kerfvalerio
Member
How do i stop the fanfare/victory theme after the battle and battle result windows appear and when i go back to the map?
end
end
Audio.me_fade(500) # or Audio.me_stop
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@actor_command_window.dispose
@party_command_window.dispose
$scene = Scene_Map.new
Audio.me_stop
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Initialize each kind of temporary battle data
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# Dispose of sprite set
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
# If all dead determinant is true, or number of members in party is 0
if $game_party.all_dead? or $game_party.actors.size == 0
# If possible to lose
if $game_temp.battle_can_lose
# Return to BGM before battle starts
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(2)
# Return true
return true
end
# Set game over flag
$game_temp.gameover = true
# Return true
return true
end
# Return false if even 1 enemy exists
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# Start after battle phase (win)
start_phase5
# Return true
return true
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
# Switch to map screen
$scene = Scene_Map.new
Audio.me_stop
end
#--------------------------------------------------------------------------
# * Battle Event Setup
#--------------------------------------------------------------------------
def setup_battle_event
# If battle event is running
if $game_system.battle_interpreter.running?
return
end
# Search for all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event pages
page = $data_troops[@troop_id].pages[index]
# Make event conditions possible for reference with c
c = page.condition
# Go to next page if no conditions are appointed
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
# Go to next page if action has been completed
if $game_temp.battle_event_flags[index]
next
end
# Confirm turn conditions
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
# Confirm enemy conditions
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
# Confirm actor conditions
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
# Confirm switch conditions
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
# Set up event
$game_system.battle_interpreter.setup(page.list, 0)
# If this page span is [battle] or [turn]
if page.span <= 1
# Set action completed flag
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
end
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
endme=$game_system.battle_end_me
if endme.name!=""
Audio.bgm_play("Audio/ME/#{endme.name}",endme.volume,endme.pitch)
end
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
ChaosMaxima":20kd599x said:Oh god...
Wasn't I clear enough? It's a small edit of Scene_Battle class, NOT a separate script. *sigh*
But if you insist...
REPLACE Scene_battle 1
I repeat,
REPLACE Scene_Battle 1 (That should get the point across),
with this:
Code:#============================================================================== # ** Scene_Battle (part 1) #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Initialize each kind of temporary battle data $game_temp.in_battle = true $game_temp.battle_turn = 0 $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil # Initialize battle event interpreter $game_system.battle_interpreter.setup(nil, 0) # Prepare troop @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # Make actor command window s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false # Make other windows @party_command_window = Window_PartyCommand.new @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new # Make sprite set @spriteset = Spriteset_Battle.new # Initialize wait count @wait_count = 0 # Execute transition if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # Start pre-battle phase start_phase1 # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Refresh map $game_map.refresh # Prepare for transition Graphics.freeze # Dispose of windows @actor_command_window.dispose @party_command_window.dispose @help_window.dispose @status_window.dispose @message_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @result_window != nil @result_window.dispose end # Dispose of sprite set @spriteset.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end # If switching from battle test to any screen other than game over screen if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end #-------------------------------------------------------------------------- # * Determine Battle Win/Loss Results #-------------------------------------------------------------------------- def judge # If all dead determinant is true, or number of members in party is 0 if $game_party.all_dead? or $game_party.actors.size == 0 # If possible to lose if $game_temp.battle_can_lose # Return to BGM before battle starts $game_system.bgm_play($game_temp.map_bgm) # Battle ends battle_end(2) # Return true return true end # Set game over flag $game_temp.gameover = true # Return true return true end # Return false if even 1 enemy exists for enemy in $game_troop.enemies if enemy.exist? return false end end # Start after battle phase (win) start_phase5 # Return true return true end #-------------------------------------------------------------------------- # * Battle Ends # result : results (0:win 1:lose 2:escape) #-------------------------------------------------------------------------- def battle_end(result) # Clear in battle flag $game_temp.in_battle = false # Clear entire party actions flag $game_party.clear_actions # Remove battle states for actor in $game_party.actors actor.remove_states_battle end # Clear enemies $game_troop.enemies.clear # Call battle callback if $game_temp.battle_proc != nil $game_temp.battle_proc.call(result) $game_temp.battle_proc = nil end # Switch to map screen $scene = Scene_Map.new Audio.me_stop end #-------------------------------------------------------------------------- # * Battle Event Setup #-------------------------------------------------------------------------- def setup_battle_event # If battle event is running if $game_system.battle_interpreter.running? return end # Search for all battle event pages for index in 0...$data_troops[@troop_id].pages.size # Get event pages page = $data_troops[@troop_id].pages[index] # Make event conditions possible for reference with c c = page.condition # Go to next page if no conditions are appointed unless c.turn_valid or c.enemy_valid or c.actor_valid or c.switch_valid next end # Go to next page if action has been completed if $game_temp.battle_event_flags[index] next end # Confirm turn conditions if c.turn_valid n = $game_temp.battle_turn a = c.turn_a b = c.turn_b if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next end end # Confirm enemy conditions if c.enemy_valid enemy = $game_troop.enemies[c.enemy_index] if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp next end end # Confirm actor conditions if c.actor_valid actor = $game_actors[c.actor_id] if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp next end end # Confirm switch conditions if c.switch_valid if $game_switches[c.switch_id] == false next end end # Set up event $game_system.battle_interpreter.setup(page.list, 0) # If this page span is [battle] or [turn] if page.span <= 1 # Set action completed flag $game_temp.battle_event_flags[index] = true end return end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If battle event is running if $game_system.battle_interpreter.running? # Update interpreter $game_system.battle_interpreter.update # If a battler which is forcing actions doesn't exist if $game_temp.forcing_battler == nil # If battle event has finished running unless $game_system.battle_interpreter.running? # Rerun battle event set up if battle continues unless judge setup_battle_event end end # If not after battle phase if @phase != 5 # Refresh status window @status_window.refresh end end end # Update system (timer) and screen $game_system.update $game_screen.update # If timer has reached 0 if $game_system.timer_working and $game_system.timer == 0 # Abort battle $game_temp.battle_abort = true end # Update windows @help_window.update @party_command_window.update @actor_command_window.update @status_window.update @message_window.update # Update sprite set @spriteset.update # If transition is processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If message window is showing if $game_temp.message_window_showing return end # If effect is showing if @spriteset.effect? return end # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Switch to title screen $scene = Scene_Title.new return end # If battle is aborted if $game_temp.battle_abort # Return to BGM used before battle started $game_system.bgm_play($game_temp.map_bgm) # Battle ends battle_end(1) return end # If waiting if @wait_count > 0 # Decrease wait count @wait_count -= 1 return end # If battler forcing an action doesn't exist, # and battle event is running if $game_temp.forcing_battler == nil and $game_system.battle_interpreter.running? return end # Branch according to phase case @phase when 1 # pre-battle phase update_phase1 when 2 # party command phase update_phase2 when 3 # actor command phase update_phase3 when 4 # main phase update_phase4 when 5 # after battle phase update_phase5 end end end