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;
};
})();