Can someone make this title screen script compactible with the SDK please?
I get this error when inserting it into an SDK project:
http://img444.imageshack.us/img444/7027/errorlg1.png[/IMG]
Heres the script:
I think it shouldn't be very hard.
Thanks in Advance.
I get this error when inserting it into an SDK project:
http://img444.imageshack.us/img444/7027/errorlg1.png[/IMG]
Heres the script:
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)
@logo = Sprite.new
@logo.bitmap = RPG::Cache.title("title_logo")
@logo.opacity = 0
@presents = Sprite.new
@presents.bitmap = RPG::Cache.title("title_pgp")
@presents.opacity = 0
@production = Sprite.new
@production.bitmap = RPG::Cache.title("title_aup")
@production.opacity = 0
@title = Sprite.new
@title.bitmap = RPG::Cache.title("title")
@title.opacity = 0
@options = Sprite.new
@options.opacity = 0
@count = 0
@index = 0
# 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_enabled
@options.bitmap = RPG::Cache.title("title_options1")
@index = 1
else
@options.bitmap = RPG::Cache.title("title_options0")
end
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
# 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 title graphic
@sprite.bitmap.dispose
@sprite.dispose
@logo.dispose
@presents.dispose
@production.dispose
@title.dispose
@options.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @count <= 510
@count += 1
if @count <= 85
@logo.opacity += 3
elsif @count <= 170
@presents.opacity += 3
elsif @count <= 255
@presents.opacity -= 3
@production.opacity += 3
elsif @count <= 340
@production.opacity -= 3
elsif @count <= 425
@title.opacity += 3
elsif @count <= 510
@options.opacity += 3
end
if Input.trigger?(Input::C)
@presents.opacity = 0
@production.opacity = 0
@logo.opacity = 255
@title.opacity = 255
@options.opacity = 255
@count = 511
end
elsif @count >= 512
@count += 1
if @count <= 597
@logo.opacity -= 3
@title.opacity -= 3
@options.opacity -= 3
else
$scene = @new_scene
end
else
# If Arrows are pressed
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
if @index == 2
@index = 0
else
@index += 1
end
@options.bitmap = RPG::Cache.title("title_options" + @index.to_s)
end
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
if @index == 0
@index = 2
else
@index -= 1
end
@options.bitmap = RPG::Cache.title("title_options" + @index.to_s)
end
# 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
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
@new_scene = Scene_Map.new
@count = 512
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
@new_scene = Scene_Load.new
@count = 512
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
@new_scene = nil
@count = 512
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
I think it shouldn't be very hard.
Thanks in Advance.