One major issue I noticed in RM communities is how coders overdo it when it’s time to add a new feature in the scripting section of the game engine. The explanation for this is surely because very few coders had spent enough time to make a proper dissection of the default code written by Enterbrain, which I must admit is a real mess and is terribly overwhelming to decipher. However when you get used to it you can make quick changes without ending with hundreds of extra lines of code.
I have seen several scripts that allow to skip the opening screen during play-time and all of them require way too much changes in the default code, therefore they’re a bit confusing to install and increase the risk of compatibility issues with other future scripts. So my #1 rule is to keep things as much simple as possible. So here’s the simplest way to do it.
Go in the scripting section of the engine, select the SceneManager module and find:
#————————————————————————–
# * Get First Scene Class
#————————————————————————–
def self.first_scene_class
$BTEST ? Scene_Battle : Scene_Title
end
Replace it with:
#————————————————————————–
# * Get First Scene Class
#————————————————————————–
def self.first_scene_class
DataManager.setup_new_game
$game_map.autoplay
$BTEST ? Scene_Battle : Scene_Map
end
See? Only three lines of code had to be changed to make this miracle happen!
Sara
December 13th, 2012 at 12:15 am
I wish that there were more simplier ways to change the system with code like this.
DeathLight
December 18th, 2012 at 10:32 pm
I am just in the beginning learning C++ so I can produce own Programs or even games, so I would really love it if you would share your Knowledge in future! Do I even need C++ to produce own games or would it be better to learn something else? I just do’nt know in which direction I have to go, what should I do? How did you learn what you know now?
Anonymous
May 8th, 2013 at 11:28 am
RPG Maker projects all utilize different variations of Ruby. C++ knowledge is not used in the editor.