05-13-2016, 08:41 PM
(04-21-2016, 01:57 AM)DarkGrievous7145 Wrote: Don't get the wrong idea, here, because I'm not implying that this doesn't belong on this site, but, have you asked people on any of the rpgmaker sites about this?
Also, is your directory structure identical to what the script is asking for?
Assuming that error is actually any bit reliable, what I'm gathering from the description is you're saying "hey, load this/these asset(s)!" and rpgmaker is not able to find them, meaning they have different names, or maybe are in some other folder, etc. I don't have any experience with rpgmaker, however, so I can only make an educated guess based off of what that error message is saying. "No such file or directory" would usually imply that for some reason or another, the game/application isn't finding that resource because it doesn't exist, or has been re-named or moved.
Okay thanks. But this script can't find the image what I would search at the picture or title folder.
https://atelierrgss.wordpress.com/scripts/rpg-maker-xp/
I using now Atelier XP animate title script but there are also problems to starting the game.
Code:
#_________________________________________________
# MOG Animated Title Celia V1.6
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
# Tela de titulo animada por frames.
# Para nomear os frames de imagens nomeie da seguinte forma.
#
# Megaman BN Black OX 1.png / Megaman BN Black OX 2.png /
# Megaman BN Black OX 3.png / Megaman BN Black OX 4.png /...
#
# Coloque o nome Title + o numero do frame.
# (A quantidade de frames é ilimitada.)
# Ainda serão necessários as imagens de comando.
#
# Com_01.jpg / Com_02.jpg / Com_03.jpg
#
# Todas as imagens devem ficar na pasta GRAPHICS/TITLES/
module MOG
#Auto Fullscreen.
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC1 = "Calcom Demo screen 08"
LOGO_PIC2 = "Calcom Demo screen 09"
LOGO_PIC3 = "Calcom Demo screen 10"
LOGO_PIC4 = "Calcom Demo screen 11"
LOGO_PIC5 = "Calcom Demo screen 12"
LOGO_PIC6 = "Calcom Demo screen 13"
LOGO_PIC7 = "Calcom Demo screen 14"
LOGO_PIC8 = "Calcom Demo screen 15"
LOGO_PIC9 = "Calcom Demo screen 16"
LOGO_PIC10 = "Calcom Demo screen 17"
LOGO_PIC11 = "Calcom Demo screen 18"
LOGO_PIC12 = "Calcom Demo screen 19"
LOGO_PIC13 = "Calcom Demo screen 20"
LOGO_PIC14 = "Calcom Demo screen 08"
#Logo Time.
LOGO_TIME = 350
#Logo ME.
LOGO_ME = "Calcom MM BN Black OX intro sound"
#Logo Picture Name.
LOGO_PIC = "Gamemaster logo"
#Logo Time.
LOGO_TIME = 150
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.
BGS_ON = false
#Set Title BGS.
BGS = "004-Wind04"
#Set BGS volume.
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press Start)
T_B = "Press Start"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press Start)
T_B_X = 250
#Posição do texto na vertical.(Press Start)
T_B_Y = 300
#Som ao apertar a tecla.(Press Start)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
The second script.
Code:
#===============================================================================
# Scene_Title
#===============================================================================
class Scene_Title
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
$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")
$game_system = Game_System.new
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@command_window.visible = false
@com = Sprite.new
@com.bitmap = RPG::Cache.title("Com_01") rescue nil
@com.z = 10
@com.x = (MOG::COM_X)
@com.y = (MOG::COM_Y)
@continue_enabled = false
@frmtitle = Sprite.new
@frmtitle.bitmap = Bitmap.new(640,480)
@frmtitle.bitmap = RPG::Cache.title("Title0") rescue nil
@backtitleref = 0
@backtitlespeed = 0
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@frmtitle.dispose
@com.dispose
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
@command_window.update
case @command_window.index
when 0
@com.bitmap = RPG::Cache.title("Com_01") rescue nil
when 1
@com.bitmap = RPG::Cache.title("Com_02") rescue nil
when 2
@com.bitmap = RPG::Cache.title("Com_03") rescue nil
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
@backtitlespeed += 1
if @backtitlespeed > MOG::BACKTITLESPEED
@backtitleref += 1
@backtitlespeed = 0
end
if @frmtitle.bitmap != nil
@frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
end
if @frmtitle.bitmap == nil
@backtitleref = 0
@frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
end
end
#--------------------------------------------------------------------------
# Command_New_Game
#--------------------------------------------------------------------------
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$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
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# Command_Continue
#--------------------------------------------------------------------------
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# Command_Shutdown
#--------------------------------------------------------------------------
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# Battle_Test
#--------------------------------------------------------------------------
def 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")
Graphics.frame_count = 0
$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
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end
$full_screen = 0
$mog_rgss_title_celia = true
And then it gives this.
Can anyone help. The RPG Maker forum everyone are not seeing this thread and helps me like nothing.