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[RESOLVED] Splash logo script with skip function

Started by Mitsarugi, June 18, 2010, 12:04:21 PM

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Mitsarugi

Updated the script with the skip logo patch by modern algebra ,so other people can use the script ^^
could an admin move this to the script sharing section plz? :)

i deserve no credit for this!


the script:

[Spoiler]
#==============================================================================
# ** Scene Logo  V1.7
# SceneLogo.rb von Dëvic, Isaacsol, Lux (24.12.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/239
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=64
# http://www.rpgvx.net/index.php/topic,481.0.html
# http://www.rpgmakervx.net/index.php?showtopic=974
#==============================================================================

#==============================================================================
# ** Scene_Logo 1.7 RGSS2
# Script and RGSS2 debugging by Dëvic
# Support and RGSS1 debuggin by Isaacsol
# Version history:
#   ~ 07.03.08 :: First version released with fade effects, image delaying and
#                 unlimited number of logo images.
#   ~ 10.03.08 :: Version 1.7 released with beta Audio processing; plays all
#                 types of Audio (BGM, BGS, SE & ME), but just one through all
#                 the Scene. It is possible to disable Audio.
#------------------------------------------------------------------------------
# Shows on the screen the logos on startup. Compatible only with RGSS2!
#   Questions, acknowledgments and requests should be taken on the Thread at:
#   English thread:
#   http://www.rpgmakervx.net/index.php?showtopic=974
#   Portuguese thread:
#   http://www.rpgmakerbrasil.com/forum/f43/rmvx-scene-logo-1-7-rgss2-552.html
#==============================================================================

class Scene_Logo
  # Audio types Constant; leave it as nil to disable Audio.
  # Standard value: %w( BGM BGS ME SE )
  AudioTypes = %w( nil )

  # The Method here the options are customised.
  def initialize
    # Include in this array the logo(s) image(s), there is no limit for the
    # array's size.
    @img = [ 'Enterbrain', 'logorpgmvx', 'Title2' ]
    # Here, set 'true' if you want to have a fade in and fade out effect,
    # otherwise set to 'false'.
    @fade = true
    # Choose the amount of time taken to make the fade in/out effects (in
    # frames).
    # Standard: 20 frames.
    @fade_delay = 20
    # Choose the wait time (in frames [1/60 seconds]) that a logo image shall
    # stay in the screen.
    # Standard: 120 frames.
    @delaying = 120
    # General audio instance variable array; first three values are:
    # "Audio name", "Volume" and "Pitch"; next one is the type, based on the
    # constant AudioTypes
  • , for x: 0: BGM; 1: BGS; 3: SE and 2: ME.
        @audio = [ '01', 100, 50, AudioTypes[0] ]
        main
      end

      # The Method where the image processing is made.
      def main
          # For each image in the Array...
        @img.each { |i|
          # Is made a new Sprite object...
          sprite = Sprite.new
          # The Sprite's image is loaded from "../Graphics/System/" folder...
          sprite.bitmap = Cache.system(i)
          # Check if Audio is enabled...
          if AudioTypes
            # Finds out Audio type and plays choosen Audio...
            case @audio[3]
            when 'BGM'
              Audio.bgm_play("Audio/BGM/#{@audio[0]}", @audio[1], @audio[2])
            when 'BGS'
              Audio.bgs_play("Audio/BGS/#{@audio[0]}", @audio[1], @audio[2])
            when 'ME'
              Audio.me_play("Audio/ME/#{@audio[0]}", @audio[1], @audio[2])
            when 'SE'
              Audio.se_play("Audio/SE/#{@audio[0]}", @audio[1], @audio[2])
            end
          end
       
          # Module's method transition is called...
          Graphics.transition
          # Fade in effect is done if fade is enabled...
          Graphics.fadein(@fade_delay) if @fade == true
          # Now wait command is done...
          @delaying.times do
      Graphics.update
      Input.update
      break if Input.trigger? (Input::C)
    end
          # Fade out effect is done is fade is enabled...
          Graphics.fadeout(@fade_delay) if @fade == true
          # Now the Sprite object is disposed...
          sprite.dispose
          # And the screen freezed...
          Graphics.freeze
         }
      end
    end


    # Here is the change in the Scene_Title class.
    class Scene_Title
      alias old_start start
      def start
        Scene_Logo.new
        old_start
      end
    end

    [/spoiler]

modern algebra

Try replacing this line:


Graphics.wait(@delaying)


with:


@delaying.times do
  Graphics.update
  Input.update
  break if Input.trigger? (Input::C)
end


I'm at work right now, so I can't test it or think about it, but give it a try.

Mitsarugi

#2
thank you my friend i'll try it right away ^^


EDIT: works like a charm, thanks :) love your scripts btw ^^