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PAC Build 1.7

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PAC Engine 1.7
Applause to rgangsta for the glorious logo.

I have been doing this for about eight months now. It's been hard work, it's been fun work. There's not much of a story behind the PAC Engine, but I'll tell you what there is. I wrote a very cool utility script, the Advanced Enemies Swap and thought, "I keep writing utility scripts, don't I? What if I bundle them together with a bunch of other types of scripts and call it an engine so people think I'm better than I actually am?"
And here we are now.
PAC stands for Pacman Advanced Creative because I couldn't think of a better name and PAC is a cool acronym. It is in build 1.6a and currently contains 20 scripts, 5 of which are massive compilations of smaller scripts. There are now four sections of the engine; Core, Menus/Scenes, System and Main. I think they are quite self-explanatory.
PAC owes its inspiration to YERD and YEM. Yanfly's amazing ingenuity and scripting power make the engines an incredible power for any game. I also owe my own scripting power to Modern Algebra, Cozziekuns, LoganForrests and Zeriab for tips on... scripting and overall being awesome people. The window changer is also based on Woratana's similar script, and the idea for the battle background comes from YEM's battleback script. The skills scene is consensually based on Cozziekun's simple sort skills inventory. The equipment sets script is based on a script by Lettuce.

Here is a list of the scripts currently in the PAC Engine:
  • PAC Core 1.7 (compilation)
  • PAC Main Menu 1.7c
  • PAC Battle Addons Setup 1.7
  • PAC Battle Addons 1.7 (compilation)
  • PAC Utility 1.7 (compilation)
  • PAC Party Management
  • PAC Units
  • PAC Save Scene
  • PAC Skill Shop Scene
  • PAC Skills Scene (with Cozziekuns)
  • PAC Items Scene (with Cozziekuns)
  • PAC Debug Scene
  • PAC Input Module
  • PAC Description Codes (fixed version)
  • PAC Face/Sprites
  • PAC Item, Skill, Equip Addons 1.7 (compilation)
  • PAC Weather (with Ccoa)
  • Neo Gauge Ultimate (Woratana)
  • PAC Opacity
  • PAC Centered Window

Most scripts come with full descriptions, installation and configuration instructions and my ridiculous sense of humour. There are too many scripts to post here, so don't expect me to. There is a demo attached \/ at the end of this post. The demo includes all of these scripts, several graphics to help the scripts be displayed and two horribly uninteresting maps. The old demos are still attached because I like to see how many people have downloaded them ^_^

So, why did I post this? Well, I want your help. I need ideas for scripts: what should the PAC menu system be, should there be any complete overhauls of existing systems, how should my current scripts behave differently?

Thank you for taking the time to read this, and I hope you enjoy what there is of the PAC Engine so far.

Your friendly neighbourhood Pacman.  :V
« Last Edit: January 22, 2012, 04:26:53 AM by Pacman »
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It looks pretty cool. Nice work Pacman!

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Thanks :D
This is nowhere near done, by the way. Menu systems haven't even been started, other system and main scripts are seeming ages away as well. At the moment it's mostly just graphical and battle utility. I'm still proud of it though.
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I just gave it a quick test, pretty nice work Pacman :) Though the counterattk would need some little work as even when my main hero is stunned, he still can counter (but can't perform the action I told him too :()
I support \\(>O<)b




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Yes, the counterattack is in a beta.
Not only do I have to add in state restrictions, I have to give it a random function so that it doesn't counter every time.
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This seems pretty good! I was also wondering... since scripts in this "Engine" are in PAC format do they need a PAC module in your scripts list/game folder to be used, and are they fully compatable with scripts they would be normally compatable if they werent PAC?


BTW I thought PAC was because ur pac-man  :V

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No, those empty pages are just there for organization's sake. The scripts as they are work perfectly fine on their own.
They would be compatible with a lot of scripts, but like all scripts if they meddle with the same methods without alias they will have problems. So the scripts work standalone, and would be compatible with a lot of scripts. If you find any incompatibility issues, post here or PM me with the problem. I'll probably be able to fix it.

And yes, PAC is because I'm Pacman.
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PAC now updated to version 1.1. View original post for the new demo.
New scripts:
  • PAC Escape Bar Removal
  • PAC Pause Screen
  • PAC Screensaver
  • PAC Skill Scene Overhaul
  • PAC Equipment Sets
  • PAC Random Gameover
If you can, please suggest any scripts you would like to see in the PAC Engine. Enjoy.
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Your Random Gameover script description needs changing. You obviously copied/pasted the description from Title Pictures and forgot to change the text to match lol.

Also, I'd suggest to change the name to Random Gameover Pictures or something similar. I initially thought it was some script to randomly cause a game over (not a good thing to have in a game I don't think).

