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[....] What's this?

I am trying to use RPG Advocate's Party Splitting Script and I think I might have everything in the right place, except for the instance variables. I put them under the *Public Instance Variables under Game_Party, but I keep getting a "Script 'Game_Party' line 16: SyntaxError occured" message. When I go and look at line 16 it just a line with [....]. I'm no good and scripting but for my game to work I really need this script. Can anybody help me? ':|
 
Okay thank you. One other thing. For this script, I'm supposed to to put
$scene = Scene_PartySplit.new(s1, s2, boolean) in the script command. What do I put in place of boolean?
 

Hero

Member

I've no idea, but according to the site, it says that the boolean is whether the split can be canceled once it's initiated. Try leaving it alone and see what happens.
 

khmp

Sponsor

A boolean is a term for something that is either true or false. Not sure how the script reacts if you put true or false in there though. So do some testing to see the different outcomes.

Good luck with it Persistent! :thumb:
 

khmp

Sponsor

Code:
CREDITS_FONT = ["Calligraph421 BT", "Viner Hand ITC", "Arial", "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)
#==============================================================================
# ¦ 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
# New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
# Ok, what I've done is changed the part of the script that was supposed to make
# the credits automatically end so that way they actually end! Yes, they will
# actually end when the credits are finished! So, that will make the people you
# should give credit to now is: UNKOWN, MiDas Mike, and AvatarMonkeyKirby.
#                                             -sincerly yours,
#                                               Your Beloved
# Oh yea, and I also added a line of code that fades out the BGM so it fades
# sooner and smoother.
#==============================================================================

class Scene_Credits
# This next piece of code is the credits.
#Start Editing
CREDIT=<<_END_
#TITLE TO BE TYPED HERE


Director
---------------


Main Scripters and Programmers
---------------


Graphics Artists
---------------


Music and Sound Producers
---------------


Mapping and Game Eventing
---------------


Storyline
---------------


Beta Testers
---------------

Special Thanks
---------------



THANK YOU FOR PLAYING!!
Visit www.????.com
_END_
#Stop Editing
def main

#-------------------------------
# Animated Background Setup
#-------------------------------

@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["Black"] #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 txt Setup
#------------------

credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
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 #-430
@frame_index = 0
@last_flag = false

#--------
# Setup
#--------

#Stops all audio but background music.
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?
    if @frame_index > (@credit_sprite.bitmap.height + 500)
       $scene = Scene_Map.new
       Audio.bgm_fade(10000) #aprox 10 seconds
      return true
    end
      return false
    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?
return if last?
@credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default
#The fastest I'd recomend is 5, after that it gets hard to read.
@frame_index += 1 #This should fix the non-self-ending credits
end
end

It's the same one I found before. Not sure if its the most up to date one but there it is.

Good luck with it! :thumb:
 

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