Hello! I'm creating a EarthBound game in RPG MAKER XP, and I made my own title screen. I would like to skip the original title screen, because it's annoying and I don't need it. I tried a skip title screen script, but I get an error when I start up the game saying it's something wrong with my pixel movement script, and that's not true. Could somebody please help me? >_>
Skip title screen?
● ARCHIVED · READ-ONLY
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I could be that the two scripts are not compatible. Have you tried removing the pixel script and testing to see if the skip title screen script works? If it does, then that means there's a conflict between the two.
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Put this script below Scene_Title (Or replace it (Though I don't recommend this))
Shouldn't have compatibility issues.
SpoilerCode:#==============================================================================# ** Scene_Title#------------------------------------------------------------------------------# This class performs title screen processing.#==============================================================================class Scene_Title #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If battle test if $BTEST battle_test return end # Load database $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # Make system object $game_system = Game_System.new command_new_game end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game # Stop BGM Audio.bgm_stop # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each type of game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up initial party $game_party.setup_starting_members # Set up initial map position $game_map.setup($data_system.start_map_id) # Move player to initial position $game_player.moveto($data_system.start_x, $data_system.start_y) # Refresh player $game_player.refresh # Run automatic change for BGM and BGS set with map $game_map.autoplay # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue # If continue is disabled unless @continue_enabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to load screen $scene = Scene_Load.new end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test # Load database (for battle test) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up party for battle test $game_party.setup_battle_test_members # Set troop ID, can escape flag, and battleback $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Switch to battle screen $scene = Scene_Battle.new endend -
This error comes up when I boot up the game:
"Script 'pixel' line 6194: NoMethodError occured,
undefined method for '[]' for nil:NillClass"
BTW, "pixel" is the pixelmovement script -
Can you post that script?
I'm not shure if I can help, but with the script I can try : D -
Here's the script: http://www.mediafire.com/view/turiyo8nz4i1sla/pixel.txt
There you can find the problem...
SpoilerFunny fact, the text was too big to make into a post -
Can't really test it :/
When I put the script into a new project it says that Data/Tables is missing.
But I've seen this script before. If you are just interested in the pixelmovement you should search another one. Because yours is full of other options an functions, that can make problems.
Try this one:
SpoilerCode:# [URL="http://members.jcom.home.ne.jp/cogwheel/#==============================================================================%23"]http://members.jcom.home.ne.jp/cogwheel/#==============================================================================#[/URL] Game_Player#==============================================================================class Game_Player < Game_CharacterUP = 0DOWN = 0SIDE = 0SLANT = false#--------------------------------------------------------------------------attr_reader :eventattr_accessor :move_speed#--------------------------------------------------------------------------alias :update_original :updatedef update @walk = 4 @dash = 5 @event = 4 @dot_m = true unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing if @walk != @dash if Input.press?(Input::C) if @move_speed != @dash @move_speed = @dash end else if @move_speed != @walk @move_speed = @walk end end end end if @revise_x == nil and @revise_y == nil @revise_x = 0 @revise_y = 0 end unless @dot_m update_original return end if @move_route_forcing last_moving = moving? last_real_x = @real_x last_real_y = @real_y if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128 @revise_x = @real_x - @x * 128 @revise_y = @real_y - @y * 128 end distance1 = 2 ** @move_speed distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2) if distance1 > distance2 @real_x = @real_x - @revise_x @real_y = @real_y - @revise_y @revise_x = 0 @revise_y = 0 anime_update else @real_x -= (distance1 * @revise_x / distance2).round @real_y -= (distance1 * @revise_y / distance2).round @revise_x = @real_x - @x * 128 @revise_y = @real_y - @y * 128 anime_update end else super end else @move = false unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing @event_run = false case Input.dir8 when 1 move_lower_left_p when 2 move_down_p when 3 move_lower_right_p when 4 move_left_p when 6 move_right_p when 7 move_upper_left_p when 8 move_up_p when 9 move_upper_right_p end end last_real_x = @real_x last_real_y = @real_y @real_x = @x * 128 + @revise_x @real_y = @y * 128 + @revise_y last_moving = moving? move_on if (last_real_x != @real_x or last_real_y != @real_y) @move_distance = 0 if @move_distance == nil @move_distance += Math.sqrt((last_real_x - @real_x) ** 2 + (last_real_y - @real_y) ** 2) if @move_distance >= 128 @move_distance %= 128 increase_steps end anime_update else @pattern = 0 end end if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y $game_map.scroll_down(@real_y - last_real_y) end if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X $game_map.scroll_left(last_real_x - @real_x) end if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X $game_map.scroll_right(@real_x - last_real_x) end if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y $game_map.scroll_up(last_real_y - @real_y) end if last_moving result = check_event_trigger_here([1,2]) if result == false unless $DEBUG and Input.press?(Input::CTRL) if @encounter_count > 0 @encounter_count -= 1 end end end end if Input.trigger?(Input::C) check_event_trigger_here([0]) check_event_trigger_there([0,1,2]) endend#--------------------------------------------------------------------------def initialize @revise_x = 0 @revise_y = 0 @move == false superend#--------------------------------------------------------------------------def moving? unless @dot_m result = super return result end if @move_route_forcing if @move == false return false end super else return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round) endend#--------------------------------------------------------------------------def moving_a? if @move == false if (@move_route.list[@move_route_index].code <= 14 or @move_route.list[@move_route_index].code == 25) @move = true end return false end moving?end#--------------------------------------------------------------------------def update_jump @jump_count -= 1 @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1) @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1) if @jump_count == 0 @revise_x = 0 @revise_y = 0 endend#--------------------------------------------------------------------------def move_type_custom unless @dot_m super return end if jumping? or moving_a? return end while @move_route_index < @move_route.list.size command = @move_route.list[@move_route_index] if command.code == 0 if @move_route.repeat @move_route_index = 0 end unless @move_route.repeat if @move_route_forcing and not @move_route.repeat @move_route_forcing = false @move_route = @original_move_route @move_route_index = @original_move_route_index @original_move_route = nil end @stop_count = 0 end return end if command.code <= 14 case command.code when 1 move_down when 2 move_left when 3 move_right when 4 move_up when 5 move_lower_left when 6 move_lower_right when 7 move_upper_left when 8 move_upper_right when 9 move_random when 10 move_toward_player when 11 move_away_from_player when 12 move_forward when 13 move_backward when 14 jump(command.parameters[0], command.parameters[1]) end if not @move_route.skippable and not moving? and not jumping? return end @move_route_index += 1 return end if command.code == 15 @wait_count = command.parameters[0] * 2 - 1 @move_route_index += 1 return end if command.code >= 16 and command.code <= 26 case command.code when 16 turn_down when 17 turn_left when 18 turn_right when 19 turn_up when 20 turn_right_90 when 21 turn_left_90 when 22 turn_180 when 23 turn_right_or_left_90 when 24 turn_random when 25 turn_toward_player when 26 turn_away_from_player end @move_route_index += 1 return end if command.code >= 27 case command.code when 27 $game_switches[command.parameters[0]] = true $game_map.need_refresh = true when 28 $game_switches[command.parameters[0]] = false $game_map.need_refresh = true when 29 @move_speed = command.parameters[0] when 30 @move_frequency = command.parameters[0] when 31 @walk_anime = true when 32 @walk_anime = false when 33 @step_anime = true when 34 @step_anime = false when 35 @direction_fix = true when 36 @direction_fix = false when 37 @through = true when 38 @through = false when 39 @always_on_top = true when 40 @always_on_top = false when 41 @tile_id = 0 @character_name = command.parameters[0] @character_hue = command.parameters[1] if @original_direction != command.parameters[2] @direction = command.parameters[2] @original_direction = @direction @prelock_direction = 0 end if @original_pattern != command.parameters[3] @pattern = command.parameters[3] @original_pattern = @pattern end when 42 @opacity = command.parameters[0] when 43 @blend_type = command.parameters[0] when 44 $game_system.se_play(command.parameters[0]) when 45 result = eval(command.parameters[0]) end @move_route_index += 1 return end endend#--------------------------------------------------------------------------def move_down_p turn_down distance = 2 ** @move_speed down1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true)end#--------------------------------------------------------------------------def down1(x, y, distance, down = false) result = down2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x, y+1) return result end if @revise_x < -SIDE result = down2(x, y + 1, distance, 4) result &= down2(x - 1, y, distance) if result == false if down move_lower_right_p if @revise_x > SIDE @revise_x = SIDE end end return result end elsif @revise_x > SIDE result = down2(x, y + 1, distance, 6) result &= down2(x + 1, y, distance) if result == false if down move_lower_left_p if @revise_x < -SIDE @revise_x = -SIDE end end return result end end @revise_y += distance return resultend#--------------------------------------------------------------------------def down2(x, y, distance, d = 2) if @revise_y + distance > DOWN unless passable?(x, y, d) if @revise_y < DOWN @revise_y = DOWN end return false end end return trueend#--------------------------------------------------------------------------def move_left_p turn_left distance = 2 ** @move_speed left1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true)end#--------------------------------------------------------------------------def left1(x, y, distance, left = false) result = left2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x-1, y) return result end if @revise_y < -UP result = left2(x - 1, y, distance, 8) result &= left2(x, y - 1, distance) if result == false if left move_lower_left_p if @revise_y > DOWN @revise_y = DOWN end end return result end elsif @revise_y > DOWN result = left2(x - 1, y, distance, 2) result &= left2(x, y + 1, distance) if result == false if left move_upper_left_p if @revise_y < -UP @revise_y = -UP end end return result end end @revise_x -= distance return resultend#--------------------------------------------------------------------------def left2(x, y, distance, d = 4) if @revise_x - distance < -SIDE unless passable?(x, y, d) if @revise_x > -SIDE @revise_x = -SIDE end return false end end return trueend#--------------------------------------------------------------------------def move_right_p turn_right distance = 2 ** @move_speed right1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true)end#--------------------------------------------------------------------------def right1(x, y, distance, right = false) result = right2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x+1, y) return result end if @revise_y < -UP result = right2(x + 1, y, distance, 8) result &= right2(x, y - 1, distance) if result == false if right move_lower_right_p if @revise_y > DOWN @revise_y = DOWN end end return result end elsif @revise_y > DOWN result = right2(x + 1, y, distance, 2) result &= right2(x, y + 1, distance) if result == false if right move_upper_right_p if @revise_y < -UP @revise_y = -UP end end return result end end @revise_x += distance return resultend#--------------------------------------------------------------------------def right2(x, y, distance, d = 6) if @revise_x + distance > SIDE unless passable?(x, y, d) if @revise_x < SIDE @revise_x = SIDE end return false end end return trueend#--------------------------------------------------------------------------def move_up_p turn_up distance = 2 ** @move_speed up1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance, true)end#--------------------------------------------------------------------------def up1(x, y, distance, up = false) result = up2(x, y, distance) if result == false @event_run = check_event_trigger_touch(x, y-1) return result end if @revise_x < -SIDE result = up2(x, y - 1, distance, 4) result &= up2(x - 1, y, distance) if result == false if up move_upper_right_p if @revise_x > SIDE @revise_x = SIDE end end return result end elsif @revise_x > SIDE result = up2(x, y - 1, distance, 6) result &= up2(x + 1, y, distance) if result == false if up move_upper_left_p if @revise_x < -SIDE @revise_x = -SIDE end end return result end end @revise_y -= distance return resultend#--------------------------------------------------------------------------def up2(x, y, distance, d = 8) if @revise_y - distance < -UP unless passable?(x, y, d) if @revise_y > -UP @revise_y = -UP end return false end end return trueend#--------------------------------------------------------------------------def move_lower_left_p unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_down if @event_run unless @event_run if last_move?