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Title Screen Mod
#1
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I was looking through the default scripts and I did some modifications to the Title Screen that I thought would be usefull for someone who wants the title menu to appear horizontaly and doesn't know to make one ( basically for script n00bs ).

Hope it helps somebody! I'm a moderate maker so don't expect much, but I'd like feedback.

---------Installation------------------
Insert a new script page in the editor under Window_Command and name it Window_Command2. Then Paste this into it:
Code:
class Window_Command2 < Window_Selectable
#--------------------------------------------------------------------------
# —? オブジェクトåˆ?期化
#     width    : ウィンドウã?®å¹…
#     commands : コマンド文字列ã?®é…?列
#--------------------------------------------------------------------------
def initialize(width, commands)
   # コマンドã?®å€‹æ•°ã?‹ã‚‰ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?®é«˜ã?•ã‚’算出
   super(0, 0, width, 64) # This is also changed, I've put 64 instead of @item_max * 32 +32 and you should
   # leave it.
   @item_max = commands.size
   @commands = commands
   # I changed the column_max so every item is in a different column
   # I think you should leave it be, but it can be changed
   @column_max = 3
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   refresh
   self.index = 0
end
#--------------------------------------------------------------------------
# —? リフレッシュ
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
end
#--------------------------------------------------------------------------
# —?  …ç›®ã?®æ??ç”»
#     index : …目番å?·
#     color : 文字色
#--------------------------------------------------------------------------
def draw_item(index, color)
   self.contents.font.color = color
   # This is also modified so it shows each item in a separate column
       rect = Rect.new(4 + 200 * index, 0, self.contents.width - 8, 32)
   #----------------------------------------------------------------------------------------------
       self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# —?  …ç›®ã?®ç„¡ ¹åŒ–
#     index :  …目番å?·
#--------------------------------------------------------------------------
def disable_item(index)
   draw_item(index, disabled_color)
end
end

Second, if you want, backup the Scene_Title somehow, but just overwrite its contents with this:
Code:
#==============================================================================
# –�  Scene_Title
#------------------------------------------------------------------------------
#  タイトル画��処� を行� クラス��。
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# —? メイン処ç?
#--------------------------------------------------------------------------
def main
   # 戦闘ãƒ� ストã?®å� ´å?ˆ
   if $BTEST
     battle_test
     return
   end
   # データベースをロード
   $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")
   # シスãƒ� ãƒ� オブジェクトを作æˆ?
   $game_system = Game_System.new
   # タイトルグラフィックを作

   @sprite = Sprite.new
   @sprite.bitmap = RPG::Cache.title($data_system.title_name)
   # コマンドウィンドウを作æˆ?
   s1 = "New Game"
   s2 = "Load Game"
   s3 = "End Game"
   @command_window = Window_Command2.new(600, [s1, s2, s3])
   @command_window.back_opacity = 64
   @command_window.x = 20
   @command_window.y = 360
   #------------------------------------------------------------------------------------
   #---------------------   Hadriel's changes    ---------------------------------
   # the thing I have changed here is the background opacity of the window
   # you can set it to what you like
   # you shouldn't change the x coord. but you can change the y so it fits
   # your desires
   # I have changed the selectable Load Game and End Game which are originally
   # Continue and Shutdown. You can write whatever you want
   #------------------------------------------------------------------------------------
   # 有å� ¹ã?ªã‚‰ @continue_enabled ã‚’ trueã€?ç„¡å� ¹ã?ªã‚‰ false ã?«ã?™ã‚‹
   @continue_enabled = false
   for i in 0..3
     if FileTest.exist?("Save#{i+1}.rxdata")
       @continue_enabled = true
     end
   end
   # コンãƒ� ィニューã?Œæœ‰å� ¹ã?ªå� ´å?ˆã€?カーソルをコンãƒ� ィニューã?«å?ˆã‚?ã?›ã‚‹
   # ç„¡å� ¹ã?ªå� ´å?ˆã€?コンãƒ� ィニューã?®æ–‡å­—をグレー表示ã?«ã?™ã‚‹
   if @continue_enabled
     @command_window.index = 1
   else
     @command_window.disable_item(1)
   end
   # タイトル BGM ã‚’æ¼”å¥?
   $game_system.bgm_play($data_system.title_bgm)
   # MEã€?BGS ã?®æ¼”å¥?ã‚’å?œæ­¢
   Audio.me_stop
   Audio.bgs_stop
   # トランジション実行
   Graphics.transition
   # メインループ
   loop do
     # ゲーãƒ� ç”»é?¢ã‚’æ›´æ–°
     Graphics.update
     # å…¥å� ›æƒ…å� ±ã‚’æ›´æ–°
     Input.update
     # フレーãƒ� æ›´æ–°
     update
     # ç”»é?¢ã?Œåˆ‡ã‚� 替ã‚?ã?£ã?Ÿã‚‰ãƒ«ãƒ¼ãƒ—を中断
     if $scene != self
       break
     end
   end
   # トランジション準備
   Graphics.freeze
   # コマンドウィンドウを解æ”�

