If anyone wants to take this...
The def that controls the battle call is in Scene_Map:
[COLOR=SeaGreen]#--------------------------------------------------------------------------
# * Battle Call
#--------------------------------------------------------------------------
[/COLOR] [COLOR=RoyalBlue]def[/COLOR] call_battle
[COLOR=SeaGreen]# Clear battle calling flag[/COLOR]
$game_temp.battle_calling = [COLOR=RoyalBlue]false[/COLOR]
[COLOR=SeaGreen]# Clear menu calling flag[/COLOR]
$game_temp.menu_calling = [COLOR=RoyalBlue]false[/COLOR]
$game_temp.menu_beep = [COLOR=RoyalBlue]false[/COLOR]
[COLOR=SeaGreen]# Make encounter count[/COLOR]
$game_player.make_encounter_count
[COLOR=SeaGreen]# Memorize map BGM and stop BGM[/COLOR]
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
[COLOR=SeaGreen]# Play battle start SE[/COLOR]
[B] $game_system.se_play($data_system.battle_start_se)[/B]
[COLOR=SeaGreen]# Play battle BGM[/COLOR]
$game_system.bgm_play($game_system.battle_bgm)
[COLOR=SeaGreen]# Straighten player position[/COLOR]
$game_player.straighten
[COLOR=SeaGreen]# Switch to battle screen[/COLOR]
$scene = Scene_Battle.new
[COLOR=RoyalBlue] end[/COLOR]
But instead of this really messing with this... REMOVE the 'bolded' line (and paste it into the def main of Scene_Battle...
[COLOR=SeaGreen] # * Main Processing
#--------------------------------------------------------------------------
[/COLOR] [COLOR=RoyalBlue]def [/COLOR]main
[COLOR=SeaGreen]# Initialize each kind of temporary battle data[/COLOR]
$game_temp.in_battle = [COLOR=RoyalBlue]true[/COLOR]
$game_temp.battle_turn = [COLOR=Red]0[/COLOR]
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = [COLOR=RoyalBlue]false[/COLOR]
$game_temp.battle_main_phase = [COLOR=RoyalBlue]false[/COLOR]
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = [COLOR=RoyalBlue]nil[/COLOR]
[COLOR=SeaGreen]# Initialize battle event interpreter[/COLOR]
$game_system.battle_interpreter.setup([COLOR=RoyalBlue]nil[/COLOR], [COLOR=Red]0[/COLOR])
[COLOR=SeaGreen]# Prepare troop[/COLOR]
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
[B] $game_system.se_play($data_system.battle_start_se)[/B]
After that, a hash array can be plugged in place of the $data_system.battle_start_se value... like...
$game_system.se_play($troop_trans_me[@troop_id - 1])
where the hash is defined like this...
$troop_trans_me = ["boo","growl","hiss"... ]
Did I just code the thing? I only meant to point out stuff! :D