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[RMVX ACE] [SCRIPTING] Help with MOG - Animated Title A (v2.4)

Pretty much what the subject says...

MOG allows you to fully costumize your tittle screen, wich i'm glad it does.

the script does this...



but I want it to look like this.



Can someone please help me in this...

#==============================================================================
# +++ MOG - Animated Title A (v2.4) +++
#==============================================================================
# By Moghunter 
# [url]https://atelierrgss.wordpress.com/[/url]
#==============================================================================
# Tela de titulo animado, com logo, imagens aleatórias e outros efeitos visuais.
#==============================================================================

#==============================================================================
# IMAGENS NECESSÁRIAS
#==============================================================================
# Serão necessários as seguintes imagens na pasta Graphics/Titles2/
#
# Cursor.png   
# Commmand_Name.png (image filename = name of command)
# Particle.png   (Opcional)
# Logo.jpg       (Opcional)
# Animated.png   (Opcional)
#==============================================================================

#==============================================================================
# NOTA 1 - Para definir a imagem de texto basta selecionar no banco de dados
# a imagem do titulo numero 2 (Segunda camada)
#==============================================================================

#==============================================================================
# NOTA 2 - O nome da imagem de comando é iguál ao nome do comando definido
# no banco de dados do Rpg Maker.
#==============================================================================

#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 2.4 - Compatibilidade com resoluções acima do padrão.
# v 2.3 - O nome do comando não é mais baseado no database. 
#==============================================================================

module MOG_SCENE_TITLE_A

  #--------------------------------------------------------------------------
  # ▼ LOGO ▼
  #--------------------------------------------------------------------------
  # Apresenta um Logo ao começar a tela de titulo.
  # Será necessário ter a imagem LOGO.jpg (png) na pasta Graphics/Title2
  #--------------------------------------------------------------------------
  # Ativar Logo
  LOGO = true
  # Duração do logo.
  LOGO_DURATION = 2 #(Sec)
  
  #--------------------------------------------------------------------------
  # ▼ RANDOM BACKGROUND ▼
  #--------------------------------------------------------------------------  
  #Definição das pictures. 
  #--------------------------------------------------------------------------
  RANDOM_PICTURES = [
  "Title0",  
  #"Title4","Title5","Title6","Title7"
  ]
  #Tempo de duração para ativar a troca de imagens.
  RANDOM_PICTURES_DURATION = 10#(sec)
  #Seleção aleatória.
  RAMDOM_SELECTION = false
  #Velocidade de Scrolling. (Speed X , Speed Y)
  RANDOM_PICTURES_SCROLL_SPEED = [0,0]
  
  #--------------------------------------------------------------------------
  # ▼ MULTIPLE LAYERS ▼
  #--------------------------------------------------------------------------
  # Definição de multiplas camadas. * (não há limíte na quantidade de camadas
  # usadas)
  #--------------------------------------------------------------------------
  # MULTIPLE_LAYERS = [  ["A",B,C,D], ["A",B,C,D], ["A",B,C D], ["A",B,C,D ], ....]
  #
  # A - Nome da imagem.
  # B - Velocidade de scroll na horizontal.
  # C - Velocidade de scroll na vertical.
  # D - Tipo de Blend. (0 - Normal / 2 - Add / 3 - Substract)
  #
  MULTIPLE_LAYERS = [
# ["Layer1",1,0,1],
#  ["Layer2",3,0,1],   
#  ["Layer3",0,0,0]
#  ["Layer4",0,0,0],
#  ["Layer5",0,0,0],
#  ["Layer6",0,0,0]
  ]  
  
  #--------------------------------------------------------------------------
  # ▼ PARTICLES ▼
  #--------------------------------------------------------------------------
  # Adiciona partículas animadas na tela do titulo.
  # Será necessário ter a imagem PARTICLE.png na pasta Graphics/Title2
  #--------------------------------------------------------------------------
  # Ativar Partículas.
  PARTICLE = true
  # Ativar Cores Aleatórias.
  PARTICLE_RANDOM_COLOR = true  
  # Definição do tipo de blend. (0,1,2)
  PARTICLE_BLEND_TYPE = 2
  #Definição do limite de velocidade das partículas.
  PARTICLE_MOVEMENT_RANGE_X = 3
  PARTICLE_MOVEMENT_RANGE_Y = 3
  PARTICLE_ANGLE_RANGE = 3
  
  #--------------------------------------------------------------------------
  # ▼ WAVE TITLE ▼
  #--------------------------------------------------------------------------  
  # Ativa o efeito  WAVE no texto do titulo, o Texto do titulo é definido
  # na camada do titulo 2, que pode ser definido através do banco de dados
  #--------------------------------------------------------------------------    
  #Ativar o efeito do titulo com efeito WAVE.
  TITLE_WAVE = true
  #Configuração do efeito WAVE
  #
  # TITLE_WAVE_CONFIG = [ AMP, LENGTH , SPEED]
  #
  TITLE_WAVE_CONFIG = [6 , 232 , 360]
  
