję
CreeperCrisis - Nie 08 Sie, 2010 16:54

patryk2529, to ma być nad Main. :-)
patryk2529 - Nie 08 Sie, 2010 20:48

Ok sorki nie wstawiłem wtedy tego włącznika skryptu ,to mój pierwszy skrypt ,sorki
arczaniol1 - Pią 03 Wrz, 2010 12:53

Ale fajnie dzieki!
Angius - Sob 06 Lis, 2010 12:21

Ja mam niestety również syntax error...
Cytat:
????? 'credits' ? 170 ??? SyntaxError ????????

Credits - tak nazwałem skrypt, bo to o nazwę chyba chodzi...
Linijka 170, to ta z "end". Nie ma po nim spacji.

arofaz - Sob 06 Lis, 2010 12:41

jak wlaczam demo to pisze ze gra byla robiona na innej wersij programu
Angius - Sob 06 Lis, 2010 12:43

Dostosuj to demko do swojego makera. Jest tutorial, już się nauczyłem :P
arofaz - Sob 06 Lis, 2010 12:58

daj link + gg jc please ;d
Angius - Sob 06 Lis, 2010 13:22

http://www.ultimateam.pl/...97b118153#42534
Proszę bardzo, oto i link do tutka.

Edit:
A czy ktoś wie, co w końcu z tym syntaxem?

Angius - Wto 16 Lis, 2010 19:58

Wybaczcie za multipost, ale ja tak trochę z innej beczki...
Dałoby się wrzucić te napisy jakoś przed ekran główny i umieścić w nich zawiązanie fabuły, żeby były swoistym wprowadzeniem do gry?
I jakoś zmienić efekt przewijania, choć... Niekoniecznie :)
Byleby mi działały bez syntaxa :-x

Ayene - Wto 16 Lis, 2010 21:23

Angius, polski mejker? To już wiesz, czemu wyskakuje błąd. Spróbuj ewentualnie na czystym projekcie. Skopiuj w całości skrypt z dema, jeśli nadal nie działa, jest tak, jak napisałam w pierwszym zdaniu. Jeśli chodzi Tobie o to, by napisy pojawiały się przed ekranem tytułowym to możesz dodatkowo skorzystać ze skryptu :arrow: http://www.ultimateam.pl/viewtopic.php?t=1894
Angius - Wto 16 Lis, 2010 21:26

Z tym skryptem już kombinowałem i też coś nie halo :-|
Ale to niestety konsekwencja używania polskiej twierdzówki najwyraźniej :-/

Ayene - Sro 17 Lis, 2010 07:35

Angius, a zhostuj i prześlij mi swój projekt na PW. Może coś jednak robisz źle ;-)
Angius - Sro 17 Lis, 2010 18:59

Proszę bardzo: projekt zuploadowany :)
http://hostuje.net/file.p...c5c9376712f7b2d
Tylko nie przeraź się światem i ilością pozycji w BD... Musiałem zacząć od nowa, bo w poprzedniej wersji był taki chaos, że nie mogłem już tego ogarnąć... :)

Ayene - Czw 18 Lis, 2010 08:03


Angius - Czw 18 Lis, 2010 11:11

Dzięki, wszystko gra i huczy :-D
Tylko jeszcze jedno małe pytanko: czy da się zamiast tekstu wstawić jakąś grafikę dłuższą, żeby się przewijała? Bo ja w title mam trochę tekstu i się to trochę z sobą zlewa :-/

Ayene - Czw 18 Lis, 2010 17:25

Angius, to zrób dłuższe przerwy, kilka enterów między poszczególnymi linijkami i będzie czytelne ;-)
Angius - Pią 19 Lis, 2010 17:03

Nie o to chodzi :-)
Po prostu chciałem zrobić coś w stylu obrazkowego wprowadzenia do gry... O ile się nie mylę, to coś takiego jest w Bionicelka's story, jeśli wiesz, o co mi chodzi :-)

Ayene - Pią 19 Lis, 2010 17:20

Jest taki skrypt, chyba Moghuntera na historię obrazkową... Poszukaj :-)
Angius - Pią 19 Lis, 2010 19:11

Znalazłem coś takiego (co nieco przetłumaczyłem)
Spoiler:

