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[VXA] Orin Title Script- [Completed/Solved]

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**
Rep: +0/-0Level 40
"Magic is what we call the unexplainable..."
So, I got this awesome script from atelier-rgss and my only problem is that I need to change the position in which the command buttons are placed. (My remade buttons have bigger text and they continue off screen)

Original Source Image:
Spoiler for:
Mine:
Spoiler for:

Screen Shot of Title/Menu:
Spoiler for:


Here's the script:
Spoiler for:
Code: [Select]
#==============================================================================
# +++ MOG - Rin Title Screen (v1.0) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Tela de título animada com o tema da Rin Kaenbyou, para os fans de Touhou.
# Naturalmente é possível customizar qualquer tipo de personagem.
#==============================================================================
module MOG_RIN_TITLE_SCRREN
  #Definição da velocidade de deslize da imagem de fundo.
  BACKGROUND_SCROLL_SPEED = [1,0]
  #Definição da quantidade de partículas.
  NUMBER_OF_PARTICLES = 20
  #Definição do tipo de blend da partícula.
  PARTICLES_BLEND_TYPE  = 1
  #Definição da força do efeito wave na névoa.
  FIRE_WIND_POWER = 10
  #Definição da velocidade do efeito wave na névoa.
  FIRE_WIND_SPEED = 1
  #Tipo de Blend.
  FIRE_BLEND_TYPE = 0
  #Definição da opacidade da névoa.
  FIRE_OPACITY = 255
  #Definição da posição do personagem.
  CHARACTER_POSITION = [0,0]
  #Definição da posição do comando.
  COMMAND_POSITION = [0,5]
  #Ativar efeito aura na imagem do personagem.
  CHARACTER_AURA_EFFECT = true
  #Ativar Logo.
  LOGO = true
  #Definição da duração do logo.
  LOGO_DURATION = 2
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  include MOG_RIN_TITLE_SCRREN
 
  #--------------------------------------------------------------------------
  # ● Main
  #--------------------------------------------------------------------------       
  def main
      execute_logo if LOGO
      Graphics.update
      Graphics.freeze
      execute_setup
      execute_loop
      dispose
  end 
 
  #--------------------------------------------------------------------------
  # ● Execute Setup
  #--------------------------------------------------------------------------       
  def execute_setup
      @phase = 0
      @active = false
      @continue_enabled = DataManager.save_file_exists?
      @com_index = @continue_enabled ? 1 : 0
      @com_index_old = @com_index
      @com_index_max = 2
      create_sprites
  end
 
  #--------------------------------------------------------------------------
  # ● Execute Lopp
  #--------------------------------------------------------------------------       
  def execute_loop
      Graphics.transition(60)
      play_title_music
      loop do
         Input.update
         update
         Graphics.update
         break if SceneManager.scene != self
      end
   end
     
end
 
#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
  include MOG_RIN_TITLE_SCRREN
 
  #--------------------------------------------------------------------------
  # ● Execute Logo
  #--------------------------------------------------------------------------   
  def execute_logo
      Graphics.transition
      create_logo
      loop do
         Input.update
         update_logo
         Graphics.update
         break if !@logo_phase
      end
      dispose_logo
  end
   
  #--------------------------------------------------------------------------
  # ● Create Logo
  #--------------------------------------------------------------------------     
  def create_logo
      @logo = Sprite.new
      @logo.z = 100
      @logo.opacity = 0
      @logo_duration = [0,60 * LOGO_DURATION]
      @logo.bitmap = Cache.title1("Logo") rescue nil
      @logo_phase = @logo.bitmap != nil ? true : false     
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Logo
  #--------------------------------------------------------------------------       
  def dispose_logo     
      Graphics.freeze
      @logo.bitmap.dispose if @logo.bitmap != nil
      @logo.dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Update Logo
  #--------------------------------------------------------------------------     
  def update_logo 
      return if !@logo_phase
      update_logo_command
      if @logo_duration[0] == 0
         @logo.opacity += 5
         @logo_duration[0] = 1 if @logo.opacity >= 255
       elsif @logo_duration[0] == 1
         @logo_duration[1] -= 1
         @logo_duration[0] = 2 if @logo_duration[1] <= 0
       else 
         @logo.opacity -= 5
         @logo_phase = false if @logo.opacity <= 0
       end
  end
 
