Vorwort Ich habe dieses Script aus der KGC Script Libary. Da ich per Suchfunktion keinen Einzelpost des Scriptes gefunden habe, poste ich ihn hier.
Was macht das Script? Das Script lässt ein Logo wie bei EA erscheinen, erst dann kommt man zum Titelbildschirm.
Wie benutze ich es? Einfach im Scripteditor als neuen Script einfügen. Dann noch eine Grafik in den Ordner SYSTEM machen. Diese Grafik muss Logo heißen und ist dementsprechend das, was später angezeigt wird. Natürlich kann die Grafik auch anders heißen, dann muss der Name im Script (Zeile 36) aber auch umgeändert werden. Den Sound, der beim Anzeigen erklingt, kann man auch im Script (Zeile 47) umändern. Änderungen kann man auch noch hier vornehmen: Zeile 25 Wann soll die Titelmusik starten? 0=Vor Logo 1=Nach Logo Zeile 29 Soll das Logo erscheinen? true= es erscheint false= es erscheint nicht Zeile 53 Logoeffekt (steht im Script)
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Splash Logo - KGC_TitleDirection ◆ VX ◆ #_/ ◇ Last Update: 2008/09/06 #_/ ◆ Written by TOMY #_/ ◆ Translation by Mr. Anonymous #_/ ◆ KGC Site: #_/ ◆ http://ytomy.sakura.ne.jp/ #_/ ◆ Translator's Blog: #_/ ◆ http://mraprojects.wordpress.com #_/---------------------------------------------------------------------------- #_/ This script adds a function to display a splash logo before the title #_/ screen is displayed. A sample of this effect is provided with the demo #_/ this script came packaged in. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
module KGC module TitleDirection # ◆ Start Title BGM Timing ◆ # This allows you to adjust when the title screen BGM is played. # 0..Before Logo 1..After Logo BGM_TIMING = 1
# ◆ Show Logo During Testplay (DEBUGGING) ◆ # This toggle allows you to bypass the logo display when debugging. TESTPLAY_SHOW = true
# ◆ Splash Logo Image ◆ # Here, you may specify the image file you'd like to use as a logo. # The image must be in the "Graphics/System" folder. # Setting this to nil will display nothing. If set to nil, the Splash Logo # Sound Effect defined below is also assumed to be nil. SPLASH_LOGO_FILE = "Logo"
# ◆ Splash Logo Sound Effect ◆ # Here, you may specify a sound effect to play while the splash logo displays. # This can be written two ways. First, you can simply define a filename and # the script automatically assumes to look in the SE folder and assign # default values for volume and pitch, as such: # SPLASH_LOGO_SE = "start_logo" # Or class notation, allowing for additional customization, as such: # SPLASH_LOGO_SE = RPG::SE.new("start_logo", 80, 100) # Format: ("SoundName", Volume, Pitch) SPLASH_LOGO_SE = RPG::SE.new("Flash3", 80, 150)
# ◆ Logo Splash Style ◆ # Here, you may specify an effect for your logo. It's best just to try out # each option and see what works for you. # 0..Fade 1..Crossing 2..Zoom 3..Splash SPLASH_LOGO_TYPE = 0 end end #=============================================================================# # ★ End Customization ★ # #=============================================================================#
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- alias start_KGC_TitleDirection start def start load_database show_splash_logo
start_KGC_TitleDirection end #-------------------------------------------------------------------------- # ○ スプラッシュロゴ表示 #-------------------------------------------------------------------------- def show_splash_logo return if $__splash_logo_shown return if $TEST && !KGC::TitleDirection::TESTPLAY_SHOW return if KGC::TitleDirection::SPLASH_LOGO_FILE == nil
play_title_music if KGC::TitleDirection::BGM_TIMING == 0
# ロゴ表示 SE 演奏 if KGC::TitleDirection::SPLASH_LOGO_SE != nil if KGC::TitleDirection::SPLASH_LOGO_SE.is_a?(RPG::SE) KGC::TitleDirection::SPLASH_LOGO_SE.play elsif KGC::TitleDirection::SPLASH_LOGO_SE.is_a?(String) se = RPG::SE.new(KGC::TitleDirection::SPLASH_LOGO_SE) se.play end end
# エフェクト準備 case KGC::TitleDirection::SPLASH_LOGO_TYPE when 0 sprite.effect_fade(dx, dy, bitmap) when 1 sprite.effect_cross(dx, dy, bitmap) when 2 sprite.effect_zoom(dx, dy, bitmap) when 3 sprite.effect_splash(dx, dy, bitmap) end # エフェクト実行 Graphics.transition(0) while sprite.effect? Graphics.update Input.update sprite.update # C ボタンで中止 if Input.trigger?(Input::C) sprite.stop_effect end end # 後始末 sprite.dispose bitmap.dispose # トランジション準備 Graphics.freeze