Introduction
I recall making a Title Skip script a few years ago... but that involved direct editing of the Scene_Title class. After creating my MapSwitch script, I felt like attempting to create a new title skip script WITHOUT directly editing the Scene_Title class.
We all know what a title skip script enables people to do. They're free to create their own creative intros and custom picture based title screens. What makes this script different than other Title Skip scripts, you may ask? Look at the features below!
Features
No direct editing of Scene_Title involved!
You can battle test. (Certain Title Skip scripts do not do this.)
You have the option of skipping to Scene_Debug instead of skipping to game during test play by setting PUNK_SKIP_TO_DEBUG to "true"
Screenshots
No screenshots.
Demo
No demo.
Script
Title Skip 2 XP / Punk's Title Skip XP
Code:
=begin
????????????????????????????????????????????????????????????????????????????????
? Title Skip 2 XP (a.k.a. Punk's Title Skip XP) ?
? By Punk ?
? 7/8/2008 ?
????????????????????????????????????????????????????????????????????????????????
? ? Author's Notes: ?
? ?? I recall making a Title Skip script a few years ago... but that involved ?
? direct editing of the Scene_Title class. After creating my MapSwitch ?
? script, I felt like attempting to create a new title skip script WITHOUT ?
? directly editing the Scene_Title class. So here I go! ?
????????????????????????????????????????????????????????????????????????????????
????????????????????????????????????????????????????????????????????????????????
? ? Description: ?
? ?? We all know what a title skip can do. It skips the title screen! This ?
? enables the game creator to create his/her own intros. But what makes this?
? title skip script different than the others? Three things! ?
? For one, there is no direct scene_title editing involved. Two, you can ?
? battletest unlike other titleskips where they ignore battle testing. And ?
? finally, a brand new feature to the title skip script: the ability to skip?
? to the debug scene for testplay purposes! Cool, huh? ?
????????????????????????????????????????????????????????????????????????????????
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? ? Things to know about: ?
? ?? PUNK_SKIP_TO_DEBUG: A first time feature in title skip scripts for sure. ?
? When testing his/her project, the game creator can ?
? choose to skip to debug mode by setting the constant ?
? to 'true' or set it to false to proceed as normal ?
? (skipping to map). ?
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=end
class Scene_Title
# Configuration
PUNK_SKIP_TO_DEBUG = true # true = ON, false = OFF.
# Stop editing. -----------------------------------
def main
punk_loaddatabase
end
def punk_loaddatabase
# Loading database.
$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")
if $BTEST
else
# Makes system object if not battle testing.
$game_system = Game_System.new
end
punk_makeobject
end
def punk_battlesetup
# Sets up the Battle Test.
$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
def punk_setup
# Sets up the game.
$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
if $DEBUG and PUNK_SKIP_TO_DEBUG == true
# Skips title screen to debug.
$scene = Scene_Debug.new
else
# Skips title screen to map.
$scene = Scene_Map.new
end
end
end
Instructions
It's simple plug-and-play, really. Copy/paste this script above main.
You can also make your game skip to Scene_Debug during testplay by setting PUNK_SKIP_TO_DEBUG to "true."
FAQ
How do I get to the load screen?
Call $scene = Scene_Load.new in an event command.
I don't want my game to start in the debug menu when testing!
Set PUNK_SKIP_TO_DEBUG to false.
I want to be greeted by the debug screen, plox!
Set PUNK_SKIP_TO_DEBUG to true.
Does this script allow me to do battle testing?
Yes.
Compatibility
N/A
Author's Notes Well, I can't believe I made a title skip script that doesn't involve directly editing Scene_Title. I'm rather proud of myself. This overwrites certain methods in Title Skip, I am ashamed of myself. Yes, I did make a title skip before. :P
Whoops...I replied to the wrong one. This is the one I use. I enjoy the fact that you can keep the debug menu too. Although, when you load a game, the debug becomes useless as all the switches are changed anyway. Nice work.
this is working good but after a game over, when restart game, the game over music was still going on on the new map,
and the other music were off (including Battle music).
I manage to get it to normal by adding after :