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Help with script

im using MOG - Scene story and i get every time i turn my game on scene story line 64 syntax error occurred help plz
 
Code:
    

#_______________________________________________________________________________

Scene # Mog Story V1.0

#_______________________________________________________________________________

# By Moghunter

# [url=Http://www.atelier-rgss.com]Http://www.atelier-rgss.com[/url]

#_______________________________________________________________________________

# Screen input, credit, change of sections, etc ...

# To customize simply replace the pictures that are in the folder

Graphics # / Title /

#

CRD_PANO.png # -> Picture in the background.

# CRD_OBJ.png -> Image Central.

CRD_PART.png # -> Picture of particles moving

CRD_BORDER.png # -> Picture of the edges or layout.

# CRD_BLANK -> Image used to fade the screen.

CRD_TEXT # -> Picture of the text (or other credits).

#

# Set the text to be presented to you

# Puts it in the image CRD_TEXT.png with the maximum width of 640.

# The height can be any size, pointing out that the texts

# Are pictures, so you can mix them together with text

# And images.

#

# To call the script using this code in the event.

#

############################

# # $ Scene = Scene_Story.new

############################

#_______________________________________________________________________________

module Mog

# Definition of the background.

CREDITS_BGM = "013-Theme02"

# Type of transition.

CDT_TR_TYPE = "020-Flat01"

# Time for Transition.

CDT_TR_TIME = 100

# Speed of movement of the text.

TEXT_SPEED = 1

# Enable the images.

OBJETO_VISIBLE = true

PARTI_VISIBLE = true

BORDER_VISIBLE = true

# Type of synthetic (Bleding).

# 0 - Normal

# 1 - Reverse

# 2 - Multiply

OBJETO_BLEND = 0

PARTI_BLEND = 1

BORDER_BLEND = 1

# Definition of handling of particle 1.

PARTI_01_OX = 1 # (horizontal)

PARTI_01_OY = 2 # (vertical)

# Definition of handling of particle 2.

PARTI_02_OX = -1 # (horizontal)

PARTI_02_OY = 2 # (vertical)

# Type of Background

# True = Panorama

# False = Map

PANORAMA_MODE = true

end

#------------------------------------------------- ------------------------------

Scene_Story class

include Mog 

def main

Audio.bgm_fade (7000)

== false if PANORAMA_MODE

@ spriteset = Spriteset_Map.new

else

@ = Plane.new cloth

@ pano.bitmap = RPG:: Cache.title ( "CRD_PANO")

@ pano.z = 1

end

@ object = Sprite.new

@ objeto.bitmap = RPG:: Cache.title ( "CRD_OBJ")

@ objeto.z = 10

@ objeto.x = 230

@ objeto.y = 170

@ objeto.visible = OBJETO_VISIBLE

@ objeto.blend_type = OBJETO_BLEND

@ objeto.opacity = 0

@ particula_01 = Plane.new

@ particula_01.bitmap = RPG:: Cache.title ( "CRD_PARTI")

@ particula_01.z = 20

@ particula_01.blend_type = PARTI_BLEND

@ particula_01.opacity = 0

@ particula_01.visible = PARTI_VISIBLE

@ particula_02 = Plane.new

@ particula_02.bitmap = RPG:: Cache.title ( "CRD_PARTI")

@ particula_02.z = 250

@ particula_02.ox = 320

@ particula_02.oy = 240

@ particula_02.blend_type = PARTI_BLEND

@ particula_02.opacity = 0

@ particula_02.visible = PARTI_VISIBLE

@ border = Sprite.new

@ border.bitmap = RPG:: Cache.title ( "CRD_BORDER")

@ border.z = 30

@ border.blend_type = BORDER_BLEND

@ border.visible = BORDER_VISIBLE

@ text = Sprite.new

@ texto.bitmap = RPG:: Cache.title ( "CRD_TEXT")

@ texto.y = 480

@ texto.z = 25

@ texto.opacity = 0

@ = blank Plane.new

@ blank.bitmap = RPG:: Cache.title ( "CRD_BLANK")

