This contains a script for making trainer intros use files in the BGM folder instead of the BGS folder. More specifically, it has them in a dedicated subfolder of the BGM folder named "Intros". Installing it is simple. When using this script, create a new script section above "Main", and then paste it into it. Definining entries is rather simple, just follow the formula listed in the script, and use the existing ones as an example. If you decide to use this, credit Nuru Yuri entirely for the code. I tweaked it a bit, but they wrote it. ----------- New Script Section, above Main class Interpreter TRAINER_BGMS = { # :(Trainer class goes here) => '(Audio file goes here, without extention)', :APPRENTICE => '001. Vs. Rival (Demystify Feast)', :HEXMANIAC => '002. Trainers\' Eyes Meet (Hex Maniac)', :AROMALADY => '003. Trainers\' Eyes Meet (Girl 1)' } # Play the trainer eye bgm according to the type defined in Interpreter::TRAINER_BGMS # @param type [Symbol] type of trainer (key in TRAINER_BGMS) def TrainerIntro2(type, volume = 100, pitch = 100) audio_file = TRAINER_BGMS[type] Audio.bgm_play("Audio/BGM/Intros/#{audio_file}", volume, pitch) if audio_file end end --------------------------------------------------------- This part of the script was written by me, but it's so neglible that honestly I don't even need credit for it. All you do is open the Compiler script section, search for the following line, and replace it with the new line. ---------- Compiler Find and Replace: introplay = sprintf("pbTrainerIntro(:%s)",trtype) With: introplay = sprintf("TrainerIntro2(:%s)",trtype) ---------------------------------------------------------