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> Munkis' Animated Menu Background, Weem's script on steroids
munkis
post May 12 2010, 11:59 PM
Post #1


And the dead shall rise...
Group Icon


Type: Writer
Alignment: Chaotic Good




Introduction
This script adds an animated picture background to the main menu. Basically what Weem's script does, but is more compatible with other custom menus and other scripts, and it has a few more options. Released with permission from Weem.

Features
Config module options to animate background and foreground images in X and Y directions, change image file names, and change window opacities (does not affect custom scripts).

Screenshots

None. Grab the demo to see it in action.

How to Use

95% Compatible: This script aliases everything except the start, update, and terminate methods in Scene_Item. So there should be few compatibility issues. If you're using modern_algebra's Limited Inventory, just grab the patch (included in the demo) under the main script. Also requires two images (included in the demo).

Demo (V 1.0):
http://www.mediafire.com/?wej1h2ejnvm

Compatability issues:

This script overwrites Scene_Menu, so other scripts that do the same will likely be incompatible.

Script (V 1.2):

Added animation to the "Game Over" screen. Still using aliases, so it should be compatible with other scripts that mess with Scene_Gameover too.

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing for Main Menu V 1.2
#  * Made by munkis
#  * Released with permission from Weem
#    ╔══════════╗
#    ║ FEATURES ║
#    ╚══════════╝
#  * Adds an animated bi-layered background to the main menu.  More or less
#    what weem's script does, but this one should be more compatible with other
#    custom menus, and it has more options.
#  * Uses aliases; shouldn't be any compatibility issues, except for scripts
#    that alter Scene_Item, Scene_Skill, or Scene_Equip.
#  * V 1.0: Initial release
#  * V 1.1: n00bfix: Opacity option wasn't available for all windows like it
#       should have been.
#  * V 1.2: Added option to apply animation to Scene_Gameover
#------------------------------------------------------------------------------

module MNK_Picture_Back
  
  #[Background picture name, Foreground picture name, Background animation
  #speed (X direction), Background animation speed (Y direction), Foreground
  #animation speed (X direction), Foreground animation (Y direction), window
  #opacity] Set the animation speeds to negative values to make them go in
  #reverse.  Use "" for no picture.
  ANIMATION_PROPERTIES = ["Background","Foreground",0,0,1,-1,255]

