[XP] MOG's Animated Title Screen [Moghunter]

Started by Calintz, January 31, 2009, 11:28:27 pm

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Calintz

January 31, 2009, 11:28:27 pm Last Edit: July 26, 2009, 03:54:21 pm by Blizzard
MOG's Animated Title Screen
Authors: Moghunter
Version: 1.1
Type: Enhanced Title Screen Display (Very Professional)
Key Term: Title / Save / Load / GameOver Add-on



Introduction

This script will completely re-vamp your current title screen with a new and flashy, very professional layout and display...THIS SCRIPT WAS NOT MADE BY ME!!


Features


  • Advanced Title Screen Layout
  • Advanced Title Screen Display - Create your own pictures to use
  • Layering of pictures adds depth
  • Removes the command box for game selection
  • Adds a Logo Screen - Must create your own intuitive Logo, or remove (your choice)
  • FULLY customizable
  • Random music feature - each time the title shows, there is a chance different music will play based on YOUR choices of music



Screenshots

Logo
Spoiler: ShowHide

Title Screen
Spoiler: ShowHide



Demo

Link:
http://rapidshare.com/files/192313347/Demo_MOG_Title.exe.html



Script

Script:
Spoiler: ShowHide
#_________________________________________________
# MOG_Animated Title Sofia V1.1           
#_________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.
FULL_SCREEN = true
#Logo Picture Name.
LOGO_PIC = "GameLogo"
#Logo Time.
LOGO_TIME = 200
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "-Original04"
MUSIC2 = "-Title02"
#Active Title BGS.   
BGS_ON = false
#Set Title BGS.   
BGS = "010-River01"
#Set BGS volume.   
BGS_VOL = 75
#Transition Type.
TRANS_TITLE = "035-Whirl01"
#Transition Time.
TRANS_TIME = 250
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any Key"
#Choose Your Own Font(Press any Key)
T_B_FONT_STYLE = 'Tahoma'
#Tamanho da fonte(Press any Key).
T_B_FONT = 35
#Posição do texto na horizontal.(Press any Key)
T_B_X = 235
#Posição do texto na vertical.(Press any Key)
T_B_Y = 380
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Background"#Nome da imagem.
PIC_FD_OX = 1  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "TitleText"#Nome da imagem.
PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0  #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 255 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog02" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100  #Time para mudar de direção.
PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 1 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 160 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção. 
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50  #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree"  #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção. 
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 2 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200  #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title 
  def main
    if $BTEST
      battle_test
      return
    end
    $full_screen += 1
    if MOG::FULL_SCREEN == true and $full_screen == 1
    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
    $showm.call(18,0,0,0)
    $showm.call(13,0,0,0)
    $showm.call(13,0,2,0)
    $showm.call(18,0,2,0)
    end         
    $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")
    $game_system = Game_System.new
    s1 = ""
    s2 = ""
    s3 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.opacity = 0
    @command_window.x = 0 - @command_window.width / 2
    @command_window.y = 0
    @command_window.visible = false
    @command_window.active = false   
    @mb01 = Plane.new
    @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
    @mb01.opacity = MOG::PIC_FD_OPA
    @mb01.z = MOG::PIC_FD_PRIOR
    @mb01.blend_type = MOG::PIC_FD_BLEND
    @mb02 = Plane.new
    @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
    @mb02.z = MOG::PIC_TEXTO_PRIOR
    @mb02.opacity = MOG::PIC_TEXTO_OPA
    @mb02.blend_type = MOG::PIC_TEXTO_BLEND     
    @mb03 = Plane.new
    @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
    @mb03.z = MOG::PIC_FOG1_PRIOR
    @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
    @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
    @mb03.blend_type = MOG::PIC_FOG1_BLEND
    @mb03.opacity = MOG::PIC_FOG1_OPA
    @mb04 = Plane.new
    @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
    @mb04.z = MOG::PIC_FOG2_PRIOR
    @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
    @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
    @mb04.blend_type = MOG::PIC_FOG2_BLEND
    @mb04.opacity = MOG::PIC_FOG2_OPA
    @mb05 = Plane.new
    @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
    @mb05.z = MOG::PIC_FOG3_PRIOR