   @command_window.dispose
   # タイトルグラフィックを解

   @sprite.bitmap.dispose
   @sprite.dispose
end
#--------------------------------------------------------------------------
# —? フレーãƒ� æ›´æ–°
#--------------------------------------------------------------------------
def update
   # コマンドウィンドウを更æ–

   @command_window.update
   # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::C)
     # コマンドウィンドウã?®ã‚«ãƒ¼ã‚½ãƒ«ä½?ç½®ã?§åˆ� å²?
     case @command_window.index
     when 0  # ニューゲーãƒ�
       command_new_game
     when 1  # コンãƒ� ィニュー
       command_continue
     when 2  # シャットダウン
       command_shutdown
     end
   end
end
#--------------------------------------------------------------------------
# —? コマンド : ニューゲーãƒ�
#--------------------------------------------------------------------------
def command_new_game
   # 決定 SE ã‚’æ¼”å¥?
   $game_system.se_play($data_system.decision_se)
   # BGM ã‚’å?œæ­¢
   Audio.bgm_stop
   # プレイ時間計測用ã?®ãƒ•ãƒ¬ãƒ¼ãƒ� カウントをリセット
   Graphics.frame_count = 0
   # å?„種ゲーãƒ� オブジェクトを作æˆ?
   $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
   # åˆ?期パーãƒ� ィをセットアップ
   $game_party.setup_starting_members
   # åˆ?期ä½?ç½®ã?®ãƒžãƒƒãƒ—をセットアップ
   $game_map.setup($data_system.start_map_id)
   # プレイヤーをåˆ?期ä½?ç½®ã?«ç§»å‹•
   $game_player.moveto($data_system.start_x, $data_system.start_y)
   # プレイヤーをリフレッシュ
   $game_player.refresh
   # マップã?«è¨­å®šã?•ã‚Œã?¦ã?„ã‚‹ BGM ã?¨ BGS ã?®è‡ªå‹•åˆ‡ã‚� 替ã?ˆã‚’実行
   $game_map.autoplay
   # マップを更新 (並列イベント実行)
   $game_map.update
   # マップ画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
   $scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# —? コマンド : コンãƒ� ィニュー
#--------------------------------------------------------------------------
def command_continue
   # コンãƒ� ィニューã?Œç„¡å� ¹ã?®å� ´å?ˆ
   unless @continue_enabled
     # ブザー SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   # 決定 SE ã‚’æ¼”å¥?
   $game_system.se_play($data_system.decision_se)
   # ロード画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
   $scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# —? コマンド : シャットダウン
#--------------------------------------------------------------------------
def command_shutdown
   # 決定 SE ã‚’æ¼”å¥?
   $game_system.se_play($data_system.decision_se)
   # BGMã€?BGSã€?ME をフェードアウト
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   # シャットダウン
   $scene = nil
end
#--------------------------------------------------------------------------
# —? 戦闘ãƒ� スト
#--------------------------------------------------------------------------
def battle_test
   # データベース (戦闘ãƒ� スト用) をロード
   $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")
   # プレイ時間計測用ã?®ãƒ•ãƒ¬ãƒ¼ãƒ� カウントをリセット
   Graphics.frame_count = 0
   # å?„種ゲーãƒ� オブジェクトを作æˆ?
   $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
   # 戦闘ãƒ� スト用ã?®ãƒ‘ーãƒ� ィをセットアップ
   $game_party.setup_battle_test_members
   # トループ IDã€?逃走å?¯èƒ½ãƒ•ãƒ©ã‚°ã€?ãƒ?トルãƒ?ックを設定
   $game_temp.battle_troop_id = $data_system.test_troop_id
   $game_temp.battle_can_escape = true
   $game_map.battleback_name = $data_system.battleback_name
   # ãƒ?トル開始 SE ã‚’æ¼”å¥?
   $game_system.se_play($data_system.battle_start_se)
   # ãƒ?トル BGM ã‚’æ¼”å¥?
   $game_system.bgm_play($game_system.battle_bgm)
   # ãƒ?トル画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
   $scene = Scene_Battle.new
end
end


As I said, I hope it helps someone!
(This is me first script submission )
}


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