MikauSchekzen

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Description

This plugin allows you to prevent battle BGMs and thus having the map BGM continue during combat. No victory ME will be played either while this functionality is enabled.

The funcionality for this can be toggled on or off with a simple plugin command.

Very basic, but it works.

Screenshots

None. It's completely audio based.

Instruction

If you are using Yanfly's Victory Aftermath, place this plugin BELOW Victory Aftermath.

Download

GitHub page

License

Free to use for any kind of project, commercial or otherwise. Allowed to alter it in any way, except for claiming it as your own. Credit optional, but if you want to, credit MikauSchekzen.
 
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NeoPGX

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I'm probably gonna need this for a certain future game of mine so I'll save this one. What are the terms of use tho?
 

MikauSchekzen

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It's free to use for any kind of project, really. Wouldn't mind a credit, but that's optional too. Alter it as you wish, too, if you think that's needed.
 

NeoPGX

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MikauSchekzen

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Aye, it's available for commercial use, too. Never been too good with licenses, but I thought the MIT license pretty much states all that. Nonetheless, you're right, I'll append it to the main post.
 

NeoPGX

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OK so I installed the script to test it and its not working so how do I use the plugin commands?
 

MikauSchekzen

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The plugin commands are:

EnableBattleBgm

DisableBattleBgm

ToggleBattleBgm

This should be in the help window for the plugin as well. Also note that they're case-sensitive.

Be sure to use the actual "Plugin Command..." event command, and not the "Script..." event command.

By default the Battle BGM is still enabled, so if you didn't use a plugin command for this, then I guess that would be it :p That means it can't be used for Battle Tests either, since this plugin command won't have any effect in a battle(except for the battles afterwards).
 

NeoPGX

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The plugin commands are:

EnableBattleBgm

DisableBattleBgm

ToggleBattleBgm

This should be in the help window for the plugin as well. Also note that they're case-sensitive.

Be sure to use the actual "Plugin Command..." event command, and not the "Script..." event command.

By default the Battle BGM is still enabled, so if you didn't use a plugin command for this, then I guess that would be it :p That means it can't be used for Battle Tests either, since this plugin command won't have any effect in a battle(except for the battles afterwards).
OH I see , I just had to use "Plugin Command" get it to work. Anyway, I just tested it and confirmed working.
 

Shugos

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MikauSchekzen... I just can say that I love you!! As a composer this plugin comes sooo handy... Tested it and working with no bugs. Awesome, thank you!
 

MikauSchekzen

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Erm, thanks :p

Do tell if you do encounter bugs, and I will (try to) fix them.
 

Diretooth

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A neat plugin, but the same effect can be done by setting the battle BGM as the same as the map BGM and setting the Victory ME to None. I could see this plugin being useful if you have a lot of parts in a game where changing the battle BGM is simply more of a hassle than not, thus making events less cluttered.
 

CylusTheSylveon

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It doesn't seem to be working whenever I use this. I used the DisableBattleBgm plugin command, but that doesn't do anything. I have even tried the other commands, but they don't seem to affect anything.
 

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finally got this scripted right lol... I was running into a few issues like getting the event to play when all enemies were ko'd, actors going in and out of their victory poses, etc... still need to tweak a bit tho.
Which version should I get? 2000, 2003, XP, VX, VX Ace, or MV. I'm a beginner and have no coding knowledge and also I wanna be able to add voices.
I'm just gonna remove the Dark Spells from my game. They wouldn't be fighting Gods or Angels. So why have it?
Every day I'm getting rough-outs of another sprite sheet or two. Getting real close to just needing to make new original stuff and editing my tables and chairs to look correct for the taller sprites is among the top of the revisions list.

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