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#==============================================================================
# ** D-Skyline
# Start Faded
# Build - v0.4
# Original Day - 04.03.2015
# Last Updated - 07.12.2015
#------------------------------------------------------------------------------
# * Update Log: [NR] - Non-Release to Public / [PR] - Released to Public
# v0.1 [NR] - Testing Build
# v0.2 [PR] - Initial Release
# v0.3 [NR] - Gray Channel Setting Added
# v0.4 [PR] - Code Optimization & Stabilization
#------------------------------------------------------------------------------
# * Description:
# This script enables a pre-faded map based on [RGBG] values. It uses the
# same exact tint method as found inside the event editor. By using this
# script, you'll minimize the need to create a wasted blank space map that
# will only be used to set switches, variables, and to fade-in when used
# correctly.
#------------------------------------------------------------------------------
# * License Fees:
# $0.00 - Commercial Usage Allowed in a single project.
# $0.99 - Commercial Usage Allowed in a any project. (This script only)
# $9.99 - All my scripts are allowed for unlimited commercial usage.
# ** All paid licenses will be noted by PayPal's invoice system. This will
# ensure that there's no error of communication between permissions and
# will help keep track of user licenses.
#------------------------------------------------------------------------------
# * Credits:
# Please use - "Script name here" by Drake Skyline
#------------------------------------------------------------------------------
# * Root Check/Enable - DO NOT REMOVE
$dSkyline = {} if $dSkyline.nil?
$dSkyline[:ds_start_faded] = true
#==============================================================================
module DSkyline
module START_FADED
# Which Map will include the pre-fade?
SF_MAP_ID = 1
# Choose the Values of the Tint Fade (-255 to 255 on all channels)
# Channels -> Red, Green, Blue, Gray a.k.a RGBG
SF_CHANNEL_VALUES = [-255, -255, -255, 0]
end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Included Modules
#--------------------------------------------------------------------------
include DSkyline
include START_FADED
#--------------------------------------------------------------------------
# * Alias Records
#--------------------------------------------------------------------------
alias dskyline_sf_scene_title_command_new_game command_new_game
#--------------------------------------------------------------------------
# * [New Game] Command
#--------------------------------------------------------------------------
def command_new_game
dskyline_sf_scene_title_command_new_game
unless $game_map.map_id != SF_MAP_ID
$game_map.screen.tone.set(*SF_CHANNEL_VALUES)
end
end
end
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