  #--------------------------------------------------------------------------
  # ● Update Logo Command
  #--------------------------------------------------------------------------     
  def update_logo_command
      return if @logo_duration[0] == 2
      if Input.trigger?(:C) or Input.trigger?(:B)
         @logo_duration = [2,0]
      end
  end
 
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
 
  #--------------------------------------------------------------------------
  # ● Create Sprites
  #--------------------------------------------------------------------------         
  def create_sprites
      create_background
      create_fire_wind
      create_commands
      create_particles
      create_character
      create_layout
      create_skulls
  end
   
  #--------------------------------------------------------------------------
  # ● Create Background
  #--------------------------------------------------------------------------           
  def create_background
      @background = Plane.new
      @background.bitmap = Cache.title1("Background")
      @background_scroll = [BACKGROUND_SCROLL_SPEED[0],BACKGROUND_SCROLL_SPEED[1],0]
      @background.z = 0
  end
 
  #--------------------------------------------------------------------------
  # ● Create Layout
  #--------------------------------------------------------------------------             
  def create_layout
      @layout = Sprite.new
      @layout.bitmap = Cache.title1("Layout")
      @layout.z = 20
      @layout.opacity = 0
  end
 
  #--------------------------------------------------------------------------
  # ● Create Commands
  #--------------------------------------------------------------------------               
  def create_commands
      @com = []
      for index in 0...3
          @com.push(Title_Commands.new(nil,index))
      end
  end
 
  #--------------------------------------------------------------------------
  # ● Create Skulls
  #--------------------------------------------------------------------------               
  def create_skulls
      @skulls = []
      for index in 0...3
          @skulls.push(Title_Skull.new(nil,index))
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Create Fire Wind
  #--------------------------------------------------------------------------           
  def create_fire_wind
      @fire_wind = []
      @fire_wind_image = Cache.title1("Fire_Wind")
      fire_max = 1
      for index in 0...fire_max
      range = (FIRE_WIND_POWER + 1 + (index * 2)) * 10
      range = 500 if range > 500
      speed = (FIRE_WIND_SPEED + 1 + (index * 2)) * 100
      speed = 1000 if speed > 1000           
          @fire_wind.push(Sprite.new)
          @fire_wind[index].wave_amp = range
          @fire_wind[index].wave_length = Graphics.width
          @fire_wind[index].wave_speed = speed       
          @fire_wind[index].bitmap = Bitmap.new(Graphics.width + (range * 2),Graphics.height)
          @fire_wind[index].bitmap.stretch_blt(@fire_wind[index].bitmap.rect, @fire_wind_image, @fire_wind_image.rect)
          @fire_wind[index].x = -range
          @fire_wind[index].z = 6
          @fire_wind[index].blend_type = FIRE_BLEND_TYPE
          @fire_wind[index].opacity = FIRE_OPACITY + (40 * index)
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Create Particles
  #-------------------------------------------------------------------------- 
  def create_particles
      @particles_sprite =[]
      for i in 0...NUMBER_OF_PARTICLES
          @particles_sprite.push(Particles_Title.new(nil))
      end
  end   
 
  #--------------------------------------------------------------------------
  # ● Create Character
  #--------------------------------------------------------------------------   
  def create_character
      @character = Sprite.new
      @character.bitmap = Cache.title1("Character")
      @character.ox = @character.bitmap.width / 2
      @character.oy = @character.bitmap.height / 2
      @character.x = CHARACTER_POSITION[0] + @character.ox
      @character.y = CHARACTER_POSITION[1] + @character.oy
      @character.z = 3
      @character.opacity = 0
      @char_zoom_speed = [0,0]
      @character2 = Sprite.new
      @character2.bitmap = Cache.title1("Character")
      @character2.ox = @character.bitmap.width / 2
      @character2.oy = @character.bitmap.height / 2
      @character2.x = CHARACTER_POSITION[0] + @character.ox
      @character2.y = CHARACTER_POSITION[1] + @character.oy
      @character2.z = 2     
      @character2.blend_type = 0
      @character2.opacity = 0
      @character2.visible = CHARACTER_AURA_EFFECT
  end
 
end

#==============================================================================
# ■ Particles Title
#==============================================================================
class Particles_Title < Sprite
 
  include MOG_RIN_TITLE_SCRREN
 
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------             
  def initialize(viewport = nil)
      super(viewport)
      @speed_x = 0
      @speed_y = 0
      @speed_a = 0
      self.bitmap = Cache.title1("Particles")
      self.blend_type = PARTICLES_BLEND_TYPE
      self.z = 4
      reset_setting(true)
  end 
 
