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Found 10 results

  1. Straight to the point. In the VX Ace version of this, there was a default AP gain which was based upon Total EXP gained divided by an integer (something like 10), which could be changed if one wanted and knew what they were doing. I found no such thing in the MV version, so I was looking for a way to implement that so that one could use that as a formula instead. Issue is, I have no idea as to what the reference is for total EXP gained, nor how to implement it. Any help is much appreciated, merci beaucoup.
  2. Hi there! For some time, I've been developing set of tools for RPG Maker MV, essentially the Quest Editor (not a wonder, cause title says the same). When I played with RPG Maker Engine for the first time, I've been surprised that such tool wasn't here yet, and decided it will be interesting try to create something like that and see if it will work out or not. So here it is. Flyfox.Quests & Quest Editor. Flyfox.Quests is a set of tools for RPG Maker MV. Its purpose is to help easily create complex quests and dialogues for your game. It includes plugin what you'll need to add to you game project and quest editor for creating your epic story with different choices and conditions. You'll need to follow 5 simple steps to get up and running: In you RPG Maker MV Project, mark events which will be participating in quests (this will require adding comment line). Those events will be your NPC's. Register Flyfox.js plugin with you game project and run game for the first time: this will generate all required metadata for Flyfox.Editor. Create new project in Editor and write you quest/quests. All NPC's marked in step (1) can participate. Export output file from Flyfox.Editor and place it in directory with your game. And... Done! Flyfox plugin will take care of everything else: tracking quests, saving game progress, displaying texts, choices, etc. You do not need to fill event pages or do some other work in RPG Maker MV Editor. Flyfox.Editor gives you easy to understand visual representation of your quest. It shows you "quest flow graph" (see screenshots) which is easy to edit and fill with data. Arrows points where player will go after making one or another choice. You can add new texts, choices, add different translations or variations based on choices players makes. And all of it – in one place. Also editor will show you unfilled fields or any logical errors. So here is some features: Simple and understandable quest graph. Ability to work with quests in one place. Your team's quest writer can now work as he/she wants using only Flyfox.Editor and nothing more. Great ability to customize you quest. Add any number of translations with couple mouse clicks, switch to any translation at any time. Change game flow based on player decisions with ease! Add parameters to your project and see how simple it is to write and manage different text variations. Comfortable UI interface to work with. Current version is 1.0b, which means many useful things are missing. Here is list of things I'd like to add: Customization of text/choice window via Flyfox.Editor. Automatic word wrap (Right now you can use external plugin for it or just break long lines into smaller ones). Variables and conditions. You will be able create global variables (for all NPC's to see) or local variables each quest or NPC. With this you can predefine some ranges and write text for echo one of them. Or add default 'fallback' text. For example, you can add global parameter 'hero anger' and set available choices or texts based on that. Or you can manage friendship between hero and different NPC's. There are unlimited possibilities. UI improvements. This includes not only updating visual design but also things that will improve usability. For example, hotkeys for working with lines and blocks (see tutorial about that), sorting lines with drag-and-drop, metrics and errors windows, additional navigation and more. Additional quest actions. We want to have ability do all sorts of things from our quests: give player reward, move, invoke custom script, set RPG Maker variable or trigger, invoke event pages, etc. For more information about available actions ("lines") see tutorial. Different ways to start quest. Right now you can start quest using default RPG Maker event action button ("Enter"). It will be good to have ways start quest while walking over quest NPC event, or when moving to certain distance from NPC or... You name it! "Multi-stages" (to learn more about stages, see tutorial). Thing is, right now to add NPC dialogue (interaction), you should add it to some quest stage. But what if you want to have same dialogue available for several stages, or even whole quest? Custom in-game quest progress window. Thing is, I would like to hear your opinion about it, like would such tool be useful in real-world projects, and if I should continue my work. I'm aware that you can't create complex cutscenes this way, though I've got some ideas about it (for example, defining cutscene in separate event, and then calling it from Flyfox. This way we'll be able