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Enemy Voices in Battle

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Enemy Voices in Battle

Version: 1.0

Author: DiamondandPlatinum3

Date: October 2, 2013

 

 

 

 

Planned Future Versions

  • You tell me :)
Description

 

This script grants you the ability to have your enemies talk throughout battle.

Enemies will say things when attacking/using skills/getting damaged/etc.

 

 

Features

  • Play Voices when Enemy is Attacking, Taking Damage, or using a Skill.
  • Gives you the ability to change the ratio that meets the damage voice criteria if you don't like the defaults.
  • Can easily set up voices per enemy per skill & item via the use of notetags.
  • Can mute battle voices with an event switch or by an enemy having a specific state attached to them (ie. Silence).
  • Enemies can have a death cry when they fall in battle.
Screenshots

 

Cannot Screenshot Audio :(

 

 

Instructions

  • Instructions are inside of the Script
Script

 

Get it from here

 

 

 

Credit

  • DiamondandPlatinum3
Thanks
  • IAMFORTE - A glorious person deserves a glorious thank you :D
Support

 

Post in this thread or PM me.

 

Known Compatibility Issues

I am unaware of any scripts it doesn't work with; if you find any, post in this thread.

 

 

 

Demo

 

Not Available yet.

 

 

 

Author's Notes

 

This weeks scripting has been brought to you by the letter 'L', as in

"Love that car" - Mitsubishi

 

 

 

Terms of Use

 

You may find my Terms of Use Here.

Edited by DP3

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This is the Best Voice script i used!


 


i have a little compatibility issue with Victor's "damage pop-up". Every time my actors hits the enemy, if i set an enemy "miss voice", the "miss" sound plays.


i tried changing PLAY_MULTIPLE_VOICES_FOR_MULTIPLE_HITS and other options but didn't fix it. plz help!   :)


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A quick fix is to put this code below the Enemy Battle Voices script:

 

class Scene_Battle < Scene_Base
  def apply_item_effects(*args)
    dp3_ebv_scenebattle_applyitemeffects_1s098yu9j(*args)
  end
end

I belive this same issue arise with the Actors Voices Script if Victors damage popup is also present.

Nothing really pops up straight away about why this occurs, though I imagine Victor is changing the data for Subject and Target (which this script uses).

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