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[RPG - Scripting] Insertar el script de Modular title screen de luka.sj

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The_kenGr.

Pequeño saltamontes
Pokemon Essentials me podrían ayudar no se como insertar el script si me pueden explicar por favor
es que vi un tutorial pero no te que el script del vídeo es diferente al que yo descargue y quisiera insertar el scritp en mi proyecto.

#===============================================================================
# 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 = :pIKACHU
# 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!!
#===============================================================================
File.runScript("Data/Plugins/MODTS.rxdata")
 
Última edición:

Manurocker95

Doctorando en Ingeniería Biomédica & Game Dev
Miembro insignia
Copias el texto del script > abres rpg maker xp > archivo > abrir > buscas y abres tu proyecto > abres el editor de Scripts >bajas entre todos los scripts y just antes del main > click derecho > crear script > pegas el texto copiado.

Copias los graficos y audio > los pegas en Graphics (en sus carpetas correspondientes).
 

Manurocker95

Doctorando en Ingeniería Biomédica & Game Dev
Miembro insignia
Por lo que he visto en tu otro post, usas la base recopilatoria de Pira y por tanto este script no te servirá. El script que tienes es para 17.1 o 17.2 como ten indica el propio script y en el post de donde se descarga (que intuyo no te has molestado ni en leer).

Ver el archivo adjunto 5843

Si lo necesitas para essentials 16.x, tendrás que buscar uno compatible o modificarlo para que lo sea.
 

The_kenGr.

Pequeño saltamontes
el problema es que no eh encontrado uno que sea compatible con la 1.63 y enserio quiero el script asi que no se que hacer, la verdad luka por lo que eh escuchado no lo a dejado fácil conseguirlo
 
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