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Modular Title Screen

Modular Title Screen

by Luka S.J.

Build a completely custom, completely animated Title Screen in minutes!

Basic Configuration

You can configure the system via the Plugins/Modular Title Screen/Config.rb file. The system boils down to populating the ModularTitle::MODIFIERS array with proper String type modifiers, that on game launch will construct the Title Screen during run-time and display the appropriate graphics and animations. You can see the list of available modifiers below:

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                      LIST OF AVAILABLE MODIFIERS
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  most visuals (excluding backgrounds and overlays) can be positioned around
  the screen by appending a _xN and _yN to their symbol name, where the N
  denotes the numeric value of their respective coordinate
  some visuals will also allow you to append _zN to their symbol name, where
  N denotes the numeric value of item's Z positioning
  (effects usually default to 30, while overlay and misc items default to 100
   keep it under 900 in order for the visuals of the intro animations to
   function properly)

  underscores are NOT allowed in file names!

<< BACKGROUNDS >> (not additive)

  defaults to Graphics/MODTS/Backgrounds/background if no
  background is added as a modifier
  backgrounds will always appear as the bottom most layer
  only one background can be selected at a time

  "background1" -> "Digital" style
  "background2" -> Ultra Wormhole style
  "background3" -> Space Dust
  "background4" -> X/Y Gradient
  "background5" -> Rainbow Gradient
  "background6" -> Outdoor Panorama
  "background7" -> Mother Beast Lusamine VS BG
  "background8" -> Gen 5 Evolution BG
  "background9" -> Z-Move-like BG
  "background10" -> Silhouette ala D/P/Pt
  "background11" -> Simple Scrolling background
  "background12" -> Crystal Formation

  "background:XXX" -> to use a static background image, do not add any of the
                       specific modifiers and replace XXX with a valid
                       filename stored in
                       Graphics/MODTS/Backgrounds/
                       (do NOT specify the full path)

<< OVERLAYS >>

  overlays appear as the top most layer (aside from the game's logo)

  "overlay1" -> Horizontally Scrolling (to the right) (scrolling001)
  "overlay2" -> Horizontally Scrolling (to the left) (scrolling002)
  "overlay3" -> Horizontally Scrolling Clouds (pinned bottom left) (scrolling003)
  "overlay4" -> Vertically Scrolling (scrolling004)
  "overlay5" -> Black Bars (with little streaks that shine)
  "overlay6" -> Star Constellation
  "overlay7" -> Waveforms

  "overlay:XXX" -> Static Image, replace XXX with a valid filename
                     stored in Graphics/MODTS/Overlays/
                     (do NOT specify the full path)

  scrolling overlays allow you to append :XXX to the overlay name to load a
  custom graphic in case you want to stack multiple different scrolling
  overlays, where XXX denotes a valid file name stored in
  Graphics/MODTS/Overlays/
  (do NOT specify the full path)
  these also allow you to append _sN to their name in order to modify their
  scrolling speed, where N is a numeric value denoting the speed
  (higher value means higher speed; defaults to 1)

<< EFFECTS >>

  "effect1" -> Thin Rays (emitted from center)
  "effect2" -> Smoke (dispersed from center)
  "effect3" -> Vacuum Waves
  "effect4" -> Thick Rays (emitted from center)
  "effect5" -> Shine Particles (dispersed from center)
  "effect6" -> Shine Particle (glowing)
  "effect7" -> Shine Particle (spinning)
  "effect8" -> Sun Rays & Lens Flare (top left corner)
  "effect9" -> Electric Beam + Sparks
  "effect10" -> Row of Fire Particles
  "effect11" -> Adds a slowly spinning element
  "effect12" -> Mother Beast Lusamine VS Particles
  "effect13" -> Floaty bubble particles

<< MISCELLANEOUS >>

  "misc1" -> Trainer Running (bottom right)
  "misc2" -> Pokemon Running (bottom middle)
  "misc3" -> Static Pokemon (can have glowing overlay)
  "misc4" -> Animated Pokemon (additional config below)
                     allows for scaling by appending _sN to the symbol name
                     where N is the numeric number of the zoom
  "misc5:XXX" -> Static Pokemon Image, replace XXX with an appropriate
                     filename stored in Graphics/MODTS/Overlays/
                     (do NOT specify the full path)

  "bgm:XXX" -> Specify specific BGM to use with the title screen
                     replace XXX with a valid audio filename
                     if modifier is not present, BGM defaults to whatever
                     file is defined in the RMXP system
                     (do NOT specify the full path)

  "intro:N" -> Defines which intro animation to play with the title screen
                     replace N with a numeric value
                         :1 - FRLG styled
                         :2 - HGSS styled
                         :3 - ORAS styled
                         :4 - DPPT styled
                         :5 - Faded Zoom
                         :6 - XY styled
                         :7 - Hyper Drive

<< LOGO EFFECTS >>

  "logoX:N" -> Adjusts the x coordinate of the Logo position
  "logoY:N" -> Adjusts the y coordinate of the Logo position
  "logo:bounce" -> Adds bouncing animation to Logo
  "logo:glow" -> Adds glowing animation to Logo
  "logo:shine" -> Adds an animated shine overlay to Logo
  "logo:sparkle" -> Adds sparkles to logo

!!The order in which you add your modifiers can have an impact on their
  Z indexing!!

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