No Battle Intro

karlettto

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Hi everybody! I am new to this forum! Glad to be here!

I am trying to get no battle intro when the character meets a monster. I.e. I don't want there to be any camera shake, flash or sound when the player encounters the monster. I just want the player to go directly into the battle.
Another request : no plugins. I know, I know, plugins are awesome, but I am old school and more often then not when I start to use plugins the troubles never end.

So is there a way for me to do this by changing a couple of lines in the core manager script? If so, what lines, and how do I access those scripts?

Thank you guys! :)
 

Andar

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So is there a way for me to do this by changing a couple of lines in the core manager script?
Bad idea.
Really, really bad idea.

Plugins are nothing but a formal way to overwrite those core script functions, and rewriting them directly instead of by plugin means that either you'll never be able to update your projects engine, or that you have to rewrite the core scripts again and again after every update (and those updates contain not only bugfixes but also improvements).
 

karlettto

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oooooooh! I never thought of that! Thank you!
I guess I will need to give in to the power of the plugins.
THANK YOU @Andar !!
do you know any plugin that would help me with that?
Cheers!
 

Poryg

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rewriting them directly instead of by plugin means that either you'll never be able to update your projects engine, or that you have to rewrite the core scripts again and again after every update (and those updates contain not only bugfixes but also improvements).
Actually, it's not so hot.
rpg_core and rpg_managers are the two scripts that contain the most edits. rpg_scenesand rpg_objects usually contain small edits. rpg_prites and windows are unchanged since 1.4.0.
Of course it is absolutely true that making plugins is essentially better in the aspect that it allows you to just overwrite everything. But saying that you won't be able to update or will have to add the changes with each update... That's kind of an overstatement. I do the opposite, take the new things in rpg maker core scripts and copy them over to my game's core scripts. Because I always do more changes to the core script than the update does :D
And to compare the previous and current version I use the appropriate version's vanilla projects (always create one once an update comes out), so I don't have to worry.


But to not just talk about nothing, the transition to map is hidden either in Scene_Map in rpg_scenes or in Game_map in rpg_objects. The functions are named conveniently, so it shouldn't be too hard to find it :)
 

karlettto

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Actually, it's not so hot.
rpg_core and rpg_managers are the two scripts that contain the most edits. rpg_scenesand rpg_objects usually contain small edits. rpg_prites and windows are unchanged since 1.4.0.
Of course it is absolutely true that making plugins is essentially better in the aspect that it allows you to just overwrite everything. But saying that you won't be able to update or will have to add the changes with each update... That's kind of an overstatement. I do the opposite, take the new things in rpg maker core scripts and copy them over to my game's core scripts. Because I always do more changes to the core script than the update does :D
And to compare the previous and current version I use the appropriate version's vanilla projects (always create one once an update comes out), so I don't have to worry.


But to not just talk about nothing, the transition to map is hidden either in Scene_Map in rpg_scenes or in Game_map in rpg_objects. The functions are named conveniently, so it shouldn't be too hard to find it :)
Oh that is really good to hear! although I might stay on the safe side, and try to create a plugin on my own. I have never done it before, but I am sure for such a small change, I can figure it out XD
Thank you so much you guys!!
If you have any other advice I am all ears!:)
 

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