Cilerba
the hearts of lonely people
- 1,162
- Posts
- 15
- Years
- Age 28
- Massachusetts
- Seen Sep 9, 2024
Could you possibly provide the script?
thank you so much Cilerba. I've been trying to figure this out for weeks! Btw, you accidently double-posted.
Yes;
Spoiler:
#==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================
#==============================================================================
# ** Scene_Intro
#==============================================================================
class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
def setTitle(sprite,title)
@cache={} if !@cache
if @currentTitle!=title
sprite.setBitmap("Graphics/Titles/#{title}")
@currentTitle=title
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System
data_system = pbLoadRxData("Data/System")
# Loads the Title.mid in Audio/BGM
pbBGMPlay(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 270, 20, 0
@delay=0
# Background Images
@sprite = IconSprite.new(0,0)
setTitle(@sprite, @pics[@item])
@sprite.opacity = 5
# Start Logo
@start = IconSprite.new(0,0)
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 260, 10, 0 #250
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
@sprite.update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
when 4; toDeleteUpdate
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
if @cache
for i in @cache.values
i.dispose
end
end
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
delaymax=50
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@delay=0 if @sprite.opacity==5
if @sprite.opacity >= 255 && @delay<delaymax
@delay%2==0 ? @sprite.opacity += 1 : @sprite.opacity -= 1
@delay+=1
else
@sprite.opacity += @speed
end
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255 && @delay==delaymax
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::CTRL) &&
Input.press?(Input::B)
@phase=4
end
# Loads Sprite Splash Bitmap
setTitle(@sprite,@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
pbBGMStop()
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end
end
def toDeleteUpdate
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
pbBGMStop()
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end
end
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 260, 10, 0 #250
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 260, 10, 0 #250
Sorry, did I say fountain? I meant Whirlpool.
You could make it into an autotile, but I'd recommend putting it into a charset, and animate it by changing the graphic every 2 or 4 frames through a move route.
I'm pretty sure I'm completely wrong on this one, but wouldn't this be what you're looking for?
Code:setTitle(@start,"Start") @start.y, @start.z, @start.opacity = 260, 10, 0 #250
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError
Message: undefined method `+' for nil:NilClass
HoneyTree:53:in `add_honey_time'
HoneyTree:50:in `each'
HoneyTree:50:in `add_honey_time'
HoneyTree:44:in `update'
Scene_Map:80:in `miniupdate'
Scene_Map:77:in `loop'
Scene_Map:89:in `miniupdate'
PokemonMessages:134:in `pbUpdateSceneMap'
PokemonMessages:1540:in `pbMessageDisplay'
PokemonMessages:1007:in `pbMessage'
This exception was logged in errorlog.txt.
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---------------------------
OK
---------------------------
What version of essentials are you using? It may be another script you have in your game, like perhaps a dual screen?
Have you added any additional scripts?
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Script error within event 5, map 37 (\PN's House):
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(@event_id,"Brawly",2)
^
***Line '(@event_id,"Brawly",2)' shouldn't begin with '(', try putting '(' at
the end of the last line
***Full script:
Kernel.pbAddDependency2
(@event_id,"Brawly",2)
Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
This exception was logged in
C:\Users\Jacob\Saved Games/Pokemon Essentials/errorlog.txt.
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---------------------------
OK
---------------------------