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Simon Greedwell

Problems with MicKO's edit of Paradog's Battle BGM Anti-Reset.

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This version of Paradog's Battle BGM Anti-Reset was edited to play the battle theme as a ME. This way, the map music won't reset after the battle is finished. It works as intended, but there's a problem if you escape from the fight: the battle theme will continue to play until it finishes. Is there a way to fix this?There's the script:#==============================================================================#????Battle BGM Anti-Reset ver. 1.00???#??Script by ParaDog#??http://2d6.parasite.jp/#------------------------------------------------------------------------------# Prevents the music from starting over when entering combat if both the field# map's and battlesystem's BMG are the same.  Likewise, the music will not re-# set upon escaping combat,  or after victory if the  'battle end ME' has been# turned off (set to 'None).#------------------------------------------------------------------------------# For best results of this system, please set the 'Battle End ME'  to ("None)"# in either the SYSTEM section or through an event command.#==============================================================================#==============================================================================# ** Scene_Map#------------------------------------------------------------------------------#  This class performs map screen processing.#==============================================================================class Scene_Map  #--------------------------------------------------------------------------  # * Battle Call  #--------------------------------------------------------------------------  def call_battle    # Clear battle calling flag    $game_temp.battle_calling = false    # Clear menu calling flag    $game_temp.menu_calling = false    $game_temp.menu_beep = false    # Make encounter count    $game_player.make_encounter_count    # Memorize map BGM and stop BGM    $game_temp.map_bgm = $game_system.playing_bgm    # Play battle start SE    $game_system.se_play($data_system.battle_start_se)    # Play battle BGM    #If Switch 1 is ON    if $game_switches[1] == true      # Play same battle BGM as the map BGM      $game_system.battle_bgm = $game_temp.map_bgm      $game_system.bgm_play($game_system.battle_bgm)    #If Switch 2 is ON    elsif $game_switches[2] == true      # Play the basic battle BGM      # ! WILL RESET THE MAP BGM AFTER BATTLE ! #      # I use this for bosses, so that the battle BGM can loop.      $game_system.bgm_play($game_system.battle_bgm)    #Else, if Switch 1 and Switch 2 are OFF    elsif $game_switches[1] == false and $game_switches[2] == false    #Play battle BGM as ME (won't loop)    Audio.me_play("Audio/BGM/" + $game_system.battle_bgm.name, $game_system.battle_bgm.volume, $game_system.battle_bgm.pitch)    end    # Straighten player position    $game_player.straighten    # Switch to battle screen    $scene = Scene_Battle.new  endend#==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------#  This class performs battle screen processing.#==============================================================================class Scene_Battle  #--------------------------------------------------------------------------  # * Start After Battle Phase  #--------------------------------------------------------------------------  def start_phase5    # Shift to phase 5    @phase = 5    if $game_system.battle_end_me.name != ""      # Play battle end ME      $game_system.me_play($game_system.battle_end_me)    end    # Return to BGM before battle started    $game_system.bgm_play($game_temp.map_bgm)    # Initialize EXP, amount of gold, and treasure    exp = 0    gold = 0    treasures = []    # Loop    for enemy in $game_troop.enemies      # If enemy is not hidden      unless enemy.hidden        # Add EXP and amount of gold obtained        exp += enemy.exp        gold += enemy.gold        # Determine if treasure appears        if rand(100) < enemy.treasure_prob          if enemy.item_id > 0            treasures.push($data_items[enemy.item_id])          end          if enemy.weapon_id > 0            treasures.push($data_weapons[enemy.weapon_id])          end          if enemy.armor_id > 0            treasures.push($data_armors[enemy.armor_id])          end        end      end    end      # Treasure is limited to a maximum of 6 items    treasures = treasures[0..5]    # Obtaining EXP    for i in 0...$game_party.actors.size      actor = $game_party.actors[i]      if actor.cant_get_exp? == false        last_level = actor.level        actor.exp += exp        if actor.level > last_level          @status_window.level_up(i)        end      end    end    # Obtaining gold    $game_party.gain_gold(gold)    # Obtaining treasure    for item in treasures      case item      when RPG::Item        $game_party.gain_item(item.id, 1)      when RPG::Weapon        $game_party.gain_weapon(item.id, 1)      when RPG::Armor        $game_party.gain_armor(item.id, 1)      end    end    # Make battle result window    @result_window = Window_BattleResult.new(exp, gold, treasures)    if $game_system.battle_end_me.name != ""      # Set wait count      @phase5_wait_count = 100    else      # Set wait count      @phase5_wait_count = 20    end  endend

 

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