#_________________________________________________
# MOG_Animated Title Sofia V1.1
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.
FULL_SCREEN = false
#Nazwa pliku z logo gry.
LOGO_PIC = "GameLogo"
#Czas wyświetlania logo.
LOGO_TIME = 200
#Muzyka w tle logo (ME).
LOGO_ME = "003-victory03"
#Ustaw klatki na sekundę (domyślnie 40FPS).
PER = 40
#Domyślna muzyka.
RAND_MUSIC = true
#Ustaw domyślną muzykę (nazwa pliku).
MUSIC1 = "-Original04"
MUSIC2 = "-Title02"
#BGS w tle?
BGS_ON = false
#Ustaw BGS w tle (nazwa pliku).
BGS = "010-River01"
#Głośność BGS.
BGS_VOL = 75
#Typ przejścia.
TRANS_TITLE = "035-Whirl01"
#Czas przejścia.
TRANS_TIME = 250
#Tekst, który ma sie wyświetlać, by ktoś przewinął dalej (Press any key)
T_B = "Wciśnij jakikolwiek przycisk"
#Czcionka owego napisu
T_B_FONT_STYLE = 'Tahoma'
#Rozmiar czcionki tegoż napisu.
T_B_FONT = 35
#Horyzontalna pozycja w.w. tekstu
T_B_X = 235
#Oraz jego wertykalna pozycja :)
T_B_Y = 380
#Dźwięk przy naciśnięciu przycisku.(Press any Key)
T_B_SE = "105-Heal01"
#Zoom w tle? Zna ktoś portugalski? (Ativar Zoom reverso na imagem de fundo)
BACK_ZOOM = true
#Nazwa opcji kontroli obrazu? (Nome da picture de opções de comando)
#Muszą być oznakowane trzy grafiki
#Każda z prefixem _1 _2 _3 itd..
COM = "Com"
#-----------------
# Obraz w tle
#-----------------
PIC_FD = "Background"#Nazwa obrazka tła.
PIC_FD_OX = 1 #Prędkość ruchu horyzontalnie.
PIC_FD_OY = 0 #I wertykalnie.
PIC_FD_PRIOR = 1 #Priorytet obrazu.
PIC_FD_OPA = 255 #Przeźroczystość.
PIC_FD_BLEND = 0 #Typ [blend]. Nie wiem, co to jest :P.
#-----------------
# Listy tytułu(?) [Letras do titulo]
#-----------------
PIC_TEXTO = "TitleText"#Nazwa obrazu.
PIC_TEXTO_OX = 0 #Prędkość ruchu horyzontalnego.
PIC_TEXTO_OY = 0 #I wertykalnego.
PIC_TEXTO_OPA = 255 #Przeźroczystość.
PIC_TEXTO_PRIOR = 9 #Priorytet obrazu.
PIC_TEXTO_BLEND = 0 #Typ [blend]. Nie wiem, co to jest :P.
#-----------------
# Warstwa 1
#-----------------
PIC_FOG1 = "Fog02" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100 #Time para mudar de direção.
PIC_FOG_OX_01 = 2 #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2 #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3 #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 1 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 160 #Transparência da imagem.
#-----------------
# Warstwa 2
#-----------------
PIC_FOG2 = "" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção.
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50 #Transparência da imagem.
#-----------------
# Warstwa 3
#-----------------
PIC_FOG3 = "Tree" #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção.
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 2 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200 #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.opacity = 0
@command_window.x = 0 - @command_window.width / 2
@command_window.y = 0
@command_window.visible = false
@command_window.active = false
@mb01 = Plane.new
@mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
@mb01.opacity = MOG::PIC_FD_OPA
@mb01.z = MOG::PIC_FD_PRIOR
@mb01.blend_type = MOG::PIC_FD_BLEND
@mb02 = Plane.new
@mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
@mb02.z = MOG::PIC_TEXTO_PRIOR
@mb02.opacity = MOG::PIC_TEXTO_OPA
@mb02.blend_type = MOG::PIC_TEXTO_BLEND
@mb03 = Plane.new
@mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
@mb03.z = MOG::PIC_FOG1_PRIOR
@mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
@mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
@mb03.blend_type = MOG::PIC_FOG1_BLEND
@mb03.opacity = MOG::PIC_FOG1_OPA
@mb04 = Plane.new
@mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
@mb04.z = MOG::PIC_FOG2_PRIOR
@mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
@mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
@mb04.blend_type = MOG::PIC_FOG2_BLEND
@mb04.opacity = MOG::PIC_FOG2_OPA
@mb05 = Plane.new
@mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
