The title names should be the name of the image file you want to add to the list of swappable title screen images :)
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i've been trying to logic the code but i keep getting reminded that i have the most rudimentary coding experience (think: hello world) ;;
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^ Welcome to the world of coding =D It's always awesome to hear someone putting in the effort to learn, though it can be a real headache;
About toggling plugins mid-game, yeah atm that's not really an option, I mean it -kind of- can be, but it'd be a bit bootleg on how it needs to be done lol~ Anyway here's the commented version:
// Extending Scene_Title prototype to add custom properties (() => { // Custom properties for the title scene Scene_Title.prototype.title_timer = 0; // Timer for tracking time Scene_Title.prototype.title_image_index = 0; // Index to track the current title image Scene_Title.prototype.title_images = [ "title_1_name", "title_2_name", "etc", ].map(t => ImageManager.loadTitle1(t)); // Array of title images loaded using ImageManager // Save the original update function of Scene_Title const originalUpdate = Scene_Title.prototype.update; // Override the update function to add custom logic Scene_Title.prototype.update = function() { // Call the original update function originalUpdate.call(this, arguments); // Increment the title timer this.title_timer++; // Check if 2.5 seconds (2500 milliseconds) have passed if (this.title_timer >= 2500) { // Increment the title image index this.title_image_index++; } // Check if the current title image is loaded if (this._backSprite1._imageLoaded != this.title_image_index) { // Update the loaded image index this._backSprite1._imageLoaded = this.title_image_index; // Set the bitmap of _backSprite1 to the current title image this._backSprite1.bitmap = this.title_images[this.title_image_index]; } // Wrap around the title_image_index to prevent going beyond the array length this.title_image_index = this.title_image_index % this.title_images.length; }; })();