rpgmaker64

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  1. 塗 ゆり
    August 23rd, 2016 4:59 PM
    塗 ゆり
    There's something weird with essentials, I don't know what '^'
    (I was in vacations, sorry)
  2. 塗 ゆり
    August 6th, 2016 4:15 AM
    塗 ゆり
    Oh, see the problem, in the official Games the victory is played until you skip the message so Essentials did the same (I also do the same but with an Ogg and with loop points).
    If you don't want that : in "PokeBattle_Scene" replace
    pbBGMPlay(pbGetWildVictoryME())
    by
    pbMEPlay(pbGetWildVictoryME())

    and
    pbBGMPlay(pbGetTrainerVictoryME(@battle.opponent))
    by
    pbMEPlay(pbGetTrainerVictoryME(@battle.opponent))


    I didn't see any other bug with the repeat of the music. I recommand you to convert some important music to ogg and put the LOOPSTART and LOOPLENGTH tag if you don't want any problem with that ^^
  3. 塗 ゆり
    August 6th, 2016 3:52 AM
    塗 ゆり
    Sorry I didn't connect for long, I'll test and report you the corrections :p
  4. 塗 ゆり
    August 2nd, 2016 11:14 AM
    塗 ゆり
    '^'
    I don't understand why it does this (I don't have any issue in my project, that's not essentials projet so...) Could you send a testable version of your projet (with only stuff to check how to correct the bug : two maps and some battles) ?
  5. rpgmaker64
    August 1st, 2016 12:01 PM
    rpgmaker64
    did the script i send look ok?
  6. rpgmaker64
    August 1st, 2016 12:00 PM
    rpgmaker64
    Yeah, its in ME and it only loops in game, in the music tester in rpgxp none of the tracks play incorrectly so it has to do with something going on in the fmod scripts.
  7. 塗 ゆり
    July 31st, 2016 8:14 AM
    塗 ゆり
    Ohw. Is the music played as a BGM ?
    Normally, ME and SE aren't repeated if they don't have LOOPLENGTH and LOOPSTART tags ^^
  8. 塗 ゆり
    July 30th, 2016 2:56 PM
    塗 ゆり
    (You can make a video to explain, I'm not sure about what you mean by repeated ^^)
  9. 塗 ゆり
    July 30th, 2016 2:54 PM
    塗 ゆり
    You use the LOOP TABLE or the tag inside the file ?

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