Ŧ o )( i C
Member
Is there a way to make .gifs work in titles? i kinda took a while to make one and cant use it.
Ŧ o )( i C;212308 said:Is there a way to make .gifs work in titles? i kinda took a while to make one and cant use it.
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$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")
# Make system object
$game_system = Game_System.new
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@index = 0
@lol = 0
@byahh = 0
# Making the pictures for the buttons
@sprite_button = Sprite.new
@sprite_button.bitmap = RPG::Cache.picture("newgame.png")
@sprite_button.opacity = 0
@sprite_underline = Sprite.new
# Continue enabled determinant
# Check if at least one save file exists
# If enabled, make @continue_enabled true; if disabled, make it false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
if @continue_enabled
@index = 1
else
#@command_window.disable_item(1)
end
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition
# Main loop <-----------------------------------------------------------
loop do
#Controls
if @sprite_button.opacity <= 255
@sprite_button.opacity += 10
end
if Input.trigger?(Input::DOWN)
if @index < 2
@index += 1
else
@index = 0
end
@sprite_button.opacity = 0
@lol = 0
end
if Input.trigger?(Input::UP)
if @index > 0
@index -= 1
else
@index = 2
end
@sprite_button.opacity = 0
@lol = 0
end
if @index == 0
@sprite_button.bitmap = RPG::Cache.picture("newgame.png")
@filename = "ng"
elsif @index == 1
@sprite_button.bitmap = RPG::Cache.picture("continue.png")
@filename = "cont"
elsif @index == 2
@sprite_button.bitmap = RPG::Cache.picture("quit.png")
@filename = "quit"
end
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of command window
#@command_window.dispose
# Dispose of title graphic
@sprite_button.bitmap.dispose
@sprite_button.dispose
@sprite_underline.bitmap.dispose
@sprite_underline.dispose
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @lol <= 12
case @lol
when 4
@sprite_underline.bitmap = RPG::Cache.picture(@filename + "1.png")
when 8
@sprite_underline.bitmap = RPG::Cache.picture(@filename + "2.png")
when 12
@sprite_underline.bitmap = RPG::Cache.picture(@filename + "3.png")
else
end
@lol += 2
end
# Update command window
#@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$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
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for 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")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$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
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end
# Main loop <-----------------------------------------------------------
loop do
#Controls
if @sprite_button.opacity <= 255
@sprite_button.opacity += 10
end
if Input.trigger?(Input::DOWN)
if @index < 2
@index += 1
else
@index = 0
end
@sprite_button.opacity = 0
@lol = 0
end
if Input.trigger?(Input::UP)
if @index > 0
@index -= 1
else
@index = 2
end
@sprite_button.opacity = 0
@lol = 0
end
if @index == 0
@sprite_button.bitmap = RPG::Cache.picture("newgame.png")
@filename = "ng"
elsif @index == 1
@sprite_button.bitmap = RPG::Cache.picture("continue.png")
@filename = "cont"
elsif @index == 2
@sprite_button.bitmap = RPG::Cache.picture("quit.png")
@filename = "quit"
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @lol <= 12
case @lol
when 4
@sprite_underline.bitmap = RPG::Cache.picture(@filename + "1.png")
when 8
@sprite_underline.bitmap = RPG::Cache.picture(@filename + "2.png")
when 12
@sprite_underline.bitmap = RPG::Cache.picture(@filename + "3.png")
else
end
@lol += 2
end
# Update command window
#@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
when 16
@lol = 0
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$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")
# Make system object
$game_system = Game_System.new
# Make title graphic
@cheerio = 0
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@sprite_title_ani = Sprite.new
@sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
# Make command window
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
# Continue enabled determinant
# Check if at least one save file exists
# If enabled, make @continue_enabled true; if disabled, make it false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of command window
@command_window.dispose
# Dispose of title graphic
@sprite_title_ani.bitmap.dispose
@sprite_title_ani.dispose
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @cheerio <= 16
case @cheerio
when 4
@sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
when 8
@sprite_title_ani.bitmap = RPG::Cache.picture("title2.png")
when 12
@sprite_title_ani.bitmap = RPG::Cache.picture("title3.png")
when 16
@cheerio = 0
end
@cheerio += 2
end
# Update command window
@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$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
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for 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")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$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
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end
if @cheerio <= 16
case @cheerio
when 4
@sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
when 8
@sprite_title_ani.bitmap = RPG::Cache.picture("title2.png")
when 12
@sprite_title_ani.bitmap = RPG::Cache.picture("title3.png")
when 16
@cheerio = 0
end
@cheerio += 2
end
if @cheerio <= 16
if @cheerio <= 28
case @cheerio
when 4
@sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
when 8
@sprite_title_ani.bitmap = RPG::Cache.picture("title2.png")
when 12
@sprite_title_ani.bitmap = RPG::Cache.picture("title3.png")
when 16
@sprite_title_ani.bitmap = RPG::Cache.picture("title4.png")
when 20
@sprite_title_ani.bitmap = RPG::Cache.picture("title5.png")
when 24
@sprite_title_ani.bitmap = RPG::Cache.picture("title6.png")
when 28
@cheerio = 0
end
@cheerio += 2
end
# Main loop <-----------------------------------------------------------
loop do
#Controls
if @sprite_button.opacity <= 255
@sprite_button.opacity += 10
end
if Input.trigger?(Input::DOWN)
if @index < 2
@index += 1
else
@index = 0
end
@sprite_button.opacity = 0
@lol = 0
end
if Input.trigger?(Input::UP)
if @index > 0
@index -= 1
else
@index = 2
end
@sprite_button.opacity = 0
@lol = 0
end
if @index == 0
@sprite_button.bitmap = RPG::Cache.picture("newgame.png")
@filename = "ng"
elsif @index == 1
@sprite_button.bitmap = RPG::Cache.picture("continue.png")
@filename = "cont"
elsif @index == 2
@sprite_button.bitmap = RPG::Cache.picture("quit.png")
@filename = "quit"
end
# Main loop <-----------------------------------------------------------
loop do
#Controls
if @sprite_button.opacity <= 255
@sprite_button.opacity += 10
end
if Input.trigger?(Input::DOWN)
if @index < 2
@index += 1
else
@index = 0
end
@sprite_button.opacity = 0
@lol = 0
end
if Input.trigger?(Input::UP)
if @index > 0
@index -= 1
else
@index = 2
end
@sprite_button.opacity = 0
@lol = 0
end
if @index == 0
@sprite_button.bitmap = RPG::Cache.picture("newgame.png")
@filename = "ng"
elsif @index == 1
@sprite_button.bitmap = RPG::Cache.picture("continue.png")
@filename = "cont"
elsif @index == 2
@sprite_button.bitmap = RPG::Cache.picture("quit.png")
@filename = "quit"
end
@sprite_button.bitmap = RPG::Cache.picture("newgame.png")
Quick Animations Version: 1
http://hometown.aol.com/Der%20VVulfman/ ... /S_N_D.png[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]
by Sephiroth Spawn (07-13-2006)
Audio/Video Enhancements / Advanced Scripters
The Idea here, is to replace GIF's with a chain of png or whatever files. You create the image just as you would a sprite (acutally, its just a complex sprite) and the script takes care of the rest. This is more of a tool for scripters.
Seph's Test Bed
http://hometown.aol.com/Der%20VVulfman/ ... ns/SDK.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/S_N_D.png[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/REQ.PNG[/IMG]
By SephirothSpawn (12-13-2006)
This is a complete collection and merge of all my scripts I have and haven't posted. It is a work in progress. I will try to add a new version as often as I can, usually every 10-15 scripts (2-3 weeks).