@ blank.z = 40

@ blank.opacity = 253

@ time = 0

@ time_fv = 0

@ texto_Time = 0

@ time_move = 0

time_fade @ = 480 + @ texto.bitmap.height

Graphics.transition (CDT_TR_TIME, "Graphics / Transitions /" + CDT_TR_TYPE)

Audio.bgm_play ( "Audio / BGM /" + CREDITS_BGM)

loop of

Graphics.update

Input.update

update

if $ scene! = self

break

end

end

Graphics.freeze

== false if PANORAMA_MODE

@ spriteset.dispose

else

@ pano.dispose

end

@ objeto.dispose

@ particula_01.dispose

@ particula_02.dispose

@ border.dispose

@ texto.dispose

@ blank.dispose

$ game_map.autoplay

end

def update

time_fv @ + = 1

@ time + = 1

time_move @ + = 1

objeto.opacity @ + = 1

if PANORAMA_MODE == true

pano.ox @ + = 1

end

particula_01.opacity @ + = 15

particula_02.opacity @ + = 15

particula_01.ox @ + = PARTI_01_OX

particula_01.oy @ + = PARTI_01_OY

particula_02.ox @ + = PARTI_02_OX

particula_02.oy @ + = PARTI_02_OY

texto.opacity @ + = 1

if @ time_fade <= 0

blank.opacity @ + = 1

Audio.bgm_fade (10000)

end

time_fade if @> 0 [email=and@blank.opacity]and@blank.opacity[/email]> 0

@ blank.opacity -= 1

end

[email=if@blank.opacity]if@blank.opacity[/email]> = 254 and @ time_fade <= 0

$ scene = Scene_Map.new

end

if @ time_move> 1 [email=and@blank.opacity]and@blank.opacity[/email] <= 0

@ time_move = 0

texto.oy @ + = TEXT_SPEED

@ time_fade -= TEXT_SPEED

end

@ if time> 12

@ time = 0

end

if @ time_fv> 100

@ time_fv = 0

end

if @ time_fv> 50

if @ time> = 12

@ objeto.y -= 1

end

else

if @ time> = 12

objeto.y @ + = 1

end

end

[email=if@objeto.y]if@objeto.y[/email] <160

@ objeto.y = 160

[email=elsif@objeto.y]elsif@objeto.y[/email]> 180

@ objeto.y = 180

end

end

end
 
change "== false if PANORAMA_MODE" to "if PANORAMA_MODE == false"

BTW, that script is completely messed up, try this one:

[rgss]#_______________________________________________________________________________
# MOG Scene Story V1.0            
#_______________________________________________________________________________
# By Moghunter      
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Tela de introdução, créditos, mudança de capítulos,etc...
# Para customizar basta trocar as pictures que estão na pasta
# Graphics/Title/
#
# CRD_PANO.png    ->  Imagem de fundo.
# CRD_OBJ.png     ->  Imagem Central.
# CRD_PART.png    ->  Imagem de partículas em movimento
# CRD_BORDER.png  ->  Imagem das bordas ou layout.
# CRD_BLANK       ->  Imagem usada para dar fade na tela.
# CRD_TEXT        ->  Imagem do texto(Créditos ou outros).
#
# Para definir o texto que será apresentado você deve
# coloca-lo na imagem CRD_TEXT.png com a largura máxima de 640.
# A altura pode ser qualquer tamanho, lembrando que os textos
# são pictures, portanto você pode mistura-los juntos com textos
# e imagens.
#
# Para chamar o script use este código no evento.
#
############################
# $scene = Scene_Story.new #
############################
#_______________________________________________________________________________
module MOG
#Definição da música de fundo.  
CREDITS_BGM = "013-Theme02"
#Tipo de transição.
CDT_TR_TYPE = "020-Flat01"
#Tempo para Transição.
CDT_TR_TIME = 100
#Velocidade da movimentação do texto.
TEXT_SPEED = 1
#Ativar as imagens.
OBJETO_VISIBLE = true
PARTI_VISIBLE = true
BORDER_VISIBLE = true
#Tipo de Sinteticidade (Bleding).
# 0 - Normal
# 1 - Inverter
# 2 - Multiplicar
OBJETO_BLEND = 0
PARTI_BLEND = 1
BORDER_BLEND = 1
#Definição da movimentação da partícula 1.
PARTI_01_OX = 1    #(horizontal)
PARTI_01_OY = 2    #(vertical)
#Definição da movimentação da partícula 2.
PARTI_02_OX = -1   #(horizontal)
PARTI_02_OY = 2    #(vertical)
#Tipo de Background
# true = Panorama
# false = Mapa
PANORAMA_MODE = true
end
#-------------------------------------------------------------------------------    
$mogscript = {} if $mogscript == nil
$mogscript["Scene_Story"] = true
class Scene_Story
include MOG  
def main
Audio.bgm_fade(7000)
if PANORAMA_MODE == false
@spriteset = Spriteset_Map.new
else
@pano = Plane.new
@pano.bitmap = RPG::Cache.title("CRD_PANO")    
@pano.z = 1
end
@objeto = Sprite.new
@objeto.bitmap = RPG::Cache.title("CRD_OBJ")    
@objeto.z = 10
@objeto.x = 230
@objeto.y = 170
@objeto.visible = OBJETO_VISIBLE
@objeto.blend_type = OBJETO_BLEND
@objeto.opacity = 0
@particula_01 = Plane.new
@particula_01.bitmap = RPG::Cache.title("CRD_PARTI")    
@particula_01.z = 20
@particula_01.blend_type = PARTI_BLEND  
@particula_01.opacity = 0  
@particula_01.visible = PARTI_VISIBLE    
@particula_02 = Plane.new
@particula_02.bitmap = RPG::Cache.title("CRD_PARTI")    
@particula_02.z = 250
@particula_02.ox = 320
@particula_02.oy = 240
@particula_02.blend_type = PARTI_BLEND
@particula_02.opacity = 0
@particula_02.visible = PARTI_VISIBLE
@border = Sprite.new
@border.bitmap = RPG::Cache.title("CRD_BORDER")    
@border.z = 30
@border.blend_type = BORDER_BLEND
@border.visible = BORDER_VISIBLE
@texto = Sprite.new
@texto.bitmap = RPG::Cache.title("CRD_TEXT")
@texto.y = 480
@texto.z = 25
@texto.opacity = 0
@blank = Plane.new
@blank.bitmap = RPG::Cache.title("CRD_BLANK")    
@blank.z = 40
@blank.opacity = 253
@time = 0
@time_fv = 0
@texto_Time = 0
@time_move = 0
@time_fade = 480 + @texto.bitmap.height
Graphics.transition(CDT_TR_TIME, "Graphics/Transitions/" + CDT_TR_TYPE)
Audio.bgm_play("Audio/Bgm/" + CREDITS_BGM)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
if PANORAMA_MODE == false
@spriteset.dispose
else
@pano.dispose    
end
@objeto.dispose
@particula_01.dispose
@particula_02.dispose
@border.dispose
@texto.dispose
@blank.dispose
$game_map.autoplay
end
def update
@time_fv += 1
@time += 1
@time_move += 1    
@objeto.opacity += 1
if PANORAMA_MODE == true
@pano.ox += 1
end
@particula_01.opacity += 15
@particula_02.opacity += 15    
@particula_01.ox += PARTI_01_OX
@particula_01.oy += PARTI_01_OY
@particula_02.ox += PARTI_02_OX
@particula_02.oy += PARTI_02_OY      
@texto.opacity += 1
if @time_fade  <= 0
@blank.opacity += 1
Audio.bgm_fade(10000)
end
if @time_fade  > 0 and @blank.opacity > 0
@blank.opacity -= 1
end
if @blank.opacity >= 254 and @time_fade  <= 0
$scene = Scene_Map.new      
end        
if @time_move > 1 and @blank.opacity <= 0
@time_move = 0
@texto.oy += TEXT_SPEED
@time_fade -= TEXT_SPEED
end        
if @time > 12
@time = 0
end
if @time_fv > 100
@time_fv = 0
end  
if @time_fv > 50
if @time >= 12
@objeto.y -= 1
end
else
if @time >= 12
@objeto.y += 1    
end
end
if @objeto.y < 160
@objeto.y = 160
elsif @objeto.y > 180
@objeto.y = 180
end    
end
end
[/rgss]
 
Try using this script(it's made for credits, but you can put whatever text you want into it.