    @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
    @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
    @mb05.blend_type = MOG::PIC_FOG3_BLEND
    @mb05.opacity = MOG::PIC_FOG3_OPA
    @mb07 = Plane.new
    @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
    @mb07.z = MOG::PIC_LEAF1_PRIOR
    @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
    @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY   
    @mb07.blend_type = MOG::PIC_LEAF1_BLEND 
    @mb07.opacity = MOG::PIC_LEAF1_OPA
    @mb08 = Plane.new
    @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
    @mb08.z = MOG::PIC_LEAF2_PRIOR
    @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
    @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY   
    @mb08.blend_type = MOG::PIC_LEAF2_BLEND     
    @mb08.opacity = MOG::PIC_LEAF2_OPA   
    @bot = Sprite.new
    @bot.bitmap = Bitmap.new(160,100)
    @bot.x = MOG::T_B_X
    @bot.y = MOG::T_B_Y
    @bot.z = 9999
    @bot.opacity = 0
    @bot.bitmap.font.size = MOG::T_B_FONT
    @bot.bitmap.font.bold = true
    @bot.bitmap.font.italic = true
    @bot.bitmap.font.name = MOG::T_B_FONT_STYLE
    @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
    @bot2 = Sprite.new
    @bot2.bitmap = Bitmap.new(160,100)
    @bot2.x = MOG::T_B_X
    @bot2.y = MOG::T_B_Y
    @bot2.z = 9998
    @bot2.opacity = 0
    @bot2.bitmap.font.size = MOG::T_B_FONT
    @bot2.bitmap.font.bold = true
    @bot2.bitmap.font.italic = true
    @bot2.color.set(0,0,0)
    @bot2.bitmap.font.name = MOG::T_B_FONT_STYLE
    @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
    @com = Sprite.new
    @com.bitmap = RPG::Cache.title(MOG::COM + "_New")
    @com.z = 10000
    @com.opacity = 0
    @com.y = 300
    @logo = Plane.new
    @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
    @logo.z = 999999
    @logo.opacity = 0   
    @time = 0
    @time_zoom = 0
    @time_music = 0
    @time_logo = MOG::LOGO_TIME
    @logo_r = 0
    @rs = 0
    @mb01.visible = false     
    @mb02.visible = false 
    @mb03.visible = false 
    @mb04.visible = false 
    @mb05.visible = false 
    @mb07.visible = false 
    @mb08.visible = false 
    @com.visible = false 
    @logo.visible = true
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    Audio.bgm_stop
    Audio.me_stop
    Audio.bgs_stop
    if MOG::BGS_ON == true
    Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
    end
    Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    if MOG::DIS_MOV == true
    for i in 1..MOG::DIS_TIME
    @mb01.opacity -= MOG::DIS_PIC1_OPA     
    @mb02.opacity -= MOG::DIS_PIC2_OPA
    @mb03.opacity -= MOG::DIS_PIC3_OPA
    @mb04.opacity -= MOG::DIS_PIC4_OPA
    @mb05.opacity -= MOG::DIS_PIC5_OPA
    @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
    @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
    @com.opacity -= MOG::DIS_PIC2_OPA
    @mb01.ox += MOG::DIS_PIC1_OX
    @mb01.oy += MOG::DIS_PIC1_OY
    @mb02.ox += MOG::DIS_PIC2_OX
    @mb02.oy += MOG::DIS_PIC2_OY
    @mb03.ox += MOG::DIS_PIC3_OX
    @mb03.oy += MOG::DIS_PIC3_OY
    @mb04.ox += MOG::DIS_PIC4_OX
    @mb04.oy += MOG::DIS_PIC4_OY
    @mb05.ox += MOG::DIS_PIC5_OX
    @mb05.oy += MOG::DIS_PIC5_OY
    @mb07.ox += MOG::DIS_PIC_LEAF1_OX
    @mb07.oy += MOG::DIS_PIC_LEAF1_OY
    @mb08.ox += MOG::DIS_PIC_LEAF2_OX
    @mb08.oy += MOG::DIS_PIC_LEAF2_OY
    @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
    @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
    @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
    @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
    @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
    @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
    @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
    @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
    @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
    @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
    @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
    @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
    @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
    @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
    @bot.opacity += 10
    @bot2.opacity -= 10
    Graphics.update
    end
    end
    Graphics.freeze
    @command_window.dispose
    @mb01.dispose
    @mb02.dispose
    @mb03.dispose
    @mb04.dispose
    @mb05.dispose
    @mb07.dispose
    @mb08.dispose
    @bot.dispose
    @bot2.dispose
    @com.dispose
    @logo.dispose
  end
  def update
    @time_logo -= 1
    if @time_logo <= 0
       @time_logo = 0
    end   
    if @logo.opacity < 30 and @logo_r == 1
       @logo.visible = false
       @logo.opacity = 0
       @logo.bitmap = RPG::Cache.title("")
    end
    if @bot.opacity < 30 and @command_window.active == true
