Swafer

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Is it possible to have the script work on the title screen as well?
 

Swafer

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Is it possible to have the script work on the title screen as well?

I'm also curious of it works on the Non-combat script as well.
 

Roninator2

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curious of it works on the Non-combat script as well
Usually best to put it in and test. If it doesn't and you want it to, ask for some help.
 

mylafter

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Here's an fixed version of the second parts of the script that Nefertari made.
All the smiley's were suppose to be backwards.
Am I still the only one whose music does not update on command? It changes once the player leaves the map but not in the actual options menu. Is there a way to fix this?

1st part, replace line 62 with:
Code:
class Scene_Options < Scene_MenuBase
  attr_reader :last_scene
  def start
    super
    @last_scene = SceneManager.instance_variable_get(:@stack).pop.class
    $game_options.memorize_options

2nd part, around lines 258-260 replace it with:
Code:
Sound.play_cursor
    #$game_map.autoplay if $game_map && $game_map.map_id > 0
    $data_system.title_bgm.play if last_scene == Scene_Title
    $game_map.autoplay if last_scene == Scene_Menu

3rd part actually has more bugs than it does fixes, but if you still want it.
Depending on how to configured the script so far, around the lines 298-305, look and replace with:
(the 'return_scene' needs to be commented out and below them add: 'SceneManager.call(last_scene)')
Code:
when 0
      $game_options.save_options
      $game_options.clear_memorize
      #return_scene
      SceneManager.call(last_scene)
    when 1
      $game_options.copy_memorize
      $game_options.clear_memorize
      #return_scene
      SceneManager.call(last_scene)

Like I said, the 3rd part actually creates more bugs.
For now, it still seems the bgm only changes AFTER the player enters a new map. Can someone fix that?
 

Roninator2

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Maybe add in a
Code:
$game_map.need_refresh = true
 

Tw0Face

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3rd part actually has more bugs than it does fixes, but if you still want it.
Depending on how to configured the script so far, around the lines 298-305, look and replace with:
(the 'return_scene' needs to be commented out and below them add: 'SceneManager.call(last_scene)')
Yeah, this part has lots of bugs, unfortunately. It interferes with almost every third party script that refers to something like "scene" causing games to crash. :LZSblush:

Any other idea how to fix those bugs @Zion mentioned in 2018? I was going to reproduce them and she's right. Maybe a addon to Vlue's Script could help solving the issue?

I was going to use a switch in the options scene and it seems to not work like whatever I do the switch is never turned on when I turn it on in the options menu. Hmm...
 

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Feeling overwhelmed by this project's scope lately, and lured by other projects; but it also feels like I'm on the verge of a turning point, almost finished laying the "foundations" and can soon start building the real structure. In other words, the dreaded "middle phase lull." I recognize and will resist it. So, the latest work: battle sprite for the second major party member.

If you REALLY want to slow a loop down... stick a console.log statement in it. lol
welp... YED_Sideview Battler works on MZ with FOSSIL, and it even works with the new MZ Battle Core. problem is I dunno if the new battle core allows for custom motions with YED like the MV one does.
My first game is gonna be a really ambitious one. But it's costing me a lot of money to make lol. it'll be worth it though
Ugh...Guests always put the Ketchup in the fridge....bloody savages the lot of them! :)

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