Skipping victories and aftermaths with Yanfly - Victory Aftermath?

Genocidal Dave

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Hi.

Is it possible to skip victories and aftermaths with a script/comment call and then enable it again?

By skipping I mean totally skipping everything. Drops, exp and gold.

The reason is that the intro has four enemies, three events and I don't want the victory music to play or the aftermath window opening.

EDIT: Also being able to change the BGM after battle would be nice. (Victory Aftermath)
 
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Lustermx

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From what I can see from the screenshot that Yanfly provided, there is a switch which allows you to enable/disable it



The switch should stop gold and exp and everything as well. (At least it does on the VX version)

And changing the BGM after battle? There's event commands for that.
 
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Genocidal Dave

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From what I can see from the screenshot that Yanfly provided, there is a switch which allows you to enable/disable it



The switch should stop gold and exp and everything as well. (At least it does on the VX version)

And changing the BGM after battle? There's event commands for that.
By skipping the thing I mean temporarily.

Also by changing the BGM I mean the BGM during the aftermath.
 

Lustermx

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You can skip it temporarily using the switch.

Simply turn it on to skip it and when you want it back, turn the switch off again.
 

Genocidal Dave

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You can skip it temporarily using the switch.

Simply turn it on to skip it and when you want it back, turn the switch off again.
You mean with a script/comment call, but not through the script itself right?
 

kerbonklin

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You mean with a script/comment call, but not through the script itself right?
No...as in a regular, good ol' eventing switch. That's what it uses.

Anything in scripting that's a True/False switch is the same as an eventing switch. Make sure you set the switch # to something you're not already using, and name it properly so you don't forget.
 
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Genocidal Dave

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No...as in a regular, good ol' eventing switch. That's what it uses.

Anything in scripting that's a True/False switch is the same as an eventing switch. Make sure you set the switch # to something you're not already using, and name it properly so you don't forget.
Oh, crap. I'm not good at that :S

Any chance that someone could just walk me through it step by step?
 

Celianna

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I've moved this thread to script support. Please be sure to post your threads in the correct forum next time. Thank you.
 

Genocidal Dave

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I've moved this thread to script support. Please be sure to post your threads in the correct forum next time. Thank you.
My apologies.
 

kerbonklin

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Oh, crap. I'm not good at that :S

Any chance that someone could just walk me through it step by step?
No offense but it's an extremely simple thing and I was hoping you could have done this by yourself in 5 seconds.

Make a new event switch in your map editor, name it "No Aftermath".  Keep in mind the ID number of the switch.

Now go to the script where it says SKIP_AFTERMATH_SWITCH = 0, and change the 0 to your switch ID.

Now just have whatever NPC / autorun event you want change that switch to ON, and there should be no more aftermath. If not then try OFF instead, but "skip" being ON sounds more logical.
 
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Genocidal Dave

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No offense but it's an extremely simple thing and I was hoping you could have done this by yourself in 5 seconds.

Make a new event switch in your map editor, name it "No Aftermath".  Keep in mind the ID number of the switch.

Now go to the script where it says SKIP_AFTERMATH_SWITCH = 0, and change the 0 to your switch ID.

Now just have whatever NPC / autorun event you want change that switch to ON, and there should be no more aftermath. If not then try OFF instead, but "skip" being ON sounds more logical.
Oh right. I understand now. Thanks :s

EDIT: It works. Thanks again. This thread may now be closed.
 
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