end

class Scene_Menu < Scene_Base
  alias munkis_menu_start start
  def start
    munkis_menu_start
    @menu_back = Plane.new    
    @menu_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @menu_fore = Plane.new  
    @menu_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_menu_terminate terminate
  def terminate
    munkis_menu_terminate
    @menu_back.dispose
    @menu_fore.dispose
  end
  alias munkis_menu_update update
  def update
    munkis_menu_update
    @menu_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @menu_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @menu_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @menu_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end
class Scene_Item < Scene_Base
  def start
    super
    @item_back = Plane.new    
    @item_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @item_fore = Plane.new  
    @item_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @help_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    @item_window = Window_Item.new(0, 56, 544, 360)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.active = false
    @item_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end
  def terminate
    @item_back.dispose
    @item_fore.dispose
    @viewport.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end
  alias munkis_item_update update
  def update
    munkis_item_update
    @item_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @item_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @item_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @item_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end
class Scene_Skill < Scene_Base
  def start
    super
    @skill_back = Plane.new
    @skill_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @skill_fore = Plane.new
    @skill_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
    @actor = $game_party.members[@actor_index]
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @help_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    @status_window = Window_SkillStatus.new(0, 56, @actor)
    @status_window.viewport = @viewport
    @status_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    @skill_window = Window_Skill.new(0, 112, 544, 304, @actor)
    @skill_window.viewport = @viewport
    @skill_window.help_window = @help_window
    @skill_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end
  def terminate
    @skill_back.dispose
    @skill_fore.dispose
    @help_window.dispose
    @status_window.dispose
    @skill_window.dispose
    @target_window.dispose
  end
  alias munkis_item_update update
  def update
    munkis_item_update
    @skill_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @skill_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @skill_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @skill_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end
class Scene_Equip < Scene_Base
  def start
    super
    @equip_back = Plane.new
    @equip_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @equip_fore = Plane.new
    @equip_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
    @actor = $game_party.members[@actor_index]
    @help_window = Window_Help.new
    @help_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    create_item_windows
    @equip_window = Window_Equip.new(208, 56, @actor)
    @equip_window.help_window = @help_window
    @equip_window.index = @equip_index
    @equip_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
    @status_window = Window_EquipStatus.new(0, 56, @actor)
    @status_window.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
  end
  def terminate
    super
    @equip_back.dispose
    @equip_fore.dispose
    @help_window.dispose
    @equip_window.dispose
    @status_window.dispose
    dispose_item_windows
  end
  alias munkis_equip_update update
  def update
    munkis_equip_update
    @equip_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @equip_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @equip_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @equip_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
  def create_item_windows
    @item_windows = []
    for i in 0...EQUIP_TYPE_MAX
      @item_windows[i] = Window_EquipItem.new(0, 208, 544, 208, @actor, i)
      @item_windows[i].help_window = @help_window
      @item_windows[i].visible = (@equip_index == i)
      @item_windows[i].opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
      @item_windows[i].y = 208
      @item_windows[i].height = 208
      @item_windows[i].active = false
      @item_windows[i].index = -1
    end
  end
end
class Scene_File < Scene_Base
  alias munkis_file_start start
  def start
    munkis_file_start
    @file_back = Plane.new    
    @file_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @file_fore = Plane.new  
    @file_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_file_terminate terminate
  def terminate
    munkis_file_terminate
    @file_back.dispose
    @file_fore.dispose
  end
  alias munkis_file_update update
  def update
    munkis_file_update
    @file_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @file_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @file_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @file_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end
class Scene_Status < Scene_Base
  alias munkis_status_start start
  def start
    munkis_status_start
    @status_back = Plane.new    
    @status_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @status_fore = Plane.new  
    @status_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_status_terminate terminate
  def terminate
    munkis_status_terminate
    @status_back.dispose
    @status_fore.dispose
  end
  alias munkis_status_update update
  def update
    munkis_status_update
    @status_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @status_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @status_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @status_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end
class Scene_End < Scene_Base
  alias munkis_end_start start
  def start
    munkis_end_start
    @end_back = Plane.new    
    @end_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @end_fore = Plane.new  
    @end_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_end_terminate terminate
  def terminate
    munkis_end_terminate
    @end_back.dispose
    @end_fore.dispose
  end
  alias munkis_end_update update
  def update
    munkis_end_update
    @end_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @end_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @end_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @end_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end
class Scene_Gameover < Scene_Base  
  alias munkis_gameover_start start
  def start
    munkis_gameover_start
    @over_back = Plane.new    
    @over_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @over_fore = Plane.new  
    @over_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_gameover_update update
  def update
    munkis_gameover_update
    @over_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @over_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @over_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @over_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
  alias munkis_gameover_terminate terminate
  def terminate
    munkis_gameover_terminate
    @over_back.dispose
    @over_fore.dispose
  end
end


Limited Inventory patch:

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for modern_algebra's Limited Inventory
#    System V 1.1
#  * Made by munkis
#    ╔══════════╗
#    ║ FEATURES ║
#    ╚══════════╝
#  * Makes my Picture-backing script compatible with modern_algebra's script.
#    MUST BE PLACED BELOW MY SCRIPT AND THE INVENTORY SCRIPT!!!
#  * V 1.0: Initial release
#  * V 1.1: n00bfix: Forgot to edit this patch after I removed a couple of
#    useless features from my menu script prior to release.
#------------------------------------------------------------------------------

