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Vintage_Lolkats

cutsecenes & cms

Question

hii :)

so, i wanna know how (if possible) to put a cutscene before the menu pops up, but thats skippable (if you get what i mean?)

and secondly, if theres a CMS script for VX?

Thanks (Y)

 

&& also if anyone has/can find more (different) emosets for this guy.

sqtaip.png

Edited by Vintage_Lolkats

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Yeah, there's a script for that let me do a little hunting.

EDIT: I found this script made my Moghunter, so credit him:

 

##################################################
# Scene Title Screen Miria V1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Animated scine wallpaper.
# Create a folder named "deTitle"incide the folder 
# Graphics and place the images you want incide it.
# You need the following images.
#
# Title #Image that has the title's text
# Transition #Screen transition image
# Plane1 #Layer 1 image
# Plane2 #Layer 2 image
# Plane3 #Layer 3 image
# Com_01 #Image from menu selection NEW GAME
# Com_02 #Image from menu selection CONTINUE
# Com_03 #Image from menu selection EXIT

# Translated by Zenon the Silveryn 
#
#-------------------------------------------------
#############
# CONFIG #
#############
module MOG_VX01
#Activate full screen. (true = Activate ou false = Deactivate) 
FULL_SCREEN = false
# Transition time.
TT = 120
#Activate wave movement on title text.
# (true = Activate ou false = Deactivate) 
TWAVE = true
#Layer 1 image opacity.
TPLANE1_OPA = 255
#Layer 2 image opacity
TPLANE2_OPA = 200
#Layer 3 image opacity
TPLANE3_OPA = 170
# Layer 1 image horizontal movement speed .
TPLANE1_X = 1
# Layer 1 image vertical movement speed .
TPLANE1_Y = 0
#Layer 2 image horizontal movement speed.
TPLANE2_X = 2
# Layer 2 image vertical movement speed.
TPLANE2_Y = 0
#Layer 3 image horizontal movement speed.
TPLANE3_X = 4
# Layer 3 image vertical movement speed.
TPLANE3_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
def self.title(filename)
load_bitmap("Graphics/Pictures/", filename)
end
end
#############
# Scene_Title #
#############
$full_screen = 0
class Scene_Title
include MOG_VX01
def main
if $BTEST 
battle_test 
return
end 
$full_screen += 1
if MOG_VX01::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 
start 
perform_transition 
post_start 
Input.update 
loop do
Graphics.update 
Input.update 
update 
break if $scene != self 
end
Graphics.update
pre_terminate 
Graphics.freeze 
terminate 
end
def start
load_database 
create_game_objects 
check_continue 
create_title_graphic 
create_command_window 
play_title_music 
end
def perform_transition
Graphics.transition(TT , "Graphics/Pictures/Transition")
end
def post_start
open_command_window
end
def pre_terminate
close_command_window
end
def terminate
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
def update
@command_window.update
case @command_window.index
when 0
@com.bitmap = Cache.title("Com_01") 
when 1
@com.bitmap = Cache.title("Com_02") 
when 2
@com.bitmap = Cache.title("Com_03") 
end 
@sprite_title.opacity += 2
@com.opacity += 2 if @sprite_title.opacity > 150
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
if Input.trigger?(Input::C)
case @command_window.index
when 0 
command_new_game
when 1 
command_continue
when 2 
command_shutdown
end
end
end
def update_slide
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true 
end
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.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
end
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_title_graphic
@sprite_title = Sprite.new 
@sprite_title.bitmap = Cache.title("Title") 
@sprite_title.opacity = 0
@com = Sprite.new
@com.bitmap = Cache.title("Com_01") 
@com.opacity = 0
@sprite = Plane.new 
@sprite.bitmap = Cache.title("Plane1")
@sprite2 = Plane.new 
@sprite2.bitmap = Cache.title("Plane2")
@sprite3 = Plane.new 
@sprite3.bitmap = Cache.title("Plane3")
@sprite.opacity = TPLANE1_OPA
@sprite2.opacity = TPLANE2_OPA 
@sprite3.opacity = TPLANE3_OPA 
@sprite.z = 1
@sprite2.z = 2
@sprite3.z = 3
@com.z = 4
@sprite_title.z = 5 
if TWAVE == true
@sprite_title.wave_amp = 8
@sprite_title.wave_length = 240
@sprite_title.wave_speed = 320
end
end
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite2.bitmap.dispose
@sprite3.bitmap.dispose 
@com.bitmap.dispose 
@sprite_title.bitmap.dispose 
@sprite.dispose
@sprite2.dispose
@sprite3.dispose
@com.dispose 
@sprite_title.dispose
end
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.opacity = 0
@command_window.contents_opacity = 0
if @continue_enabled 
@command_window.index = 1 
else 
@command_window.draw_item(1, false) 
end
end
def title_fade
if TWAVE == true 
@sprite_title.wave_amp = 34
@sprite_title.wave_length =120
@sprite_title.wave_speed = 800
end 
for i in 0..120
@sprite_title.opacity -= 3 
@sprite_title.update if TWAVE == true 
@com.opacity -= 3 
case @command_window.index
when 0 
@sprite.zoom_x += 0.01
@sprite.zoom_y += 0.01 
@sprite2.zoom_x += 0.01
@sprite2.zoom_y += 0.01 
@sprite3.zoom_x += 0.01
@sprite3.zoom_y += 0.01 
@sprite.ox += 2
@sprite.oy += 2
@sprite2.ox += 2
@sprite2.oy += 2
@sprite3.ox += 2
@sprite3.oy += 2 
end
update_slide
Graphics.update 
end 
end 
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
def confirm_player_location
if $data_system.start_map_id == 0
print "プレイヤーの初期位置が設定されていません。"
exit
end
end
def command_new_game
confirm_player_location
Sound.play_decision
title_fade
$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
$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
def command_continue
if @continue_enabled
Sound.play_decision
title_fade
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
def command_shutdown 
Sound.play_decision
title_fade
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
def battle_test
load_bt_database 
create_game_objects 
Graphics.frame_count = 0 
$game_party.setup_battle_test_members
$game_troop.setup($data_system.test_troop_id)
$game_troop.can_escape = true
$game_system.battle_bgm.play
snapshot_for_background
$scene = Scene_Battle.new
end
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
$game_temp.background_bitmap.blur
end
end

 

There you are my dear, Lolkat. Have fun!

Edited by Ecowolfsteen

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