@mb05.z = MOG::PIC_FOG3_PRIOR
@mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
@mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
@mb05.blend_type = MOG::PIC_FOG3_BLEND
@mb05.opacity = MOG::PIC_FOG3_OPA
@mb07 = Plane.new
@mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
@mb07.z = MOG::PIC_LEAF1_PRIOR
@mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
@mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY
@mb07.blend_type = MOG::PIC_LEAF1_BLEND
@mb07.opacity = MOG::PIC_LEAF1_OPA
@mb08 = Plane.new
@mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
@mb08.z = MOG::PIC_LEAF2_PRIOR
@mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
@mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY
@mb08.blend_type = MOG::PIC_LEAF2_BLEND
@mb08.opacity = MOG::PIC_LEAF2_OPA
@bot = Sprite.new
@bot.bitmap = Bitmap.new(160,100)
@bot.x = MOG::T_B_X
@bot.y = MOG::T_B_Y
@bot.z = 9999
@bot.opacity = 0
@bot.bitmap.font.size = MOG::T_B_FONT
@bot.bitmap.font.bold = true
@bot.bitmap.font.italic = true
@bot.bitmap.font.name = MOG::T_B_FONT_STYLE
@bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
@bot2 = Sprite.new
@bot2.bitmap = Bitmap.new(160,100)
@bot2.x = MOG::T_B_X
@bot2.y = MOG::T_B_Y
@bot2.z = 9998
@bot2.opacity = 0
@bot2.bitmap.font.size = MOG::T_B_FONT
@bot2.bitmap.font.bold = true
@bot2.bitmap.font.italic = true
@bot2.color.set(0,0,0)
@bot2.bitmap.font.name = MOG::T_B_FONT_STYLE
@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
@com = Sprite.new
@com.bitmap = RPG::Cache.title(MOG::COM + "_New")
@com.z = 10000
@com.opacity = 0
@com.y = 300
@logo = Plane.new
@logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
@logo.z = 999999
@logo.opacity = 0
@time = 0
@time_zoom = 0
@time_music = 0
@time_logo = MOG::LOGO_TIME
@logo_r = 0
@rs = 0
@mb01.visible = false
@mb02.visible = false
@mb03.visible = false
@mb04.visible = false
@mb05.visible = false
@mb07.visible = false
@mb08.visible = false
@com.visible = false
@logo.visible = true
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
Audio.bgm_stop
Audio.me_stop
Audio.bgs_stop
if MOG::BGS_ON == true
Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
end
Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
if MOG::DIS_MOV == true
for i in 1..MOG::DIS_TIME
@mb01.opacity -= MOG::DIS_PIC1_OPA
@mb02.opacity -= MOG::DIS_PIC2_OPA
@mb03.opacity -= MOG::DIS_PIC3_OPA
@mb04.opacity -= MOG::DIS_PIC4_OPA
@mb05.opacity -= MOG::DIS_PIC5_OPA
@mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
@mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
@com.opacity -= MOG::DIS_PIC2_OPA
@mb01.ox += MOG::DIS_PIC1_OX
@mb01.oy += MOG::DIS_PIC1_OY
@mb02.ox += MOG::DIS_PIC2_OX
@mb02.oy += MOG::DIS_PIC2_OY
@mb03.ox += MOG::DIS_PIC3_OX
@mb03.oy += MOG::DIS_PIC3_OY
@mb04.ox += MOG::DIS_PIC4_OX
@mb04.oy += MOG::DIS_PIC4_OY
@mb05.ox += MOG::DIS_PIC5_OX
@mb05.oy += MOG::DIS_PIC5_OY
@mb07.ox += MOG::DIS_PIC_LEAF1_OX
@mb07.oy += MOG::DIS_PIC_LEAF1_OY
@mb08.ox += MOG::DIS_PIC_LEAF2_OX
@mb08.oy += MOG::DIS_PIC_LEAF2_OY
@mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
@mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
@mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
@mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
@mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
@mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
@mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
@mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
@mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
@mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
@mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
@mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
@mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
@mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
@bot.opacity += 10
@bot2.opacity -= 10
Graphics.update
end
end
Graphics.freeze
@command_window.dispose
@mb01.dispose
@mb02.dispose
@mb03.dispose
@mb04.dispose
@mb05.dispose
