Title Skip 3 (This doesn't render other methods in Scene_Title useless)

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Started by PK8 6 posts View original ↗
  1. Title Skip 3

    Introduction

    If you're familiar with Title Skip scripts, you should be familiar with the functionality here and the opportunity such scripts allows for developers to build their own introductions. Unlike most Title Skip scripts (and even my older ones), no methods were overwritten.

    Features

    • No overwritten methods, ensuring decent compatibility. (It's not so much a feature, but I'd like to think of it as a selling point.)
    • You can battle test. (Certain Title Skip scripts do not do this.)
    • Seemingly a standard in Title Skip scripts, this script will now launch the Scene_Load scene should it detect a saved file. It can be turned off.
    Screenshots

    Video coming soon.

    Script

    Title Skip 3 (RMXP)

    Instructions

    It's very straightforward.

    Author's Notes

    The goal behind this version of my Title Skip script was to make sure I wasn't overriding any of RPG Maker's default methods. It was a pretty tough challenge so I had to come up with some odd ideas to pull it off.

    The trick here wasn't to skip the title screen, but to nullify several elements of the title screen such as visuals and audio. To do this, I needed to find a way to make the title scene automatically use the command_new_game method without making a sound while hiding the title graphic and the command window.

    It turns out that I had to make the @command_window and @sprite instance variables of Scene_Title accessible, alias the Initialize method of Window_Command to include an if conditional to check if $scene is a Scene_Title for the purpose of making @command_window and @sprite invisible.

    I'm not so sure if this works with the SDK but if it does then colour me surprised! I'm proud of this considering that unlike my last two versions of this script, this is NOT a rewrite of Scene_Title.
  2. I actually needed this. How exactly do you use it though?
  3. Copy and paste this script below Scene_Debug and above Main. :)
  4. Right, but how do I pick what map to use for it to start on?
  5. It goes right into the start point you set up through the editor.
  6. Thanks, this really helps me a lot.