  #--------------------------------------------------------------------------
  # ▼ ANIMATED_SPRITE ▼ (Opcional)
  #--------------------------------------------------------------------------
  # Adiciona um sprite animado no titulo.
  # A quantidade de frames é proporcional a largura dividido pela altura
  # da imagem, ou seja, não há limite de quantidade de frames e nem de 
  # tamanho da imagem.
  # Será necessário ter a imagem ANIMATED.png (Jpg) na pasta Graphics/Title2
  #--------------------------------------------------------------------------
  # Ativar Sprite animado.
  ANIMATED_SPRITE = false
  # Posição do Sprite animado.
  ANIMATED_SPRITE_POSITION = [100,90]
  # Velocidade da animação
  ANIMATED_SPRITE_SPEED = 8
  # Tipo de Blend. (0 - Normal / 2 - Add / 3 - Substract)
  ANIMATED_SPRITE_BLEND_TYPE = 0
  # Definição do zoom,
  ANIMATED_SPRITE_ZOOM = 2
  
  
  #--------------------------------------------------------------------------
  # ▼ COMMANDS / SELECTION ▼
  #--------------------------------------------------------------------------
  # Configuração extras da tela de titulo.
  #--------------------------------------------------------------------------
  # Posição do comando.
  COMMANDS_POS = [220 , 280]
  # Ativar o efeito de tremor ao selecionar o comando.
  COMMAND_SHAKE = true
  # Definição da posição do cursor.(Para ajustes)
  CURSOR_POS = [-42,-7]
  # Ativar flash ao mover o comando.
  CURSOR_FLASH_SELECTION = true
  # Definição da posição do flash.
  CURSOR_FLASH_SLECTION_POS = [-180,0]
  # Tipo de Blend. (0 - Normal / 2 - Add / 3 - Substract)
  CURSOR_FLASH_SLECTION_BLEND_TYPE = 1
  
end

#==============================================================================
# ■ Window TitleCommand
#==============================================================================
class Window_TitleCommand < Window_Command
  attr_reader :list
end

#==============================================================================
# ■ Particle Title
#==============================================================================
class Particle_Title < Sprite
  
  include MOG_SCENE_TITLE_A
  
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------             
  def initialize(viewport = nil)
      super(viewport)
      self.bitmap = Cache.title2("Particle")
      self.tone.set(rand(255),rand(255), rand(255), 255) if PARTICLE_RANDOM_COLOR
      self.blend_type = PARTICLE_BLEND_TYPE
      self.z = 50
      @sc_x = [self.bitmap.width / 2, self.bitmap.width, Graphics.width ]
      @sc_y = [self.bitmap.height / 2, self.bitmap.height, Graphics.height ] 
      
      @cw0 = self.bitmap.width / 2 ; @ch0 = self.bitmap.height / 2
      @cw = self.bitmap.width + @cw0 ; @cw2 = Graphics.width
      @ch = self.bitmap.height + @ch0 ; @ch2 = Graphics.height
      
      @nx = PARTICLE_MOVEMENT_RANGE_X
      @ny = PARTICLE_MOVEMENT_RANGE_Y
      reset_setting
  end  
  
 #--------------------------------------------------------------------------
 # ● Reset Setting
 #--------------------------------------------------------------------------               
  def reset_setting
      zoom = (50 + rand(100)) / 100.1
      self.zoom_x = zoom
      self.zoom_y = zoom
      self.x = (rand(@cw2 + 32) -32)
      self.y = rand((@ch2 + 32) + @ch) 
      self.opacity = 0
      self.angle = rand(360)
      nx2 = rand(@nx).abs
      nx2 = 1 if (@nx != 0 and nx2 < 1)      
      @speed_x = @nx > 0 ? nx2 : @nx < 0 ? -nx2 : 0        
      ny2 = rand(@ny).abs
      ny2 = 1 if (@ny != 0 and ny2 < 1)      
      @speed_y = @ny > 0 ? ny2 : @ny < 0 ? -ny2 : 0   
      @speed_a = [[rand(PARTICLE_ANGLE_RANGE), PARTICLE_ANGLE_RANGE].min, 0].max 
  end
  
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------               
  def dispose
      super
      self.bitmap.dispose
  end  
  
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------               
  def update
      super
      self.x += @speed_x
      self.y -= @speed_y
      self.angle += @speed_a      
      self.opacity += 5
      reset_setting if can_reset_setting?
  end  
  
 #--------------------------------------------------------------------------
 # ● Can Reset Setting
 #--------------------------------------------------------------------------                 
  def can_reset_setting?
      return true if (self.x < -(@cw * 2) or self.x > (@cw2 + @cw))    
      return true if (self.y < -(@ch * 2) or self.y > (@ch2 + @ch))
      return false
  end  
end

