+[Custom Title Screen Menu]+ - woratana - 04-05-2008
Custom Title Screen Menu Version 1.0 by Woratana Release Date: 04/04/2008
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Introduction
This script will help you add, arrange, and edit menu in title screen easier.
You can easily move, change its size, change skin, and change opacity.
Features Version 1.0
- Easy to Edit window's appearance (size, position, skin, opacity)
- Easy to Add/Arrange commands
- Included built-in method to help you make new command easier
Script
Place it above main
Script
Code:
#===============================================================
# ● [VX] ◦ Custom Title Screen Menu ◦ □
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Version: 1.0
# ◦ Released on: 04/04/2008
#--------------------------------------------------------------
#-----------------------------------------
# [+ FEATURES +]
#---------------------------------------
# - Easy to Edit window's appearance (size, position, skin, opacity)
# - Easy to Add/Arrange commands
# - Included built-in method to help you make new command easier
#------------------------------------------
class Scene_Title < Scene_Base
#====================================================================
# +[START SETUP SCRIPT HERE]+
#--------------------------------------------------------------
#--------------------------------------------------------------------------
# ** Command Window Appearance Setup
#----------------------------------------------------------------------
# * Type the integer number to use that value,
# e.g. COMMAND_WINDOW_X = 200
# * or type script in '...' to use number calculate by script.
# e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
# Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
#--------------------------------------------------------------------------
COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
COMMAND_WINDOW_Y = 288
COMMAND_WINDOW_WIDTH = 172
COMMAND_WINDOW_HEIGHT = nil # Type integer, or 'nil' for autosize.
COMMAND_WINDOW_COLUMN_MAX = 1 # Type integer, minimum is 1
COMMAND_WINDOW_ROW_MAX = 0 # Type integer, or 0 for auto row count.
COMMAND_WINDOW_SPACING = 32
# ** Description **
# Command Index
# << Command Index start from 0. The lower index will show above higher index
# 'Text'
# << Text you want to show for that command, type text in '...'
# 'Script'
# << Script to run when player choose that command, type script in '...'
#-------------------------------------------------------------------------
# ** Built-in Method
# * List of built-in method, you can put this in 'Script' in Template
#-------------------------------------------------------------------------
# 'command_new_game' : New Game
# 'command_continue' : Continue Game
# 'command_shutdown' : Shut down Game
# 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
# e.g. 'scene("Scene_End.new")'
# e.g.2 'scene("Scene_Menu.new(2)")'
# 'new(Map ID, X, Y, Members)' : New Game in specific location and members
# e.g. 'new(1, 10, 8, [1,2,3])'
# << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
# Note: You may use this method for Game Tutorial
#--------------------------------------------------------------------------
COMMAND = Array.new
#--------------------------------------------------------------------------
COMMAND[0] = ['New Game', 'command_new_game']
COMMAND[1] = ['Load Game', 'command_continue']
COMMAND[2] = ['End Game', 'command_shutdown']
LOAD_GAME_COMMAND_INDEX = 1 # COMMAND index that use to Load Game.
# (This command will unable to use if there's no save file available)
#-------------------------------------------------------------------------
# +[END SETUP SCRIPT HERE]+
#-------------------------------------------------------------------------
if @continue_enabled # If continue is enabled
@command_window.index = LOAD_COMMAND_INDEX # Move cursor over command
else # If disabled
@command_window.draw_item(LOAD_GAME_COMMAND_INDEX, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
eval(COMMAND[@command_window.index][1])
end
end
#--------------------------------------------------------------------------
# * Call Scene
#--------------------------------------------------------------------------
def scene(scene_name)
Sound.play_decision
$scene = eval(scene_name)
end
#--------------------------------------------------------------------------
# * New Game in Other Location
#--------------------------------------------------------------------------
def new(map_id, x, y, member_ary)
Sound.play_decision
$game_party.custom_starting_members(member_ary)
$game_map.setup(map_id)
$game_player.moveto(x, y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
end
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# * Custom Party Setup
#--------------------------------------------------------------------------
def custom_starting_members(member_ary)
@actors = []
member_ary.each {|i| @actors.push(i) }
end
end
#--------------------------------------------------------------------------
# ** Command Window Appearance Setup
#----------------------------------------------------------------------
# * Type the integer number to use that value,
# e.g. COMMAND_WINDOW_X = 200
# * or type script in '...' to use number calculate by script.
# e.g. COMMAND_WINDOW_X = '(544 - @command_window.width) / 2'
# Note: You can use script in COMMAND_WINDOW_X and COMMAND_WINDOW_Y
#--------------------------------------------------------------------------
# ** Description **
# Command Index
# << Command Index start from 0. The lower index will show above higher index
# 'Text'
# << Text you want to show for that command, type text in '...'
# 'Script'
# << Script to run when player choose that command, type script in '...'
Code:
#-------------------------------------------------------------------------
# ** Built-in Method
# * List of built-in method, you can put this in 'Script' in Template
#-------------------------------------------------------------------------
# 'command_new_game' : New Game
# 'command_continue' : Continue Game
# 'command_shutdown' : Shut down Game
# 'scene("Scene_Name.new")' : Change Scene to 'Scene_Name.new'
# e.g. 'scene("Scene_End.new")'
# e.g.2 'scene("Scene_Menu.new(2)")'
# 'new(Map ID, X, Y, Members)' : New Game in specific location and members
# e.g. 'new(1, 10, 8, [1,2,3])'
# << New Game in Map ID 1 at coordinate (10,8) with Actor ID 1,2,3 in party
# Note: You may use this method for Game Tutorial
Compatibility
This script rewrite methods update and create_command_window
so it may not work with scripts that need to edit those methods.
Author's Notes
Free for use in your non-commercial work if credit included. If your project is commercial, please contact me.
Please do not redistribute this script without permission. If you want to post it on any forum, please link to this topic.