Kingdom Hearts 2 Title ScreenVersion: 1.0
By: Shadic81
Introduction
This is a edit of moghunters animated title script so it resembles kingdom hearts 2
Screenshots
Demo
http://www.mediafire.com/?dorbr0ysl758bja
Script
Instructions
Just copy and paste above main. Demo is recommended.(Note. Fog1-2 and Leaf1-2 MUST be transparent)
FAQ
Compatibility
No compatibility problems so far. please post if there are
Credits and Thanks
MogHunter for the base script
Terms and Conditions
Feel free to post some where else and edit, but make sure you credit me and moghunter.
By: Shadic81
Introduction
This is a edit of moghunters animated title script so it resembles kingdom hearts 2
Screenshots

Demo
http://www.mediafire.com/?dorbr0ysl758bja
Script
Code:
#_________________________________________________
# MOG_Animated Title Sofia V1.1
#_________________________________________________
# By Moghunter
# [url="http://www.atelier-rgss.com"]http://www.atelier-rgss.com[/url]
#_________________________________________________
module MOG
#Auto Fullscreen.
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC = "Logo"
#Logo Time.
LOGO_TIME = 15
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = false
#Set Random Music.
MUSIC1 = "062-Slow05"
#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 = 5
#Texto para acessar o menu de op�ƒ§�ƒµes(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posi�ƒ§�ƒ£o do texto na horizontal.(Press any Key)
T_B_X = 250
#Posi�ƒ§�ƒ£o 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 op�ƒ§�ƒµes de comando.
#�ƒ�€� necess�ƒ¡rio ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back2"#Nome da imagem.
PIC_FD_OX = 0 #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 #Transpar�ƒªncia da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma op�ƒ§�ƒ£o de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redu�ƒ§�ƒ£o da Transpar�ƒªncia 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
#Movimento da imagem
DIS_PIC1_OX = 0
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
#Zoom da imagem
DIS_PIC1_ZOOMX = 0
DIS_PIC1_ZOOMY = 0
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
DIS_PIC5_ZOOMY = 0
DIS_PIC6_ZOOMX = 0
DIS_PIC6_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
@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
@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
@com.opacity -= MOG::DIS_PIC2_OPA
@mb01.ox += MOG::DIS_PIC1_OX
@mb01.oy += MOG::DIS_PIC1_OY
@mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
@mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
@bot.opacity -= 10
@bot2.opacity -= 10
Graphics.update
end
end
Graphics.freeze
@command_window.dispose
@mb01.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
@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(1)
when 0
Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 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 += 0
if @time_zoom > 0
@time_zoom = 0
end
if @time_zoom > 0 and MOG::BACK_ZOOM == true
@mb01.zoom_x += 0
@mb01.zoom_y += 0
if @mb01.zoom_x >= 0
@mb01.zoom_x = 0
@mb01.zoom_y = 0
end
elsif MOG::BACK_ZOOM == true
@mb01.zoom_x -= 0
@mb01.zoom_y -= 0
if @mb01.zoom_x <= 0
@mb01.zoom_x = 0
@mb01.zoom_y = 0
end
end
@mb01.ox -= MOG::PIC_FD_OX
@mb01.oy -= MOG::PIC_FD_OY
Graphics.frame_rate = MOG::PER
@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
Instructions
Just copy and paste above main. Demo is recommended.(Note. Fog1-2 and Leaf1-2 MUST be transparent)
FAQ
Compatibility
No compatibility problems so far. please post if there are
Credits and Thanks
MogHunter for the base script
Terms and Conditions
Feel free to post some where else and edit, but make sure you credit me and moghunter.