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Modular Title Screen

Resource Modular Title Screen 1.0

Krahssen

Novice
Member
Joined
May 31, 2018
Posts
29
It looks great !, but I get an error on line 215: "File.runScript (" Data / TitleScreen.rxdata ")"

Here is the error:
6b8ee22e94b80a4821a678422d32fc6b.png
 

Luka S.J.

Wastage of Time
Member
Joined
Mar 27, 2017
Posts
101
It looks great !, but I get an error on line 215: "File.runScript (" Data / TitleScreen.rxdata ")"

Here is the error:
6b8ee22e94b80a4821a678422d32fc6b.png
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.
 

Krahssen

Novice
Member
Joined
May 31, 2018
Posts
29
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.
With the new version (I had to have it outdated) it works perfectly. Thank you!
 

TeraPulse

Silver Pinap Collector
Member
Joined
Nov 13, 2022
Posts
26
I cannot understand where you put the modifiers. At first, I thought it might have been where it says to add the modifiers, but that didn't change anything. So then I put it after the "module ModularTitle::" bit, but now it says something else is wrong. Does anybody know where to put it? I'm using v19.1 for context.
 

Neeka

Cooltrainer
Member
Joined
Aug 7, 2021
Posts
116
I see this is compatible with Essentials 19.1. Will it work for the latest Essentials? 20.1, or will you be updating this plugin for 20.1?
 

GangstaNerd

Madness is like gravity
Member
Joined
May 22, 2020
Posts
43
I am currently having issues with the spinning effects for both effects 7 and 11. I'm not great with scripting and don't understand how to fix it. Below are the scripts I am using for the title. Thank you for any help.

Effect:
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

Effect 11:
# 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

Edit: I was able to fix the issue. It was in the #spins element script, where it was only allowing to spin on a certain screensize. I deleted the script "if $PokemonSystem.screensize < 2", and it worked perfectly.
 
Last edited:

xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
23
Used 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...
 

NikDie

Elite Trainer
Member
Joined
Dec 21, 2020
Posts
416
Used 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...
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
 

xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
23
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
Did you reply to the right person? Because I'm not sure I follow otherwise?
 

NikDie

Elite Trainer
Member
Joined
Dec 21, 2020
Posts
416
Did you reply to the right person? Because I'm not sure I follow otherwise?
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 :)
 

xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
23
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 :)
Ooooh, I see. I'm gonna try to do that, thank you!
This would also explain why (something I discovered after you'd responded the first time) all of my Pokémon Centers now heal insanely slow after porting over all my maps, I'm gonna look into that as well
 

xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
23
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 progress
 

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xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
23
Should be the same issue, you just have to find all the pbWaits
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?
 

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NikDie

Elite Trainer
Member
Joined
Dec 21, 2020
Posts
416
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?
Yes that should be the problem. Just divide the value in the brackets like you did before like this:
pbWait((IntroEventScene::SECONDS_PER_SPLASH * Graphics.frame_rate / 100).ceil)
 
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