@Ares: Yea that's definitely true, I didn't need a module for just one constant lol, thanks :biggrin:
@Rathalos: Yea, I don't know why it does that, so I went around it and stopped using self_switches, instead I had to play around with the event set up. How you set up your event is that, go to your event commands and choose the move route command (I believe its on the second page), then the last option in this event command should say "script...", click that and put in:
$scene = Scene_Book.new
then after that put a 20 second wait, and then after that put in the command "Wait for Move's completion".
True, its probably not the best method, but it works lol, so for now, try using this.
Oh yea, and here's the modified script, almost forgot:
Bitmaps = ["Picture1", "Picture2"]
#==============================================================================
# ** Sprite_Book
#------------------------------------------------------------------------------
# This sprite is used to display the timer.It observes the $game_system
# class and automatically changes sprite conditions.
#==============================================================================
class Scene_Book
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@index = 0
@size = Bitmaps.size
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture(Bitmaps[0])
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if Input.trigger?(Input::RIGHT)
next_page
end
if Input.trigger?(Input::LEFT)
previous_page
end
end
#--------------------------------------------------------------------------
# * Next Page
#--------------------------------------------------------------------------
def next_page
if @index != (@size - 1)
@index += 1
@sprite.bitmap = RPG::Cache.picture(Bitmaps[@index])
else
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * Previous Page
#--------------------------------------------------------------------------
def previous_page
if @index != 0
@index -= 1
@sprite.bitmap = RPG::Cache.picture(Bitmaps[@index])
else
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
end
end