@mb07.dispose
@mb08.dispose
@bot.dispose
@bot2.dispose
@com.dispose
@logo.dispose
end
def update
@time_logo -= 1
if @time_logo <= 0
@time_logo = 0
end
if @logo.opacity < 30 and @logo_r == 1
@logo.visible = false
@logo.opacity = 0
@logo.bitmap = RPG::Cache.title("")
end
if @bot.opacity < 30 and @command_window.active == true
@bot.visible = false
@bot2.visible = false
@bot.bitmap.draw_text(0, 0, 32, 32,"")
@bot2.bitmap.draw_text(0, 0, 32, 32,"")
end
if @logo_r == 0 and @logo.opacity <= 250
@logo.opacity += 2
elsif @time_logo <= 0
@logo_r = 1
@logo.opacity -= 2
@mb01.visible = true
@mb02.visible = true
@mb03.visible = true
@mb04.visible = true
@mb05.visible = true
@mb07.visible = true
@mb08.visible = true
@com.visible = true
@bot.opacity += 10
@bot2.opacity += 10
Audio.me_fade(500)
if @bot.opacity >= 255
@bot.opacity = 255
@bot2.opacity = 255
end
end
if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
@rs += 1
case rand(2)
when 0
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
when 1
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
end
else
if @logo_r == 1 and @rs == 1
$game_system.bgm_play($data_system.title_bgm)
@rs += 1
end
end
if @command_window.active == true
@bot.zoom_x += 0.00
@bot2.zoom_x += 0.00
@bot.x += 8
@bot2.x -= 8
@com.opacity += 2
if @com.y > 0
@com.y -= 5
elsif @com.y < 0
@com.y = 0
@com.opacity = 255
end
end
r = rand(100) + 150
g = rand(100) + 150
b = rand(100) + 150
@command_window.update
@time += 2
@time_zoom += 1
if @time_zoom > 1000
@time_zoom = 0
end
if @time_zoom > 500 and MOG::BACK_ZOOM == true
@mb01.zoom_x += 0.004
@mb01.zoom_y += 0.004
if @mb01.zoom_x >= 2
@mb01.zoom_x = 2
@mb01.zoom_y = 2
end
elsif MOG::BACK_ZOOM == true
@mb01.zoom_x -= 0.004
@mb01.zoom_y -= 0.004
if @mb01.zoom_x <= 1
@mb01.zoom_x = 1
@mb01.zoom_y = 1
end
end
@mb01.ox -= MOG::PIC_FD_OX
@mb01.oy -= MOG::PIC_FD_OY
@mb02.ox -= MOG::PIC_TEXTO_OX
@mb02.oy -= MOG::PIC_TEXTO_OY
@mb02.opacity += 2
Graphics.frame_rate = MOG::PER
if @time < MOG::PIC_LEAF1_MOV and MOG::PIC_LEAF1_RAND == true
@mb07.ox += MOG::PIC_LEAF1_OX2
@mb07.oy -= MOG::PIC_LEAF1_OY2
else
@mb07.ox -= MOG::PIC_LEAF1_OX1
@mb07.oy -= MOG::PIC_LEAF1_OY1
end
if @time < MOG::PIC_LEAF2_MOV and MOG::PIC_LEAF2_RAND == true
@mb08.ox -= MOG::PIC_LEAF2_OX2
@mb08.oy -= MOG::PIC_LEAF2_OY2
else
@mb08.ox += MOG::PIC_LEAF2_OX1
@mb08.oy -= MOG::PIC_LEAF2_OY1
end
if @time < MOG::PIC_FOG_MOV and MOG::PIC_FOG_RAND == true
@mb03.ox -= MOG::PIC_FOG_OX_02
@mb03.oy -= MOG::PIC_FOG_OY_02
else
@mb03.ox += MOG::PIC_FOG_OX_01
@mb03.oy -= MOG::PIC_FOG_OY_01
end
if @time < MOG::PIC_FOG2_MOV and MOG::PIC_FOG2_RAND == true
@mb04.ox -= MOG::PIC_FOG2_OX_02
@mb04.oy -= MOG::PIC_FOG2_OY_02
else
@mb04.ox -= MOG::PIC_FOG2_OX_01
@mb04.oy -= MOG::PIC_FOG2_OY_01
end
if @time < MOG::PIC_FOG3_MOV and MOG::PIC_FOG3_RAND == true
@mb05.ox -= MOG::PIC_FOG3_OX_02
@mb05.oy -= MOG::PIC_FOG3_OY_02
else
@mb05.ox -= MOG::PIC_FOG3_OX_01
@mb05.oy -= MOG::PIC_FOG3_OY_01
end
@bot.color.set(r,g,b)
if @time > 400
@time = 0
end
if @rs == 0
Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
@rs += 1
end
if @logo.opacity <= 100 and @logo_r == 1
if Input.trigger?(Input::C) and @command_window.active == true
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
elsif Input.trigger?(Input::C) and @command_window.active == false or
Input.trigger?(Input::B) and @command_window.active == false
Audio.se_play("Audio/SE/" + MOG::T_B_SE)
@command_window.active = true
end
end
case @command_window.index
when 0
@com.bitmap = RPG::Cache.title(MOG::COM + "_New")
when 1
@com.bitmap = RPG::Cache.title(MOG::COM + "_Continue")
when 2
@com.bitmap = RPG::Cache.title(MOG::COM + "_Exit")
end
end
def command_new_game
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(2000)
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$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
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
def battle_test
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end