(@real_x, @real_y, 2, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y > DOWN and -UP > @revise_y - distance @revise_y = DOWN end turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_left if @event_run endend#--------------------------------------------------------------------------def move_lower_right_p unless @direction_fix @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_down if @event_run unless @event_run if last_move?(@real_x, @real_y, 2, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y > DOWN and -UP > @revise_y - distance @revise_y = DOWN end turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_right if @event_run endend#--------------------------------------------------------------------------def move_upper_left_p unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_up if @event_run unless @event_run if last_move?(@real_x, @real_y, 8, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y + distance > DOWN and -UP > @revise_y @revise_y = -UP end turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_left if @event_run endend#--------------------------------------------------------------------------def move_upper_right_p unless @direction_fix @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction) end distance = (2 ** @move_speed) / Math.sqrt(2) turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_up if @event_run unless @event_run if last_move?(@real_x, @real_y, 8, distance) result = check_event_trigger_here([1,2], false) if result == true return end end move_on if @revise_y + distance > DOWN and -UP > @revise_y @revise_y = -UP end turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round, ((@y * 128 + @revise_y) / 128.0).round, distance) turn_right if @event_run endend#--------------------------------------------------------------------------def check_event_trigger_here(triggers, run = true) result = false if $game_system.map_interpreter.running? return result end for event in $game_map.events.values if event.x == ((@x * 128 + @revise_x) / 128.0).round and event.y == ((@y * 128 + @revise_y) / 128.0).round and triggers.include?(event.trigger) if not event.jumping? and event.over_trigger? if event.list.size > 1 if run == true event.start end result = true end end end end return resultend#--------------------------------------------------------------------------def move_on if @y < (@y + @revise_y / 128.0).round @y += 1 @revise_y -= 128 end if @x > (@x + @revise_x / 128.0).round @x -= 1 @revise_x += 128 end if @x < (@x + @revise_x / 128.0).round @x += 1 @revise_x -= 128 end if @y > (@y + @revise_y / 128.0).round @y -= 1 @revise_y += 128 endend#--------------------------------------------------------------------------def anime_update if @walk_anime @anime_count += 1.5 elsif @step_anime @anime_count += 1 end if @anime_count > 18 - @move_speed * 2 if not @step_anime and @stop_count > 0 @pattern = @original_pattern else @pattern = (@pattern + 1) % 4 end @anime_count = 0 endend#--------------------------------------------------------------------------alias :moveto_original :movetodef moveto(x, y) @revise_x = 0 @revise_y = 0 moveto_original(x, y)end#--------------------------------------------------------------------------def last_move?(x, y, direction, distance) if direction == 2 or direction == 6 distance *= -1 end if (direction == 2 or direction == 8) and (y / 128.0).round != ((y - distance) / 128.0).round return true end if (direction == 4 or direction == 6) and (x / 128.0).round != ((x - distance) / 128.0).round return true end return falseendend#==============================================================================# Game_Character#==============================================================================class Game_Characterdef update_move distance = 2 ** @move_speed if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT distance /= Math.sqrt(2) end if @y * 128 > @real_y @real_y = [@real_y + distance, @y * 128].min end if @x * 128 < @real_x @real_x = [@real_x - distance, @x * 128].max end if @x * 128 > @real_x @real_x = [@real_x + distance, @x * 128].min end if @y * 128 < @real_y @real_y = [@real_y - distance, @y * 128].max end if @walk_anime @anime_count += 1.5 elsif @step_anime @anime_count += 1 endendend#==============================================================================# Game_Event#==============================================================================class Game_Event < Game_Characterdef start if @list.size > 1 if $game_player.event != 0 $game_player.move_speed = $game_player.event end @starting = true endendend -
Thanks Lucy Fox! I "installed" this new pixel movement and now you can use the title screen skip!
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No problem. I'm glad I could help ^_^