Code:
#==============================================================================
# Lycan Title Skip
# Version 1.1
# By Jay Ray, Korekame, based on Lycan ABS by DerVVulfman
#------------------------------------------------------------------------------
# I built this title skip to be compatible with the Lycan ABS, which required
# certain setups to occur during the Scene_Title. However, some people might like
# to skip the title and go to a map as their title screen so...
#
# Credits: Korekame for his Xenres Title Skip script
# Jay Ray for the Lycan variation
# DerVVulfman for the Lycan ABS
#
#
# Place after 10 - Scene Code
#
#
# Minor Bug - A selection sound is made before the map your character goes to.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load 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")
# Make system object
$game_system = Game_System.new
# Make each type of game object
$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
# Create the ABS object
$ABS = Game_ABS.new
# Adjust Battle Animation Size
$ABS.adjust_animations
# Perform the original call
lycan_scene_title_cng
# Create the companion array
$game_companions = {}
# If the companions system is on
if Lycan::COMPANIONS_ON
# Cycle through startup actors
for i in 1...$data_system.party_members.size
# Create companion object
$game_companions[i] = Game_ABS_Companion.new(i)
end
end
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# If the companions system is on
if Lycan::COMPANIONS_ON
# Cycle through companions
for companion in $game_companions.values
# Move companion to initial position
companion.moveto($data_system.start_x, $data_system.start_y)
# Refresh companion
companion.refresh
# Set the companion's map position
companion.map_id = $data_system.start_map_id
end
end
# Throw in ye 'View Range Auto-detect'
$game_system.lycan_view_range = true if $view_range != nil
# Set the player's map position
$game_player.map_id = $data_system.start_map_id
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to Map Screen
$scene = Scene_Map.new
end
end