#How to make a mod that randomizes Tartarus exploration music?
62 messages · Page 1 of 1 (latest)
global_bgm would probably be best w/o duplicating a bunch of files with ryo
const tartarusBgm = random_song(MIN_ID, MAX_ID)
global_bgm["tartarus_0d01"]:
music = tartarusBgm
end
// Add rest of the Tartarus BGM blocks.
What is min id and max id?
I just wanna make sure I’m doing this right but p5 music mods work interchangeably with p3 right? Battle music randomizers running on BGME?
Like my code for my reaper mod for p3, would this work?
https://media.discordapp.net/attachments/1304172630907027517/1305262041862377542/image.png?ex=67326381&is=67311201&hm=15fe09df7c21d56064327c84bbe02eb5b3e143e0e684fb854f84a58d6b5c7604&
Because I based that code on the code for my persona 5 random battle music mod I made, which seems to load fine In p3r
BGME Battle Theme mods, which randomize BGM for normal battles work in all games automatically. BGM in any other battles can only be edited with BGME Framework.
And usually, music used in BGME Framework only works per game
Ok cool so my battle music will work, then what would I do for the reaper specifically in bgme framework for p3r?
What should that code look like in contrast to my battle music mod, and how can I learn?
^^^^
There's no P3R documentation though, so you're gonna have to adjust stuff for P3R yourself:
Use Yona instead of Phos: https://github.com/RyoTune/Yona/releases/tag/0.6.0
Put your music files in MOD_FOLDER/BGME/P3R
For collections, look at the P3P ones
and only use BGME Framework for P3R, not the regular BGME Framework
Ag okay then so looking over it my reaper mod should work for both p5r and p3 as the encounter block for both is “The Reaper”
in terms of script, maybe
you have to keep in mind you're not using a BGM ID the game already uses, each game will use different ones
and you have to convert your audio for the specific game
I used HCA
When I tried with yona in p5r to convert to hca (persona 5 royal) it didn’t work, but HCA just by itself did work.
different mods
All my Bgm ids are just like battle1, battle2, battle3, etc
those aren't bgm ids
Huh?
I mean both my reaper mod and battle music mod are just encoded in HCA
What is a bgm ig then 😦
yeah its ignoring my reaper mod entirely and just playing songs from my base battle mod
so sorry again, but how do i set it up to work with reaper
im using this.
because rn
i have htis
const ReaperBattles =
(ReaperBattle1,ReaperBattle6,ReaperBattle7,ReaperBattle8,ReaperBattle14,ReaperBattle26,ReaperBattle42,ReaperBattle52,ReaperBattle53,ReaperBattle55,ReaperBattle59,ReaperBattle60,ReaperBattle61)
encounter["The Reaper"]:
music = ReaperBattles
end
and thats nto working
:C
Can someone help me understand this stuff?
Ok
you keep taking me back to that tutorial over and over as ifi t has the answer to all my questions but it doesnt lol
this is literally all it says about boss music. not to mention theres no tutorial for P3 reloaded
only p3 portable
^
these are the only real differences for P3R, which I did list
and there's so little for boss BGM because you're supposed to read the first 5 or so