class Scene_Item
  def start
    super
    @item_back = Plane.new    
    @item_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @item_fore = Plane.new  
    @item_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
    @activated_frame = false
    @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @help_window = Window_Help.new
    @help_window.width = Graphics.width
    @help_window.viewport = @viewport
    wlh = Window_Base::WLH
    @item_window = Window_Item.new(0, 32 + wlh, Graphics.width, Graphics.height - 32 - wlh)
    @item_window.help_window = @help_window
    @item_window.active = false
    @item_window.viewport = @viewport
    @active_window = @item_window
    @target_window = Window_MenuStatus.new(0, 0)
    @target_window.x = Graphics.width - @target_window.width
    @target_window.height = Graphics.height
    @target_window.z = 150
    hide_target_window
    # Create Empty Counter
    @emptycount_window = Window_EmptyCount.new
    @emptycount_window.viewport = @viewport
    # Create Loot Window
    wdth = Graphics.width / 2
    hght = Graphics.height - 64 - 2*wlh
    @loot_window = Window_Item.new (wdth, 64 + (2*wlh), wdth, hght)
    @loot_window.index = -1
    @loot_window.viewport = @viewport
    # Create Loot Label Window
    @lootlabel_window = Window_Base.new (wdth, 32 + wlh, wdth, 32 + wlh)
    @lootlabel_window.visible = false
    @lootlabel_window.contents.font.color = @lootlabel_window.system_color
    @lootlabel_window.contents.draw_text (0, 0, 240, wlh, Vocab::MA_LOOT_LABEL, 1)
    @lootlabel_window.viewport = @viewport
    commands = [Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD]
    @command_window = Window_InvCommand.new (160, commands)
    @command_window.visible = false
    @command_window.active = 0
    @loot_window.active = false
    # If no loot, hide the window
    if $game_temp.slots_to_discard.slots.empty?
      @loot_window.visible = false
      @loot_window.refresh ($game_temp.slots_to_discard, 1)
      @overloaded_initially = false
    else
      show_loot
      @overloaded_initially = true
    end
    @last_index = $game_party.last_item_id
  end
  def terminate
    @viewport.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
    @emptycount_window.dispose
    @loot_window.dispose
    @lootlabel_window.dispose
    @command_window.dispose
    @item_back.dispose
    @item_fore.dispose
  end
  def update
    super
    update_menu_background
    @help_window.update
    @item_window.update
    @target_window.update
    if @item_window.active
      update_item_selection
    elsif @target_window.active
      update_target_selection
    end
    # If Warning Window Active
    if @warning_window != nil
      update_warning_window
      return
    end
    @loot_window.update
    @command_window.update
    if @activated_frame
      @activated_frame = false
      return
    end
    if @loot_window.active
      update_item_selection
    elsif @command_window.active
      update_command_selection
    end
    @item_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @item_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @item_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @item_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end


EDIT: I'd also like to add that the animations won't carry over to Woratana's NSS, but I'm working on a patch, so just sit tight yo wink.gif Just place the NSS above my menu script and you're good to go.

Here's the ultra-compact version 1.2 (no problems found yet):

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing for Main Menu -- Ultra-compact version 1.2
#  * Made by munkis
#  * Released with permission from Weem
#    ╔══════════╗
#    ║ FEATURES ║
#    ╚══════════╝
#  * Adds an animated bi-layered background to the main menu.  More or less
#    what weem's script does, but this one should be more compatible with other
#    custom menus, and it has more options.
#  * Uses aliases; shouldn't be any compatibility issues, except for scripts
#    that alter Scene_Item, Scene_Skill, or Scene_Equip.
#  * V 1.0: Initial release
#  * V 1.1: Added window opacity toggle.
#  * V 1.2: Added option to toggle animation with an in-game switch.
#------------------------------------------------------------------------------

module MNK_Picture_Back
  
  #[Background picture name, Foreground picture name, Background animation
  #speed (X direction), Background animation speed (Y direction), Foreground
  #animation speed (X direction), Foreground animation (Y direction), window
  #opacity, toggle switch] Set the animation speeds to negative values to make
  #them go in reverse.  Use "" for no picture.
  ANIMATION_PROPERTIES = ["Background","Foreground",0,0,1,-1,0,1]

end

class Scene_Base
  def create_menu_background
      @menuback_sprite = Sprite.new
      @menuback_sprite.bitmap = $game_temp.background_bitmap
      @menuback_sprite.color.set(16, 16, 16, 128)
    unless $game_switches[MNK_Picture_Back::ANIMATION_PROPERTIES[7]] == true
      @menu_back = Plane.new    
      @menu_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
      @menu_fore = Plane.new  
      @menu_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
    end
      update_menu_background
  end
  #--------------------------------------------------------------------------
  # * Dispose of Background for Menu Screen
  #--------------------------------------------------------------------------
  def dispose_menu_background
    unless $game_switches[MNK_Picture_Back::ANIMATION_PROPERTIES[7]] == true
      @menu_back.dispose
      @menu_fore.dispose
    end
      @menuback_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Background for Menu Screen
  #--------------------------------------------------------------------------
  def update_menu_background
    unless $game_switches[MNK_Picture_Back::ANIMATION_PROPERTIES[7]] == true
      @menu_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
      @menu_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
      @menu_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
      @menu_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
    end
    @menuback_sprite.tone.set(0, 0, 0, 0)
  end
end
class Window_Base < Window
  alias munkis_menu_initialize initialize
  def initialize(x, y, width, height)
    munkis_menu_initialize(x, y, width, height)
    self.opacity = MNK_Picture_Back::ANIMATION_PROPERTIES[6]
  end
end


