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[Scripting Question] How can I make the title screen always show using Luka-Sj's Modular title screen script?

Pfrompallet

Guest
0
Posts
    I am using the Modular title screen script for pokemon essentials and I would like to add a script section that makes it appear each time the game is opened.
    Does anyone know how how to do this?

    Please Help

    If anyone doesn't know the script, here it is:
    Code:
    [FONT="Source Code Pro"]#===============================================================================
    #  New animated and modular Title Screen for Pokemon Essentials
    #    by Luka S.J.
    #
    #  ONLY FOR Essentials v17.x
    # ----------------
    #  Configuration constants for the script. All the various constants have been
    #  commented to label what each of them does. Please make sure to read what
    #  they do, and how to use them. Most of this script is just green text.
    #
    #  A lot of time and effort went into making this an extensive and comprehensive
    #  resource. So please be kind enough to give credit when using it.
    #===============================================================================
    =begin
    --------------------------------------------------------------------------------
                            LIST OF AVAILABLE MODIFIERS
    --------------------------------------------------------------------------------
    
        most visuals (excluding backgrounds and overlays) can be positioned around
        the screen by appending a _xN and _yN to their symbol name, where the N
        denotes the numeric value of their respective coordinate
        some visuals will also allow you to append _zN to their symbol name, where
        N denotes the numeric value of item's Z positioning
        (effects usually default to 30, while overlay and misc items default to 100
         keep it under 900 in order for the visuals of the intro animations to
         function properly)
    
        underscores are NOT allowed in file names!
    
    <<  BACKGROUNDS >> (not additive)
    
        defaults to Graphics/Titles/ModularTS/Backgrounds/background if no
        background is added as a modifier
        backgrounds will always appear as the bottom most layer
        only one background can be selected at a time
    
        "background1"   -> "Digital" style
        "background2"   -> Ultra Wormhole style
        "background3"   -> Space Dust
        "background4"   -> X/Y Gradient
        "background5"   -> Rainbow Gradient
        "background6"   -> Outdoor Panorama
        "background7"   -> Mother Beast Lusamine VS BG
        "background8"   -> Gen 5 Evolution BG
        "background9"   -> Z-Move-like BG
        "background10"  -> Silhouette ala D/P/Pt
        "background11"  -> Simple Scrolling background
        "background12"  -> Crystal Formation
    
        "background:XXX"  -> to use a static background image, do not add any of the
                             specific modifiers and replace XXX with a valid
                             filename stored in
                             Graphics/Titles/ModularTS/Backgrounds/
                             (do NOT specify the full path)
    
    <<  OVERLAYS  >>
    
        overlays appear as the top most layer (aside from the game's logo)
    
        "overlay1"      -> Horizontally Scrolling (to the right) (scrolling001)
        "overlay2"      -> Horizontally Scrolling (to the left) (scrolling002)
        "overlay3"      -> Horizontally Scrolling Clouds (pinned bottom left) (scrolling003)
        "overlay4"      -> Vertically Scrolling (scrolling004)
        "overlay5"      -> Black Bars (with little streaks that shine)
        "overlay6"      -> Star Constellation
        "overlay7"      -> Waveforms
    
        "overlay:XXX"   -> Static Image, replace XXX with a valid filename
                           stored in Graphics/Titles/ModularTS/Overlays/
                           (do NOT specify the full path)
    
        scrolling overlays allow you to append :XXX to the overlay name to load a
        custom graphic in case you want to stack multiple different scrolling
        overlays, where XXX denotes a valid file name stored in
        Graphics/Titles/ModularTS/Overlays/
        (do NOT specify the full path)
        these also allow you to append _sN to their name in order to modify their
        scrolling speed, where N is a numeric value denoting the speed
        (higher value means higher speed; defaults to 1)
    
    <<  EFFECTS  >>
    
        "effect1"       -> Thin Rays (emitted from center)
        "effect2"       -> Smoke (dispersed from center)
        "effect3"       -> Vacuum Waves
        "effect4"       -> Thick Rays (emitted from center)
        "effect5"       -> Shine Particles (dispersed from center)
        "effect6"       -> Shine Particle (glowing)
        "effect7"       -> Shine Particle (spinning)
        "effect8"       -> Sun Rays & Lens Flare (top left corner)
        "effect9"       -> Electric Beam + Sparks
        "effect10"      -> Row of Fire Particles
        "effect11"      -> Adds a slowly spinning element
        "effect12"      -> Mother Beast Lusamine VS Particles
    
    <<  MISCELLANEOUS  >>
    
        "misc1"         -> Trainer Running (bottom right)
        "misc2"         -> Pokemon Running (bottom middle)
        "misc3"         -> Static Pokemon (can have glowing overlay)
        "misc4"         -> Animated Pokemon (additional config below)
                           allows for scaling by appending _sN to the symbol name
                           where N is the numeric number of the zoom
        "misc5:XXX"     -> Static Pokemon Image, replace XXX with an appropriate
                           filename stored in Graphics/Titles/ModularTS/Overlays/
                           (do NOT specify the full path)
    
        "bgm:XXX"       -> Specify specific BGM to use with the title screen
                           replace XXX with a valid audio filename
                           if modifier is not present, BGM defaults to whatever
                           file is defined in the RMXP system
                           (do NOT specify the full path)
    
        "intro:N"       -> Defines which intro animation to play with the title screen
                           replace N with a numeric value
                               :1  -  FRLG styled
                               :2  -  HGSS styled
                               :3  -  ORAS styled
                               :4  -  DPPT styled
                               :5  -  Faded Zoom
                               :6  -  XY styled
                               :7  -  Hyper Drive
    
    <<  LOGO EFFECTS  >>
    
        "logoX:N"       -> Adjusts the x coordinate of the Logo position
        "logoY:N"       -> Adjusts the y coordinate of the Logo position
        "logo:bounce"   -> Adds bouncing animation to Logo
        "logo:glow"     -> Adds glowing animation to Logo
        "logo:shine"    -> Adds an animated shine overlay to Logo
        "logo:sparkle"  -> Adds sparkles to logo
    
      !!The order in which you add your modifiers can have an impact on their
        Z indexing!!
    