       @bot.visible = false
       @bot2.visible = false
       @bot.bitmap.draw_text(0, 0, 32, 32,"")
       @bot2.bitmap.draw_text(0, 0, 32, 32,"")
    end   
    if @logo_r == 0 and @logo.opacity <= 250
    @logo.opacity += 2   
    elsif @time_logo <= 0 
    @logo_r = 1
    @logo.opacity -= 2
    @mb01.visible = true     
    @mb02.visible = true 
    @mb03.visible = true 
    @mb04.visible = true 
    @mb05.visible = true 
    @mb07.visible = true 
    @mb08.visible = true
    @com.visible = true
    @bot.opacity += 10
    @bot2.opacity += 10
    Audio.me_fade(500)
    if @bot.opacity >= 255
       @bot.opacity = 255
       @bot2.opacity = 255       
    end 
    end   
    if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
    @rs += 1
    case rand(2)
    when 0
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
    when 1
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
    end
    else   
    if @logo_r == 1 and @rs == 1
    $game_system.bgm_play($data_system.title_bgm)
    @rs += 1
    end 
    end     
    if @command_window.active == true
    @bot.zoom_x += 0.00
    @bot2.zoom_x += 0.00
    @bot.x += 8
    @bot2.x -= 8
    @com.opacity += 2
    if @com.y > 0
       @com.y -= 5     
    elsif @com.y < 0
       @com.y = 0
       @com.opacity = 255
    end
    end
    r = rand(100) + 150
    g = rand(100) + 150
    b = rand(100) + 150
    @command_window.update
    @time += 2
    @time_zoom += 1
    if @time_zoom > 1000
       @time_zoom = 0
    end
    if @time_zoom > 500 and MOG::BACK_ZOOM == true
    @mb01.zoom_x += 0.004
    @mb01.zoom_y += 0.004
    if @mb01.zoom_x >= 2
       @mb01.zoom_x = 2
       @mb01.zoom_y = 2   
    end
    elsif MOG::BACK_ZOOM == true
    @mb01.zoom_x -= 0.004
    @mb01.zoom_y -= 0.004
    if @mb01.zoom_x <= 1
       @mb01.zoom_x = 1
       @mb01.zoom_y = 1   
    end
    end 
    @mb01.ox -= MOG::PIC_FD_OX
    @mb01.oy -= MOG::PIC_FD_OY
    @mb02.ox -= MOG::PIC_TEXTO_OX
    @mb02.oy -= MOG::PIC_TEXTO_OY
    @mb02.opacity += 2
    Graphics.frame_rate = MOG::PER
    if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true
    @mb07.ox += MOG::PIC_LEAF1_OX2
    @mb07.oy -= MOG::PIC_LEAF1_OY2
    else
    @mb07.ox -= MOG::PIC_LEAF1_OX1
    @mb07.oy -= MOG::PIC_LEAF1_OY1
    end 
    if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true
    @mb08.ox -= MOG::PIC_LEAF2_OX2
    @mb08.oy -= MOG::PIC_LEAF2_OY2
    else
    @mb08.ox += MOG::PIC_LEAF2_OX1
    @mb08.oy -= MOG::PIC_LEAF2_OY1
    end   
    if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true
    @mb03.ox -= MOG::PIC_FOG_OX_02
    @mb03.oy -= MOG::PIC_FOG_OY_02 
    else
    @mb03.ox += MOG::PIC_FOG_OX_01
    @mb03.oy -= MOG::PIC_FOG_OY_01     
    end   
    if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true
    @mb04.ox -= MOG::PIC_FOG2_OX_02
    @mb04.oy -= MOG::PIC_FOG2_OY_02
    else
    @mb04.ox -= MOG::PIC_FOG2_OX_01
    @mb04.oy -= MOG::PIC_FOG2_OY_01
    end
    if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true
    @mb05.ox -= MOG::PIC_FOG3_OX_02
    @mb05.oy -= MOG::PIC_FOG3_OY_02
    else
    @mb05.ox -= MOG::PIC_FOG3_OX_01
    @mb05.oy -= MOG::PIC_FOG3_OY_01
    end
    @bot.color.set(r,g,b)   
    if @time > 400
       @time = 0
    end       
    if @rs == 0
    Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
    @rs += 1
    end
    if @logo.opacity <= 100 and @logo_r == 1
    if Input.trigger?(Input::C) and @command_window.active == true
      case @command_window.index
      when 0 
        command_new_game
      when 1
        command_continue
      when 2 
        command_shutdown
      end
    elsif Input.trigger?(Input::C) and @command_window.active == false or
      Input.trigger?(Input::B) and @command_window.active  == false
      Audio.se_play("Audio/SE/" + MOG::T_B_SE)
      @command_window.active = true
    end
    end
    case @command_window.index
     when 0       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_New")   
     when 1       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_Continue")
     when 2       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_Exit")   
     end
  end
  def command_new_game
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(2000)
    Graphics.frame_count = 0
    $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
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  def command_continue
    unless @continue_enabled
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Load.new
  end
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  def 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")
    Graphics.frame_count = 0
    $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
    $game_party.setup_battle_test_members
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
end