separate quests & texts from events). The idea is to create tool that will be fun and easy to use, and also allowing rich capabilities. So I hope I'll get some nice feedback here AI Plugin There is another plugin I've been working on, but it's not quite finished. It's called Flyfox.AI and it's purpose is create enhanced AI. It will help you create immersive towns and villages living on their own: citizens walking and chatting and sleeping, traders selling their stuff and working in shop, waitresses serving customers, bandits robbing at night... This plugin was inspired by Skyrim AI system. Though it has many flaws, it still provides good immersion into game world. Most RPG Maker games don't have any of that. It's frustrating for me launch a game and see lifeless NPC, stuck forever in one place. Thing is, I've decided that i'll rather finish my work with Quest Editor before continuing work on AI plugin, but I also decided not remove any AI-related code from plugin yet, so if you'll see it, don't be afraid! (That code isn't so bad though) Downloads & Demos Here you can download Editor app (requires .Net Framework 4.5) and flyfox.js plugin. Flyfox.Editor 1.0b Flyfox JS plugin And here is "Getting started" tutorial
  3. Hi, can anyone help me add traits/effects to item from code? I'm trying: item.effects.push({"code": 12, "dataId": 2, "value": 50}); but its set mp recover to NaN
  4. Flare Notification - vs 3.0 Darkness Falls Terms: Credit must be given to me. Mit license means you can do what ever. free for commercial usage Flare Notifications allows you to create notification windows based on different events. So lets create a notification: FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]", stickToTop, fadeOutNearBottom);This creates a notification window that will scroll down the game window fading in and then out at a specified rate given by the options. As you can see we give the notification window some text. Optional values are stickToTop and fadeOutNearBottom which should be obvious what they do. fadeOutNearBottom is calculated based on a plugin setting which lets you calculate when it it should start fading out. All windows are added to a cue, first in first out. For example an event can have: FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]", false, true, {windoWidth: 900, windowX: 2, windowY: 90}); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]", true, false, {windoWidth: 900, windowX: 2, windowY: 90, fontSize: 20}); // Options are passed in as an object: // windowWidth = The width of the notification window. // windowX = The x position of the window. // windowY = the y position of the window. // fontSize = the font size for the window. FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); FlareNotification.notify("\\i[8] \\c[10]Hello World\\c[0]"); This adds ten windows to an event that will then all be called. ATTN! If you have 1 or more notifications and you open a menu, enter a battle. we will play the next set of notifications. If you then open a battle or a menu we will remove any notifications currently on the screen. This is similar behavior to the map name. Regarding windowY If you set the window Y to low or too high you may never see the notification because the window moved down the y axis and as it does it fades out over time. That time can be adjusted how ever. Event Based Notifications Now you can enable a set of options to turn on event based notifications for weapons, armor, items, xp, gold, hp, mp and so on. There are a ton of individual event notifications that you can turn on or off so that you are not creating events all the time that contain notifications after a party gains x item or loses x hp. These only trigger on events that require the player to some how activate them. They do not play in battle or in menus. Event based notifications have options for the way the window looks and behaves including width, font size, stay at the top, how long till next window and so on. These options are different then self created notification window options and are individual for each type of event notification. ATTN!! Assume you have 6 events that play (all at once) as the player triggers them. The notification messages are added to a queue. The events will play out, level messages and other types of messages will play out associated with that event. these messages are known as $gameMessage's. The notification event messages will play directly after according to how they were added to a queue. How to get the script? Download Here. FAQ: - How do I use this? Download the dist/ script or make a new JS file called: Flare-NotificationWindow.js and then follow the above steps. Do not forget to save and enable the script. - Are there incompatibilities? Not as far as I know? Post them if there is. Rules are: Screen shot of the error, console too if you have Yanflys core script. What you were doing, what caused the crash, what scripts you are using. - Can you add a feature? Yes. Just let me know what you want and ill consider it. - I found a bug! Follow the "Are there incompatibilities" rules for positing bugs. It helps me debug.
