Edit Mogs Animated Title - Ace - 03-20-2010
Yeah I made a request like this before but now I can't find it anymore, so here we go:
I have 2 different versions of mogs animated title.
The first one works properly and gives no errors but the second one rewrites the new game class so it gives me an error because I'm using the SDK. Could someone edit the second one so it works like the first one and doesn't rewrite one of the classes (like new game and so on)? The first one does not aliase the new_game_command or anything, and this is what I want the second one to work like.
1. One (works properly)
Code: #============================================================================
# ** Moghunter's Animated Title (Celes)
#----------------------------------------------------------------------------
# Moghunter : Kurisu
# 10/5/2007
# Version: 1.01
# SDK Version : (2.2) - Part 3
#---
# Intructions:
# ~ COMMANDFILENAME :The filename (Commands)
# ~ COMMAND_X :The X Position (Commands)
# ~ COMMAND_Y :The Y Position (Commands)
# ~ COMMAND_Z :The Z Position (Commands)
# ~ TITLEFILENAME :The Filename (TitleBack)
# ~ TITLEFRAMES :Total Frames (TitleBack)
# ~ TITLESPEED :Frames Speed (TitleBack)
#---
# Credits:
# ~ Originally Created by : Moghunter
# ~ Rewrote by : Kurisu
# ~ Many Thanks to : Trickster
#============================================================================
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Mog Animated Title', 'Moghunter / Kurisu', 2.2, '10/5/07')
#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.2, [3])
#--------------------------------------------------------------------------
# * Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Mog Animated Title')
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
COMMANDFILENAME = 'Com'
COMMAND_X = 0
COMMAND_Y = 0
COMMAND_Z = 100
TITLEFILENAME = 'Title'
TITLEFRAMES = 0
TITLESPEED = 3
class Scene_Title
#--------------------------------------------------------------------------
# * Aliases
#--------------------------------------------------------------------------
alias_method :mog_animated_title_title_main_sprite, :main_sprite
alias_method :mog_animated_title_title_main_window, :main_window
alias_method :mog_animated_title_title_update, :update
#--------------------------------------------------------------------------
# * Main_Sprite
#--------------------------------------------------------------------------
def main_sprite
mog_animated_title_title_main_sprite
# Animated Background
@mog_animated_title = Sprite.new
@mog_animated_title.bitmap = RPG::Cache.title('')
@mog_animated_title_frames = 0
@mog_animated_title_speed = 0
# Command Sprites
@mog_sprite_command = Sprite.new
@mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_01')
@mog_sprite_command.x = COMMAND_X
@mog_sprite_command.y = COMMAND_Y
@mog_sprite_command.z = COMMAND_Z
end
#--------------------------------------------------------------------------
# * Main_Window
#--------------------------------------------------------------------------
def main_window
mog_animated_title_title_main_window
@command_window.visible = false
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
mog_animated_title_title_update
case @command_window.index
when 0
@mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_01')
when 1
@mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_02')
when 2
@mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_03')
end
@mog_animated_title_speed += 1
if @mog_animated_title_speed > TITLESPEED
@mog_animated_title_frames += 1
@mog_animated_title_speed = 0
end
if @mog_animated_title_frames > TITLEFRAMES
@mog_animated_title_frames = 0
end
@mog_animated_title.bitmap = RPG::Cache.title(TITLEFILENAME + @mog_animated_title_frames.to_s)
end
end
#--------------------------------------------------------------------------
# * End SDK Enabled Check
#--------------------------------------------------------------------------
end
2. One (doesn't work properly)
Code: #_________________________________________________
# 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 = "logo"
#Logo Time.
LOGO_TIME = 220
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.
BGS_ON = false
#Set Title BGS.
BGS = "004-Wind04"
#Set BGS volume.
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#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.
#à necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back"#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 = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #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 = 3 #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 = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #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 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #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 = "Leaf02" #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.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.color.set(0,0,0)
@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
@com = Sprite.new
@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
@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 += 2
@bot2.opacity += 2
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(3)
when 0
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
when 1
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
when 2
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 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.opacity -= 5
@bot2.opacity -= 5
@bot.x -= 5
@bot2.x += 5
@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 + "_01")
when 1
@com.bitmap = RPG::Cache.title(MOG::COM + "_02")
when 2
@com.bitmap = RPG::Cache.title(MOG::COM + "_03")
end
end
def command_new_game
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
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)
$scene = Scene_Battle.new
end
end
----------------------------------------------------------------------------------------
please this is really important to me^^ ty
[Resolved] Edit Mogs Animated Title - rm-rf - 03-20-2010
nice, my old old nick was Kuri$u ;x
I guess Ill do a final quick script before i stop rm-ing lol
ill edit this post or post the script in 20-30 minutes
[Resolved] Edit Mogs Animated Title - Ace - 03-20-2010
okay ty, I would be really happy if this works :D
[Resolved] Edit Mogs Animated Title - rm-rf - 03-20-2010
i've edited it to make it work with the latest SDK version, but i havent tidied up the codes though, it still look like a clusterfuck haha
works fine though ;) (gimme shout if you find any errors)
Code: #_________________________________________________
# MOG_Animated Title Sofia V1.1
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Logo Picture Name.