    --------------------------------------------------------------------------------
    =end
    #-------------------------------------------------------------------------------
    # Configuration constant used to style the Title Screen
    # Add multiple modifiers to add visual effects to the Title Screen
    # Non additive modifiers do not stack i.e. you can only use one of each type
    MTS_MODIFIERS = [
    #-------------------------------------------------------------------------------
    #                                  PRESETS
    #-------------------------------------------------------------------------------
      # Electric Nightmare
      #"background1", "logo:bounce", "effect9", "logo:shine", "intro:4"
    
      # Trainer Adventure
      #"background6", "misc1", "overlay5", "effect8", "logo:glow", "bgm:title_hgss", "intro:2"
    
      # Enter the Ultra Wormhole
      #"background2", "effect1", "effect5", "overlay:static003", "logo:glow", "intro:7"
    
      # Ugly Rainbow
      #"background5", "logo:sparkle", "overlay:static004", "effect1", "intro:5"
    
      # Ocean Breeze
      #"background11", "intro:1", "logoY:172", "logo:sparkle", "logo:shine", "overlay:blue_z25", "misc5:blastoise_x294_y118", "effect5_y106", "effect4_y106", "bgm:title_frlg"
    
      # Evolution
      #"background8", "effect7_y272", "effect6_y272", "effect4_y272", "effect5_y272", "logoY:172", "misc4_y312", "overlay5", "bgm:title_rse", "intro:3"
    
      # Burning Red (gen 1)
      #"background:frlg", "intro:1", "effect10_y308", "overlay:frlg", "logoX:204", "logoY:164", "logo:sparkle", "misc5:charizard_x284_y142", "bgm:title_frlg"
    
      # Heart of Gold (gen 2)
      #"background:dawn", "intro:2", "logoY:172", "logo:glow", "misc2", "effect11_x368_y112", "effect6_x368_y112", "effect4_x368_y112", "overlay3", "bgm:title_hgss"
    
      # Sapphire Abyss (gen 3)
      #"background:rse", "intro:3", "misc3_x260_y236", "overlay4", "logoY:172", "logo:sparkle", "logo:shine", "effect3_y236", "bgm:title_rse"
    
      # Platinum Shade (gen 4)
      #"background10", "intro:4", "overlay7", "bgm:title_dppt", "logoY:172"
    
      # Dark Display (gen 5)
      #"background:bw", "overlay2", "logoY:172", "logo:shine", "misc4_s2_x284_y339", "effect6_y312", "bgm:title_bw"
    
      # Forest Sky (gen 6)
      #"background4", "intro:6", "effect4", "effect5", "effect7", "overlay:static002", "bgm:title_xy"
    
      # Cosmic Vibes (gen 7)
      #"background3", "intro:7", "effect5", "effect6", "overlay6", "logo:shine", "bgm:title_sm"
    #-------------------------------------------------------------------------------
    #                  V V     add your modifiers in here     V V
    #-------------------------------------------------------------------------------
    
    
    ] # end of config constant
    #-------------------------------------------------------------------------------
    # Other config
    #-------------------------------------------------------------------------------
    # Config used for determining the cry of species to play, along with displaying
    # a certain Pokemon sprite if applicable. Leave it as nil in order not to play
    # a species cry, otherwise set as either a symbolic or numeric value
    MTS_SPECIES = :JIRACHI
    # Applies a form to Pokemon species
    MTS_SPECIES_FORM = 0
    # Applies female form
    MTS_SPECIES_FEMALE = false
    # Applies shiny variant
    MTS_SPECIES_SHINY = false
    # Applies backsprite
    MTS_SPECIES_BACK = false
    
    # Config to reposition the "Press Enter" text across the screen
    # keep values at nil to keep at default position
    # format is [x,y]
    MTS_START_POS = [nil,nil]
    #===============================================================================
    # Code used to run actual scripts from the .rxdata
    # DO NOT TOUCH THIS PART!!
    #===============================================================================
    scripts = load_data("Data/TitleScreen.rxdata")
    # Reads all the code from the .rxdata
    for script in scripts
      id, name, code = script
      next if code.nil?
      code = Zlib::Inflate.inflate(code)
      code.gsub!(/\t/) {'  '}
      eval(code)
    end
    [/FONT]
    👍
     
    1,682
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    8
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    • Seen yesterday
    How are you running it? the nodular title screen script should replace the default title screen, but wheb you launch it from RMXP, it'll skip the regular title screen, skipping this in the progress.
     

    Pfrompallet

    Guest
    0
    Posts
    I'm running it normally with the play button in the menu.
     
    1,682
    Posts
    8
    Years
    • Seen yesterday
    If you want to test the title screen, you'll need to run it by clicking the game.exe (red sun icon). Running through RMXP's playtest button (green arrow) always skips the title screen.
    No need to apologize, if you didn't know, you didn't know.
     
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