Ale nie wiem, czy to będzie to... Jeśli mogłabyś zerknąć i zobaczyć, o co tu chodzi, byłbym ci niezmiernie wdzięczny :-D
Jakby co, tu jest oryginał:
Spoiler:

#_________________________________________________
# MOG_Animated Title Sofia V1.1
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.
FULL_SCREEN = true
#Logo Picture Name.
LOGO_PIC = "GameLogo"
#Logo Time.
LOGO_TIME = 200
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "-Original04"
MUSIC2 = "-Title02"
#Active Title BGS.
BGS_ON = false
#Set Title BGS.
BGS = "010-River01"
#Set BGS volume.
BGS_VOL = 75
#Transition Type.
TRANS_TITLE = "035-Whirl01"
#Transition Time.
TRANS_TIME = 250
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any Key"
#Choose Your Own Font(Press any Key)
T_B_FONT_STYLE = 'Tahoma'
#Tamanho da fonte(Press any Key).
T_B_FONT = 35
#Posição do texto na horizontal.(Press any Key)
T_B_X = 235
#Posição do texto na vertical.(Press any Key)
T_B_Y = 380
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Background"#Nome da imagem.
PIC_FD_OX = 1 #Velocidade de movimento na horizontal.
PIC_FD_OY = 0 #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "TitleText"#Nome da imagem.
PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 255 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog02" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100 #Time para mudar de direção.
PIC_FOG_OX_01 = 2 #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2 #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3 #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 1 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 160 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção.
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50 #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree" #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção.
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 2 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200 #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.opacity = 0
@command_window.x = 0 - @command_window.width / 2
@command_window.y = 0
@command_window.visible = false
@command_window.active = false
@mb01 = Plane.new
@mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
@mb01.opacity = MOG::PIC_FD_OPA
@mb01.z = MOG::PIC_FD_PRIOR
@mb01.blend_type = MOG::PIC_FD_BLEND
@mb02 = Plane.new
@mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
@mb02.z = MOG::PIC_TEXTO_PRIOR
@mb02.opacity = MOG::PIC_TEXTO_OPA
@mb02.blend_type = MOG::PIC_TEXTO_BLEND
@mb03 = Plane.new
@mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
@mb03.z = MOG::PIC_FOG1_PRIOR
@mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
@mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
@mb03.blend_type = MOG::PIC_FOG1_BLEND
@mb03.opacity = MOG::PIC_FOG1_OPA
@mb04 = Plane.new
@mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
@mb04.z = MOG::PIC_FOG2_PRIOR
@mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
@mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
@mb04.blend_type = MOG::PIC_FOG2_BLEND
@mb04.opacity = MOG::PIC_FOG2_OPA
@mb05 = Plane.new
@mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
@mb05.z = MOG::PIC_FOG3_PRIOR
@mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
@mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
@mb05.blend_type = MOG::PIC_FOG3_BLEND
@mb05.opacity = MOG::PIC_FOG3_OPA
@mb07 = Plane.new
@mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
@mb07.z = MOG::PIC_LEAF1_PRIOR
@mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
@mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY
@mb07.blend_type = MOG::PIC_LEAF1_BLEND
@mb07.opacity = MOG::PIC_LEAF1_OPA
@mb08 = Plane.new
@mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
@mb08.z = MOG::PIC_LEAF2_PRIOR
@mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
@mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY
@mb08.blend_type = MOG::PIC_LEAF2_BLEND
@mb08.opacity = MOG::PIC_LEAF2_OPA
@bot = Sprite.new
@bot.bitmap = Bitmap.new(160,100)
@bot.x = MOG::T_B_X
@bot.y = MOG::T_B_Y
@bot.z = 9999
@bot.opacity = 0
@bot.bitmap.font.size = MOG::T_B_FONT
@bot.bitmap.font.bold = true
@bot.bitmap.font.italic = true
@bot.bitmap.font.name = MOG::T_B_FONT_STYLE
@bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
@bot2 = Sprite.new
@bot2.bitmap = Bitmap.new(160,100)
@bot2.x = MOG::T_B_X
@bot2.y = MOG::T_B_Y
@bot2.z = 9998
@bot2.opacity = 0
@bot2.bitmap.font.size = MOG::T_B_FONT
@bot2.bitmap.font.bold = true
@bot2.bitmap.font.italic = true
@bot2.color.set(0,0,0)
@bot2.bitmap.font.name = MOG::T_B_FONT_STYLE
@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
@com = Sprite.new
@com.bitmap = RPG::Cache.title(MOG::COM + "_New")
@com.z = 10000
@com.opacity = 0
@com.y = 300
@logo = Plane.new
@logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
@logo.z = 999999
@logo.opacity = 0
@time = 0
@time_zoom = 0
@time_music = 0
@time_logo = MOG::LOGO_TIME
@logo_r = 0
@rs = 0
@mb01.visible = false
@mb02.visible = false
@mb03.visible = false
@mb04.visible = false
@mb05.visible = false
@mb07.visible = false
@mb08.visible = false
@com.visible = false
@logo.visible = true
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
Audio.bgm_stop
Audio.me_stop
Audio.bgs_stop
if MOG::BGS_ON == true
Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
end
Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
if MOG::DIS_MOV == true
for i in 1..MOG::DIS_TIME
@mb01.opacity -= MOG::DIS_PIC1_OPA
@mb02.opacity -= MOG::DIS_PIC2_OPA
@mb03.opacity -= MOG::DIS_PIC3_OPA
@mb04.opacity -= MOG::DIS_PIC4_OPA
@mb05.opacity -= MOG::DIS_PIC5_OPA
@mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
@mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
@com.opacity -= MOG::DIS_PIC2_OPA
@mb01.ox += MOG::DIS_PIC1_OX
@mb01.oy += MOG::DIS_PIC1_OY
@mb02.ox += MOG::DIS_PIC2_OX
@mb02.oy += MOG::DIS_PIC2_OY
@mb03.ox += MOG::DIS_PIC3_OX
@mb03.oy += MOG::DIS_PIC3_OY
@mb04.ox += MOG::DIS_PIC4_OX
@mb04.oy += MOG::DIS_PIC4_OY
@mb05.ox += MOG::DIS_PIC5_OX
@mb05.oy += MOG::DIS_PIC5_OY
@mb07.ox += MOG::DIS_PIC_LEAF1_OX
@mb07.oy += MOG::DIS_PIC_LEAF1_OY
@mb08.ox += MOG::DIS_PIC_LEAF2_OX
@mb08.oy += MOG::DIS_PIC_LEAF2_OY
@mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
@mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
@mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
@mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
@mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
@mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
@mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
@mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
@mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
@mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
@mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
@mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
@mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
@mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
@bot.opacity += 10
@bot2.opacity -= 10
Graphics.update
end
end
Graphics.freeze
@command_window.dispose
@mb01.dispose
@mb02.dispose
@mb03.dispose
@mb04.dispose
@mb05.dispose
@mb07.dispose
@mb08.dispose
@bot.dispose
@bot2.dispose
@com.dispose
@logo.dispose
end
def update
@time_logo -= 1
if @time_logo <= 0
@time_logo = 0
end
if @logo.opacity < 30 and @logo_r == 1
@logo.visible = false
@logo.opacity = 0
@logo.bitmap = RPG::Cache.title("")
end
if @bot.opacity < 30 and @command_window.active == true
@bot.visible = false
@bot2.visible = false
@bot.bitmap.draw_text(0, 0, 32, 32,"")
@bot2.bitmap.draw_text(0, 0, 32, 32,"")
end
if @logo_r == 0 and @logo.opacity <= 250
@logo.opacity += 2
elsif @time_logo <= 0
@logo_r = 1
@logo.opacity -= 2
@mb01.visible = true
@mb02.visible = true
@mb03.visible = true
@mb04.visible = true
@mb05.visible = true
@mb07.visible = true
@mb08.visible = true
@com.visible = true
@bot.opacity += 10
@bot2.opacity += 10
Audio.me_fade(500)
if @bot.opacity >= 255
@bot.opacity = 255
@bot2.opacity = 255
end
end
if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
@rs += 1
case rand(2)
when 0
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
when 1
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
end
else
if @logo_r == 1 and @rs == 1
$game_system.bgm_play($data_system.title_bgm)
@rs += 1
end
end
if @command_window.active == true
@bot.zoom_x += 0.00
@bot2.zoom_x += 0.00
@bot.x += 8
@bot2.x -= 8
@com.opacity += 2
if @com.y > 0
@com.y -= 5
elsif @com.y < 0
@com.y = 0
@com.opacity = 255
end
end
r = rand(100) + 150
g = rand(100) + 150
b = rand(100) + 150
@command_window.update
@time += 2
@time_zoom += 1
if @time_zoom > 1000
@time_zoom = 0
end
if @time_zoom > 500 and MOG::BACK_ZOOM == true
@mb01.zoom_x += 0.004
@mb01.zoom_y += 0.004
if @mb01.zoom_x >= 2
@mb01.zoom_x = 2
@mb01.zoom_y = 2
end
elsif MOG::BACK_ZOOM == true
@mb01.zoom_x -= 0.004
@mb01.zoom_y -= 0.004
if @mb01.zoom_x <= 1
@mb01.zoom_x = 1
@mb01.zoom_y = 1
end
end
@mb01.ox -= MOG::PIC_FD_OX
@mb01.oy -= MOG::PIC_FD_OY
@mb02.ox -= MOG::PIC_TEXTO_OX
@mb02.oy -= MOG::PIC_TEXTO_OY
@mb02.opacity += 2
Graphics.frame_rate = MOG::PER
if @time < MOG::PIC_LEAF1_MOV and MOG::PIC_LEAF1_RAND == true
@mb07.ox += MOG::PIC_LEAF1_OX2
@mb07.oy -= MOG::PIC_LEAF1_OY2
else
@mb07.ox -= MOG::PIC_LEAF1_OX1
@mb07.oy -= MOG::PIC_LEAF1_OY1
end
if @time < MOG::PIC_LEAF2_MOV and MOG::PIC_LEAF2_RAND == true
@mb08.ox -= MOG::PIC_LEAF2_OX2
@mb08.oy -= MOG::PIC_LEAF2_OY2
else
@mb08.ox += MOG::PIC_LEAF2_OX1
@mb08.oy -= MOG::PIC_LEAF2_OY1
end
if @time < MOG::PIC_FOG_MOV and MOG::PIC_FOG_RAND == true
@mb03.ox -= MOG::PIC_FOG_OX_02
@mb03.oy -= MOG::PIC_FOG_OY_02
else
@mb03.ox += MOG::PIC_FOG_OX_01
@mb03.oy -= MOG::PIC_FOG_OY_01
end
if @time < MOG::PIC_FOG2_MOV and MOG::PIC_FOG2_RAND == true
@mb04.ox -= MOG::PIC_FOG2_OX_02
@mb04.oy -= MOG::PIC_FOG2_OY_02
else
@mb04.ox -= MOG::PIC_FOG2_OX_01
@mb04.oy -= MOG::PIC_FOG2_OY_01
end
if @time < MOG::PIC_FOG3_MOV and MOG::PIC_FOG3_RAND == true
@mb05.ox -= MOG::PIC_FOG3_OX_02
@mb05.oy -= MOG::PIC_FOG3_OY_02
else
@mb05.ox -= MOG::PIC_FOG3_OX_01
@mb05.oy -= MOG::PIC_FOG3_OY_01
end
@bot.color.set(r,g,b)
if @time > 400
@time = 0
end
if @rs == 0
Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
@rs += 1
end
if @logo.opacity <= 100 and @logo_r == 1
if Input.trigger?(Input::C) and @command_window.active == true
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
elsif Input.trigger?(Input::C) and @command_window.active == false or
Input.trigger?(Input::B) and @command_window.active == false
Audio.se_play("Audio/SE/" + MOG::T_B_SE)
@command_window.active = true
end
end
case @command_window.index
when 0
@com.bitmap = RPG::Cache.title(MOG::COM + "_New")
when 1
@com.bitmap = RPG::Cache.title(MOG::COM + "_Continue")
when 2
@com.bitmap = RPG::Cache.title(MOG::COM + "_Exit")
end
end
def command_new_game
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(2000)
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$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
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
def battle_test
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.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
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end



