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The Law G14
Law’s Battle-End ME Fade

Version 1.0
The Law G14
12/26/09


Introduction

Hey guys, it's been a while. I've been working on a pretty big script project that's been taking me a while to make so I decided to throw out a pretty easy script to make since I haven't released one in a while. This is an XP translation of Kylock's Fade Battle End ME script. Basically, what my script does is make it so that you can set an amount of time to fade out your battle-end ME because sometimes, battle ME's are very long and can drag out into the map which is kinda weird lol, so this script fixes that. Enjoy biggrin.gif


Features

-Allows the user to set an amount of time for the battle me to fade.



Script


Click to view attachment


Compatibility

May run into issues with some battle systems.


Installation

Just set the amount of time you would like the battle-end ME to fade on line 17 of the script and then your set to go smile.gif


Terms and Conditions

Just credit me where it is due smile.gif


Credits

Credits to Kylock for the original VX translation of the script.
Bigace
Another script from the Law biggrin.gif , hey you should make one where the music continues from map on to battle then back to the map. Just for them epic scenes where you only one want one music playing the whole time.

Anyways, keep up the good job man.
The Law G14
Thanks Bigace, and yeah, I'll try to make that script, nice idea biggrin.gif
darkhalo
Handy script to have for any project. Going into mine right now. Again this gives more time to do other
things, rather than editing down long battle ME's outside the RM maker.
The Law G14
Thanks for the comment DH, glad you found this useful biggrin.gif
obsorber
Great! Cheers for the script Law. laugh.gif
obsorber
I liked your script law and I'll give credit but it's not compatitable with the Tankentai siddeview battlesystem. I think there might be a way to fix it quick although I'm not good at scripting. I know you said it could conflict with other battlescripts but, the only problem I get after the battle is over is the fact I have to wait 10 seconds because the games freezes or pauses before it plays the victory them which fades properly and ends the battle.
orcywoo6
This script works well and fades out the ME successfully but I'm having a problem where after a battle, BGM will no longer play at all...

Anyone know a fix? blink.gif
Night_Runner
Hey orcywoo6, try it again without Law's script, and make sure it's the script that's clashing, and if it is, try using this version instead:

code
CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#======================*Law's Battle End Me Fade*==============================
#=========================Author: The Law G14==================================
#=============================Version 1.0======================================
#=======================*Edited by Night_Runner*===============================
#==============================================================================
#------------------------------------------------------------------------------

#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias law_lbemf_scene_battle1_battle_end battle_end unless $@
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
    # Fade the BGM for a specified amount of time
    Audio.me_fade(1000)
    # Run the original battle_end
    return law_lbemf_scene_battle1_battle_end(result)
  end
end


And are you using any other scripts that might edit the battle phase? I just tried the script it a (mostly) blank game, and the BGM on the map plays fine (it takes a second to start up, but it's like that normally....)
orcywoo6
QUOTE (Night_Runner @ Jul 1 2010, 09:55 AM) *
Hey orcywoo6, try it again without Law's script, and make sure it's the script that's clashing, and if it is, try using this version instead:

code
CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#======================*Law's Battle End Me Fade*==============================
#=========================Author: The Law G14==================================
#=============================Version 1.0======================================
#=======================*Edited by Night_Runner*===============================
#==============================================================================
#------------------------------------------------------------------------------

#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias law_lbemf_scene_battle1_battle_end battle_end unless $@
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
    # Fade the BGM for a specified amount of time
    Audio.me_fade(1000)
    # Run the original battle_end
    return law_lbemf_scene_battle1_battle_end(result)
  end
end


And are you using any other scripts that might edit the battle phase? I just tried the script it a (mostly) blank game, and the BGM on the map plays fine (it takes a second to start up, but it's like that normally....)


Hmm, I tried your edit but it still does the same thing, even after entering another battle there is not BGM.

The only script I have that it could be clashing with is the KGC battle camera.

Thanks for the help.
Night_Runner
Okey dokey, I think I know what the specific problem is (it works fine with the battle camera smile.gif), and if it is what I think it is, this should fix it!

code
CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#======================*Law's Battle End Me Fade*==============================
#=========================Author: The Law G14==================================
#=============================Version 1.0======================================
#=======================*Edited by Night_Runner*===============================
#==============================================================================
#------------------------------------------------------------------------------

#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias law_lbemf_scene_battle1_battle_end battle_end unless $@
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(*args)
    fade_time = 1.5 # Second(s)
    # Fade the ME for a specified amount of time
    Audio.me_fade(fade_time * 1000)
    # After the specified amount of time, stop the me
    Thread.new { sleep(fade_time); Audio.me_stop }
    # Run the original battle_end
    return law_lbemf_scene_battle1_battle_end(*args)
  end
end
orcywoo6
QUOTE (Night_Runner @ Jul 2 2010, 05:35 AM) *
Okey dokey, I think I know what the specific problem is (it works fine with the battle camera smile.gif), and if it is what I think it is, this should fix it!

code
CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#======================*Law's Battle End Me Fade*==============================
#=========================Author: The Law G14==================================
#=============================Version 1.0======================================
#=======================*Edited by Night_Runner*===============================
#==============================================================================
#------------------------------------------------------------------------------

#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias law_lbemf_scene_battle1_battle_end battle_end unless $@
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(*args)
    fade_time = 1.5 # Second(s)
    # Fade the ME for a specified amount of time
    Audio.me_fade(fade_time * 1000)
    # After the specified amount of time, stop the me
    Thread.new { sleep(fade_time); Audio.me_stop }
    # Run the original battle_end
    return law_lbemf_scene_battle1_battle_end(*args)
  end
end


Thanks so much for the help but the problem still persists sorry to be a pain tongue.gif
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