- Joined
- Jul 1, 2019
- Posts
- 1
The link to get the MTS files is saying its forbidden
I've updated the link in the main post, but the download button in the top right and the EPI still work.The link to get the MTS files is saying its forbidden
Get the 2.1 update of my Utilities script if you're using the manual download from my site. Just for future references, make sure that you meet all the dependencies for the manual downloads.It looks great !, but I get an error on line 215: "File.runScript (" Data / TitleScreen.rxdata ")"
Here is the error:
With the new version (I had to have it outdated) it works perfectly. Thank you!Get the 2.1 update of my Utilities script if you're using the manual download from my site. Just for future references, make sure that you meet all the dependencies for the manual downloads.
class MTS_Element_FX7
attr_accessor :x, :y
def id; return "effect.shine"; end
def id?(val); return self.id == val; end
# main method to create the effect
def initialize(viewport,x=nil,y=nil,z=nil)
@viewport = viewport
@disposed = false
@fpIndex = 0
self.position(x,y)
@sprites = {}
# initializes particles
@sprites["shine"] = Sprite.new(@viewport)
@sprites["shine"].bitmap = pbBitmap("Graphics/MODTS/Particles/shine003")
@sprites["shine"].center!
@sprites["shine"].x = self.x
@sprites["shine"].y = self.y
@sprites["shine"].z = z.nil? ? 30 : z
end
# positions effect on screen
def position(x,y)
@x = x.nil? ? @viewport.rect.width/2 : x
@y = y.nil? ? @viewport.rect.height/2 : y
end
# changes visibility
def visible=(val)
for key in @sprites.keys
@sprites[key].visible = val if @sprites[key].respond_to?(:visible)
end
end
# disposes of everything
def dispose
@disposed = true
pbDisposeSpriteHash(@sprites)
end
# update method
def update
return if self.disposed?
# updates particle effect
@sprites["shine"].angle-=1 if $PokemonSystem.screensize < 2
@fpIndex += 1 if @fpIndex < 512
end
# checks if disposed
def disposed?; return @disposed; end
# end
end
# Spinning element
class MTS_Element_FX11
attr_accessor :x, :y
def id; return "effect.blend"; end
def id?(val); return self.id == val; end
# main method to create the effect
def initialize(viewport,x=nil,y=nil,z=nil)
@viewport = viewport
@disposed = false
@fpIndex = 0
self.position(x,y)
@sprites = {}
# initializes the required sprites
@sprites["cir"] = Sprite.new(@viewport)
@sprites["cir"].bitmap = pbBitmap("Graphics/MODTS/Particles/ring004")
@sprites["cir"].center!
@sprites["cir"].x = self.x
@sprites["cir"].y = self.y
@sprites["cir"].z = z.nil? ? 30 : z
end
# positions effect on screen
def position(x,y)
@x = x.nil? ? @viewport.rect.width/2 : x
@y = y.nil? ? @viewport.rect.height/2 : y
end
# disposes of everything
def dispose
@disposed = true
pbDisposeSpriteHash(@sprites)
end
# changes visibility
def visible=(val)
for key in @sprites.keys
@sprites[key].visible = val if @sprites[key].respond_to?(:visible)
end
end
# update method
def update
return if self.disposed?
# spins element
@sprites["cir"].angle += 1 if $PokemonSystem.screensize < 2
@fpIndex += 1 if @fpIndex < 512
end
# checks if disposed
def disposed?; return @disposed; end
# end
end
The pbWait() function changed in v21.1Used this for v21.1, and for some reason, the title screen starts playing at 1 frame every 5 seconds, so far no sound. I specifically used one of the examples to test it out, but it's not working as intended...
Did you reply to the right person? Because I'm not sure I follow otherwise?The pbWait() function changed in v21.1
Try to modify the number arguments given by /10 (or /100, can't remember right now) for example
Yes I was referring to your message.Did you reply to the right person? Because I'm not sure I follow otherwise?
Ooooh, I see. I'm gonna try to do that, thank you!Yes I was referring to your message.
If you have a look at the scripts of this resource, you will see the pbWait function is used quite a lot.
For earlier Pokémon Essentials versions (which the resource was designed for) pbWait(x) was waiting for x frames.
In 21.1 though, pbWait(x) is now waiting for x seconds.
This is why your title screen seems to be laggy. Edit the script and change a pbWait(5) to something like pbWait(0.05) and it should work.
At least it did for me a few days ago.
I hope that you could follow my explanation now :)
Okay yeah that definitely helped, however now the intro scene is just... stuck on this and refuses to progressYes I was referring to your message.
If you have a look at the scripts of this resource, you will see the pbWait function is used quite a lot.
For earlier Pokémon Essentials versions (which the resource was designed for) pbWait(x) was waiting for x frames.
In 21.1 though, pbWait(x) is now waiting for x seconds.
This is why your title screen seems to be laggy. Edit the script and change a pbWait(5) to something like pbWait(0.05) and it should work.
At least it did for me a few days ago.
I hope that you could follow my explanation now :)
Should be the same issue, you just have to find all the pbWaitsOkay yeah that definitely helped, however now the intro scene is just... stuck on this and refuses to progress
I've done all that, the problem still persists?Should be the same issue, you just have to find all the pbWaits
Yes that should be the problem. Just divide the value in the brackets like you did before like this:I've done all that, the problem still persists?
There is one pbWait that I don't know what to do with because it's different from the others, might that be the problem?
Did you got it to work I been working on itHi all. I've followed the above advice to try and configure use of this plugin for 21.1, but I cannot figure out how to "slow down" the title screen where it says "press start." It is moving a million miles a minute and I feel like I've edited every line of code I can think of to try and get it to process at a normal speed. Does anyone have a solution to this? Thanks!