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Having BGM continue into battle [RESOLVED]

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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?
« Last Edit: April 08, 2007, 06:12:39 AM by tinnybell »
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Possible, I did it for my game demo. I'll put the script up tommorow.

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Go away Hakumen...
I would like to see that too.
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just use an event to change the battle theme to the one you currently have playing, and it should just keep going

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Go away Hakumen...
Have you tried that before? If so, share.
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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

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2 + 2 is a math problem, NOT 4.
yeah.  its on the first page.  uh-huh
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That will make the BGM restart though, I think the script Darklord will post will suit him better.

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yeah it does restart :tpg:
sorry 'bout that, thought it would work
(it did in Rm2k3...)

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wah
Quote from: modern algebra
The 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.

pokeball WcWOfflineMale
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2 + 2 is a math problem, NOT 4.
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.
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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.

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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)

Code: [Select]
  #--------------------------------------------------------------------------
  # * 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
« Last Edit: April 07, 2007, 04:47:53 AM by Darklord »

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Thanks a lot (sorry woulda replied sooner but I had the wrong email set for notifies >.>)

Got it to work, yay!
« Last Edit: April 08, 2007, 06:12:24 AM by tinnybell »
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