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B@yonett@

I want a method to play a BGM from before battle, through battle to end battle without it restarting?

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I made a post like this before but i cant use switches and the scripting messed my head up. I want to know how i can have a BGM play from start till after battle and though it without it restarting when battle starts and when it finishes?? :huh:

Can anyone help me??

And just to say if you say 'do this and make a switch of that and stuff' then it would be alien talk to me because out of the 6 years i have been using RPG Makers i have never used switches in my life as i have found easier routes for myself but i cannot find an alternate route for this problem. Im happy to go along with scripting as long as someone tells me in a more English way rather than far to much techincal talk. lol soz about this peeps its just i really want this intro level done with Bayonettas Fly me to the moon playing thru, before and after the battles without the music starting over when battles start and end. :yes: many thanks in adavcen to those who help me ^^ :D

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i made this one for another guy once.

 

exchange the Scene_Map script with this one.

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Make sprite set
   @spriteset = Spriteset_Map.new
   # Make message window
   @message_window = Window_Message.new
   # Transition run
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of sprite set
   @spriteset.dispose
   # Dispose of message window
   @message_window.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Loop
   loop do
     # Update map, interpreter, and player order
     # (this update order is important for when conditions are fulfilled 
     # to run any event, and the player isn't provided the opportunity to
     # move in an instant)
     $game_map.update
     $game_system.map_interpreter.update
     $game_player.update
     # Update system (timer), screen
     $game_system.update
     $game_screen.update
     # Abort loop if player isn't place moving
     unless $game_temp.player_transferring
       break
     end
     # Run place move
     transfer_player
     # Abort loop if transition processing
     if $game_temp.transition_processing
       break
     end
   end
   # Update sprite set
   @spriteset.update
   # Update message window
   @message_window.update
   # If game over
   if $game_temp.gameover
     # Switch to game over screen
     $scene = Scene_Gameover.new
     return
   end
   # If returning to title screen
   if $game_temp.to_title
     # Change to title screen
     $scene = Scene_Title.new
     return
   end
   # If transition processing
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   # If showing message window
   if $game_temp.message_window_showing
     return
   end
   # If encounter list isn't empty, and encounter count is 0
   if $game_player.encounter_count == 0 and $game_map.encounter_list != []
     # If event is running or encounter is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
       # Confirm troop
       n = rand($game_map.encounter_list.size)
       troop_id = $game_map.encounter_list[n]
       # If troop is valid
       if $data_troops[troop_id] != nil
         # Set battle calling flag
         $game_temp.battle_calling = true
         $game_temp.battle_troop_id = troop_id
         $game_temp.battle_can_escape = true
         $game_temp.battle_can_lose = false
         $game_temp.battle_proc = nil
       end
     end
   end
   # If B button was pressed
   if Input.trigger?(Input::B)
     # If event is running, or menu is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
       # Set menu calling flag or beep flag
       $game_temp.menu_calling = true
       $game_temp.menu_beep = true
     end
   end
   # If debug mode is ON and F9 key was pressed
   if $DEBUG and Input.press?(Input::F9)
     # Set debug calling flag
     $game_temp.debug_calling = true
   end
   # If player is not moving
   unless $game_player.moving?
     # Run calling of each screen
     if $game_temp.battle_calling
       call_battle
     elsif $game_temp.shop_calling
       call_shop
     elsif $game_temp.name_calling
       call_name
     elsif $game_temp.menu_calling
       call_menu
     elsif $game_temp.save_calling
       call_save
     elsif $game_temp.debug_calling
       call_debug
     end
   end
 end
 #--------------------------------------------------------------------------
 # * 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

   # Play battle start SE
   $game_system.se_play($data_system.battle_start_se)
   # Straighten player position
   $game_player.straighten
   # Switch to battle screen
   $scene = Scene_Battle.new
 end
 #--------------------------------------------------------------------------
 # * Shop Call
 #--------------------------------------------------------------------------
 def call_shop
   # Clear shop call flag
   $game_temp.shop_calling = false
   # Straighten player position
   $game_player.straighten
   # Switch to shop screen
   $scene = Scene_Shop.new
 end
 #--------------------------------------------------------------------------
 # * Name Input Call
 #--------------------------------------------------------------------------
 def call_name
   # Clear name input call flag
   $game_temp.name_calling = false
   # Straighten player position
   $game_player.straighten
   # Switch to name input screen
   $scene = Scene_Name.new
 end
 #--------------------------------------------------------------------------
 # * Menu Call
 #--------------------------------------------------------------------------
 def call_menu
   # Clear menu call flag
   $game_temp.menu_calling = false
   # If menu beep flag is set
   if $game_temp.menu_beep
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Clear menu beep flag
     $game_temp.menu_beep = false
   end
   # Straighten player position
   $game_player.straighten
   # Switch to menu screen
   $scene = Scene_Menu.new
 end
 #--------------------------------------------------------------------------
 # * Save Call
 #--------------------------------------------------------------------------
 def call_save
   # Straighten player position
   $game_player.straighten
   # Switch to save screen
   $scene = Scene_Save.new
 end
 #--------------------------------------------------------------------------
 # * Debug Call
 #--------------------------------------------------------------------------
 def call_debug
   # Clear debug call flag
   $game_temp.debug_calling = false
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Straighten player position
   $game_player.straighten
   # Switch to debug screen
   $scene = Scene_Debug.new
 end
 #--------------------------------------------------------------------------
 # * Player Place Move
 #--------------------------------------------------------------------------
 def transfer_player
   # Clear player place move call flag
   $game_temp.player_transferring = false
   # If move destination is different than current map
   if $game_map.map_id != $game_temp.player_new_map_id
     # Set up a new map
     $game_map.setup($game_temp.player_new_map_id)
   end
   # Set up player position
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   # Set player direction
   case $game_temp.player_new_direction
   when 2  # down
     $game_player.turn_down
   when 4  # left
     $game_player.turn_left
   when 6  # right
     $game_player.turn_right
   when 8  # up
     $game_player.turn_up
   end
   # Straighten player position
   $game_player.straighten
   # Update map (run parallel process event)
   $game_map.update
   # Remake sprite set
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   # If processing transition
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     Graphics.transition(20)
   end
   # Run automatic change for BGM and BGS set on the map
   $game_map.autoplay
   # Frame reset
   Graphics.frame_reset
   # Update input information
   Input.update
 end
end

 

 

but you should seriously learn switches man.

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:( well i have a dissability ya know so dont make it out like im thick or lame. i find alot of things very hard to learn. hence why switches have never clicked to me because it made no sence and if it made no sence then obviously my minds not gonna rtake intrest in it

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Switches are not very hard to learn. If you can make a full game without using one switch or variable you would be the luckiest person alive.

You need to learn switched in order to make a game. Without them your game might as well be played preschoolers.

 

You wont be able to stop events when needed.

 

So i suggest you make a topic asking how to use switches or find a tutorial. It will only take 5min to learn.

 

EDIT: How long have you been using RPG Maker?

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Bayonetta, you think that we here all know the polls RPG Maker and all its possibilities?

 

Yes it is even the Enterbrain not know. All had once learned from the beginning.

Just train slightly, study the event functions ... And the easiest way - open a couple of open source projects and demos and see how others work. I've so far been RM studying, and I followed one and a half years passed.

 

And about your problem - I know a couple of scripts.

I lay out by their links to other requests, find them here.

 

This is Fmodex audio dll and BGM without restarting.

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