You will need to use my Game End patch for the Game End screen to look unbroken while using my DOOM-style main menu and this version. Scene_Title and Scene_Gameover are also unaffected by this version.

This post has been edited by munkis: Jul 8 2010, 10:12 AM


--------------------
Support bars:
Spoiler:


Spoiler:

Don't be like me, learn to program the right way!
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+Quote Post
   
Cooky101
post May 19 2010, 04:57 AM
Post #2



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Type: Undisclosed




Awesome!
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munkis
post May 20 2010, 09:08 PM
Post #3


And the dead shall rise...
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Type: Writer
Alignment: Chaotic Good




NOTE: At the moment, this script doesn't play nice with KGC_CategorizeItem. I'm working on a patch, but if you have one made, please let me know so I can post it here for others to use. Proper credit will obviously be given.
Place KGC_CategorizeItem under my script and you're good. Seems to be a going trend biggrin.gif

Ooh, and if you're using my Limited Inventory patch, the KGC script will have to be placed underneath that as well, although you'll need this patch (written by modern_algebra) to make the two work together:

CODE
class Scene_Item < Scene_Base
  def update
    # If Warning Window Active
    if @warning_window != nil
      update_warning_window
      return
    end
    malg_gfl009_limitedinventory_upt_2h45
    @loot_window.update
    @command_window.update
    @category_window.update  # for KGC script
    if @activated_frame
      @activated_frame = false
      return
    end
    if @category_window.active # for KGC script
      update_category_selection
    elsif @loot_window.active
      update_item_selection
    elsif @command_window.active
      update_command_selection
    end
  end
end


This post has been edited by munkis: May 20 2010, 09:36 PM


--------------------
Support bars:
Spoiler:


Spoiler:

Don't be like me, learn to program the right way!
Go to the top of the page
 
+Quote Post
   
munkis
post May 21 2010, 06:10 PM
Post #4


And the dead shall rise...
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Type: Writer
Alignment: Chaotic Good




Threw a patch together that'll make the animations carry over to GuiRPG's Confirmation to Exit script. Will also work with the edited version made by omegas7.

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for GuiRPG's Confirmation to Exit V 1.0
#  * Made by munkis
#   ╔══════════╗
#   ║ FEATURES ║
#   ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to this
#    script (it uses custom classes, so placing it above or below my script
#    didn't work).  Also works with the edited version made by Omegas7.
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class GuiRPG_Confirmar < Scene_Base
  include GuiRPG
  alias munkis_confirm_start start
  def start
    munkis_confirm_start
    @confirm_back = Plane.new    
    @confirm_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @confirm_fore = Plane.new  
    @confirm_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_confirm_terminate terminate
  def terminate
    munkis_confirm_terminate
    @confirm_back.dispose
    @confirm_fore.dispose
  end
  alias munkis_confirm_update update
  def update
    munkis_confirm_update
    @confirm_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @confirm_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @confirm_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @confirm_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end


Carry-Over patch for OriginalWij's Row Changer:

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for OriginalWij's Row Changer V 1.0
#  * Made by munkis
#   ╔══════════╗
#   ║ FEATURES ║
#   ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to this
#    script (it uses custom classes, so placing it above or below my script
#    didn't work).
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class Scene_Row < Scene_Base
  alias munkis_row_start start
  def start
    munkis_row_start
    @row_back = Plane.new    
    @row_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @row_fore = Plane.new  
    @row_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_row_terminate terminate
  def terminate
    munkis_row_terminate
    @row_back.dispose
    @row_fore.dispose
  end
  alias munkis_row_update update
  def update
    munkis_row_update
    @row_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @row_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @row_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @row_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end


Carry-Over patch for KGC_LargeParty:

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for KGC_LargeParty V 1.0
#  * Made by munkis
#   ╔══════════╗
#   ║ FEATURES ║
#   ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to this
#    script (it uses custom classes, so placing it above or below my script
#    didn't work).
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class Scene_PartyForm < Scene_Base
  alias munkis_partyform_start start
  def start
    munkis_partyform_start
    @partyform_back = Plane.new    
    @partyform_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @partyform_fore = Plane.new  
    @partyform_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_partyform_terminate terminate
  def terminate
    munkis_partyform_terminate
    @partyform_back.dispose
    @partyform_fore.dispose
  end
  alias munkis_partyform_update update
  def update
    munkis_partyform_update
    @partyform_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @partyform_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @partyform_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @partyform_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
#----------------------------------------------------------------------------
# * If you mess with this, the animation may not show up.
#----------------------------------------------------------------------------
  def create_menu_background
    super
    @menuback_sprite.z = 0
  end
end


Carry-Over patch for YERD Equip Skills:

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for YERD EquipSkills V 1.0
#  * Made by munkis
#    ╔══════════╗
#    ║ FEATURES ║
#    ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to this
#    script (it uses custom classes, so placing it above or below my script
#    didn't work).
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class Scene_Equip_Skill < Scene_Base
  alias munkis_equip_skill_start start
  def start
    munkis_equip_skill_start
    @equip_skill_back = Plane.new    
    @equip_skill_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @equip_skill_fore = Plane.new  
    @equip_skill_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_equip_skill_terminate terminate
  def terminate
    munkis_equip_skill_terminate
    @equip_skill_back.dispose
    @equip_skill_fore.dispose
  end
  alias munkis_equip_skill_update update
  def update
    munkis_equip_skill_update
    @equip_skill_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @equip_skill_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @equip_skill_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @equip_skill_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end


Carry-Over patch for Omegas7 Achievements:

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for Omegas7's Achievements V 1.0
#  * Made by munkis
#   ╔══════════╗
#   ║ FEATURES ║
#   ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to this
#    script (it uses custom classes, so placing it above or below my script
#    didn't work).
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class Omegas_Achievements_Scene < Scene_Base
  alias munkis_achievements_start start
  def start
    munkis_achievements_start
    @achievements_back = Plane.new    
    @achievements_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @achievements_fore = Plane.new  
    @achievements_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_achievements_terminate terminate
  def terminate
    munkis_achievements_terminate
    @achievements_back.dispose
    @achievements_fore.dispose
  end
  alias munkis_achievements_update update
  def update
    munkis_achievements_update
    @achievements_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @achievements_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @achievements_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @achievements_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
end


Carry-Over patch for AlphaWhelp's Old-fashioned Gameovers:

Spoiler:
CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for AlphaWhelp's Old-fashioned Gameovers
#    V 1.0
#  * Made by munkis
#    ╔══════════╗
#    ║ FEATURES ║
#    ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to this
#    script (it uses custom classes, so placing it above or below my script
#    didn't work).  Also added an option to have a different Gameover
#    transition depending on wether or not the good ending switch is on when
#    you enter the gameover screen.
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class Scene_Gameover < Scene_Base
  alias munkis_gameover_start start
  def start
    munkis_gameover_start
    @over_back = Plane.new
    @over_fore = Plane.new
    if $game_switches[@victoryswitch] == false
      @over_back.bitmap = Cache.system("GameOver")
      @over_fore.bitmap = Cache.picture("Foreground_Blood")
    else
      @over_back.bitmap = Cache.picture("munkisgo3")
      @over_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
    end
  end
  alias munkis_gameover_update update
  def update
    munkis_gameover_update
    if $game_switches[@victoryswitch] == false
      @over_fore.ox += 0
      @over_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
    else
      @over_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
      @over_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
    end
  end
  alias munkis_gameover_terminate terminate
  def terminate
    munkis_gameover_terminate
    @over_back.dispose
    @over_fore.dispose
  end
    def perform_transition
    if $game_switches[@victoryswitch] == false
      Graphics.transition(180, "Graphics/Transitions/Blind", 40)
    else
      Graphics.transition(180, "", 40)
    end
  end
end


This post has been edited by munkis: May 30 2010, 01:06 AM


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munkis
post May 25 2010, 01:38 PM
Post #5


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bump

Added a few patches for other custom scripts. Any future patches will be placed in the post above this one.