[rgss] 
# Just do (from an event) Script&#058; $scene = Scene_Credits.new
CREDITS_FONT = "Times New Roman"
CREDITS_SIZE = 24
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)
BGs = ["Name of your first Backdrop, put it in the Titles folder.", "2nd",        "3rd", "fourth", "etc"] # These backgounds will loop until the end of your    # storyline.
 
#==============================================================================
# ¦ Scene_Credits
#------------------------------------------------------------------------------
#  Scrolls the credits you make below. Original Author unknown. Edited by
#  MiDas Mike so it doesn't play over the Title, but runs by calling the following:
#  $scene = Scene_Credits.new
#==============================================================================
 
class Scene_Credits
 
  # This next piece of code is the credits.
 
    CREDIT=<<_END_
#Start Editing
 
Put your story here, man!
 
#Stop Editing
_END_
  def main
   
    #-------------------------------
    # Animated Background Setup
    #-------------------------------
    @sprite = Sprite.new
    #@sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @backgroundList = BGs #Edit this to the title screen(s) you wish to show in the background. They do repeat.
    @backgroundGameFrameCount = 0
    # Number of game frames per background frame.
    @backgroundG_BFrameCount = 3.4
    @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
   
    #------------------
    # Credits Setup
    #------------------
   
    credit_lines = CREDIT.split(/\n/)
    credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
    credit_lines.each_index do |i|
      line = credit_lines
      credit_bitmap.font.name = CREDITS_FONT
      credit_bitmap.font.size = CREDITS_SIZE
      x = 0
       credit_bitmap.font.color = CREDITS_OUTLINE
       credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
       credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
       credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
       credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
       credit_bitmap.font.color = CREDITS_SHADOW
       credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
       credit_bitmap.font.color = CREDITS_FILL
      credit_bitmap.draw_text(0,i * 32,640,32,line,1)
    end
    @credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
    @credit_sprite.bitmap = credit_bitmap
    @credit_sprite.z = 9998
    @credit_sprite.oy = -430
    @frame_index = 0
    @last_flag = false
   
    #--------
    # Setup
    #--------
   
    # ME?BGS ??????
    Audio.me_stop
    Audio.bgs_stop
    Audio.se_stop
    # ?????????
    Graphics.transition
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ?????????
    Graphics.freeze
    @sprite.dispose
    @credit_sprite.dispose
  end
 
  #Checks if credits bitmap has reached it's ending point
  def last?
    return (@frame_index >= @credit_sprite.bitmap.height + 480)
  end
  def last
    if not @last_flag
      @last_flag = true
      @last_count = 0
    else
      @last_count += 1
    end
    if @last_count >= 300
      $scene = Scene_Map.new
    end
  end
 
  #Check if the credits should be cancelled
    def cancel?
    if Input.trigger?(Input::C)
      $scene = Scene_Map.new
      return true
    end
    return false
  end
 
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    @backgroundGameFrameCount = @backgroundGameFrameCount + 1
    if @backgroundGameFrameCount >= @backgroundG_BFrameCount
     @backgroundGameFrameCount = 0
     # Add current background frame to the end
     @backgroundList = @backgroundList << @backgroundList[0]
     # and drop it from the first position
     @backgroundList.delete_at(0)
     @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
   end
    return if cancel?
    last if last?
    @credit_sprite.oy += 1
  end
end
 
[/rgss]
 
Near":24iohqaj said:
Dude, are using using legal XP, if so what other scripts are you using, and could you post a screenshot of your event?
im using all of mogs menus and no i didn't get the key legaly i am however using a legal rmxp you see i don't have the money to buy this stuff :down: but its legal
 
Ooh, Keygen-user... tsk tsk. *round house kick* Get a job!

But anyway, as long as you're not using PK or other illegal versions of XP, I don't see how comments are giving you errors...
 

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