+ Shadow Fox 5 Posted July 21, 2013 (edited) I have searched the script forum but I do not believe I have found anything that could help me so now I am requesting something that is very specific and it deals with Regions. However Since I am using a specific script I feel that I should post that script here as well as it has a bearing on my script request. DP3 has helped me with the script below. #============================================================================== # ** Meph's Simple Region Audio (Requested by Cecillia)#------------------------------------------------------------------------------# MephistoX and DP3 helped with Airship and switch# Version 1.2# 22/07/2013# RPGMaker VXAce#------------------------------------------------------------------------------# * Version History :## Version 1 ---------------------------------------------------- (26/04/2012)# - First Released Version# Version 1.2 -------------------------------------------------- (26/06/2013)# - Second Released Version# Version 1.3 -------------------------------------------------- (22/07/2013)# - Third Released Version#------------------------------------------------------------------------------# * Description :## This Script allow the user to configure different BGMs depending on the# region where the player is, if no bgm defined for that region the BGM# will stay, also works with autoplay.#------------------------------------------------------------------------------# * Instructions :## Place The Script in the Materiales Section of your Script List# See The Module to Check the Audio Configuration for the Map.#------------------------------------------------------------------------------# * Credits## Avaliable for Any Proyect.#==============================================================================#==============================================================================# ** Region Audio#==============================================================================module Region_Audio#--------------------------------------------------------------------------# * BGM Config : Configure the BGM for Each Map and Region# - BGM_Config = {Map_ID => {Region_ID => 'BGM Name'}}#--------------------------------------------------------------------------BGM_Config = {}BGM_Config[16] = {1 => 'Field1', 2 => 'Field2', 3 => 'Field3', 4 => 'Field4', 5 => 'Field5', 6 => 'Field6',}Event_Switch_ID = 10#--------------------------------------------------------------------------# * Defined Audio? : Check if Audio for Map and Region is Defined#--------------------------------------------------------------------------def defined_audio?(map_id, region_id)# Return true if Map_ID defined and Region_ID definedreturn (BGM_Config.key?(map_id) && BGM_Config[map_id].key?(region_id))endend#==============================================================================# ** Game_Map#==============================================================================class Game_Map#--------------------------------------------------------------------------# * Mixin Region_Audio#--------------------------------------------------------------------------include Region_Audio#--------------------------------------------------------------------------# * Alias Listing#--------------------------------------------------------------------------alias_method :meph_chgrgbgm_gmap_autoplay, :autoplay#--------------------------------------------------------------------------# * Automatically Switch BGM and BGS#--------------------------------------------------------------------------def autoplayunless $game_switches[Region_Audio::Event_Switch_ID]# Check if Map ID is a Configured Region Music Mapif defined_audio?(@map_id, $game_player.region_id)# Get BGM Name based on Map_ID and region where the player isbgm_name = BGM_Config[@map_id][$game_player.region_id]# Play the gotten BGMreturn Audio.bgm_play('Audio/BGM/' + bgm_name, 100, 100)endend# The Usualmeph_chgrgbgm_gmap_autoplayend#--------------------------------------------------------------------------# * Update Region Audio : Update the Audio based on Region ID#--------------------------------------------------------------------------def update_region_audio(r_id)# Get BGMbgm_name = BGM_Config[@map_id][r_id]# Return if Not Defined Audio or Currently Playing defined BGMreturn if !defined_audio?(@map_id, r_id) || (@map.bgm.name == bgm_name)# Play BGMAudio.bgm_play('Audio/BGM/' + bgm_name, 100, 100)endend#==============================================================================# ** Game_Player#==============================================================================class Game_Player#--------------------------------------------------------------------------# * Alias Listing#--------------------------------------------------------------------------alias_method :meph_chgrgbgm_gplay_init , :initializealias_method :meph_chgrgbgm_gplay_update, :update#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initialize# The Usualmeph_chgrgbgm_gplay_init# Region ID@region_id = 0end#--------------------------------------------------------------------------# * Frame Update#--------------------------------------------------------------------------def updatemeph_chgrgbgm_gplay_update# Don't Update Sound if Inside of AirShipunless $game_player.in_airship? || $game_switches[Region_Audio::Event_Switch_ID]# If Actual Region is different from saved Regionif region_id != @region_id# Save Actual Region@region_id = region_id# Update Map Region Audio$game_map.update_region_audio(@region_id)endendendend And this is what I am trying to accomplish. Within the game there are between 6 and 8 main regions within EACH continent that are the same, and each region will have different music which is what the script above does. However there would be several monsters that are completely different within the same region. I have an example bellow: There are four Continents and they all have region 1, which will play the SAME tune, but each different region is suppose to have different monsters. Here is a quick example of what I am wanting. In region 1 of Continent A has Wasps, Bees, and other incests In region 1 of Continent B has Snakes, Lizards and other reptiles. In region 1 of Continent C has Wolves, Foxes and other canines In region 1 of Continent D has Cheetahs, Panthers and other felines. And region 1 of ALL four regions should play Field1. So with that information given, and if this idea can be done without resorting to using another script other then the above script please let me know on how I go about that. Edited July 21, 2013 by Shadow Fox Share this post Link to post Share on other sites
casper667 131 Posted July 23, 2013 Why can't you just make each continent have a separate region, but all 4 of those separate regions play the same song? Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted July 23, 2013 (edited) I have tried that but the music does NOT play... even though I have this in the script BGM_Config[16] = {1 => 'Field1', 2 => 'Field1', 3 => 'Field1', 4 => 'Field1', 5 => 'Field2', 6 => 'Field2', 7 => 'Field2', 8 => 'Field2'} I MAY be doing it wrong though. Edited July 23, 2013 by Shadow Fox Share this post Link to post Share on other sites
DP3 188 Posted July 23, 2013 #-------------------------------------------------------------------------- # * BGM Config : Configure the BGM for Each Map and Region # - BGM_Config = {Map_ID => {Region_ID => 'BGM Name'}} #-------------------------------------------------------------------------- BGM_Config = { # Map ID 1 => { # Region ID # BGM Name 1 => 'Field1', 2 => 'Field2', 3 => 'Field3', 4 => 'Field4', 5 => 'Field5', 6 => 'Field6', }, } Share this post Link to post Share on other sites
+ Shadow Fox 5 Posted July 23, 2013 It's working now. I think I might have had a , where there shouldn't be. This topic can be locked as I don't require a script anymore. Share this post Link to post Share on other sites