#==============================================================================
# ■ Multiple Layers Title
#==============================================================================
class Multiple_Layers_Title
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------  
  def initialize(name = "", scroll_x = 0, scroll_y = 0, blend = 0, index = 0)
      @layer = Plane.new
      @layer.bitmap = Cache.title1(name.to_s) rescue nil
      @layer.bitmap = Bitmap.new(32,32) if @layer.bitmap == nil
      @layer.z = 10 + index
      @layer.opacity = 0
      @layer.blend_type = blend
      @scroll_speed = [scroll_x, scroll_y]
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------  
  def dispose
      @layer.bitmap.dispose
      @layer.bitmap = nil
      @layer.dispose
  end
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------  
  def update
      @layer.opacity += 2
      @layer.ox += @scroll_speed[0]
      @layer.oy += @scroll_speed[1] 
  end
  
end 

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title < Scene_Base
 include MOG_SCENE_TITLE_A 
 
 #--------------------------------------------------------------------------
 # ● Start
 #--------------------------------------------------------------------------          
 def start
     super
     RPG::BGM.fade(2000)
     @logo_active = LOGO
     SceneManager.clear
     @phase = 1
     @phase_time = -1
     dispose_title_sprites
     create_logo if @logo_active
     create_command_window
     create_commands
     create_background
     create_light
     create_cursor
     create_animated_object
     create_flash_select
     create_multiple_layers
     play_title_music unless @logo_active
 end
   
 #--------------------------------------------------------------------------
 # ● Create Multiple Layers
 #--------------------------------------------------------------------------
 def create_flash_select
     return if !CURSOR_FLASH_SELECTION
     @flash_select = Sprite.new
     @flash_select.bitmap = Cache.title2("Cursor2")
     @flash_select.z = 99
     @flash_select.opacity = 0
     @flash_select.blend_type = CURSOR_FLASH_SLECTION_BLEND_TYPE
 end  
 
 #--------------------------------------------------------------------------
 # ● Create Multiple Layers
 #--------------------------------------------------------------------------           
 def create_multiple_layers
     @m_layers = []
     index = 0
     for i in MULTIPLE_LAYERS
         @m_layers.push(Multiple_Layers_Title.new(i[0],i[1],i[2],i[3],index))
         index += 1
     end  
 end

 #--------------------------------------------------------------------------
 # ● Create_Logo
 #--------------------------------------------------------------------------            
 def create_animated_object
      return if !ANIMATED_SPRITE
      @object_index = 0
      @object_animation_speed = 0
      @object = Sprite.new
      @object.z = 98
      @object.opacity = 0
      @object.blend_type = ANIMATED_SPRITE_BLEND_TYPE
      @object.zoom_x = ANIMATED_SPRITE_ZOOM
      @object.zoom_y = ANIMATED_SPRITE_ZOOM
      @object_image = Cache.title2("Animated")
      @object_frame_max = @object_image.width / @object_image.height
      @object_width = @object_image.width / @object_frame_max  
      @object.bitmap = Bitmap.new(@object_width,@object_image.height)
      @object.x = ANIMATED_SPRITE_POSITION[0]
      @object.y = ANIMATED_SPRITE_POSITION[1]     
      make_object_bitmap
 end  
 
 #--------------------------------------------------------------------------
 # ● Create_Logo
 #--------------------------------------------------------------------------           
 def create_cursor
     @cursor = Sprite.new
     @cursor.bitmap = Cache.title2("Cursor")
     @cursor.opacity = 0
     @cursor.z = 130
     @cursor_position = [0,0]
     @mx = [0,0,0]
 end 
 
 #--------------------------------------------------------------------------
 # ● Create_Logo
 #--------------------------------------------------------------------------           
 def create_logo
     @phase = 0
     @logo = Sprite.new
     @logo.bitmap = Cache.title2("Logo")
     @logo.opacity = 0
     @logo_duration = 180 + (LOGO_DURATION * 60)
     @logo.z = 200
 end
 
 #--------------------------------------------------------------------------
 # ● Create Commands
 #--------------------------------------------------------------------------           
 def create_commands
     @command_window.visible = false
     @commands_index_old = -1
     @commands = []
     @commands_shake_duration = 0
     index = 0
     for com in 0...3
         sprite = Sprite.new
         case index
            when 0; com_name = "New_Game"
            when 1; com_name = "Continue"
            when 2; com_name = "Shutdown"
         end
         sprite.bitmap = Cache.title2(com_name.to_s) rescue nil
         if sprite.bitmap == nil
            sprite.bitmap = Bitmap.new(200,32)
            sprite.bitmap.font.size = 24
            sprite.bitmap.font.bold = false
            sprite.bitmap.font.italic = false
            sprite.bitmap.draw_text(0, 0, 200, 32, com_name.to_s,1)
         end
         sprite.x = COMMANDS_POS[ 0 ] - 100 - (index * 20)
         sprite.y = index * sprite.bitmap.height + COMMANDS_POS[1]
         sprite.z = 100 + index
         sprite.opacity = 0
         index += 1
         @commands.push(sprite)
     end
     @command_max = index  
 end
  
