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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
 

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