Edit:
Zwłaszcza, ze wywala komunikat o braku pliku Data/actors.rxdata :/

Ayene - Pią 19 Lis, 2010 21:42

Hmmm, pomyślmy. Może nie działa, bo to jest skrypt do XP, co? ;-)
Angius - Pią 19 Lis, 2010 22:20

Do XP? A to to całkiem możliwe :mrgreen:
Wybacz, ale byłem uradowany znalezieniem takiego skryptu wogóle, żeby zauważyć, ze to do innej wersji :-D
Ale znając ciebie coś wykombinujesz, na pewno ^^

kylu31 - Pon 22 Lis, 2010 18:59

skrypt bardzo fajny użyje go na 100 % :)
Ayene - Wto 23 Lis, 2010 09:17

Angius, łap link :arrow: http://www.rpgrevolution....showtopic=21345
Angius - Wto 23 Lis, 2010 17:01

Dzięki, Ayene, jak zwykle niezawodna :-D
Zaraz się pobawię z GIMP-em i zobaczymy finalny efekt... :mrgreen:

tracersgta - Sro 19 Sty, 2011 14:30

Script "Napisy końcowe" line 177"SyntaxError occured ;-(

Linia 177:
Kod:
end

Mikołaj - Sob 19 Lut, 2011 21:58

Extra skrypt!Używaję go na końcu mojej gry.Oczywiście umieszcze cię w autorach skryptów Ayene ;-)
Ayene - Sob 19 Lut, 2011 22:25

Mikolaj121999, to nie ja jestem autorem tego skryptu, tylko MiDas Mike.
Cytat:
Autor: MiDas Mike

Mikołaj - Nie 27 Lut, 2011 16:40

:shock: ups...nikt nie zauważy :mrgreen:
Dastfinger - Wto 22 Mar, 2011 22:53

Dobry skrypt :D
Aesen - Sob 25 Cze, 2011 15:01

Mam pytanie.Mianowicie czy dało się zrobić w głównym menu gdzie jest nowa gra kontynuuj
i koniec gry.To dało by się tak zrobić by przed końcem gry pomiędzy kontynuuj było twórcy
Gry i by pisało to co w skrypcie jeśli się tak da prosze o pomoc.

Ayene - Sob 25 Cze, 2011 15:57

Wrzuć to nad main:
Spoiler:

Kod:
class Scene_Title < Scene_Base
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = "Autorzy"
    s4 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3, s4])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 268
    if @continue_enabled                    # If continue is enabled
      @command_window.index = 1             # Move cursor over command
    else                                    # If disabled
      @command_window.draw_item(1, false)   # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end
 
  def update
    super
    @command_window.update
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    #New game
        command_new_game
      when 1    # Continue
        command_continue
      when 2
        command_credits
      when 3    # Shutdown
        command_shutdown
      end
    end
  end
 
  def command_credits
    Sound.play_decision
    $scene = Scene_Credits.new
  end 
end


Aesen - Sob 25 Cze, 2011 16:30

A jeśli bym chciał coś tam napisać np blis3.
Skrypty:.....
Materiały:...
To gdzie to napisać.
żeby było jak wejdę w tą opcje to mi się wyświetla.

DeathFuj - Nie 04 Wrz, 2011 16:47
Temat postu: Działa
:mrgreen: Dzięki Ayene Bardzo pomogło :)
Avara - Nie 28 Paź, 2012 23:55

Jakby ktoś chciał, to wrzucam wersję z muzyczką :kiti:
Spoiler:

Kod:
#==============================================================================
# Autor: MiDas Mike
# Tłumaczenie i poprawki: Ayene
# Dodanie muzyki: Avara
# www.ultimateam.pl
#==============================================================================
# Umieść skrypt nad Main
#==============================================================================
# By wywołać napisy wpisz:
#     $scene = Scene_Credits.new
#==============================================================================
# Skrypt wyświetla napisy końcowe (tzw. Credits)
#==============================================================================
# KONFIGURACJA

