gan ane nemu script buat splash screen kayak gini
[spoiler] class Scene_Splash < Scene_Base
include JetSplashScreen
def start
if ENABLE_HARDER_CONFIG
do_super_splash
else
create_sprites
create_sounds
do_splash
end
end
def terminate
return if @sprites.nil?
for sprite in @sprites
sprite.dispose
sprite = nil
end
end
def create_sprites
@sprites = []
for pic in SPLASH_PICTURES
f = Cache.picture(pic)
g = Sprite_Base.new
g.bitmap = f
g.visible = false
@sprites.push(g)
end
end
def create_sounds
@sounds = []
for sound in SPLASH_SOUNDS
@sounds.push(RPG::SE.new(sound, 80, 100))
end
end
def do_splash
Graphics.transition
Graphics.fadeout(60)
for sprite in @sprites
sprite.visible = true
Graphics.fadein(60)
begin
@sounds[@sprites.index(sprite)].play
rescue
end
180.times do
Input.update if SPLASH_SKIPPABLE
if Input.trigger?(SPLASH_SKIP_BUTTON)
$scene = Scene_Title.new
break
end
Graphics.wait(1)
end
Graphics.fadeout(60)
sprite.visible = false
end
$jet6667876666765 = true
$scene = Scene_Title.new
end
def do_super_splash
Graphics.transition
Graphics.fadeout(1)
for sprite in SUPER_SPLASH.keys
q = Sprite_Base.new
q.bitmap = Cache.picture(sprite)
Graphics.fadein(SUPER_SPLASH[sprite][2])
begin
RPG::SE.new(SUPER_SPLASH[sprite][0], 80, 100).play
rescue
end
anim = load_data("Data/Animations.rvdata")[SUPER_SPLASH[sprite][1]]
if SUPER_SPLASH[sprite][1] != 0
q.start_animation(anim)
end
SUPER_SPLASH[sprite][4].times do
Input.update if SPLASH_SKIPPABLE
if Input.trigger?(SPLASH_SKIP_BUTTON)
$scene = Scene_Title.new
break
end
q.update
Graphics.update
end
Graphics.fadeout(SUPER_SPLASH[sprite][3])
end
$jet6667876666765 = true
$scene = Scene_Title.new
end
end
class << Scene_Title
alias jet6732_new new unless $@
def new(*args)
$jet6667876666765 = false if $jet6667876666765.nil?
if $jet6667876666765 or JetSplashScreen::SPLASH_DISABLED_IN_DEBUG && $TEST
jet6732_new(*args)
else
$scene = Scene_Splash.new
end
end
end [spoiler]
ane bingung sama nih script tolong diajarin dong caranya satu persatu