Chaos Project

RPG Maker => Event Systems => Topic started by: JellalFerd on May 15, 2011, 05:40:11 pm

Title: Event Title Screen
Post by: JellalFerd on May 15, 2011, 05:40:11 pm
Event Title Screen
Version: 1
Type: Title System



Introduction
Turns the title scene into an evented system


Features




Screenshots
I think the demo will show anything that needs to be shown.


Demo
http://www.sendspace.com/file/if99oq - Broken


Instructions
This will require editing the scene title script, like so.
Spoiler: ShowHide
#==============================================================================
# ** 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
   update

 end
 def update
 command_new_game
 end
 #--------------------------------------------------------------------------
 # * Command: New Game
 #--------------------------------------------------------------------------
 def command_new_game
   # Play decision SE
   # Stop BGM
   # 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




Credits and Thanks




Author's Notes
Title: Re: Event Title Screen
Post by: Spaceman McConaughey on May 23, 2011, 03:17:34 pm
Been using something like this in PoV for a while now. Glad to see someone else posted it. :)

Level+ fror you.
Title: Re: Event Title Screen
Post by: Holyrapid on August 04, 2011, 09:16:29 am
A note, change the menu access to disabled, since i could acces the menu when the opening was running etc.
I'll test it and look at it, and tell if i find anything else to report.
Des out.
Title: Re: Event Title Screen
Post by: AnimeGirl on April 07, 2013, 10:26:06 am
Hi I tried to download the demo but it said "Sorry, the file you requested is not available." so could you please put up a new link.
Title: Re: Event Title Screen
Post by: Zexion on April 07, 2013, 12:45:44 pm
I was actually going to make an evented title demo the other day, but I got lazy and didn't. Now that someone actually needs it I'll do it :)
I'll put up the demo tonight :P
Title: Re: Event Title Screen
Post by: AnimeGirl on April 07, 2013, 12:58:27 pm
Quote from: Zexion on April 07, 2013, 12:45:44 pm
I was actually going to make an evented title demo the other day, but I got lazy and didn't. Now that someone actually needs it I'll do it :)
I'll put up the demo tonight :P


Thx a lot.  :D
Title: Re: Event Title Screen
Post by: Heretic86 on April 12, 2013, 07:55:12 pm
Wow, there's been a plethora of these coming out, including one I wrote...
Title: Re: Event Title Screen
Post by: Zexion on April 13, 2013, 06:56:57 pm
Actually this one is pretty old and is the reason I made the demo haha
Title: Re: Event Title Screen
Post by: Seltzer Cole on December 09, 2013, 10:32:53 am
Broken link to your demo.