I'm not sure if this is posted in the scripts or support area already, I searched and couldn't find it so I'm giving it a try...
I found an Advance Title Menu script over at Creation Asylum but as I and a few others posted over there, the script errors. Quite badly.
If you have a save file and you add the script, when you play the game (test it in my case..) the Continue button isn't available, you can't click it.
Other people posted that all they *could* do was hit Continue... This looks like a very promising script and I'd like to use it, I'm sure others would too.
The files needed for the pictures is HERE
I found an Advance Title Menu script over at Creation Asylum but as I and a few others posted over there, the script errors. Quite badly.
If you have a save file and you add the script, when you play the game (test it in my case..) the Continue button isn't available, you can't click it.
Other people posted that all they *could* do was hit Continue... This looks like a very promising script and I'd like to use it, I'm sure others would too.
Code:
#==============================================================================
# ++ タイトル画é¢ã‚«ã‚¹ã‚¿ãƒžã‚¤ã‚ºã€€ver. 1.01 ++
#  Script by パラ犬
#  http://para.j-mx.com/
#------------------------------------------------------------------------------
# タイトルメニューã«ç”»åƒã‚’使用ã€ã‚‚ã—ãã¯ãƒ¡ãƒ‹ãƒ¥ãƒ¼ã®æ–‡å—�
�変更ã—ã¾ã™ã€‚
#==============================================================================
module PARA_TITLE_CUSTOM
# メニューコマンドã«ç”»åƒã‚’使ã†ï¼ˆ true / false )
IMG_MENU = true
#↓---メニューコマンドã«ç”»åƒã‚’使ã‚ãªã„時ã®è¨å®š---
# メニューコマンドã®æ–‡å—列
MENU_NEWGAME = "ニューゲーム" # ニューゲーãƒ
MENU_LOAD = "コンティニュー" # コンティニュー
MENU_END = "シャットダウン" # シャットダウン
# ã‚¦ã‚¤ãƒ³ãƒ‰ã‚¦æž ã‚’éžè¡¨ç¤ºï¼ˆ true / false )
WINDOW_TRANS = false
# ウインドウã®é€æ˜Žåº¦ï¼ˆã‚¦ã‚¤ãƒ³ãƒ‰ã‚¦æž を表示ã—ã¦ã„る時ã«æŒ‡ï¿½
�)
WINDOW_OPACITY = 160
# ウインドウã®æ¨ªã‚µã‚¤ã‚º
WINDOW_WIDTH = 192
# ウインドウã®æ¨ªä½ç½®ï¼ˆ 0:座標指定 / 1:左端 / 2:ä¸å¤® / 3:å³ç«¯ )
WINDOW_ALIGN = 2
# 「座標指定ã€ã®æ™‚ã®ã‚¦ã‚¤ãƒ³ãƒ‰ã‚¦ã®æ¨ªåº§æ¨™
WINDOW_POS_X = 0
# ウインドウã®ç¸¦ä½ç½®ï¼ˆ 0:座標指定 / 1:上端 / 2:ä¸å¤® / 3:下端 )
WINDOW_VALIGN = 0
# 「座標指定ã€ã®æ™‚ã®ã‚¦ã‚¤ãƒ³ãƒ‰ã‚¦ã®ç¸¦åº§æ¨™
WINDOW_POS_Y = 288
#↓---メニューコマンドã«ç”»åƒã‚’使ã†æ™‚ã®è¨å®š---
# メニューコマンドã«ä½¿ã†ç”»åƒãƒ•ã‚¡ã‚¤ãƒ«å(「Graphics/Titlesã€ã«ã‚¤ãƒ³ãƒãƒ¼ãƒˆ )
#( 書å¼ã¯ [ コマンド未é¸æŠžæ™‚ , コマンドãŒé¸æŠžã•ã‚ŒãŸã¨ã ] )
# ニューゲーãƒ
IMG_NEWGAME = ["newgame","newgame_active"]
IMG_NEWGAME_X = 450 # 横ä½ç½®
IMG_NEWGAME_Y = 320 # 縦ä½ç½®
# コンティニュー
IMG_LOAD = ["continue","continue_active"]
IMG_LOAD_X = 450 # 横ä½ç½®
IMG_LOAD_Y = 360 # 縦ä½ç½®
# シャットダウン
IMG_END = ["shutdown","shutdown_active"]
IMG_END_X = 450 # 横ä½ç½®
IMG_END_Y = 400 # 縦ä½ç½®
# ç”»åƒã®åˆæˆæ–¹æ³•ï¼ˆ 0:通常 / 1:åŠ ç®— / 2:減算 )
BLEND_TYPE = 0
end
# ↑ è¨å®šé …ç›®ã“ã“ã¾ã§
#------------------------------------------------------------------------------
#==============================================================================
# â– Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ◠メイン処ç†
#--------------------------------------------------------------------------
def main
# 戦闘テストã®å ´åˆ
if $BTEST
battle_test
return
end
# データベースをãƒãƒ¼ãƒ‰
$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")
# システムオブジェクトを作æˆ
$game_system = Game_System.new