  #--------------------------------------------------------------------------
  # ● create_background
  #--------------------------------------------------------------------------
  def create_background
      @rand_title_duration = 120
      @old_back_index = 0
      @sprite1 = Plane.new
      @sprite1.opacity = 0
      @sprite1.z = 1
      if RAMDOM_SELECTION
         execute_random_picture(false)
      else
         execute_random_picture(true)
      end
      @sprite2 = Sprite.new
      @sprite2.bitmap = Cache.title2($data_system.title2_name)
      @sprite2.z = 140
      @sprite2.opacity = 0
      if TITLE_WAVE
          @sprite2.wave_amp = TITLE_WAVE_CONFIG[0]
          @sprite2.wave_length = TITLE_WAVE_CONFIG[1]
          @sprite2.wave_speed = TITLE_WAVE_CONFIG[2]
      end    
  end
  
  #--------------------------------------------------------------------------
  # ● Create Light
  #--------------------------------------------------------------------------  
  def create_light
      return unless PARTICLE
      @light_bitmap =[]
      for i in 0...20
          @light_bitmap.push(Particle_Title.new(nil))
      end  
  end
    
  #--------------------------------------------------------------------------
  # ● dispose Background1
  #--------------------------------------------------------------------------
  def dispose_background1
      @sprite1.bitmap.dispose
      @sprite1.bitmap = nil
      @sprite1.dispose
      @sprite1 = nil
  end
  
 #--------------------------------------------------------------------------
 # ● Dispose Background2
 #--------------------------------------------------------------------------                
  def dispose_background2
      if @sprite2.bitmap != nil
         @sprite2.bitmap.dispose
         @sprite2.bitmap = nil
         @sprite2.dispose
         @sprite2 = nil
      end
  end
    
 #--------------------------------------------------------------------------
 # ● Dispose Light
 #--------------------------------------------------------------------------              
  def dispose_light
      return unless PARTICLE
      if @light_bitmap != nil
         for i in @light_bitmap
             i.dispose
         end
         @light_bitmap = nil
      end
  end    
  
 #--------------------------------------------------------------------------
 # ● Dispose Logo
 #--------------------------------------------------------------------------             
 def dispose_logo
     return unless @logo_active
     @logo.bitmap.dispose
     @logo.dispose
 end  
  
 #--------------------------------------------------------------------------
 # ● Dispose Multiple Layers
 #--------------------------------------------------------------------------                          
 def dispose_multiple_layers
     return if @m_layers == nil
     @m_layers.each {|layer| layer.dispose }
 end 
 
 #--------------------------------------------------------------------------
 # ● Terminate
 #--------------------------------------------------------------------------            
 def terminate
     super
     dispose_title_sprites     
 end  
 
 #--------------------------------------------------------------------------
 # ● Dispose Title Sprites
 #--------------------------------------------------------------------------             
 def dispose_title_sprites
     return if @cursor == nil
     dispose_background1
     dispose_background2
     dispose_light
     dispose_logo
     dispose_multiple_layers
     @cursor.bitmap.dispose
     @cursor.dispose
     @cursor = nil
     if @flash_select != nil
        @flash_select.bitmap.dispose
        @flash_select.dispose
     end   
     for com in @commands
         com.bitmap.dispose
         com.dispose
     end
     if ANIMATED_SPRITE
        @object.bitmap.dispose
        @object.dispose
        @object_image.dispose
     end         
 end
   
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------             
 def update
     super
     update_logo
     update_initial_animation
     update_command
     update_background
     update_light
     update_object_animation
     update_multiple_layers
 end
 
 #--------------------------------------------------------------------------
 # ● Update Multiple Layers
 #--------------------------------------------------------------------------                          
 def update_multiple_layers
     return if @m_layers == nil
     @m_layers.each {|layer| layer.update }
 end
   
 #--------------------------------------------------------------------------
 # ● Make Object bitmap
 #--------------------------------------------------------------------------                         
  def make_object_bitmap
      @object.bitmap.clear
      src_rect_back = Rect.new(@object_width * @object_index, 0,@object_width,@object_image.height)
      @object.bitmap.blt(0,0, @object_image, src_rect_back)  
  end
    
 #--------------------------------------------------------------------------
 # ● Update Object Animation
 #--------------------------------------------------------------------------                       
  def update_object_animation
      return if !ANIMATED_SPRITE 
      @object.opacity += 2
      @object_animation_speed += 1
      if @object_animation_speed > ANIMATED_SPRITE_SPEED
         @object_animation_speed = 0
         @object_index += 1
         @object_index = 0 if @object_index >= @object_frame_max
         make_object_bitmap    
      end
  end  
  
