Fantasy Title é um script para o RPG Maker XP, desenvolvido pelo LegendX que permite um jogo ou projeto, feito nesta ferramenta, ter um título animado por pictures.
O script é de fácil instalação, bastando adicionar o código acima do Main e a demo vem com outro script, o Shadow Text, que adiciona sombras em seu texto.
#============================================================================== # Fantasy Title # Criador : LegendsX #------------------------------------------------------------------------------ # Title Animado por pictures! #============================================================================== class Scene_Title def main if $BTEST battle_test return end $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new @sprite = Sprite.new @posicao = Viewport.new(0, 0, 1000, 500) @figura1 = Plane.new(@posicao) @figura1.bitmap = RPG::Cache.title("F1") @figura2 = Plane.new(@posicao) @figura2.bitmap = RPG::Cache.title("F2") @figura2.opacity = @figura2.opacity = 500 @figura1.opacity = @figura1.opacity = 500 @figura3 = Plane.new(@posicao) @figura3.bitmap = RPG::Cache.title("F3") @figura3.opacity = @figura3.opacity = 500 @figura4 = Plane.new(@posicao) @figura4.bitmap = RPG::Cache.title("F4") @figura4.opacity = @figura4.opacity = 500 @figura5 = Plane.new(@posicao) @figura5.bitmap = RPG::Cache.title("F5") @figura5.opacity = @figura5.opacity = 500 @figura6 = Sprite.new @figura6.bitmap = RPG::Cache.title("F6") @figura6.x = 0 @figura6.y = 440 @figura6.opacity = 0 @picture = Plane.new(@posicao) @picture.bitmap = RPG::Cache.title("Picture") @picture.opacity = @picture.opacity = 45 @sprite.bitmap = RPG::Cache.title($data_system.title_name) s1 = "Iniciar Aventura" s2 = "Continuar Jogo" s3 = "Sair do Jogo" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.back_opacity = 160 @command_window.x = 450 - @command_window.width / 2 @command_window.y = 30 @command_window.opacity = 0 @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end $game_system.bgm_play($data_system.title_bgm) Audio.me_stop Audio.bgs_stop Graphics.transition loop do Graphics.update Input.update if @command_window.y < 300 @command_window.y += 3 end if @figura6.opacity < 255 @figura6.opacity += 1 end if @figura6.y > 0 @figura6.y -= 5 end update if $scene != self break end end Graphics.freeze @command_window.dispose @figura1.dispose @figura2.dispose @figura3.dispose @figura4.dispose @figura5.dispose @figura6.dispose @picture.dispose end def update @figura1.ox += 1 @figura2.ox -= 2 @figura4.ox += 1 @figura4.oy -= 1 @figura5.ox -= 1 @figura5.oy -= 1 @command_window.update 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 command_new_game $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.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 $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 $game_map.autoplay $game_map.update $scene = Scene_Map.new end def command_continue unless @continue_enabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Load.new end def command_shutdown $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end def battle_test $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.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 $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end
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