Taking advantage the script (new game) by changing the map

FodasticoMan

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Good day,

When you click new game will automatically go to the map 001. I would like the script refer to another map.

rpg_scenes.js

Code:
Scene_Title.prototype.commandCredito = function() {    this._commandWindow.close();    this.fadeOutAll();    SceneManager.goto(NEW LOCAL);};
 
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Iavra

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This is the function, that initializes a new game. You are interested in the "reserveTransfer" in particular:

Code:
DataManager.setupNewGame = function() {    this.createGameObjects();    this.selectSavefileForNewGame();    $gameParty.setupStartingMembers();    $gamePlayer.reserveTransfer($dataSystem.startMapId,        $dataSystem.startX, $dataSystem.startY);    Graphics.frameCount = 0;};
However, if you want to display credits, i wouldn't use a map for this, but create an entirely new scene.
 
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estriole

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you can specify which map you start with... just add party starting position using editor to that  map... i don't understand why you need the 'coding' way to achieve the same result.
 

Iavra

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Note that "commandCredito" doesn't exist in the base scripts, so i assumed that OP wants to conditionally transfer to a different map, depending on the command selected.
 

estriole

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Note that "commandCredito" doesn't exist in the base scripts, so i assumed that OP wants to conditionally transfer to a different map, depending on the command selected.
you're right... :D . i didn't read it clearly.

then your suggestion is correct..

use reserve transfer to the map of your choice...

i think using a map is good enough for credits... especially if you're a good eventer.
 

FodasticoMan

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I also find it better create a scene. But no one knows by now me provide an example :(

rpg_window.js

Window_TitleCommand.prototype.makeCommandList = function() {var parameters = PluginManager.parameters('TitleShutdownCommand');var credito = parameters['Name'] || "Creditos";this.addCommand(TextManager.newGame, 'newGame');this.addCommand(TextManager.continue_, 'continue', this.isContinueEnabled());this.addCommand(TextManager.options, 'options');this.addCommand(credito, 'Creditos');};


RPG_Scenes.js

function Scene_Creditos() {this.initialize.apply(this, arguments);}Scene_Creditos.prototype = Object.create(Scene_MenuBase.prototype);Scene_Creditos.prototype.constructor = Scene_Creditos;Scene_Creditos.prototype.initialize = function() {??????};Example

 

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