 #--------------------------------------------------------------------------
 # ● Update Cursor Position
 #--------------------------------------------------------------------------            
 def update_cursor_position
     @cursor.opacity += 5
     execute_animation_s
     execute_cursor_move(0,@cursor.x,@cursor_position[0] + @mx[1])
     execute_cursor_move(1,@cursor.y,@cursor_position[1])
 end  
 
  #--------------------------------------------------------------------------
  # ● Execute Animation S
  #--------------------------------------------------------------------------      
  def execute_animation_s
      @mx[2] += 1
      return if @mx[2] < 4
      @mx[2] = 0
      @mx[0] += 1
      case @mx[0]
         when 1..7;  @mx[1] += 1            
         when 8..14; @mx[1] -= 1
         else
           @mx[0] = 0
           @mx[1] = 0
      end
  end
    
  #--------------------------------------------------------------------------
  # ● Execute Cursor Move
  #--------------------------------------------------------------------------      
  def execute_cursor_move(type,cp,np)
      sp = 5 + ((cp - np).abs / 5)
      if cp > np 
         cp -= sp
         cp = np if cp < np
      elsif cp < np 
         cp += sp
         cp = np if cp > np
      end     
      @cursor.x = cp if type == 0
      @cursor.y = cp if type == 1
  end   
 
 #--------------------------------------------------------------------------
 # ● Update Logo
 #--------------------------------------------------------------------------            
 def update_logo
     return if @phase != 0
     loop do
        break if  @logo_duration == 0
        execute_logo 
        Graphics.update
        Input.update
     end
     play_title_music 
 end 
 
 #--------------------------------------------------------------------------
 # ● Execute Logo
 #--------------------------------------------------------------------------             
 def execute_logo
     if @logo_duration > 120 and (Input.trigger?(:C) or Input.trigger?(:B))
        @logo_duration = 120
     end  
     @logo_duration -= 1
     if @logo_duration > 120
        @logo.opacity += 5
     else
        @logo.opacity -= 5
     end
     if @logo.opacity <= 0 
        @logo_duration = 0
        @phase = 1
     end     
 end
   
 #--------------------------------------------------------------------------
 # ● Update Background
 #--------------------------------------------------------------------------              
 def update_background
     @sprite1.ox += RANDOM_PICTURES_SCROLL_SPEED[0]
     @sprite1.oy += RANDOM_PICTURES_SCROLL_SPEED[1]
     @sprite2.opacity += 2
     @sprite2.update
     return if RANDOM_PICTURES.size < 1
     @rand_title_duration -= 1
     if @rand_title_duration <= 0
        @sprite1.opacity -= 5 unless RANDOM_PICTURES.size < 2
     else
        @sprite1.opacity += 5
     end   
     return if @sprite1.opacity != 0
     execute_random_picture
 end
 
 #--------------------------------------------------------------------------
 # ● Execute Random Picture
 #--------------------------------------------------------------------------              
 def execute_random_picture(initial = false)
     @rand_title_duration = [[60 * RANDOM_PICTURES_DURATION, 9999].min, 60].max 
     if @sprite1.bitmap != nil
        @sprite1.bitmap.dispose
        @sprite1.bitmap = nil
     end
     if RAMDOM_SELECTION
         rand_pic = rand(RANDOM_PICTURES.size)
         if rand_pic == @old_back_index
            rand_pic += 1
            rand_pic = 0 if rand_pic >= RANDOM_PICTURES.size
         end
         @old_back_index = rand_pic   
     else
         @old_back_index += 1 unless initial
         @old_back_index = 0 if @old_back_index >= RANDOM_PICTURES.size
     end
     pic = RANDOM_PICTURES[@old_back_index]
     @sprite1.bitmap = Cache.title1(pic) rescue nil
     @sprite1.bitmap = Cache.title1("") if @sprite1.bitmap == nil 
 end
   
 #--------------------------------------------------------------------------
 # ● Update Light
 #--------------------------------------------------------------------------              
 def update_light
     return unless PARTICLE
     if @light_bitmap != nil
        for i in @light_bitmap
            i.update
        end  
     end   
 end
    
 #--------------------------------------------------------------------------
 # ● Update Initial Animation
 #--------------------------------------------------------------------------               
 def update_initial_animation
     return if @phase != 1
     @phase_time -= 1 if @phase_time > 0
     if @phase_time == 0
        @phase = 2
        @phase_time = 30
     end   
     for i in @commands
        index = 0
        if i.x < COMMANDS_POS[0]
           i.x += 5 + (2 * index)
           i.opacity += 10
           if i.x >= COMMANDS_POS[0]
              i.x = COMMANDS_POS[0]
              i.opacity = 255
              if @phase_time < 15 / 2 
                 @phase_time = 15
              end   
           end  
         end
         index += 1
     end  
 end  
 