Otherwise, a lot of nice little things you've got in there.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

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Haha, how could I forgot to do that? It's just the comments and the imported clause you meant, right?

If so, I've attached the updated scripts file. Let's call it 1.1a, shall we?
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Seen the response in the other thread, here you go the ATB script I was referring to that is..well basically partially compatible. It's part of the whole Tankentai system (or an add-on to it, I never tried it standalone.)

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It doesn't work standalone, which I know because I don't have the Tankentai system. I'd need to get me a demo.
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Oh I see~ Here's the demo I pulled the scripts from.

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Interesting... It seems that Tankentai uses its own battle status window, and it's hidden somewhere amongst that bombastic sea of code.
It would take me an eternity and a half to go through the ATB to find the appropriate methods without my native language to guide me. So, I can't really make the two compatible.
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... I initially thought it was some script to randomly cause a game over (not a good thing to have in a game I don't think)....

LOL! I thought the same thing until I thought, who would do that...? Then I continued reading!


Good job on your updates! You made a lot in little time. (I would take me a month for one script that didn't work properly)

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Just letting people know that there will be an update unrivaled in size in about a week. This will feature a bunch of new scripts, all PAC format, some revamped old scripts and... uhh... pie.
So, keep on the lookout for PAC 1.5.
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Great ;)

Just one thing : put a bigger time for the screensaver script . It is really annoying when you tried to read a text and ... hop , the game get paused ! Especially for someone like me who read slowly :)
And could you add something to test the equipment sets script ?
« Last Edit: May 27, 2011, 08:32:04 AM by dricc »
You can use my scripts freely . but not for commercial use .
:ccbync:
Don't encrypt your game !!!
Want to give me credit ? Easy ,add me in your game :

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The screensaver script is fully customizable, but I do understand. The function has been disabled by default in the next version.
I'm not quite sure what you mean by that last bit, but the next version has a better set text on the screens.
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Lo and behold, here comes PAC Build 1.5.
This has a number of new scripts, and a completely different demo. Have fun seeing what I've been doing recently. It is attached to this post, I will also edit the OP.
Enjoy, RMRK.

Oh yeah, if you have any suggestions, PLEASE tell me.
« Last Edit: June 01, 2011, 11:52:52 AM by Pacman »
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Oh deary me, I've made a mistake. In the unfinished PAC Heal After Battle script, change
Code: [Select]
  def battle_end
    pac_hab_battle_end
to
Code: [Select]
  def battle_end(result)
    pac_hab_battle_end(result)
unless, of course, you want a syntax error every time a battle finishes.
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Seems nice. I haven't had time to look at it yet, but I will when I get the chance.

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I'm encountering odd errors in the 1.5 demo as I'm working on the overhauled 1.6, there is no sound. I'd like to know if this is my computer or there is no sound at all for some demonic reason. So, can anyone else hear anything? (Note that the map doesn't have a BGM)
Also, any feedback MA?
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Oh, look what I've done now. PAC 1.6 will be out in about a week.
What's new in 1.6? Well, I've gone ahead and given you a sneak preview, at both here and here. What's happened? I took a step back and saw all the tiny scripts taking up slots in PAC, and I made the move to condense them. As such, we have the 2600 line PAC Battle Addons and 400 line PAC Utility scripts, which combine the features of PAC Engine Battle and PAC Engine Utility, respectively.
A main menu is now coming into fruition, I've created a Party system, a Skills Shop is now available, I'm currently coding an Icon Library. Menu SE's, Weather, and Item, Skill and Equip addons are now added to the team, taking the total current script count to 29 after the massive decline as a result of the Battle and Utility engines dissolving.
The Battle and Utility engines are now located in the Core section, but carry out the same (and some new!) functions. The newest addition to the engines, Menus/Scenes, is coming along nicely by becoming the largest engine in the package.
I am also currently boasting my self-record-breaking longest script, PAC Battle Addons 1.6 (2599 lines) around the internet, so you'll likely see it around somewhere ^_^
Look forward to seeing PAC 1.6 in about a week.
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I lied. Due to me switching computers, losing some data among other things interrupting progress, I've postponed the release of PAC 1.6 until whenever I feel like it.
Not that I've been urged by everyone ever to release this as soon as I can anyway.
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I'm not big on the battle additions, as I don't really like using the battle system ... but I do love scriptlets! More scriptlets! I like the ones that you have going so far!

UPDATED 05-29-14


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UPDATED 07/04/15 - v2.5

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UPDATED 07/04/15 - v1.5

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Well, that's bad news for you as pretty much all of the scriptlets have been compiled into either the Battle Addons, Core, Fixes or Utility scripts.
It's mainly because I personally hate having hundreds of teeny tiny scripts in my database and prefer easy-to-refer-to large scripts instead.
It is easier, however, to write them in scriptlets.
Thank you for the support, and I agree with your criticism of the DBS.
To-do for PAC:
1. Menus
2. Extra Stats maybe
3. Message System
4. Battle System if I'm feeling insane enough.
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Yo ho ho and a bottle of rum, PAC 1.6 is finally out. The highlights of this release are definitely the compilation scripts, i.e. Core, Battle Addons, Utility and Items, Skills and Equip Addons. Check out the first post for 1.6.

