New Title Screen
Version 1.0
Author puppeto4
Release Date 13th April
Introduction
So,I'm tired of stupid drama that goes around and can't really focus on my main project script(look at my sig if you want to know what is it)and I'm not really in mood today,so I'd decide to make a simple script to relax myself from those dramas.
Features
Title screen won't display "Continue" if there is no save file for the game(simple isn't it?)
Script
Download from attachment :
[attachment=555:New_Title_Screen.txt]
Or copy the script in the spoiler below.
다음은 스크립틍 입니다.
#============================================================================
# ** New Title Screen
#----------------------------------------------------------------------------
# Author : puppeto4
# Version : 1.0
# Date : 13th April 2008
#============================================================================
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_title_graphic # Create title graphic
play_title_music # Play title screen music
if @continue_enabled # If continue is enabled
create_command_window # Create command window
else
create_command2_window # Create command window
end
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
if @continue_enabled # If continue is enabled
open_command_window
else
open_command2_window
end
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
if @continue_enabled # If continue is enabled
close_command_window
else
close_command2_window
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
snapshot_for_background
dispose_title_graphic
if @continue_enabled # If continue is enabled
dispose_command_window
else
dispose_command2_window
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @continue_enabled # If continue is enabled
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
else
super
@command2_window.update
if Input.trigger?(Input::C)
case @command2_window.index
when 0 #New game
command_new_game
when 1 # Shutdown
command_shutdown
end
end
end
end
#--------------------------------------------------------------------------
# * Create Command2 Window
#--------------------------------------------------------------------------
def create_command2_window
s1 = Vocab::new_game
s2 = Vocab::shutdown
@command2_window = Window_Command.new(172, [s1, s2])
@command2_window.x = (544 - @command2_window.width) / 2
@command2_window.y = 288
@command2_window.openness = 0
@command2_window.open
end
#--------------------------------------------------------------------------
# * Dispose of Command2 Window
#--------------------------------------------------------------------------
def dispose_command2_window
@command2_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command2 Window
#--------------------------------------------------------------------------
def open_command2_window
@command2_window.open
begin
@command2_window.update
Graphics.update
end until @command2_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command2 Window
#--------------------------------------------------------------------------
def close_command2_window
@command2_window.close
begin
@command2_window.update
Graphics.update
end until @command2_window.openness == 0
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
if @continue_enabled # If continue is enabled
close_command_window
else
close_command2_window
end
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
end
Version 1.0
Author puppeto4
Release Date 13th April
Introduction
So,I'm tired of stupid drama that goes around and can't really focus on my main project script(look at my sig if you want to know what is it)and I'm not really in mood today,so I'd decide to make a simple script to relax myself from those dramas.
Features
Title screen won't display "Continue" if there is no save file for the game(simple isn't it?)
Script
Download from attachment :
[attachment=555:New_Title_Screen.txt]
Or copy the script in the spoiler below.
다음은 스크립틍 입니다.
#============================================================================
# ** New Title Screen
#----------------------------------------------------------------------------
# Author : puppeto4
# Version : 1.0
# Date : 13th April 2008
#============================================================================
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_title_graphic # Create title graphic
play_title_music # Play title screen music
if @continue_enabled # If continue is enabled
create_command_window # Create command window
else
create_command2_window # Create command window
end
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
if @continue_enabled # If continue is enabled
open_command_window
else
open_command2_window
end
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
if @continue_enabled # If continue is enabled
close_command_window
else
close_command2_window
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
snapshot_for_background
dispose_title_graphic
if @continue_enabled # If continue is enabled
dispose_command_window
else
dispose_command2_window
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @continue_enabled # If continue is enabled
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
else
super
@command2_window.update
if Input.trigger?(Input::C)
case @command2_window.index
when 0 #New game
command_new_game
when 1 # Shutdown
command_shutdown
end
end
end
end
#--------------------------------------------------------------------------
# * Create Command2 Window
#--------------------------------------------------------------------------
def create_command2_window
s1 = Vocab::new_game
s2 = Vocab::shutdown
@command2_window = Window_Command.new(172, [s1, s2])
@command2_window.x = (544 - @command2_window.width) / 2
@command2_window.y = 288
@command2_window.openness = 0
@command2_window.open
end
#--------------------------------------------------------------------------
# * Dispose of Command2 Window
#--------------------------------------------------------------------------
def dispose_command2_window
@command2_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command2 Window
#--------------------------------------------------------------------------
def open_command2_window
@command2_window.open
begin
@command2_window.update
Graphics.update
end until @command2_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command2 Window
#--------------------------------------------------------------------------
def close_command2_window
@command2_window.close
begin
@command2_window.update
Graphics.update
end until @command2_window.openness == 0
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
if @continue_enabled # If continue is enabled
close_command_window
else
close_command2_window
end
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
end