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Ending Credits Script

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About This File

Ending Credits Script.

 

Updated 8th March 08

[info=Support Topic]http://www.rmxpunlimited.net/forums/index.php?showtopic=22[/info]

[spoiler=The Script]

CREDITS_FONT = "Times New Roman"
CREDITS_SIZE = 24
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)

#==============================================================================
# ¦ Scene_Credits
#------------------------------------------------------------------------------
# ??????????????????
#==============================================================================

class Scene_Credits

# This next piece of code is the credits. Please keep the Zelda teams credits.

CREDIT=<<_END_

#Edit here

_END_
def main

#-------------------------------
# Animated Background Setup
#-------------------------------

@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = [""] #Edit this to the title screen(s) you wish to show in the background. They do repeat. Just put a comma in between each like this ["title1","title2"]
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])

#------------------
# Credits txt Setup
#------------------

credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
credit_bitmap.font.name = CREDITS_FONT
credit_bitmap.font.size = CREDITS_SIZE
x = 0
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(0,i * 32,640,32,line,1)
end
@credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -430 #-430
@frame_index = 0
@last_flag = false

#--------
# Setup
#--------

#Stops all audio but background music.
Audio.me_stop
Audio.bgs_stop
Audio.se_stop

Graphics.transition

loop do

Graphics.update
Input.update


update
if $scene != self
break
end
end
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
end

##Checks if credits bitmap has reached it's ending point
def last?
if @frame_index > (@credit_sprite.bitmap.height + 500)
$scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead.
Audio.bgm_fade(10000) #aprox 10 seconds
return true
end
return false
end

#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C)
$scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead.
return true
end
return false
end
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
end
return if cancel?
return if last?
@credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default
#The fastest I'd recomend is 5, after that it gets hard to read.
@frame_index += 1 #This should fix the non-self-ending credits
end
end

 


What's New in Version 06/07/2008 05:28 AM   See changelog

Released

No changelog available for this version.




User Feedback

Recommended Comments

Sorry, mistake with my net. Anyway, replace "Replace this text with your Credits" with the text that's gonna be your ending credits. Remember that ______________________________________ and capital letters can make it cool. Also, Sponsors last, the head-creator first. Nice!

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