 #--------------------------------------------------------------------------
 # ● Update Command
 #--------------------------------------------------------------------------              
 def update_command
     return if @phase != 2   
     update_command_slide
     update_cursor_position
     update_flash_select
 end
 
 #--------------------------------------------------------------------------
 # ● Update Command Slide
 #--------------------------------------------------------------------------               
 def update_command_slide
     if @commands_index_old != @command_window.index
        @commands_index_old = @command_window.index
        @commands_shake_duration = 30
        if @flash_select != nil
           @flash_select.opacity = 255
        end   
     end
     return if @commands_shake_duration == 0
     @commands_shake_duration -= 1 if @commands_shake_duration > 0  
     @commands_shake_duration = 0 if !COMMAND_SHAKE
     for i in @commands
       if (i.z - 100) == @command_window.index
          i.opacity += 10
          @cursor_position = [COMMANDS_POS[0] + CURSOR_POS[0],i.y + CURSOR_POS[1]]
          i.x = COMMANDS_POS[0] + rand(@commands_shake_duration)
       else  
          i.opacity -= 7 if i.opacity > 100
          i.x = COMMANDS_POS[0]
       end
     end  
   end
   
 #--------------------------------------------------------------------------
 # ● Update Flash Select
 #--------------------------------------------------------------------------                  
 def update_flash_select
     return if !CURSOR_FLASH_SELECTION
     @flash_select.opacity -= 8
     @flash_select.x = @cursor_position[0] + CURSOR_FLASH_SLECTION_POS[0]
     @flash_select.y = @cursor_position[1] + CURSOR_FLASH_SLECTION_POS[1]     
 end
   
end

$mog_rgss3_animated_title_a = true
=====================================================

This is the script... thanks in advance.

[RMVX ACE] Searching for a team who want to work on a project (FREE)

First of everything:
This is a project for experimenting and try and error.
I'm not asking for professionals or something like that, only for persons who want to have a little fun doind something else.

General Idea of the Project:
A game based on the Shin Megami Tesnei series, without the first person battle view that represents the series.
The game will consist of several aspect for various parts of the series, including racial skill, (from DeSu).

Plot:
Our Protagonist(who is not going to be silent) develops a two crushes, on to the most popular girl in the high school who is accuintance of him, and the newset girl that arrives, hiowever the newes girl is a victim inside school of the recen 'animal murderes' that have been attacking the town, whichc are later revealed to be part of a cult sacrifices to bring demons to the world of humans

Our protagonist with his best friend and the still alive crush find that the shcool has been closed down and several of the teacher are missing leaving them trapped inside with demons starting to roam free, the new girl sacrifice finally allowed the summons of demons to the world.

This is only the first part of the story which later develops in a conspirancy orchastated by Angels so them have a reason to intervine in the human world.

Gameplay:

The idea is for player to costumise characters skill sets and the possibility to equip demon essences that gives characters, the skill, elemental resistance and racial skill of the demons they fought, however the characters are limited to three skill, passives and only two demons.

The skill also have requirements before they can be equiped which limits the sets for most of the character at early levels but also mantaining each character in role.

The only way to gain skill and passives and obviously demons is for the players to fight against these beings, equipping the corect passives or skill can make the most difficult battle the most easy. but it's also the other way around equiping only because you can equip it will leave you characters either two weak or pretty much useless.

Is also a front view battle style game, so that the art of the awsome Kazuma Kaneko isappreciated, alogn witht he other artist of the series

Being faithful to the series the game has at least 3 path one of neutrality one of law and one of chaos, remeber that Light is not always good and darkness is not always evil

Final:

That's pretty much all of it , I cannot upload images as I don't really know how but I0ll faound out... sorry for the prweviws post.

[RMVX ACE] State effect Help.

I need help with one state effect.

I want to make a Charm effect.

When a character be it enemy or ally is affected by it

If the enemy/ally has a healing ability then they use it on the opposite team, allies heal enemies, enemies heal allies, if not then they only attack their allies, they also have a chance of losing their turn...

Does anyone knows of a way to do this...

Help please

[RMVX ACE] Help with Yanfly Skill Cost

I need help...

I'm trying to make a skill that costs weapons to use, I have seen the script in yanfly and it didn't seem difficult to use, however every time i try it it brings me an error, i want to know what I'm doing wrong, can someone please help me?