LOGO_PIC = "logo"
#Logo Time.
LOGO_TIME = 220
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.
BGS_ON = false
#Set Title BGS.
BGS = "004-Wind04"
#Set BGS volume.
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#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.
#à necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back"#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 = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #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 = 3 #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 = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #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 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #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 = "Leaf02" #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
class Scene_Title
def main
main_variable # Main Variable Initialization
main_spriteset # Main Spriteset Initialization
main_sprite # Main Sprite Initialization
main_window # Main Window Initialization
main_audio # Main Audio Initialization
main_transition # Main Transition Initialization
loop do # Scene Loop
main_loop # Main Loop
break if main_break? # Break If Breakloop Test
end # End Scene Loop
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 # Prepare for transition
main_dispose # Main Dispose
main_end # Main End
end
def main_window
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
end
alias mog_sofiatitle_mainsprite main_sprite
def main_sprite
mog_sofiatitle_mainsprite
@sprite.visible = 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.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.color.set(0,0,0)
@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
@com = Sprite.new
@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
@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
@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
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
end
end
end
alias mog_sofiatitle_main_variable main_variable
def main_variable
@index = 0
@time = 0
@time_zoom = 0
@time_music = 0
@time_logo = MOG::LOGO_TIME
@logo_r = 0
@rs = 0
mog_sofiatitle_main_variable
end
alias mog_sofiatitle_mainaudio main_audio
def main_audio
mog_sofiatitle_mainaudio
Audio.bgm_stop
if MOG::BGS_ON == true
Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
end
end
def main_transition
super
Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
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 += 2
@bot2.opacity += 2
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(3)
when 0
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
when 1
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
when 2
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 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.opacity -= 5
@bot2.opacity -= 5
@bot.x -= 5
@bot2.x += 5
@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 + "_01")
when 1
@com.bitmap = RPG::Cache.title(MOG::COM + "_02")
when 2
@com.bitmap = RPG::Cache.title(MOG::COM + "_03")
end
end
end
[Resolved] Edit Mogs Animated Title - Ace - 03-20-2010
yeah it works now :D ty so much, awesome^^
[Resolved] Edit Mogs Animated Title - rm-rf - 03-20-2010
no problem ;D
[Resolved] Edit Mogs Animated Title - Ace - 03-21-2010
oh I found something weird:
it messes up the size of the ingame font Oo
it makes it very small and I don't know why, could you take a look?
and just a small problem: how do I make it so if there is a save file, it automaticly jumps to the second command load?
ty again^^
[Resolved] Edit Mogs Animated Title - rm-rf - 03-21-2010
hmm, the font shrinking issues isnt there for me, maybe its a script clash or something :(
and the updated code for savegame => continue
Code: #_________________________________________________
# MOG_Animated Title Sofia V1.1
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Logo Picture Name.
LOGO_PIC = "logo"
#Logo Time.
LOGO_TIME = 220
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.
BGS_ON = false
#Set Title BGS.
BGS = "004-Wind04"
#Set BGS volume.
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#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.
#à necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back"#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 = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #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 = 3 #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 = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #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 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #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 = "Leaf02" #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
class Scene_Title
def main
main_variable # Main Variable Initialization
main_spriteset # Main Spriteset Initialization
main_sprite # Main Sprite Initialization
main_window # Main Window Initialization
main_audio # Main Audio Initialization
main_transition # Main Transition Initialization
loop do # Scene Loop
main_loop # Main Loop
break if main_break? # Break If Breakloop Test
end # End Scene Loop
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 # Prepare for transition
main_dispose # Main Dispose
main_end # Main End
end
alias mog_sofiatitle_mainwindow main_window
def main_window
mog_sofiatitle_mainwindow
@command_window.visible = false
@command_window.active = false
end
alias mog_sofiatitle_mainsprite main_sprite
def main_sprite
mog_sofiatitle_mainsprite
@sprite.visible = 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.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.color.set(0,0,0)
@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
@com = Sprite.new
@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
@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
@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
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
end
end
end
alias mog_sofiatitle_main_variable main_variable
def main_variable
@index = 0
@time = 0
@time_zoom = 0
@time_music = 0
@time_logo = MOG::LOGO_TIME
@logo_r = 0
@rs = 0
mog_sofiatitle_main_variable
end
alias mog_sofiatitle_mainaudio main_audio
def main_audio
mog_sofiatitle_mainaudio
Audio.bgm_stop
if MOG::BGS_ON == true
Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
end
end
def main_transition
super
Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
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 += 2
@bot2.opacity += 2
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(3)
when 0
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
when 1
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
when 2
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 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.opacity -= 5
@bot2.opacity -= 5
@bot.x -= 5
@bot2.x += 5
@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 + "_01")
when 1
@com.bitmap = RPG::Cache.title(MOG::COM + "_02")
when 2
@com.bitmap = RPG::Cache.title(MOG::COM + "_03")
end
end
end
[Resolved] Edit Mogs Animated Title - Ace - 03-21-2010
ah I solved the font problem, and the continue thing works fine. ty so much, that's awesome :D
[Resolved] Edit Mogs Animated Title - DerVVulfman - 03-21-2010
:cheery:
Good. Now I can close both this, and the Script Request () topics.
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