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RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: tinnybell on April 05, 2007, 08:43:09 PM

Title: Having BGM continue into battle [RESOLVED]
Post by: tinnybell on April 05, 2007, 08:43:09 PM
I have an event so that at a certain point, BGM music starts playing, then there are a couple text events, followed by a battle. I want the BGM to continue into the battle, not restart once the battle commences. Anyone know if this is possible?
Title: Re: Having BGM continue into battle
Post by: Falcon on April 06, 2007, 01:35:33 AM
Possible, I did it for my game demo. I'll put the script up tommorow.
Title: Re: Having BGM continue into battle
Post by: tinnybell on April 06, 2007, 04:24:09 AM
Thanks :)
Title: Re: Having BGM continue into battle
Post by: Kaitenshin on April 06, 2007, 03:01:01 PM
I would like to see that too.
Title: Re: Having BGM continue into battle
Post by: tSwitch on April 06, 2007, 03:11:00 PM
just use an event to change the battle theme to the one you currently have playing, and it should just keep going
Title: Re: Having BGM continue into battle
Post by: Kaitenshin on April 06, 2007, 03:14:14 PM
Have you tried that before? If so, share.
Title: Re: Having BGM continue into battle
Post by: tSwitch on April 06, 2007, 03:21:24 PM
I have before with RPGMaker2003, it worked, have not tried it with XP yet.
the above is a hypothesis

the event syntax looked something like this

"Change Battle BGM"  ;D
Title: Re: Having BGM continue into battle
Post by: WcW on April 06, 2007, 04:03:44 PM
yeah.  its on the first page.  uh-huh
Title: Re: Having BGM continue into battle
Post by: modern algebra on April 06, 2007, 04:06:27 PM
That will make the BGM restart though, I think the script Darklord will post will suit him better.
Title: Re: Having BGM continue into battle
Post by: tSwitch on April 06, 2007, 05:44:26 PM
yeah it does restart :tpg:
sorry 'bout that, thought it would work
(it did in Rm2k3...)
Title: Re: Having BGM continue into battle
Post by: Kokowam on April 06, 2007, 05:48:47 PM
Quote from: modern algebraThe proof of infinite primes is as follows: Assume there are finite primes, then you can write the product of all the primes as p1p2p3...pk-1pk, where each pi is prime. Now consider:

p1p2p3...pk-1pk + 1. No prime which is contained within the product p1p2p3...pk-1pk can possibly divide this since all of them divide that product but not a single one divides 1. Therefore, this number must either be prime itself or have a prime factor which is not a factor of p1p2p3...pk-1pk. But, since we assumed that those were all the primes which exist, we reach a contradiction. Thus, there are infinite prime numbers.
GOD, that's confusing.

Anyways, I remember seeing a topic on this somewhere... They went over that stuff, I think. I'm not sure if they resolved it in the other topic.
Title: Re: Having BGM continue into battle
Post by: WcW on April 06, 2007, 08:34:41 PM
Maybe if you changed it to none...

No, that doesn't work, make it maybe make some kind of transtition noise then redo the battle music, it might make it seem like its supposed to be that way.
Title: Re: Having BGM continue into battle
Post by: Falcon on April 07, 2007, 01:00:50 AM
I just added an if statement with a switch in to Scene Battle 2 I believe.....I'll go hunt down the Mortuus Concordia demo right now.
Title: Re: Having BGM continue into battle
Post by: Falcon on April 07, 2007, 01:14:59 AM
Yes, it's a double post, but here's the script:

Find the method call_battle in Scene_Map, delete it, and replace it with this:
(28 is the switch number I used, but it can be changed to anything, just turn that switch on and no battle music will start)

  #--------------------------------------------------------------------------
  # * 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
    if $game_switches[28] == true
      $game_temp.map_bgm = $game_system.playing_bgm
      $game_system.bgm_stop
      # Play battle start SE
      $game_system.se_play($data_system.battle_start_se)
      # Play battle BGM
      $game_system.bgm_play($game_system.battle_bgm)
    end
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
Title: Re: Having BGM continue into battle
Post by: tinnybell on April 08, 2007, 06:05:45 AM
Thanks a lot (sorry woulda replied sooner but I had the wrong email set for notifies >.>)

Got it to work, yay!