<custom cost requirement>
$game_party.weapons_number($data_weapons)>= 3
</custom cost requirement>
<custom cost perform>
$game_party.lose_weapons(($data_weapons), 3)
</custom cost perform>

[RMVX ACE] Character Creator Resources

Hello, no I'm not going to ask for the other thing again, becuse it was to much for only 1 person, however I'll like to know if anyone can provide me(for free of course, as I'm not going to be able to paid), for Shinigami's clothes, for the Sprites.

it would be three sets of clothes.
1 Red of the Shin' Academy.
1 Blue for the Shin'o Academy
1 standart Shinigami Cloth

and the 13 Capitains Cloacks a lon with the Purple for the Kido Corps Capitain.

}Shin'o Academy Outfit

Shinigami Standrt Uniform

Capitain Cloak´s

I juts want the ones that are added to the Character Creator, please please plase, someone can help me.... (*Ppuppy Dog Eye's*)

[RMVX ACE] Yanfly JP Manager and CSCA Skill Shop

http://www.rpgmakervxace.net/topic/4119-csca-skill-shop-v10/

http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/jp-manager/

http://forums.rpgmakerweb.com/index.php?/topic/7420-skill-upgrade/ <- KEX Skill Upgrade

Hello just want to know how to make the CSCA Skill Shop use the JP value instead of the money valuea. But i don't kno anything about Scripts (only little things, So I want to know how to do it. BTW I'm also using the KEX Skill Upgrade, just so I don't end with both two compatible and one not.

I don't ask thta someone does it for me, I only want to know, wich line and with what do I need to edit it.

[RMVX ACE] Help, with a simple method... i think?

Hello, I'm pretty advanced in what i want to do.
I have managed to make a Character learn skill througth objects, however...

Most of the scripts, that block or prevent an item usage, use an job system.

I want to do the same but using the Actor themselves...(mostly so I can void making 20 or so jobs with the same name).

i think of using a lot of Common events, that use a condition check... is it possible or do i need to actually use the jobs?

Or someone has a different Idea of how to do it?

[RMVX ACE] Is this a good idea for a Bleach game? or....

Is this a good Idea for a Bleach game? or should I stop and rethink the whole concept?

Hello I been thinking a lot of doing a game like this, I mean the Bleach Universe is for the moment going to places I don't like,(I feel that Tite just wants to end it and get over with it), but is a highly exploitable place.

STORY

500 years before the story of Bleach, the Soul Society had just merge victorius form the conflict with the Quincy, a war that last 1000 years, managing to seal of Yhwach(Is like that?).

The Soul Society is divided mostly in 2 places:

1st: The Rukongai - Where normal souls "live"
2nd: The Seiretei - Where the Shingami, the ones wiht the Job to mantain the balance in the cicle of Rebirth live.

The Story will take elements from "Bleach: The 3rd Phantom" but with major changes, we get to know Seigen and Konoka Suzunami, survivors of the war, and Capitans, Seigen of the 5th Division and konoka of the Kido Corps. During a mission regarding strange beings (pseudo-arrancars, but the SS dosen't know about them Yet) and Shinigamis MIA; during this mission they found the Kudo Twins, who were about being eaten by the Pseudo-Arrancar Mad Eather, they are svaed by the Suzunami Sibiling, and they(The Suzunamis), decid to adopt the Twins...

I want tell more but that will be much spoiler...

GAMEPLAY

It will use a FVB(I like a lot more the Aesthetics's of Front view Battler's, than of Sprites and because I'm not a Spriter, so making the character so they move, meaby is not difficult, but making the use each one of their abilites, thats complitely different)

Field States like Tousen and Yamamoto Bankai, or Byakuya differents "scenes".

Upgradeing Abilities:, Special and Unique abilities for each Charater can be Upgraded, this Upgrade will alter anything, from just atacking power to, changing the effect chances, or giving a whole new effect.

Passive Effects;(mostly so I don't have to make 26-30 Jobs with the name Shinigami)

Shinigamis(for the moment only) can learn and be teached Zanjutsu(Swordmanship), Hoho(Speed Method),Kido(Demonic Arts) and Hakuda(White Hits, althougth I think it refers to a clean or pure way of figthing), all of them can be teached by books, and be upgraded, and while three of them (Hakuda, Hoho and Zanjutsu) will only alter their power, Kido will constantly Morph(something that the Upgrading lets easely do), like you buy a book of Bakudo #4 Hainawa, after a while and enough Sp(Soul Points), you can evolve to Bakudo #10 Horin, and after a while you'll be able to raise Bakudo #10 Horin to Bakudo #69 Sajo Sabaku (of course this while, is a LOOONG while).

Bakai: Some characters(I want all of the Vicecapitan and Capitains, but well that's until later) will be able to enter Bankai during battle, while other that have bankais that summon units will not(or they will get a summoning comnand, I mean the Banaki arriving and doing a massive attack)

FEATURES

1° Challenging game... Or At least I try to do a Challengin game.
2° Hidden enemies, with hidden rewards, and i don't mean just Sidequest
3° The story will cover from 500 years before to the "1000 yrs. Blood War" Arc
4° The anime filler arcs and movies as sidequest, along with completely new story sidequests

Know this will make the game LONG, but the problem could be the Level Raise, because of that the Level Rise will be handed like this.

