Also, in Game_System's update function, there's some code that seems to be made so that you can skip cutscenes. The way it's written, its only going to work for events that have "Cut Scene" (that exact wording) in a comment as their first command, and the way it seems to try and skip the cutscenes is by setting the event's self switch and then ending interpretation immediately. This code isn't even gated off by a $DEBUG check, so apparently its intended to be in game releases.
Code:
def update
#[...]
if Input.trigger?(Input::F5) && pbCurrentEventCommentInput(1,"Cut Scene")
event=@map_interpreter.get_character(0)
@map_interpreter.pbSetSelfSwitch(event.id,"A",true)
@map_interpreter.command_end
event.start
end
end
Is this functionality documented anywhere? This just seems extremely fragile to me. I imagine it could leave a cutscene skipped via this method in an unfinished state, with potentially game-breaking consequences (players stuck in a cutscene area, missing key items, lacking pokemon, etc)... Surely there's a more robust way to handle it? Like jumping the interpreter to a label "Cut Scene Skipped" or something? And then the author of the game could more gracefully handle this stuff if they choose to use this functionality?