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Fire Emblem Title

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**
Rep:
Level 84
FE Rafidelis Title
By: Rafidelis


About the script:

Custom Picture Menu from the game Fire Emblem

Screenshots:





Instructions:


Paste above the Main, then insert 3 images in Pictures folder with the names you set in the script
to the options "NewGame," "continue," "Exit" and a transition with the name you set in the script.

Script:


Code: [Select]
#=====================================================
#~Rafidelis Fire Emblem Title
# By Rafidelis ( xD )
# Rafa_fidelis@hotmail.com
# www.ReinoRpg.com
# Credits: Mog Hunter to create a version for RMXP
# Date: 30/11/08 (Lack little to 2009)
#====================================================

#====================================================
# ~ Instructions:
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Paste above the Main, then configure the rest in
# Module Rafidelis, below.
#=======================================================


#====================================================
# ~Start OF SETTINGS
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
module Rafidelis
  FE_COMMAND_PIC_NAMES = [
  "newgame",               # # Name of the New Game Image
  "continue",              ## Name of the Image of Load Game
  "exit"                   # Name of Image Exit
  ]
  BACK_PIC_NAME = "back"           
  TRANSITION_NAME = "Transition"  # |Transition Name
  TRANSITION_TIME = 90            # Transition Time
end
#====================================================
# ~END OF SETTINGS AND START OF THE SCRIPT
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Scene_Title < Scene_Base
  include Rafidelis
  alias rafidelis_fe_vx_title_start start
  def start
    rafidelis_fe_vx_title_start
    create_fe_title_options
    @command_window.opacity = 0
    @command_window.contents_opacity = 0
  end
 
  def create_fe_title_options
    @back = Plane.new
    @back.bitmap = Cache.picture(BACK_PIC_NAME)
    @back.z = 0
    @back.opacity = 250
    @back.blend_type = 1
    @back2 = Plane.new
    @back2.bitmap = Cache.picture(BACK_PIC_NAME)
    @back2.z = 0
    @back2.opacity = 90
    Graphics.transition(TRANSITION_TIME, "Graphics/Pictures/#{TRANSITION_NAME}",60)
    @newgame = Sprite.new
    @newgame.bitmap = Cache.picture(FE_COMMAND_PIC_NAMES[0])
    @newgame.x = -300
    @newgame.y = (Graphics.height - @newgame.height)/3
    @continue = Sprite.new
    @continue.bitmap = Cache.picture(FE_COMMAND_PIC_NAMES[1])
    @continue.x = 600
    @continue.y = @newgame.y + @continue.height + 20
    @exitgame = Sprite.new
    @exitgame.bitmap = Cache.picture(FE_COMMAND_PIC_NAMES[2])
    @exitgame.x = -300
    @exitgame.y = @continue.y + @exitgame.height + 20
  end
 
  alias rafidelis_fe_vx_title_update update
  def update
    rafidelis_fe_vx_title_update
    @back.ox += 1
    @back.oy += 2
    @back2.ox -= 1
    @back2.oy += 2
    if @newgame.x < (Graphics.width - @newgame.width)/2
      @newgame.x += 10   
    end   
    if @continue.x > (Graphics.width - @continue.width)/2 + 10
      @continue.x -= 10 
    end
    if @exitgame.x < (Graphics.width - @exitgame.width)/2
      @exitgame.x += 10
    end
    @newgame.opacity += 10 if @newgame.opacity < 255
    @continue.opacity += 10 if @continue.opacity < 255
    @exitgame.opacity += 10 if @exitgame.opacity < 255
   case @command_window.index
    when 0
      @newgame.tone = Tone.new(0,0,0)
      @continue.tone = Tone.new(0,0,0,255)
      @exitgame.tone = Tone.new(0,0,0,255)

      if @newgame.opacity >= 255
        @newgame.opacity = 0
      end
    when 1
      @newgame.tone = Tone.new(0,0,0,255)
      @continue.tone = Tone.new(0,0,0)
      @exitgame.tone = Tone.new(0,0,0,255)
      if @continue.opacity >= 255
        @continue.opacity = 0
      end
    when 2
      @newgame.tone = Tone.new(0,0,0,255)
      @continue.tone = Tone.new(0,0,0,255)
      @exitgame.tone = Tone.new(0,0,0)
      if @exitgame.opacity >= 255
        @exitgame.opacity = 0
      end
    end
  end
 
  def terminate
    @newgame.dispose
    @continue.dispose
    @exitgame.dispose
    @back.dispose
    @back2.dispose
    @sprite.dispose
  end 
end
#===============================================================================
=
# END OF SCRIPT - Find more Rafidelis scripts in www.ReinoRpg.com / forum
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~


Demo Download



Credits:
Mog Hunter, He made the version for XP RpgMaker I just convert to RMVX.




RGSS and RGSS2 Scripts and RGSS1/2 Tutorials by Rafidelis is licensed under a
Creative Commons Atribuição-Uso Não-Comercial-Compartilhamento pela mesma Licença 2.5 Brasil License.
Permissions beyond the scope of this license may be available at ReinoRPG.com
« Last Edit: January 14, 2009, 01:54:26 PM by rafidelis »

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
Whoops, whoops. Check your codes, script should be in tags like:

[ code][ /code]

Not codebox. :)

Great stuff, you're really contributing :)

**
Rep:
Level 84
Fixed the error
Thanks