1st Fase 500 yrs before the Bleach Story, with the characters being able to raise up to mid 40, the fase 2 the actual Bleach Storilyline, with the "New playable charaters" starting as low levels beetween 3-6, up to the Arrancar first arrival, when some of the events of "Bleach the 3rd phantom" will start taking place, "who has played that game know what I mean", 3rd Fase that occurs in Hueco Mundo with Orihime as a manipulative good girl,(I want to develop her in this, but I think I'll need help, to make it at least belivable), the 4rt fase, from Aizen Battle to my own kind of end to the 100 yrs blood war, and finally New Game+ only content,(a completely unique Dungeon, that let 's you play as a lto of character, like the Urahar aTower in the original Bleach: The #rd Phantom)


I'm still a LONG way of finishing the game, however I'm about halfway on the Databse, onces that's complete, I'll work on the mapping, and finally on the evnts', but I'd like to know if any of you will apreacited this Idea, or if(in this rudementary resume) I'll need to change something.

Thanks for all your help,

Thank for reading this Far

And be good and take care

And I'm extremenly sorry for my gramar, English is not my native lengauge, and sometimes I think i press a letter and i end up pressing other, sot

Att: emelian65

[RMVX ACE] [Request] Bleach Graphics, Front View NO Side View

Hello, I have starting with a game, no really an extremenly deep riginal game (I still have problems when i define characters so they come pretty lame, but I'm working on it). However for the moment i want to try and make a Bleach game, based on the Manga and on the Game Bleach the 3rd phantom, However i want to make the game a front view turn based battle system, instead of the Tactics?way 3rd Phantom was.

I even found some wourkaround for systems that i want to implement but i couldn't

However I'm lame completely at makeing Sprites(they come out horrible),Character Faces(this i belive can easely done with Photoshop, but well just keep readins), Battlers, (I used photoshop on some pretty awsome images, and it worked pretty well, but I don't have(PS) it anymore,(my PC blewup and I'm using my Notebook right now and we(as all my family used to use the same PC) won't geta new or at least a workable PC anytime soon), Battlebacks(same reason).

What I'm asking for is pretty simple I think, but it's a LOT, and not even that but the only gratification, if one of you artists or image editors generous souls, helps me will be the credit for the images and, for obvious reason the right to do nything you want with the resources

However they say that the one who don't asks dosen't get anything right so.

What I need...

5 - 6 generic Hollows as Front view Battlers

3 generic (a figther, a magic/kido and weapon type) Arrancars as Front View Battlers

3 generic Shinigamis same as the Arrancar.

1 Battler(as enemy), Character Face and Sprite for each of the Characters in Bleach f they have shikai, in Shikai, arrancars only with their Sword Draw, and Quincys(except for Ishida, in their forms/sorry the word is strange and dificult)

And where the things gets complacted...a Bankai... for each Shinigami level Lituenant and Up...(I'll give ideas of the apparence of the original ones(like Kyoraku and Ukitake, but theres a chance that all of them need to be draw from scratch/or at least from the Shinigami in question as a base), a Resurrection form for Arrancars <---- All of this this ONLY the Character Face(the one shown in the menu) and a Front View Battler, no sprite of any of them.

A battleback for each Character that can chage the battle ground (Like Byakuya and Tosen in their Banakais)

Yes I know that is it a lot, however as long as they are not the Original ones, anyone with PS or any image editor program could do it " I " think (I could be completely worng of course).

So if anyone or anyone's is able to help me even if only with one or two of the thigs i ask I'll gladly apreaciatid it, adn not only that afeter most of this is done, pass the image as a free Resource(only if you/the one creating or editing the image) is okey with it.

Thanks in advance, even if only for reading up to this point.

Says goodbye, and also sorry for his grammar as, English is no his mother leanguage.

Emelian65

[RMVX ACE] Relacing Skill when you learn by other way than levening.

Hello, I'm pretty new around here. (I joined a while ago, but I didn't start, trying to create a game until a little ago.)

I want to know if somone can guide me in make a Skill replace another Skill, both of this learned in a different way than levening-up.

I'm using YEA learn Skill Engine, I foun another script about Upgrading Downgrading skills, and even though I can do what I want with it, I feel it will become to much window passing and become annoying.

What i want is that using YEA Learn Skill Engine, well for example.

I Learn with the Engine Fire I that unlocks in the window to show Fire II then I want to Learn Fire II, when I learn Fire II I want it to replace Fire I, but leaving the actor unable to Learn Fire I again, How can I do that?

Do I need a Script or do I need a switch or a something else, and if i do can someone explaine me what do I need to do?

Sorry for my grammar English is not my mother lenguage
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