Instructions

Place script above main...


Compatibility

As far as I know...compatible with everything, except probably other title scripts :P


Credits and Thanks


  • Moghunter



Author's Notes

Great script to add aesthetics to your game...Great for game makers bent on graphics...

Starrodkirby86

Are you sure Moghunter would like people distributing scripts at somewhere else? Eh, I'm pretty sure he does since I see so many edits on RMXP.org itself, but I don't know. I'm fishy of it.

Oh well.

For anyone who wants the rest of MOG's Scripts, refer to this thread.
http://www.rmxp.org/forums/viewtopic.php?f=11&t=18933

I posted on first page!  :D

I agree that these scripts are great, but they're overused. :(

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




Calintz

I suppose we could take it down if he cares you know?

Starrodkirby86

Quote from: Calintz16438 on January 31, 2009, 11:39:49 pm
I suppose we could take it down if he cares you know?
Yeah, but once again, I doubt he does care. He's not even active anymore, according to RMXP.org.

QuoteJoined:     Thu Apr 05, 2007 1:19 pm
Last visited:    Mon Jun 11, 2007 11:07 pm


Really now, I guess his scripts are like a public domain. :/ I don't know if that's a good or bad thing. At least you gave credit where it's due good chap.

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




Calintz


Blizzard

SRK is right, the script is sadly overused, even if it's great. :/ I prefer making my own titles anyway. xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Calintz

Well...

Fantasist is trying to create a new Title script to fit "my" preferences. I have no doubt that it will be great!!

Shadonking

February 06, 2009, 07:04:12 am #7 Last Edit: February 12, 2009, 11:36:11 am by Shadonking
i cant get the demo, the page wont load. please help

edit

got the demo from somewere else





Creator Of Music And Games
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come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Futendra

Sorry for necro post, but as the download link doesn't work, here is the original demo from Moghunter's site:

http://www.atelier-rgss.com/RGSS/Demos/MOG_Title_Celia.zip