i found this script in with aload of other scripts which i found on the net in a zelda pack i need some help with it to change it slightly if thats possible? Instead of it loading on the title page is it possible to get it to work after a cut scene or something like for the end of the game.
Help is appreciated
Regards
Jyoji
CREDITS_FONT = "Return of Ganon"
CREDITS_SIZE = 35
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)
#==============================================================================
# ¦ Scene_Title
#------------------------------------------------------------------------------
# ??????????????????
#==============================================================================
class Scene_Title
# This next piece of code is the credits. Please keep the Zelda teams credits.
CREDIT=<<_END_
The Legend of Zelda
The Castle Of Doom
Director
George Bettles-Hall
Team
Story Writter:
[Georgia Cutter]
Mappers:
[George Bettles-Hall]
[Harrison Cutter]
[Harvey Bettles-Hall]
This Game was inspired by my friends stories she makes
happily in her spare time as she is a very good zelda fan.
---------------------------
This game uses
Project Zelda: The Legend of Zelda Game Engine
Original Project Founder
------------------------------
MasterMind
Project Leader
-------------------
Ace of Spades
Developers
----------------
Ace of Spades
MasterMind
Stormreaver
Scripts
----------
Homer
Wachunga
Fuso
cogwheel
Dubealex
Astro_mech
FantasyDR
ccoa
Glaciesflamma
MasterMind
Ace of Spades
Graphics
-------------
Mikepjr
Oldskoolmario
GreenYoshiJosh
Stormreaver
MasterMind
Ace of Spades
Music Samples
--------------------
Ripped by MasterMind
VGMusic.com
Sound Effects
-------------------
Ripped by G8orByte
Special Thanks
---------------------
RMXP.net for comments and support
OpenZelda for inspiration
Thank you for watching
/Project Zelda Team
Making dreams a reality. - MasterMind
...Carrying on the dream. - Ace of Spades
_END_
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
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_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
# ???? BGM ???
$game_system.bgm_play($data_system.title_bgm)
#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["Titlescreen1", "Titlescreen1","Titlescreen1","Titlescreen1",
"Titlescreen1","Titlescreen1","Titlescreen1","Titlescreen2", "Titlescreen3", "Titlescreen4",
"Titlescreen5","Titlescreen6", "Titlescreen7", "Titlescreen8", "Titlescreen9", "Titlescreen10",
"Titlescreen11", "Titlescreen12", "Titlescreen13", "Titlescreen14", "Titlescreen15",
"Titlescreen16","Titlescreen17", "Titlescreen18", "Titlescreen19", "Titlescreen20",
"Titlescreen21","Titlescreen22", "Titlescreen23", "Titlescreen24", "Titlescreen25",
"Titlescreen26", "Titlescreen27", "Titlescreen28", "Titlescreen29", "Titlescreen30",
"Titlescreen31","Titlescreen32", "Titlescreen33", "Titlescreen34", "Titlescreen35",
"Titlescreen36", "Titlescreen37", "Titlescreen38", "Titlescreen39", "Titlescreen40",
"Titlescreen41","Titlescreen42", "Titlescreen43", "Titlescreen44", "Titlescreen45",
"Titlescreen46", "Titlescreen47", "Titlescreen48", "Titlescreen49", "Titlescreen50",
"Titlescreen51","Titlescreen52", "Titlescreen53", "Titlescreen54", "Titlescreen55",
"Titlescreen56", "Titlescreen57", "Titlescreen58", "Titlescreen59", "Titlescreen60",
"Titlescreen61","Titlescreen62", "Titlescreen63", "Titlescreen64", "Titlescreen65",
"Titlescreen66", "Titlescreen67","Titlescreen68", "Titlescreen68", "Titlescreen68",
"Titlescreen68", "Titlescreen68", "Titlescreen68", "Titlescreen68","Titlescreen68",
"Titlescreen67","Titlescreen66", "Titlescreen65", "Titlescreen64", "Titlescreen63",
"Titlescreen62","Titlescreen61", "Titlescreen60", "Titlescreen59", "Titlescreen58",
"Titlescreen57", "Titlescreen56", "Titlescreen54", "Titlescreen53", "Titlescreen52",
"Titlescreen51", "Titlescreen50", "Titlescreen49","Titlescreen48", "Titlescreen47",
"Titlescreen46", "Titlescreen45", "Titlescreen44","Titlescreen43", "Titlescreen42",
"Titlescreen41", "Titlescreen40", "Titlescreen39", "Titlescreen38", "Titlescreen37",
"Titlescreen36", "Titlescreen35", "Titlescreen34","Titlescreen33", "Titlescreen32",
"Titlescreen31", "Titlescreen30", "Titlescreen29", "Titlescreen28", "Titlescreen27",
"Titlescreen26", "Titlescreen25", "Titlescreen24","Titlescreen23", "Titlescreen22",
"Titlescreen21", "Titlescreen20", "Titlescreen19", "Titlescreen18", "Titlescreen17",
"Titlescreen16", "Titlescreen15", "Titlescreen14","Titlescreen13", "Titlescreen12",
"Titlescreen11", "Titlescreen10", "Titlescreen9", "Titlescreen8", "Titlescreen7",
"Titlescreen6", "Titlescreen5", "Titlescreen3", "Titlescreen2", "Titlescreen1", "Titlescreen1"]
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
#------------------
# Credits Setup
#------------------
credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
credit_bitmap.font.name = CREDITS_FONT
credit_bitmap.font.size = CREDITS_SIZE
x = 0
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(0,i * 32,640,32,line,1)
end
@credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -430
@frame_index = 0
@last_flag = false
#--------
# Setup
#--------
# ME?BGS ??????
Audio.me_stop
Audio.bgs_stop
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
end
#Checks if credits bitmap has reached it's ending point
def last?
return (@frame_index >= @credit_sprite.bitmap.height + 480)
end
def last
if not @last_flag
@last_flag = true
@last_count = 0
else
@last_count += 1
end
if @last_count >= 300
$scene = Scene_NewLoad.new
end
end
#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C)
$scene = Scene_NewLoad.new
return true
end
return false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
end
return if cancel?
last if last?
@credit_sprite.oy += 1
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
# ???? ID??????????????????
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# ????? SE ???
$game_system.se_play($data_system.battle_start_se)
# ??? BGM ???
$game_system.bgm_play($game_system.battle_bgm)
# ??????????
$scene = Scene_Battle.new
end
end