03-26-2010, 03:26 PM
Hey Charlie, great script but I'm running into a small compatibility issue with another script
I attached the script, hopefully there's a quick fix for it. Cheers!
I attached the script, hopefully there's a quick fix for it. Cheers!
Code:
#==============================================================================
#????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
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
end
#==============================================================================
# ** 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
end
end