  5. Flare Currencies - A better way to manage currencies, v3.0 Darkness Falls, MIT License, Credit must be given to me. free for commercial usage Download: Get The Script, Make sure to name the script: Flare-Currency.js Screenshots: Disclaimer All code is written in ES6 and compiled to ES5, do not edit the distributed script file. Please see the source for making modifications and please read this section on building scripts. This script should work with all or any other scripts that modify the shop in any way. Flare Currency allows you to add up to 5 currencies to your game via the options menu when setting up a script. When a currency is added you can add the following tags in enemy note tags, not troops. <currencyToGain name: "Some Name" amount: x chance: 89> name: The name of the currency, must match that of the currency you set up in the script options. amount: The amount of the currency to reward. chance: Optional. The percentage of which the enemy will drop the currency and its amount. Currencies with out a percentage default to 100%. When you set the percentage you have to set 0-100 as an integer. Currencies can have a variable amount, for example: <currencyToGain name: "Some Name" amount: "1 ~ 34" chance: 89>This means that "Some Name" has a 89% chance to drop between 1 and 34 "coins" Shops Shops are easy to build in Flare Currencies. It's quite amazing too. So how do we make a shop? The first thing to do is to set up some items with the following tag: <currencyShop belongsTo: "Sample Name" andCosts: 76> That should real like english. We are saying this item belongs to a currency shop and a currency of: "Sample Name." We also state that the it costs x of that currency. So lets read it together: For the currency shop this item belongs to sample name and costs 76 of sample name. The next things, for the currency information section is to then do: <currencyShopEvent belongsTo: "currency Name">In a comment for that event. What this does is: As you can see we have an extra line: "There is a currency shop selling this item." This tells the player that hey, there is a currency shop on this map. So now that you went through your weapons, armors and items and added tags to stipulate which items belong to what currencies and how much they cost, how do you open said shop? You create an event: FlareCurrencies.openShop("Sample Name", boolean)You have essentially opened a shop that is either purchase only (the boolean) or allows the user to sell items. Selling items only works for items that belong to that currency shop. Items may have multiple different Currencies but currency shops only take items that belong to the specific currency you specified. You cannot have multi currency based shops. ATTN Developers This shop is designed to be completely backwards compatible with your shop scripts. How ever if there is an issue Please file a bug report. ATTN Users This shop will be blank if the currency doesn't exist or no items have that currency. Additional Information You must keep the name and the description short. If you make them too long then they will go off the window and it will look broken. Amount is not capped, you can have over 9,999 of any currency, but you cannot have any thing less then 0. any negative value that that takes the currency amount below 0 will cause your currency to default to 0. Public API FlareCurrencies.addAmount(currencyName, currencyAmount): Lets you add a specific amount to a currency, either negative or positive. Example:FlareCurrencies.addAmount('Demon Teeth', 56); // Or: FlareCurrencies.addAmount('Demon Teeth', -56); FlareCurrenies.openShop(currencyName, boolean): Lets you open a shop specific to that currency.Example: FlareCurrencies.openShop('Demon Teeth'); // Or: FlareCurrencies.openShop('Demon Teeth', true); // Purchase only FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId): Lets you set an amount positive or negative based on the currency name and the variables value.Example: // variable id 5 has an amount of 650 FlareCurrencies.setAmountBasedOnVariableId('Demon Teeth', 5); // Demon Teeth currency now has a value of 650 Yanfly Victory Aftermath Script To see currencies spit out as "battle spoils" add the following to the option, "victory order": currency. It can come in what ever order you want, how ever it must be present. For example: exp custom drops currencyOnce added, battles will have an additional battle spoils window showing the currencies you gained. Yanfly Menu Manager Script You don't have to do anything. It just works. For Developers I have a special treat for you. You can mess around with currencies in your own scripts via: flareCurrency which is a global object. You can do the following with it: flareCurrency.store(currencies) - This takes an array of objects, an example from the script: [ { name: currency["Currency One Name"], description: currency["Currency One Description"], icon: currency["Currency One Icon Index"], amount: 0 }, { name: currency["Currency Two Name"], description: currency["Currency Two Description"], icon: currency["Currency Two Icon Index"], amount: 0 }, { name: currency["Currency Three Name"], description: currency["Currency Three Description"], icon: currency["Currency Three Icon Index"], amount: 0 }, { name: currency["Currency Four Name"], description: currency["Currency Four Description"], icon: currency["Currency Four Icon Index"], amount: 0 }, { name: currency["Currency Five Name"], description: currency["Currency Five Description"], icon: currency["Currency Five Icon Index"], amount: 0 }, ]; flareCurrency.setStoreFromLoad(store) - Takes an instance of the above example which is gathered from loading a Saved game. flareCurrency.getCurrencyStore() - Gets the above store at its current state. Not Public. This class is not meant to be given to the end user as a public api. It is for developers. End users haveFlareCurrencies as a public class they can access for events. Regarding Enemies: Enemies have some extra keys added to them thats been around since 1.0 of the script. Lets look at them now. - enemyCurrencyRewardData - Contains information about the various currencies this enemy can reward. This is generated on game start. - gainCurrenciesOnBattleWin - Contains name of currency and a boolean of true or false. Both of the above are arrays of objects. FAQ: Somethings broken ... Please take a screen shot of the error. If the console is open take a screen shot of that too. What were you doing before it crashed. What scripts do you currently have active (and their order)? Can you add ... ? Yes I can. Please explain what you want in detail, any additional information such as screen shots, example images and so on.
