04-16-2014, 04:06 AM
Title Skip for Lycan ABS
version 1.1
by Jay Ray, based on Kore's Title Skip and DerVVulfman's Lycan ABS
This script allows you to skip your title screen and use a map for a title screen. Useful when you have custom title menus and effects.
Minor bug: Plays the selection SE when starting.
version 1.1
by Jay Ray, based on Kore's Title Skip and DerVVulfman's Lycan ABS
This script allows you to skip your title screen and use a map for a title screen. Useful when you have custom title menus and effects.
Minor bug: Plays the selection SE when starting.
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
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