#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ #_/ ◆ Forced Victory ME Stop - KGC_ForceStopVictoryME ◆ VX ◆ #_/ ◇ Last update : 2008/03/02 ◇ #_/ ◆ Translated by Mr. Anonymous ◆ #_/ ◆ http://ytomy.sakura.ne.jp/ ◆ #_/----------------------------------------------------------------------------- #_/ Forces Battle Victory ME (Musical Effect) to stop when the scene returns #_/ to the map. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ #==============================================================================# # ★ Customization ★ # #==============================================================================# module KGC module ForceStopVictoryME # ◆ Fade out time (milli-second) # If set to 0, the ME stops instantly upon scene change to map. FADE_TIME = 800 end end #------------------------------------------------------------------------------# $imported = {} if $imported == nil $imported["ForceStopVictoryME"] = true #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● End Battle # result : 結果 (0:Victory 1:Escape 2:Defeat) #-------------------------------------------------------------------------- alias battle_end_KGC_ForceStopVictoryME battle_end def battle_end(result) battle_end_KGC_ForceStopVictoryME(result) return if result != 0 @@_victory_me_thread = Thread.new { time = KGC::ForceStopVictoryME::FADE_TIME RPG::ME.fade(time) # Start ME Fade sleep(time / 1000.0) # Wait until the fade is done. RPG::ME.stop # Stop ME } end end