  6. Flare Collections - Laws for Map vs2.0 Created by DarknessFalls. All Credit must be given to me. Free for commercial use. Download: Get me The script must be named: Flare-LawsForMap.js ATTN! All code is written in ES6, including classes, static classes and so on. Do not edit the script it's self. You can view the source code here and learn how to build the script for your self here ScreenShots: Welcome to Laws for Map. The script allows you to set up a set of laws for a map, these laws are then checked when a player does an action that targets either it's self, another actor or even an enemy. If you say no potions and I use a potion, you bet ill be punished in some way. Laws for Map comes with lots of things right out of the bag, lets get into it. Setting up laws you can have any number of laws on a map, we will only show you three of those laws at any one time. When the player starts up the map either from a new and saved game we will randomize those laws and show a new set of three. The same goes for when a player transfers to a different map and back again. Laws are comprised of a couple of things, a short name, a icon, a punishment and a cantUse which is allowed to hold three things in it (any more and I slice them off). So lets set up a law: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > name: The name of the law. punishment: The thing to punish on the actor object. (see below) amount: How much do we do when we punish the user? icon: What icon is representing the law? cantUse: What can we not use? (see below) ATTN! The parser I use will read the tag as is, if you copy and paste it into the map detail window. Duplicate cantUse Consider the following example: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > <law name:"Minor Health Loss" punishment:"hp" amount: 10 icon: 26 cantUse: "attack, potion, heal" > The issue here is that when we process which law you broke, we take the first one we find in the array of laws for the map is the first one we take. In this case Minor Health Loss would never get used because we found Attacking causes death first. Your can't use has to be unique like the name of the law. Punishment punishments are things we do to the player, we take away things like hp, mp, tp or xp. We can even take away gold. We cannot take a away items, weapons or armor (equiped or not). When we take away xp, we can level down the actor. ATTN! Laws can kill. if you reduce the hp below 0 or to 0 on a map or in battle it can kill the player. If you are on a map and you kill the whole party, the last law window will tell You that every one is dead and its game over before actually going to the game over. We tell you before we punish you, battles. In battles when you do an action and the law is broken, if that law would kill You we will tell you before we actually punish you. We Punish before we tell you, map. If you are on the map and you use a potion and we have stated no you cannot use potions, then we will show you the law window and THEN punish you. The following are acceptable punishments: hp, mp, tp, xp, gold. No you cannot have multiple punishments. cantUse Cant use stipulates what a actor can and cannot use. Because laws are not party wide and affect only the actor breaking it the cantUse only applies to that specific actor at the time that they use an action. You can state, for battles: Attack, Item Name, Skill Name, Special Name For maps you can do: Item Name, Skill Name, Special Name You can only have three cantUse per law. For example: attack, potion, spark When a player uses attack in battle or spark in battle they have broken a law. When a player uses potion either in or out of battle that player has broken a law. The same goes for out of battle. If a player uses a potion out of battle they will be punished. Regarding Breaking Laws in Battle. In a battle its the sole act of doing an action thats against the law that breaks the law. For example if the law states you cannot attack and you attack, but it misses, you still broke the law and will be punished according to that law. Regarding Yanfly Scripts. For Yanfly battle and Yanfly Menu Manager, you don't have to do anything at all. This script also works with Yanfly Aftermath, you just have to place laws in the list of reward windows: exp custom