1.1 and 1.5 are still up there because I like seeing how many downloads I have in total :P

Enjoy.
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I'm starting to get into the battle system now, so I'm poking at all of your scripts, heh. Here are some minor errors here and there that I've come across :

Code: [Select]
NoMethodError occured while running script.

undefined method 'skin='.



Code: [Select]
Script 'PAC Battle Addons 1.6' line 2313: NameError occurred.

undefined local variable or method 'collase_note'.

Death by misspelled method! Just missing the 'p', there.



Code: [Select]
NoMethodError occurred while running script.

undefined method 'change_update_range'.

This occurred right after entering a number for the update range NPC.

Also, the game crashed after winning the fight with the vampire and starting to return to the previous screen, no error message displayed.

UPDATED 05-29-14


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UPDATED 07/04/15 - v2.5

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UPDATED 07/04/15 - v1.5

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Code: [Select]
NoMethodError occured while running script.

undefined method 'skin='.
That was an NPC trying to pull off the function of a script I removed. :|
She'll be removed in the next demo.

Code: [Select]
Script 'PAC Battle Addons 1.6' line 2313: NameError occurred.

undefined local variable or method 'collase_note'.
Already fixed.


Code: [Select]
NoMethodError occurred while running script.

undefined method 'change_update_range'.
Once again, an NPC trying to do something that I didn't see the need to put in. I removed that method, but not the NPC. >_<

Also, the game crashed after winning the fight with the vampire and starting to return to the previous screen, no error message displayed.
That doesn't happen to me. I'll upload another fixed one, just check the top post again.
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Hmm, it doesn't crash if I take '\collapse_type[8]' out of the notes for the Vampire.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

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UPDATED 07/04/15 - v1.5

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As I say, it doesn't crash at all for me. I don't know.
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Doh, updated video card drivers and it works just fine now. I guess having year old drivers is a bad thing, huh.

EDIT: Hmm, still occasionally crashes even after that. Dunno ... guess it's just my computer.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

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UPDATED 07/04/15 - v1.5

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Your collapse script looks eerily familiar there Pacman  :police:

The engine is really coming together though and I like the "DO NOT EDIT ANYTHING ELSE UNLESS YOU ARE MODERN ALGEBRA." line :) Good work so far.
« Last Edit: July 07, 2011, 12:14:02 PM by modern algebra »

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I really mean it when I say 'compilation'! I changed it a bit anyway.  :madcop:

And of course I say that, you could probably bomb my house and take down the Commonwealth through scripting in VX.
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haha, that might be tough. Besides, there are so many parts of the commonwealth that wouldn't really be worth the trouble.

You should credit Minto for it though.

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How unfairly kind of you to not demand credit yourself. CREDITS FOR EVERYBODY.
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With the release of PAC Main Menu, the first piece of 1.7 has reached the public eye. I foresee a release of 1.7 'Revamp' sometime in late August-early September.
Basically, this post is to let you know I've started doing stuff again.
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Targeting skills are weird .-.


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That is SO weird. Something must mess with the HUD. I'll try looking for methods in PAC that call Scene_Battle#window_battlestatus. I tested it in-depth, and it only ever changes the font of the first actor. So weird.
I'll definitely take a look at that tomorrow.
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How can you modify the title changer to where it plays "x bgm" with "x title screen"?

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You can't... but that is a cool suggestion. I'll look into it.
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I am using PAC engine.
It is really good.
(Soon you will be able to compare with BEM! :3)

I'm back.

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Ohoho, I think I'm a bit off of Yanfly's standard. But I do think I'm going along rather nicely.
So far, I've overhauled much of the party system, added a few more battle add-ons and, of course, the menu system. I've written a new save scene because that last one was rather mediocre, I've conquered an Input module, added some stuff to ISEA and added a Description Codes script.
My Special Text and Window_Help overhaul will also be added soon. I'm thinking 1.7 - Revamp - will be out in about 2 weeks.
And that's very exciting for me.
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I've finished the engine for 1.7, and enlisted the help of one... er... my acquaintances on these forums to create a demo for it.
However, due to Minecraft he kinda just forgot about it and left me alone, several weeks after I said I would have it done. Now, keeping in mind my crippling 'unable to script' hindrances from a couple weeks back until mid-late-December, should I just release a blank project with the scripts in or either get someone else to make a demo or do it my own god-damn self (very slowly)?
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Pacman, I will make your demo.