 #--------------------------------------------------------------------------
 # ● Reset Setting
 #--------------------------------------------------------------------------               
  def reset_setting(initial = false)
      zoom = (50 + rand(100)) / 100.1
      self.zoom_x = zoom
      self.zoom_y = zoom
      self.x = rand(576) - 160
      self.y = initial == true ? rand(480) : 512
      self.opacity = 0
      @speed_y = -(1 + rand(3))
      @speed_x = (1 + rand(2))
      @speed_a = (1 + rand(2))     
  end
 
 #--------------------------------------------------------------------------
 # ● Dispose
 #--------------------------------------------------------------------------               
  def dispose
      super
      self.bitmap.dispose if self.bitmap != nil
  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.y < -50
      return true if self.x > 576
      return false
  end 

end

#==============================================================================
# ■ Title Commands
#==============================================================================
class Title_Commands < Sprite
  include MOG_RIN_TITLE_SCRREN
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------- 
  def initialize(viewport = nil,index)
      super(viewport)
      @index = index
      @float = [0,0,0]
      self.bitmap = Cache.title1("Command" + index.to_s)
      self.ox = self.bitmap.width / 2
      self.oy = self.bitmap.height / 2
      @org_pos = [COMMAND_POSITION[0] + self.ox,
        COMMAND_POSITION[1] + self.oy + (self.bitmap.height + 2) * index,
        self.ox - 24]
      self.x = @org_pos[0] - self.bitmap.width - (self.bitmap.width * index)
      self.y = @org_pos[1]
      self.z = 25
      @next_pos = [@org_pos[0],@org_pos[1]]
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #-------------------------------------------------------------------------- 
  def dispose_sprites
      self.bitmap.dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------             
  def update_sprites(index,active)
     # return if !active
      if index == @index
         self.opacity += 10
         @next_pos[0] = @org_pos[0]
        # update_float_effect   
      else
         self.opacity -= 10 if self.opacity > 120
         @next_pos[0] = @org_pos[2]
         @float = [0,0,0]
      end 
      update_slide(0,@next_pos[0])
      update_slide(1,@org_pos[1] + @float[0])
  end
 
 #--------------------------------------------------------------------------
 # ● Update Slide
 #--------------------------------------------------------------------------                       
  def update_slide(type,np)
      cp = type == 0 ? self.x : self.y
      sp = 3 + ((cp - np).abs / 10)
      if cp > np
         cp -= sp
         cp = np if cp < np
      elsif cp < np
         cp += sp
         cp = np if cp > np
      end     
      self.x = cp if type == 0
      self.y = cp if type == 1
  end     
 
  #--------------------------------------------------------------------------
  # ● Update Float Effect
  #--------------------------------------------------------------------------               
  def update_float_effect
      @float[2] += 1
      return if @float[2] < 5
      @float[2] = 0
      @float[1] += 1
      case @float[1]
           when 1..5
               @float[0] -= 1
           when 6..15   
               @float[0] += 1
           when 16..20 
               @float[0] -= 1
           else 
               @float[0] = 0
               @float[1] = 0
      end
  end
 
end

#==============================================================================
# ■ Title Skull
#==============================================================================
class Title_Skull < Sprite
  include MOG_RIN_TITLE_SCRREN
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------- 
  def initialize(viewport = nil,index)
      super(viewport)
      @index = index
      @float = [0,0,0]
      @move_phase = @index
      self.bitmap = Cache.title1("Skull")
      self.ox = self.bitmap.width / 2
      self.oy = self.bitmap.height / 2
      @org_pos = [Graphics.width + self.ox, 150 + self.oy,
        -self.ox]
      self.x = @index == 0 ? @org_pos[0] : @org_pos[2]     
      self.y = @org_pos[1]
      self.z = 15
      self.blend_type = 0
      @next_pos = [@org_pos[0],@org_pos[1]]
      z1 = Graphics.width / 3
      z2 = z1 * 2
      @zoom_phase = [0,z2,@org_pos[0]] 
      @fade_phase = 0
      setup_move
      if @index == 2
         @org_pos[0] = 150
         @org_pos[1] = 200
         self.x = @org_pos[0]
         self.y = @org_pos[1]
         self.mirror = false   
         self.zoom_x = 1.00
         self.zoom_y = 1.00
         self.angle = 30
         self.z = 15
      end   
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #-------------------------------------------------------------------------- 
  def dispose_sprites
      self.bitmap.dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------             
  def update_sprites(active)
     # return if !active
      update_float_effect   
      update_move unless @index == 2
      update_slide(1,@org_pos[1] + @float[0])
  end
 