# タイトルグラフィックを作æˆ
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# コマンドウィンドウを作æˆ
s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
s2 = PARA_TITLE_CUSTOM::MENU_LOAD
s3 = PARA_TITLE_CUSTOM::MENU_END
w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
@command_window = Window_Command.new(w, [s1, s2, s3])
if PARA_TITLE_CUSTOM::WINDOW_TRANS
@command_window.opacity = 0
else
@command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
end
# ウインドウã®ä½ç½®ã‚’指定
case PARA_TITLE_CUSTOM::WINDOW_ALIGN
when 0
@command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
when 1
@command_window.x = 0
when 2
@command_window.x = ( 640 - @command_window.width ) / 2
when 3
@command_window.x = 640 - @command_window.width
end
case PARA_TITLE_CUSTOM::WINDOW_VALIGN
when 0
@command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
when 1
@command_window.y = 0
when 2
@command_window.y = ( 480 - @command_window.height ) / 2
when 3
@command_window.y = 480 - @command_window.height
end
# コンティニュー有効判定
# セーブファイルãŒã²ã¨ã¤ã§ã‚‚å˜åœ¨ã™ã‚‹ã‹ã©ã†ã‹ã‚’調ã¹ã‚‹
# 有効ãªã‚‰ @continue_enabled ã‚’ trueã€ç„¡åŠ¹ãªã‚‰ false ã«ã™ã‚‹
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# コンティニューãŒæœ‰åŠ¹ãªå ´åˆã€ã‚«ãƒ¼ã‚½ãƒ«ã‚’コンティニュー�
�åˆã‚ã›ã‚‹
# 無効ãªå ´åˆã€ã‚³ãƒ³ãƒ†ã‚£ãƒ‹ãƒ¥ãƒ¼ã®æ–‡å—をグレー表示ã«ã™ã‚‹
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# コマンドã«ç”»åƒã‚’使ã†
if PARA_TITLE_CUSTOM::IMG_MENU
@command_window.visible = false
@command_img1 = Sprite.new
@command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
@command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
@command_img2 = Sprite.new
@command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
@command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
@command_img3 = Sprite.new
@command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
@command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
@command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
# コンティニューãŒæœ‰åŠ¹ãªå ´åˆã€ã‚«ãƒ¼ã‚½ãƒ«ã‚’コンティニュー�
�åˆã‚ã›ã‚‹
# 無効ãªå ´åˆã€ã‚³ãƒ³ãƒ†ã‚£ãƒ‹ãƒ¥ãƒ¼ã®æ–‡å—ã‚’åŠé€æ˜Žã«ã™ã‚‹
if @continue_enabled
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
else
@command_img2.opacity = 160
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
end
end
# タイトル BGM ã‚’æ¼”å¥
$game_system.bgm_play($data_system.title_bgm)
# MEã€BGS ã®æ¼”å¥ã‚’åœæ¢
Audio.me_stop
Audio.bgs_stop
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画é¢ã‚’æ›´æ–°
Graphics.update
# å…¥åŠ›æƒ…å ±ã‚’æ›´æ–°
Input.update
# フレーム更新
update
# ç”»é¢ãŒåˆ‡ã‚Šæ›¿ã‚ã£ãŸã‚‰ãƒ«ãƒ¼ãƒ—ã‚’ä¸æ–
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# コマンドウィンドウを解放
@command_window.dispose
if PARA_TITLE_CUSTOM::IMG_MENU
@command_img1.dispose
@command_img2.dispose
@command_img3.dispose
end
# タイトルグラフィックを解放
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias update_para_tcst update
def update
update_para_tcst
if PARA_TITLE_CUSTOM::IMG_MENU
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
case @command_window.index
when 0 # ニューゲーãƒ
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 1 # コンティニュー
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 2 # シャットダウン
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
end
end
end
end
end
The files needed for the pictures is HERE