drops laws Reward for not breaking a law You can set this up with a tag in the map notes: <lawReward i: 5 w:5 a:8 gold:78 xp:90>This will reward the player it an item of id 5, weapon of id 5 and armor id of 8. The party will also gain 78 gold and the whole party will gain 90 xp. You can also do: <lawReward i: "5,6,7" w:"5~89" a:8 gold:"1~78" xp:90>This reads as, gain item id of 5,6 and 7. Gain a random weapon between if 5 and 89. Gain armor with id of 8. Gain random gold between 1 and 78 and finally the whole party gains 90 xp. Calculate Before or After Battle? If you set this plugin option as before then you will see: You can scroll through the laws that associated with this map and hit enter to scroll through the list of rewards. All of these rewards will be the same for every single battle. If you want to have the rewards calculated after every single battle and you are using concepts of: "1 ~ 6" which is how we calculate random rewards. Then you'll see: Which indicates that there is no reward information to be shown because that information is calculated after every battle. Bonus: You can do the following: i: 1 // item id 1 i: "1 ~ 67" // random item between 1 and 67 i: "1,2,4" // Give items 1,2 and 4 Public API For developers, you get some public api. Non developers might find this useful. You have access to the FlareLawsForMap static class which has the following functions on it: getLawsForMap() Gets all the laws for the current map, returns an array of 3 objects.Example: FlareLawsForMap.getLawsForMap() // Returns and array: [Object, Object, Object]
  7. Flare Remove Troop From Region vs 1.0 Download: Here Credit: Darknessfalls You can use for free in commercial games This script will remove one or more enemy troops from the `encounterList` for a map object. We do this destructively, how ever its also non destructive such that I save the original encounter list for that map so you can restore at any time with a simple script call. It's destructive such that, the cloned data structure gets mutated and then the original is replaced with that new mutated array of encounters. When you restore, based on map id, we restore the mutated version of the data back to the original encounter list. This script is great if you have a boss that is in a specific region as well as other enemies. Or maybe you have a kill quest that requires the players to kill monsters in a specific part of the map, monsters that belong to multiple regions. Lets understand how this script works. Create a parallel event that calls the following, as an example: FlareRemoveTroopFromRegion.removeOnBattleEnd([1,2], 1); The first parameter is an array of troop id's to be removed from the second param which is the region. In this case troop id one and two will be removed upon a successful battle. To remove one enemy from a region: FlareRemoveTroopFromRegion.removeOnBattleEnd(1, 1); ATTN!! If you trigger an event on an region where the user would encounter the enemy and you allow them to loose I do not remove the troop, because you did not win the battle. How ever if you should happen to win the battle, I will remove the troop from said region. So keep this in mind for battles you trigger manually through events. Regarding "Map" enemies If you have a troop that belongs to the whole map, I do not remove this enemy from the troop list. Next paint a specific section of your map with region 1, assign some monsters (these troop id's) to it and then encounter them. You will notice after a battle you will not run into these enemies. If the enemy troop, lets say id 2, belongs to region 1 and 5 and you encounter it on region 1, you will never encounter it on region 1 again, how ever you can encounter it on region 5 So keep that in mind when you want to remove enemies from a region. Restoring to default because this mutated date is stored across saves and maps you might want to restore the map to its original encounter list. This can be done by creating an event with the following: FlareRemoveTroopFromRegion.restoreToDefault(3); You restore map id 3 to default. This means the original encounter list will be back in effect. Keep in mind that parallel event is still running, so if you go back to region one and kill troop id 1 again, it will be removed, again, from that region.
