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 Title Skip for Lycan ABS
#1
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.



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
[Image: V6fzBqz.png]
Visit my new site at http://jayray.ga !

Currently working on PARAGONS
Upcoming projects:
Beta Origins: Supernova Saga (Sci-Fi RPG) | Last Days (Post Apocalyptic First Person RPG)| Calvanis (Fantasy Visual Novel RPG) |Goblin Gulch (Old Western / Fantasy RPG)
Reply
#2
To counter the bug you can select a silent "select" sound and then replace it once you're in the game.
Reply
#3
Great idea!
[Image: V6fzBqz.png]
Visit my new site at http://jayray.ga !

Currently working on PARAGONS
Upcoming projects:
Beta Origins: Supernova Saga (Sci-Fi RPG) | Last Days (Post Apocalyptic First Person RPG)| Calvanis (Fantasy Visual Novel RPG) |Goblin Gulch (Old Western / Fantasy RPG)
Reply
#4
I have my uses. ;P
Reply


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