# Czcionka
CREDITS_FONT = "Times New Roman"

# Wielkość czcionki
CREDITS_SIZE = 24

# Kolor konturu
CREDITS_OUTLINE = Color.new(0,0,127, 255)

# Kolor cienia
CREDITS_SHADOW = Color.new(0,0,0, 100)

# Kolor wypełnienia
CREDITS_FILL = Color.new(255,255,255, 255)

# Nazwa obrazka, który ma się wyświetlać w tle
CREDITS_BACK = "title"
#==============================================================================
module Avara
  module Credits
    TUTUL_BMG = "Theme1"  # Nazwa utworu w folderze Audio/BGM/
    GLOSNOSC = 100        # Głośność w %
    WYSOKOSC_TONU = 100   # Wysokość/niskość tonu w %
  end
end

class Scene_Credits
# Początek edycji tekstu
# poniżej wpisz tekst, który ma się wyświetlać

    CREDIT=<<_END_  # <- nie usuwaj tego

Tytuł Gry

~ Reżyser ~
Ayene
---------------

~ Skrypty ~
Ayene
---------------

~ Grafika ~
Ayene
---------------

~ Dźwięk i muzyka ~
Ayene
---------------

~ Mapy ~
Ayene
---------------

~ Fabuła ~
Ayene
---------------

~ Testerzy Beta ~
Ayene
---------------


~ Szczególne podziękowania ~
Dziękuję Twórcy niniejszego skryptu :P
---------------


~ Strona wsparcia ~
http://www.ultimateam.pl
---------------

_END_
# Koniec edycji
#==============================================================================
  include Avara::Credits
  def main   
    Audio.bgm_play("Audio/BGM/" + TUTUL_BMG, GLOSNOSC, WYSOKOSC_TONU)
    @sprite = Sprite.new
    @backgroundList = [CREDITS_BACK]
    @backgroundGameFrameCount = 0
    @backgroundG_BFrameCount = 3.4
    @sprite.bitmap = Cache.system(@backgroundList[0])       
    credit_lines = CREDIT.split(/\n/)
    credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
    credit_lines.each_index do |i|
      line = credit_lines[i]
      credit_bitmap.font.name = CREDITS_FONT
      credit_bitmap.font.size = CREDITS_SIZE
      x = 0
       credit_bitmap.font.color = CREDITS_OUTLINE
       credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
       credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
       credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
       credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
       credit_bitmap.font.color = CREDITS_SHADOW
       credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
       credit_bitmap.font.color = CREDITS_FILL
      credit_bitmap.draw_text(0,i * 32,640,32,line,1)
    end
    @credit_sprite = Sprite.new(Viewport.new(0,25,640,380))
    @credit_sprite.bitmap = credit_bitmap
    @credit_sprite.z = 9998
    @credit_sprite.oy = -430
    @frame_index = 0
    @last_flag = false   
    Audio.me_stop
    Audio.bgs_stop
    Audio.se_stop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @sprite.dispose
    @credit_sprite.dispose
  end
 
  def last?
    return (@frame_index >= @credit_sprite.bitmap.height + 480)
  end
  def last
    if not @last_flag
      @last_flag = true
      @last_count = 0
    else
      @last_count += 1
    end
    if @last_count >= 300
      $scene = Scene_Map.new
    end
  end
 
  def cancel?
    if Input.trigger?(Input::C)
      $scene = Scene_Title.new
      return true
    end
    if Input.trigger?(Input::B)
      $scene = Scene_Title.new
      return true
    end
    return false
  end
 
  def update
    @backgroundGameFrameCount = @backgroundGameFrameCount + 1
    if @backgroundGameFrameCount >= @backgroundG_BFrameCount
        @backgroundGameFrameCount = 0
        @backgroundList = @backgroundList << @backgroundList[0]
        @backgroundList.delete_at(0)
        @sprite.bitmap = Cache.system(@backgroundList[0])
      end
    return if cancel?
    last if last?
    @credit_sprite.oy += 1
  end
end

Ayene napisał/a:
UWAGA!!! Po wklejeniu skryptu upewnij się, że po '_END_' (80 linijka) nie ma spacji. Jeżeli jest to należy ja usunąć, w przeciwnym wypadku skrypt nie będzie działał.
Tutaj to również obowiązuje ;-) Tylko tutaj jest to linijka 88 ^^
DonMateo07 - Pon 29 Paź, 2012 07:49

Wielkie dzięki za wersje z muzyką. Czegoś takiego szukałem. Właśnie wrzuciłem tego skrypta do mojego projektu ;)
milten132 - Pon 29 Paź, 2012 18:33

Sklrypt fajny , ale pytanie Napisy się wyświetlają jak dam koniec gry ? w sensie zdarzenia :?:
Avara - Pon 29 Paź, 2012 18:40

milten132, czytaj uważnie -.-
Avara napisał/a:
Kod:
# By wywołać napisy wpisz:
#     $scene = Scene_Credits.new
W zdarzeniu wybierasz polecenie wywołania skryptu i wpisujesz:
Kod:
$scene = Scene_Credits.new
Aby wiedzieć, jak korzystać ze skryptu, musisz przeczytać instrukcję na forum na pierwszej stronie danego tematu i sam skrypt. Na początku masz najczęściej wyjaśnienie, jak z niego korzystać.


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