  #--------------------------------------------------------------------------
  # ● Setup Move
  #--------------------------------------------------------------------------               
  def setup_move
    #  self.opacity = 100 + rand(155)
    #  @fade_phase = 0
      if @move_phase == 0
         @move_phase = 1
         self.x = @org_pos[2]
         self.mirror = true   
         self.z = 15
         self.zoom_x = 0.50
         self.zoom_y = 0.50         
         @org_pos[1] = 100 + self.oy + rand(100)
      else
         @move_phase = 0
         self.x = @org_pos[0]
         self.mirror = false 
         self.z = 2
         self.zoom_x = 1.00
         self.zoom_y = 1.00
         @org_pos[1] = -50 + self.oy + rand(100)
      end
  end
 
  #--------------------------------------------------------------------------
  # ● Update Move
  #--------------------------------------------------------------------------               
  def update_move
      if @move_phase == 0
         self.x -= 1
         if self.x.between?(@zoom_phase[1],@zoom_phase[2])
            self.zoom_x -= 0.001
            self.zoom_x = 0.50 if self.zoom_x < 0.50   
         else   
            self.zoom_x += 0.001
            self.zoom_x = 1.00 if self.zoom_x > 1.00     
         end 
         setup_move if self.x <= @org_pos[2]
      else
         self.x += 1
         if self.x.between?(@zoom_phase[0],@zoom_phase[1])
            self.zoom_x += 0.001
            self.zoom_x = 1.00 if self.zoom_x > 1.00
         else   
            self.zoom_x -= 0.001
            self.zoom_x = 0.50 if self.zoom_x < 0.50
         end 
         setup_move if self.x >= @org_pos[0]
      end
      self.zoom_y = self.zoom_x
  #    update_fade
  end
 
 #--------------------------------------------------------------------------
 # ● Update Fade
 #--------------------------------------------------------------------------
  def update_fade
      if @fade_phase == 0
         self.opacity -= 5
         @fade_phase = 1 if self.opacity == 0
      else
         self.opacity += 5
         @fade_phase = 0 if self.opacity == 255
      end 
  end
 
 #--------------------------------------------------------------------------
 # ● Update Slide
 #--------------------------------------------------------------------------                       
  def update_slide(type,np)
      cp = type == 0 ? self.x : self.y
      sp = 3 + ((cp - np).abs / 10)
      if cp > np
         cp -= sp
         cp = np if cp < np
      elsif cp < np
         cp += sp
         cp = np if cp > np
      end     
      self.x = cp if type == 0
      self.y = cp if type == 1
  end     
 
  #--------------------------------------------------------------------------
  # ● Update Float Effect
  #--------------------------------------------------------------------------               
  def update_float_effect
      @float[2] += 1
      return if @float[2] < 4
      @float[2] = 0
      @float[1] += 1
      case @float[1]
           when 1..5
               @float[0] -= 1
           when 6..15   
               @float[0] += 1
           when 16..20 
               @float[0] -= 1
           else 
               @float[0] = 0
               @float[1] = 0
      end
  end
 
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------         
  def dispose
      Graphics.freeze
      dispose_background
      dispose_fire_wind
      dispose_particles
      dispose_character
      dispose_layout
      dispose_commands
      dispose_skulls
  end
   
  #--------------------------------------------------------------------------
  # ● Dispose Background
  #--------------------------------------------------------------------------           
  def dispose_background
      @background.bitmap.dispose
      @background.dispose     
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Layout
  #--------------------------------------------------------------------------             
  def dispose_layout 
      @layout.bitmap.dispose
      @layout.dispose
  end 
   
