heavyblues
Member
I've tried everything I know how to do, but I can't get teh dang thing to scroll left and right, will one of you pros help me out?
the script I'm using is a modified version of MOG's custom title project, it's here...
the script I'm using is a modified version of MOG's custom title project, it's here...
Code:
#_______________________________________________________________________________
# MOG Game Mode V1.1
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time
GMODETT = 50
#Transition Type
GMODETN = "cubismwhorl"
end
$mogscript = {} if $mogscript == nil
$mogscript["game_mode"] = true
###############
# Game Mode #
###############
class Scene_Title
def main
if $BTEST
battle_test
return
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")
$game_system = Game_System.new
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
@ft_back = Plane.new
@ft_back.bitmap = RPG::Cache.title("titlefog")
@ft_back.z = 10
@ft_back.opacity = 40
@ft_back.blend_type = 1
@ft_back2 = Plane.new
@ft_back2.bitmap = RPG::Cache.title("titlefog")
@ft_back2.z = 10
@ft_back2.opacity = 40
@ft_back2.blend_type = 1
@ft_com1 = Sprite.new
@ft_com1.bitmap = RPG::Cache.title("Menu newgameb2")
@ft_com1.z = 100
@ft_com1.x = -380
@ft_com1.y = 400
@ft_com2 = Sprite.new
@ft_com2.bitmap = RPG::Cache.title("Menu loadb2")
@ft_com2.z = 100
@ft_com2.x = -380
@ft_com2.y = 400
@ft_com3 = Sprite.new
@ft_com3.bitmap = RPG::Cache.title("Menu quitb2")
@ft_com3.z = 100
@ft_com3.x = -380
@ft_com3.y = 400
@ft_opa = 100
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.visible = false
@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
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition(MOG::GMODETT, "Graphics/Transitions/" + MOG::GMODETN)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..40
@ft_com1.x += 20
@ft_com2.x += 20
@ft_com3.x += 20
@ft_com1.opacity -= 10
@ft_com2.opacity -= 10
@ft_com3.opacity -= 10
Graphics.update
end
Graphics.freeze
@command_window.dispose
@sprite.bitmap.dispose
@ft_back.dispose
@ft_back2.dispose
@ft_com1.dispose
@ft_com2.dispose
@ft_com3.dispose
@sprite.dispose
end
def update
if @ft_com1.x < 5
@ft_com1.x += 20
elsif @ft_com1.x >= 5
@ft_com1.x = 5
end
if @ft_com2.x < 217
@ft_com2.x += 20
elsif @ft_com2.x >= 217
@ft_com2.x = 217
end
if @ft_com3.x < 429
@ft_com3.x += 20
elsif @ft_com3.x >= 429
@ft_com3.x = 429
end
@ft_back.ox += 1
@ft_back.oy += 2
@ft_back2.ox -= 1
@ft_back2.oy += 2
@ft_opa += 10
if @ft_opa > 255
@ft_opa = 100
end
case @command_window.index
when 0
@ft_com1.bitmap = RPG::Cache.title("Menu newgame2")
@ft_com2.bitmap = RPG::Cache.title("Menu loadb2")
@ft_com3.bitmap = RPG::Cache.title("Menu quitb2")
@ft_com1.opacity = 255
@ft_com2.opacity = 255
@ft_com3.opacity = 255
when 1
@ft_com1.bitmap = RPG::Cache.title("Menu newgameb2")
@ft_com2.bitmap = RPG::Cache.title("Menu load2")
@ft_com3.bitmap = RPG::Cache.title("Menu quitb2")
@ft_com1.opacity = 255
@ft_com2.opacity = 255
@ft_com3.opacity = 255
when 2
@ft_com1.bitmap = RPG::Cache.title("Menu newgameb2")
@ft_com2.bitmap = RPG::Cache.title("Menu loadb2")
@ft_com3.bitmap = RPG::Cache.title("Menu quit2")
@ft_com1.opacity = 255
@ft_com2.opacity = 255
@ft_com3.opacity = 255
end
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Splash.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
Audio.se_play("Audio/SE/flash2")
for i in 0..30
@ft_com1.opacity -= 10
@ft_com1.zoom_x += 0
@ft_com1.y -= 0
@ft_com2.y -= 20
@ft_com2.opacity -= 20
@ft_com3.y -= 20
@ft_com3.opacity -= 20
Graphics.update
end
command_new_game
when 1
if @continue_enabled == true
for i in 0..30
@ft_com2.opacity -= 10
@ft_com2.zoom_x += 0
@ft_com2.y -= 0
@ft_com1.y -= 20
@ft_com1.opacity -= 20
@ft_com3.y -= 20
@ft_com3.opacity -= 20
Graphics.update
end
end
command_continue
when 2
for i in 0..30
@ft_com3.opacity -= 10
@ft_com3.zoom_x += 0
@ft_com3.y += 20
@ft_com1.y += 20
@ft_com2.y += 20
Graphics.update
end
command_shutdown
end
end
end
def command_new_game
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
$game_system.se_play($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
end
Code:
#==============================================================================
# ** 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)
# Make command window
s1 = "Begin Quest"
s2 = "Load Quest"
s3 = "Abandon Quest"
@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.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# 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("ME/flash2")
# 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