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munkis
post May 30 2010, 01:06 AM
Post #6


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bump

Added a patch for AlphaWhelp's Old-fashioned Gameovers.


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Shanghai
post May 30 2010, 01:09 AM
Post #7



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Maybe this is just me throwing a random tangent here, but couldn't you just patch Scene_Base's create_menu_background, dispose_menu_background, and update_menu_background to work in the animated background for everything instead of making all of those individual patches?


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munkis
post May 30 2010, 05:35 PM
Post #8


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Type: Writer
Alignment: Chaotic Good




wacko.gif Why didn't I think of that? Where's an 8-bit n00bslap when you need it laugh.gif I'll post this as a separate version in the first post, in case there are as yet unknown problems with it.


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munkis
post Jul 8 2010, 09:54 AM
Post #9


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Bump: Updated ultra-compact version.


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munkis
post Aug 10 2010, 11:22 AM
Post #10


And the dead shall rise...
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Type: Writer
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I just did a quick test, and if you're using the ultra-compact version and want to have the animation carry over into the gameover scene, you'll still need the carry-over patch in this thread (don't know why it won't do that without it). Sorry it took me so long to figure this out.

EDIT: or you can use this if you're not using AlphaWhelp's Old-Fashioned Gameovers:

CODE
#------------------------------------------------------------------------------
#  * Munkis' Picture-backing patch for Default Gameover V 1.0
#  * Made by munkis
#   ╔══════════╗
#   ║ FEATURES ║
#   ╚══════════╝
#  * Makes the animations made by my Animated Menuback carry over to the default
#    gameover screen for people using the ultra-compact version of my Animated
#    Menu Background(I don't know why it won't carry over by default).
#  * V 1.0: Initial release
#------------------------------------------------------------------------------

class Scene_Gameover < Scene_Base  
  alias munkis_gameover_start start
  def start
    munkis_gameover_start
    @over_back = Plane.new    
    @over_back.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[0])
    @over_fore = Plane.new  
    @over_fore.bitmap = Cache.picture(MNK_Picture_Back::ANIMATION_PROPERTIES[1])
  end
  alias munkis_gameover_update update
  def update
    munkis_gameover_update
    @over_back.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[2]
    @over_back.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[3]
    @over_fore.ox += MNK_Picture_Back::ANIMATION_PROPERTIES[4]
    @over_fore.oy += MNK_Picture_Back::ANIMATION_PROPERTIES[5]
  end
  alias munkis_gameover_terminate terminate
  def terminate
    munkis_gameover_terminate
    @over_back.dispose
    @over_fore.dispose
  end
end


This post has been edited by munkis: Aug 10 2010, 11:27 AM


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Nortrax
post Aug 18 2010, 01:48 AM
Post #11



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Hey, um, I have a question over here. I'm using your Ultra-compact script version 1.2 and
I have a little problem, I'm using YERD Icon View, YERD Scene Shop, YERD Item Display,
YERD Subclass, YERD Bestiary Scan, YERD Menu system + SceneMenuRedux, anyway,
lot's of YERDs (They are all very good). I don't get an error while using your script but
All windows are gone, now everything is transparent (The windows) and I can see
the background animation. Is there a way to fix this?
Also, It is a bit difficult to understand how to use your script because there are so many
patches everywhere... Maybe I made a mistake, can you help me out?


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munkis
post Aug 18 2010, 07:31 PM
Post #12


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The majority of the patches were for the old version (you'll still need the patch for the gameover screen). Change the seventh value in the config array from 0 to whatever you want it to be to change the opacity.


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Nortrax
post Aug 20 2010, 01:40 PM
Post #13



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Thanks a lot Munkis. It works now laugh.gif , I was confused by the instructions and when I saw all windows were transparent
I was like blink.gif

Anyways, thanks a lot and hope this helps other people with the same question. BTW, Nice script, gives a game a
better feel of not being static all the time, keep it up! biggrin.gif


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pj.fitz.73
post Apr 14 2012, 12:45 AM
Post #14



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Hello!

I'm using the Materia script by Atoa in my game.... what do I need to do to get these custom menu options to override the look of the Materia menu that is built by the Materia script? Is this possible? Because I need some image files that the Materia script draws from Graphics/Icons to appear in the Materia Menu. Any suggestions will help, thanks!
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