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I suppose I do trust you. I'll PM you an empty project with the scripts in it.
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Thanks! I will try to have it done by tonight.(try)

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Well, it's been a bit longer than I expected, but it's here now. PAC 1.7 has now been released (check the OP for download), thanks to the efforts of yuyubabe. Sorry all for the massive delay, and I hope you can all enjoy 1.7.
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Awesome Pacman. You've really improved over the year, and this new PAC Build really shows it. The only two things that I can find that are wrong are:



The descriptions in battle.



The battle results window.

But that's just a drop in the bucket compared to the amazing things that you've done right. Kudos.

Also, a pat on the back to Ms. Yuyu for the amazing demo!

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I noticed the battle results thing, but I guess it's just a spacing issue. You think I should remove the MP bars? It would be a lot more aesthetically pleasing.
I did not realize the descriptions thing... but it's a very simple fix. It's one line of code that somehow slipped my mind. It's because of PAC Description Codes, I forgot to return the altered text :facepalm:
Change line 155 from:
Code: [Select]
end
to
Code: [Select]
end; return x
and it should work fine. I'll attach a fixed version of that script to this post.

Thanks Coz.
it's like a metaphor or something i don't know

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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Finally remembered to put in the logo rgangsta whipped up for me.
In other news, a new version won't be out for a rather long time. School starts soon, and the only scripts left to do are big ones (battle system, CMS). I've done pretty much everything else I planned to, except some menu scenes I've yet to revamp. I'll do those ASAP, then focus on the big stuff.
it's like a metaphor or something i don't know

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Am I correct in that these scripts can be used independently, or are some dependent on others?

I decided to try this out, and I really like it.  However, one of my actors has 0 Max MP and makes the game Crash.  This is fixed by giving him 1 mp.

Also, after I finish a battle I cannot get the displayed Experience and Gold window to disappear.

I am using these scripts in my current Project:
Spoiler for:
Trickster's Caterpillar
Pac Core 1.6
Pac Battle Addons Setup 1.6
Pac Battle Addons 1.6
Pac Utility 1.6
Pac Item, Skill, Equip Addons
Pac Items Scene
Pack Skills Scene
Neo Gage Ultimate

Reserve Party 1.0 (MA)
Make BGM unchange 1.01 by ERZENGEL  (note: I think problem may be with this script, it may be uncompatible)

Thanks for the help, and the awesome scripts!
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RMRK Forum - Musical "Works in Progress"
I'm a Musician (Sonar X1, Piano, Guitar, game music inspired), and a visual artist/animator (Adobe Photoshop/After FX).
My musical inspirations include Sigur Ros, Pat Metheny, Andy McKee, Tool, Yokko Kanno, Yasunori Mitsuda, etc, to name a variety.
My favorite RPG series is Breath of Fire.
I love RPG's, & enjoy dabbling with RPG Maker, & am considering projects to start someday.

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That sounds like a division by zero error. The error itself should have popped up a message box containing information about the actual error thrown and the line number that it occurred on, which would be very useful information to have. :)

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Oh junk.  Sorry, I tried not to be a newb about this, but I was rushing and didn't even include the circumstance when it happened!

Okay so ... the crash happens when I enter a battle with a party member with 0 MP.  And yes you are right Fall from Eden, it is a divide by zero error in the code for processing the battle HUDs, I believe.  Line 443:

Code: [Select]
self.contents.gradient_fill_rect(x+7,y+37,(width-14)*actor.mp/actor.maxmp,3,
     mp_color1,mp_color2)

I am not a scripter (I am reading Rafiki's Tutorial on Ruby and enjoying it, though), so I do not know if there is an easy way to check for a clause should it be zero, and make it one instead.  One funny thing I noticed when testing my 2nd problem:  Many enemies have 0 Max MP, and don't have this issue (their HUD displays correctly).

The 2nd problem, I duplicated and isolated the error, it must be a compatibility issue with the "Make BGM unchange 1.01 by ERZENGEL" script if found here, designed to prevent BGM from changing during battle processing.  Something must be overwriting something else and not accounting for the window that is drawn during combat resolution.

Download links:
RMVX project duplicating the error
Erzengel's Make BGM unchange script

Any help or advice is appreciated!  I'm trying to be as helpful as I can.
My Soundcloud:

RMRK Forum - Musical "Works in Progress"
I'm a Musician (Sonar X1, Piano, Guitar, game music inspired), and a visual artist/animator (Adobe Photoshop/After FX).
My musical inspirations include Sigur Ros, Pat Metheny, Andy McKee, Tool, Yokko Kanno, Yasunori Mitsuda, etc, to name a variety.
My favorite RPG series is Breath of Fire.
I love RPG's, & enjoy dabbling with RPG Maker, & am considering projects to start someday.

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Move ERZENGEL's BGM script above the PAC Core script and you should see that bug disappear. ;)