  8. Flare Call Event On Game Over vs 1.0 Download: Grab it here Credit: Darknessfalls You can use this in commercial games. This script is super simple and super basic. There is no screen shot to show as the common event you create is up to you. How ever at the core of the script we do the following: Party Dies on map, out of battle, we call a common event after reviving every one. Party Dies in a non test, non can loose battle, party is revived, sent back to map and common event is called. So how would you set this up? Create a common event with a trigger of none. Create a parallel process that contains the following script call: FlareGameOverEventCall.callEvent(commondId) The commonId is the id of the common event you created Play the game. Now when a party dies in battle, the characters are revived and the event plays, This also works for when a party dies on the map. This does NOT work when you just call game over via an event. Simple right?
  9. Flare-RegionNotification vs 1.0 Requires: Flare Notification Window Credit: Darknessfalls Can Be used in: Free and Commercial games. Download: Grab it here Want to have a notification play when you walk over a region? This is the script for you. So lets assume you have region 19 and when the player touches you want to say "hello world". So what you do is the following: Paint a line of region 19 (see why a line below) Create a parallel event with the following script call: FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, 19, 1); Play the game. Lets go over what you just created: The params for the script call are as follows: FlareRegionNotification.notifyOnRegionTouch(text, stayAtTop, fadeoutTowardsBottom, options, regions, switchId, turnOnSwitchesForMultiRegions); text: notification text stayAtTop: true/false fadeoutTowardsBottom: true/false options: See Flare Notification Script, how ever: Options are passed in as an object:windowWidth = The width of the notification window. windowX = The x position of the window. windowY = the y position of the window. fontSize = the font size for the window. Example: for options, you could pass in: {windowWidth: 400, windowX: 50, WindowY: 50, fontSize: 12} switchId: the id to turn on for a single region touch only. turnOnSwitchesForMultiRegions: Do you have multiple regions? If so, then each region will be a switch id thats turned on when the player touches tone of those regions. So what you have done is: create a notification with text of "hello world" and, don't stay at the top, fade out towards the bottom, set the width of the window to 500, only play when player touches region 19 and then turn on switch id 1. Multiple Regions FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, [19, 15, 78], 0, true); This one does the same thing as you have seen above, accept this time we say, don't use a single switch, instead use the region id as the switch. What this does is creates a notification when the user touches region id 19, 15 or 78. When the player does we have a switch id set turned on with id: 19, 15, 78. ATTN!! If you pass in false or nothing (default false) then we wont use a switch id, even if you pass one in. If you pass in a switch id and false for the last two arguments then what happens if we do nothing. Turn off Switch id on region touch. Now that you have the notification playing on one or more regions and you have decided to set a switch when the region notification event is played, how do we reset that switch with out an event? In the same parallel process you created you'll want to place the following code: FlareRegionNotification.resetNotificationSwitches(regionId); What this does is say reset notification switches for all switches when this region is touched. So assume you had region id 12, 15, 16, 19 and 20 all play a notification of "hello bob" when the player touched the region. Well when you call the above function with a param of, for example, 50, then every time a player touches region 50, all the switch id's, in this case: 12, 15, 16, 19 and 20 will be reset so that the notification can play again when the player touches those regions. But I only want to reset one of those switches ... Ok, so now we use the same example as above, but instead of calling `resetNotificationSwitches`, we call `resetSpecificSwitchId` same signature as the `resetNotificationSwitches` accept the second argument is a switch id: FlareRegionNotification.resetSpecificSwitchId(regionId, switchId); This does the exact same thing as above, accept it only resets a specific switch id instead of all switch id's on region touch.
  10. Flare Play Music On Region Touch vs 1.0 Download: here Credit: Darknessfalls The above shows you how to quickly set up a set of regions that when touched music plays. In the above, 19 plays the river BGS while 20 fades it out over 2 seconds. So How is this done? Paint some regions on the map, one set is for the music to fade in, the other is for the music to fade out. You can have multiple regions that fade in music and multiple that fade out music. Create a parallel event that contains the script calls you see in the image, for example: FlarePlayMusicOnRegionTouch.playMusic([19], 'BGS', 'River', 50, 100, 0) FlarePlayMusicOnRegionTouch.fadeOutOnRegions([20], 'BGS', 2)Run the game. When the user touches region 19, BGS of River will play. How ever when the player touches region 20, all BGS's will be faded out over 2 seconds. ATTN! I do not fade out BGS or any other music on map transfer, thats for you to set up.
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