Skyla Doragono
Sponsor
All right, I'm using the following Splash Screen script:
Problem I'm having is that the BGM shuts off if I go to another splash screen or to the main menu if neither calls for it, or will restart if the second splash screen or the main menu call for it. What I *WANT* is for the BGM to play throughout all splash screens and the main menu. Little help?
((y-yeah, I'm working on games again, otl))
Edit: Erm, yeah, this is for VX. Shaddup I was tired yesterday. :|
Code:
#==============================================================================
# ** Scene_Splash 2.0.2 RGSS2
# D�vic - Programming and debugging
# Isaacsol - Supporting and debugging
#
# Version history:
# ~ 07.03.08 :: First version released with fade effects, image delaying and
# unlimited number of logo images.
# ~ 10.03.08 :: Version 1.5 released with beta Audio processing; plays all
# types of Audio (BGM, BGS, SE & ME), but just one through all
# the Scene. It is possible to disable Audio.
# ~ 24.03.08 :: Script rewrite - beta version 1.8a for animation beta
# function (not released beta-version).
# ~ 25.03.08 :: Script second rewrite - non-released 1.9 beta version in tests
# for plain image, animation and audio compatibility.
# ~ 25.03.08 :: Release of version 2.0! Features:
# - [!] Change in the Script's name to Scene_Splash [!]
# - Script rewritten; more clear and pure
# - New customisation system; unlimited amount of images and audio
# - Audio playing system more deep
# - Can be disabled in playtest
# - Animation compatible
# - New Wait engine; dœs not modify Graphics Module anymore
# - BreakSplash engine improved; break keys customisable
# ~ 25.03.08 :: Version 2.0.1 - Slight edit on Scene_Title; the Splash
# Screen will not appear more than one time per initialisation.
# (Function called OneTimeSplash)
# ~ 30.03.08 :: Version 2.0.2 - Fixed non-stopable sound bug.
#------------------------------------------------------------------------------
# Shows a splash screen on startup. Compatible only with RGSS2!
# Questions, acknowledgments and requests may be taken on the script's
# threads, but you can send me an e-mail at: [email=phabio_almeida@hotmail.com]phabio_almeida@hotmail.com[/email]
#------------------------------------------------------------------------------
# English thread:
# [url=http://www.rpgmakervx.net/index.php?showtopic=974]http://www.rpgmakervx.net/index.php?showtopic=974[/url]
# Portuguese thread:
# [url=http://www.rpgmakerbrasil.com/forum/f43/rmvx-scene-logo-1-7-rgss2-552.html]http://www.rpgmakerbrasil.com/forum/f43 ... 2-552.html[/url]
# German thread:
# [url=http://forum.rpgvx.net/index.php?showtopic=481]http://forum.rpgvx.net/index.php?showtopic=481[/url]
#------------------------------------------------------------------------------
# Respectfully,
# D�vic.
#==============================================================================
class Scene_Splash
DisableInDebug = false
BreakSplash = true
OneTimeSplash = true
def initialize
@logo = [
[ 120, "Splash", 'BGM', "ALMATERIA", 100, 100 ],
[ 120, "Splash2", 'BGM', "ALMATERIA", 100, 100 ]
]
@fade_delay = 20
@break = 'Input.press?(Input::B) || Input.press?(Input::C)'
main
end
def main
@logo.each { |a|
unless a.length < 3
case a[2]
when 'BGM'
Audio.bgm_play("Audio/BGM/#{a[3]}", a[4], a[5])
when 'BGS'
Audio.bgs_play("Audio/BGS/#{a[3]}", a[4], a[5])
when 'ME'
Audio.me_play("Audio/ME/#{a[3]}", a[4], a[5])
when 'SE'
Audio.se_play("Audio/SE/#{a[3]}", a[4], a[5])
end
end
if a[0].kind_of?(Array)
sprite = Sprite.new
sprite.bitmap = Cache.system("#{a[1]}1")
Graphics.transition
Graphics.fadein(@fade_delay)
for j in 2..(a[0][0] - 1)
sprite = Sprite.new
sprite.bitmap = Cache.system(a[1] + j.to_s)
a[0][1].times {
Graphics.update
Input.update
(break if eval(@break)) if BreakSplash
}
(break if eval(@break)) if BreakSplash
sprite.dispose
end
unless eval(@break)
sprite = Sprite.new
sprite.bitmap = Cache.system(a[1] + a[0][0].to_s)
Graphics.wait(a[0][2])
end
audio_stop(a)
Graphics.fadeout(@fade_delay)
sprite.dispose
else
sprite = Sprite.new
sprite.bitmap = Cache.system(a[1])
Graphics.transition
Graphics.fadein(@fade_delay)
a[0].times {
Graphics.update
Input.update
(break if eval(@break)) if BreakSplash
}
audio_stop(a)
Graphics.fadeout(@fade_delay)
sprite.dispose
end
Graphics.freeze
}
end
def audio_stop(a)
unless a.length < 3
case a[2]
when 'BGM'
Audio.bgm_fade(@fade_delay)
when 'BGS'
Audio.bgs_fade(@fade_delay)
when 'ME'
Audio.me_fade(@fade_delay)
when 'SE'
Audio.se_stop
end
end
end
end
class Scene_Title
alias old_start start
def start
unless $splash
$splash = true if Scene_Splash::OneTimeSplash
if Scene_Splash::DisableInDebug
Scene_Splash.new unless $TEST
else
Scene_Splash.new
end
end
old_start
end
end
Problem I'm having is that the BGM shuts off if I go to another splash screen or to the main menu if neither calls for it, or will restart if the second splash screen or the main menu call for it. What I *WANT* is for the BGM to play throughout all splash screens and the main menu. Little help?
((y-yeah, I'm working on games again, otl))
Edit: Erm, yeah, this is for VX. Shaddup I was tired yesterday. :|