OK, it's been a few weeks but I finally had time to extract the map and eventing to a clean project and try again. I'll send you the unencrypted file via PM. Here's what I found with the bugs I previously reported:
1) On a clean project, even using the same eventing, the time to process the Cutscene Skip was only about one second, as opposed to the 3-5 seconds average in my real project. It works great on the clean project, but not on my real project (even after I moved your scripts to the bottom of all materials). I have no idea why this is. The only things I changed were a pair of script lines that have to do with Khas' Awesome Lighting (which don't involve long Waits to my knowledge), and used RTP sound effects instead of custom ones. I also transferred
to a considerably smaller, event-free map right before the end of the cutscene. Any guesses?
2) I'm still experiencing a lot of wackiness with this. The BGS from within the cutscene seems to persist after I skip the cutscene, even on the new map that the player is transferred to, even though the BGS is supposed to fade out before the end of the cutscene. Play around with it and see what you hear in the file that I sent you. Also, try keeping or removing the "ignore bgm/ignore bgs" script lines at the beginning of the script. I get less wackiness when the Ignores are used, but that also brings about the problem of the BGM being removed from the scene if I open the "Skip Cutscene?" prompt but choose No.
3) Strangely, the Battle command worked fine the first time I tested it (I got the battle right before the cutscene finished skipping, won the battle, and then the cutscene finished skipping and warped me correctly to the new map), but the next ten times I tested I got the same error I reported earlier. You should be able to recreate it with the copy I sent you. Screenshot below. If I add the "Battle Processing" command to the list of totally-skipped event commands, though, that gets around the bug.