  #--------------------------------------------------------------------------
  # ● Dispose Commands
  #--------------------------------------------------------------------------               
  def dispose_commands
      @com.each {|sprite| sprite.dispose_sprites }
  end 
 
  #--------------------------------------------------------------------------
  # ● Dispose Skulls
  #--------------------------------------------------------------------------               
  def dispose_skulls
      @skulls.each {|sprite| sprite.dispose_sprites }
  end   
 
  #--------------------------------------------------------------------------
  # ● Dispose Fire Wind
  #--------------------------------------------------------------------------           
  def dispose_fire_wind
      @fire_wind.each {|sprite| sprite.bitmap.dispose }
      @fire_wind.each {|sprite| sprite.dispose }
      @fire_wind_image.dispose
  end
 
 #--------------------------------------------------------------------------
 # ● Dispose Particles
 #--------------------------------------------------------------------------   
 def dispose_particles
     @particles_sprite.each {|sprite| sprite.dispose }
 end   
 
  #--------------------------------------------------------------------------
  # ● Dispose Character
  #--------------------------------------------------------------------------   
  def dispose_character
      @character.bitmap.dispose
      @character.dispose
      @character2.bitmap.dispose
      @character2.dispose     
  end   
 
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
 
  #--------------------------------------------------------------------------
  # ● Update Sprites
  #--------------------------------------------------------------------------         
  def update_sprites
      update_background
      update_fire_wind
      update_particles
      update_character
      update_commands
      update_skulls
  end
   
  #--------------------------------------------------------------------------
  # ● Update Background
  #--------------------------------------------------------------------------           
  def update_background
      @layout.opacity += 5
      @background_scroll[2] += 1
      return if @background_scroll[2] < 4
      @background_scroll[2] = 0
      @background.ox += @background_scroll[0]
      @background.oy += @background_scroll[1]
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Commands
  #--------------------------------------------------------------------------               
  def update_commands
      @com.each {|sprite| sprite.update_sprites(@com_index,@active)}
  end     
 
  #--------------------------------------------------------------------------
  # ● Update Skulls
  #--------------------------------------------------------------------------               
  def update_skulls
      @skulls.each {|sprite| sprite.update_sprites(@active)}
  end   
 
  #--------------------------------------------------------------------------
  # ● Update Fire Wind
  #--------------------------------------------------------------------------           
  def update_fire_wind
      @fire_wind.each {|sprite| sprite.update }
  end   
 
  #--------------------------------------------------------------------------
  # ● Update Particles
  #-------------------------------------------------------------------------- 
  def update_particles
      @particles_sprite.each {|sprite| sprite.update }
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Character
  #--------------------------------------------------------------------------   
  def update_character
      @character.opacity += 5
      return if !@character2.visible
      if @char_zoom_speed[1] > 0
         @char_zoom_speed[1] -= 1
         @character2.opacity = 0
         @character2.opacity = 255 if @char_zoom_speed[1] == 0
      end
      return if @char_zoom_speed[1] > 0
      @char_zoom_speed[0] += 1
      return if @char_zoom_speed[0] < 5
      @char_zoom_speed[0] = 0
      @character2.zoom_x += 0.01
      @character2.opacity -= 5
      if @character2.opacity <= 0
         @character2.zoom_x = 1.00
         @character2.opacity = 0
         @char_zoom_speed[1] = 120
      end
      @character2.zoom_y = @character2.zoom_x
  end
 
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
 
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------         
  def update
      update_command
      update_sprites
  end
   
end

#==============================================================================
# ■ Scene Title
#==============================================================================
class Scene_Title
 
  #--------------------------------------------------------------------------
  # ● Update Command
  #--------------------------------------------------------------------------         
  def update_command
      update_key
      refresh_index if @com_index_old != @com_index
  end
   
  #--------------------------------------------------------------------------
  # ● Update Key
  #--------------------------------------------------------------------------           
  def update_key
      if Input.trigger?(:DOWN)
         add_index(1)
      elsif Input.trigger?(:UP)
         add_index(-1)
      elsif Input.trigger?(:C) 
         select_command
      end 
  end
 
  #--------------------------------------------------------------------------
  # ● Select Command
  #--------------------------------------------------------------------------             
  def select_command
    #  if !@active
    #     @active = true 
    #     return
    #  end 
      case @com_index
         when 0; command_new_game
         when 1; command_continue
         when 2; command_shutdown 
      end
  end
 
  #--------------------------------------------------------------------------
  # ● Add Index
  #--------------------------------------------------------------------------             
  def add_index(value = 0)
      @com_index += value
      if !@continue_enabled and @com_index == 1
          @com_index = 2 if value == 1
          @com_index = 0 if value == -1
      end   
      @com_index = 0 if @com_index > @com_index_max
      @com_index = @com_index_max if @com_index < 0
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Index
  #--------------------------------------------------------------------------           
  def refresh_index
      @com_index_old = @com_index
      Sound.play_cursor
  end
 
  #--------------------------------------------------------------------------
  # ● Command New Game
  #--------------------------------------------------------------------------           
  def command_new_game   
      Sound.play_ok
      DataManager.setup_new_game
      fadeout_all
      $game_map.autoplay
      SceneManager.goto(Scene_Map)     
  end 

  #--------------------------------------------------------------------------
  # ● Command Continue
  #--------------------------------------------------------------------------           
  def command_continue
      if !@continue_enabled
         Sound.play_cancel
         return
      else   
         Sound.play_ok
      end 
      SceneManager.call(Scene_Load)
  end   
 
  #--------------------------------------------------------------------------
  # ● Command Shutdown
  #--------------------------------------------------------------------------           
  def command_shutdown
      Sound.play_ok
      fadeout_all
      SceneManager.exit   
  end
 
  #--------------------------------------------------------------------------
  # ● play_title_music
  #--------------------------------------------------------------------------
  def play_title_music
      $data_system.title_bgm.play
      RPG::BGS.stop
      RPG::ME.stop
  end 
 
  #--------------------------------------------------------------------------
  # ● Fadeout_all
  #--------------------------------------------------------------------------
  def fadeout_all(time = 1000)
      RPG::BGM.fade(time)
      RPG::BGS.fade(time)
      RPG::ME.fade(time)
      Graphics.fadeout(time * Graphics.frame_rate / 1000)
      RPG::BGM.stop
      RPG::BGS.stop
      RPG::ME.stop
  end 
 
end

$mog_rgss3_rin_title_screen = true

I should only need to change this
Code: [Select]
  #Definição da posição do comando.
  COMMAND_POSITION = [0,5]
When I do, it only changes how far the button moves with you have it selected.

I was thinking that this is probably where the original position of the title menu is controlled
Code: [Select]
#--------------------------------------------------------------------------
  # ● Initialize
  #-------------------------------------------------------------------------- 
  def initialize(viewport = nil,index)
      super(viewport)
      @index = index
      @float = [0,0,0]
      self.bitmap = Cache.title1("Command" + index.to_s)
      self.ox = self.bitmap.width / 2
      self.oy = self.bitmap.height / 2
      @org_pos = [COMMAND_POSITION[0] + self.ox,
        COMMAND_POSITION[1] + self.oy + (self.bitmap.height + 2) * index,
        self.ox - 24]
      self.x = @org_pos[0] - self.bitmap.width - (self.bitmap.width * index)
      self.y = @org_pos[1]
      self.z = 25
      @next_pos = [@org_pos[0],@org_pos[1]]
  end
There again I don't want to mess with it and be wrong.

Thank you in advance, Nikoru. :3
« Last Edit: May 21, 2014, 07:57:39 AM by Nikoru »

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That script is kind of strangely designed. Anyway, around line 359, you should see this:

Code: [Select]
      @org_pos = [COMMAND_POSITION[0] + self.ox,
        COMMAND_POSITION[1] + self.oy + (self.bitmap.height + 2) * index,
        self.ox - 24]

Change the last line, self.ox - 24, to whatever value you want. Be sure to remember the ] after whatever value you choose.

Examples:

1. Exactly flush with the left-hand side of the screen
Code: [Select]
      @org_pos = [COMMAND_POSITION[0] + self.ox,
        COMMAND_POSITION[1] + self.oy + (self.bitmap.height + 2) * index,
        self.ox]

2. One hundred pixels to the left of the left hand side of the screen:
Code: [Select]
      @org_pos = [COMMAND_POSITION[0] + self.ox,
        COMMAND_POSITION[1] + self.oy + (self.bitmap.height + 2) * index,
        self.ox + 100]

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"Magic is what we call the unexplainable..."
Ah! Thank you so much! This worked perfect.