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Is there a script that plays a SE no matter what tile the event or actor is standing in? I found several scripts, but none does work properly, or it is only for events. It's just 2 sounds playing, one after the other.

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You can make a Parallel Process Event that will play the SE everytime it is triggered. You only need to figure out a way to take player movement as the trigger.

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You can make a Parallel Process Event that will play the SE everytime it is triggered. You only need to figure out a way to take player movement as the trigger.

 

A script makes the job easier. That way I will have to paste the event in all the maps. Something like this:

 

SE_1 = "7852.wav"

SE_2 = "7853.wav"

#SE_3 = " " If you want to add more sounds

...

 

The rest IDK Ruby nor RGSS3 so...

Edited by KilerDiLeo

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here it is.. But to use this script you need Victor's Basic Module script I think..

http://www.rpgmakervxace.net/topic/794-ve-step-sound/

# This script allows to add sound to the step for actors and events on map.
# It's possible to set sounds based on tileset terrain tags or map regions.

 

You can make a Parallel Process Event that will play the SE everytime it is triggered. You only need to figure out a way to take player movement as the trigger.

 

A script makes the job easier. That way I will have to paste the event in all the maps. Something like this:

 

SE_1 = "7852.wav"

SE_2 = "7853.wav"

#SE_3 = " " If you want to add more sounds

...

 

The rest IDK Ruby nor RGSS3 so...

 

 

 

Is there a script that plays a SE no matter what tile the event or actor is standing in? I found several scripts, but none does work properly, or it is only for events. It's just 2 sounds playing, one after the other.

Edited by KilerDiLeo

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Or try this http://www.rpgmakervxace.net/topic/7046-region-effects/

 

If you want footsteps on every map just define region 0, or add everywhere region e.g.

    0 => ["Ice9", 40, 150, 2, 0],             # Footstep sound and footprints
    
    # Pre-made effects (requires demo events)
    1 => ["Ice9", 40, 150, 2, 0],             
    2 => ["Ice9", 40, 150, 2, 0],      
    3 => ["Ice9", 40, 150, 2, 0],     
    
    18 => ["Ice9", 40, 150, 2, 0],     
    5 => ["Ice9", 40, 150, 2, 0],    
    6 => ["Ice9", 40, 150, 2, 0],       
    7 => ["Ice9", 40, 150, 2, 0],             
    8 => ["Ice9", 40, 150, 2, 0],      
    37 => ["Ice9", 40, 150, 2, 0],          

or type region 1 for sound1 and region 2 for sound2 then make chessboard from those regions in map

    1 => ["Sound1", 40, 150, 2, 0],            
    2 => ["Sound2", 40, 150, 2, 0],     

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Or try this http://www.rpgmakervxace.net/topic/7046-region-effects/

 

If you want footsteps on every map just define region 0, or add everywhere region e.g.

    0 => ["Ice9", 40, 150, 2, 0],             # Footstep sound and footprints
    
    # Pre-made effects (requires demo events)
    1 => ["Ice9", 40, 150, 2, 0],             
    2 => ["Ice9", 40, 150, 2, 0],      
    3 => ["Ice9", 40, 150, 2, 0],     
    
    18 => ["Ice9", 40, 150, 2, 0],     
    5 => ["Ice9", 40, 150, 2, 0],    
    6 => ["Ice9", 40, 150, 2, 0],       
    7 => ["Ice9", 40, 150, 2, 0],             
    8 => ["Ice9", 40, 150, 2, 0],      
    37 => ["Ice9", 40, 150, 2, 0],          

or type region 1 for sound1 and region 2 for sound2 then make chessboard from those regions in map

    1 => ["Sound1", 40, 150, 2, 0],            
    2 => ["Sound2", 40, 150, 2, 0],     

 

Isn't there a way to play two SE's without having to do Region1 = SE1 and Region2 = SE2? For example Region0= SE1 and SE2...

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Isn't there a way to play two SE's without having to do Region1 = SE1 and Region2 = SE2? For example Region0= SE1 and SE2...

 

Try paste/edit this part of script

    0 => ["Thunder2", 40, 150, 2, 0, "Ice8"],        
 #   10 => ["Thunder2", 40, 150, 2, 0, "Ice8"],        # No Effect (no region)

# No Effect (no region)    
    # Pre-made effects (requires demo events)
    1 => ["Thunder2", 40, 150, 2, 0, "Ice8"],             
    2 => ["Thunder2", 40, 150, 2, 0, "Ice8"],     
    3 => ["Thunder2", 40, 150, 2, 0, "Ice8"],    
    
    
    # You can add more as required. eg:
    # 42 => ["", 0, 0, 0, 0],
    # 18 => ["", 0, 0, 0, 0],
    # etc. etc.
    
    # Only one effect per region number will work
    
#------------------------------------------------------------------------------#
    } # ! don't touch this
#------------------------------------------------------------------------------#
#  END SCRIPT SETUP
#------------------------------------------------------------------------------#
    
end # Region_Effects

module DataManager

#--------------------------------------------------------------------------
# alias method: load_normal_database
#--------------------------------------------------------------------------
class <<self; alias load_normal_database_spawn_alias load_normal_database; end
  def self.load_normal_database
    load_normal_database_spawn_alias
    $data_spawn_map = load_data(sprintf("Data/Map%03d.rvdata2", Region_Effects::SPAWN_MAP_ID))
  end
end

class Game_Player < Game_Character
  attr_accessor :region_effects
 
  alias galv_region_effects_update_update_nonmoving update_nonmoving
  def update_nonmoving(last_moving)
    if last_moving
      galv_region_check unless $game_switches[Region_Effects::REGION_EFFECT_SWITCH] == true
    end
    galv_region_effects_update_update_nonmoving(last_moving)
  end
 
  def galv_region_check
    return if Input.trigger?(:C)
    v = rand(10) - rand(10)
    p = rand(40) - rand(40)
    
    r_id = $game_map.region_id($game_player.x, $game_player.y)
    return if Region_Effects::EFFECT[r_id] == nil
    
    sound = Region_Effects::EFFECT[r_id][0]
    sound2 = Region_Effects::EFFECT[r_id][5]
   
    vol = Region_Effects::EFFECT[r_id][1]
      pit = Region_Effects::EFFECT[r_id][2]
      eve = Region_Effects::EFFECT[r_id][3]
      com_eve = Region_Effects::EFFECT[r_id][4]

if $game_switches[100] == true      
  RPG::SE.new(sound, vol + v, pit + p).play
  $game_switches[100] = false
else  
  RPG::SE.new(sound2, vol + v, pit + p).play
  $game_switches[100] = true
end  
      if eve > 0
        $game_map.region_event($game_player.x, $game_player.y, eve, Region_Effects::SPAWN_MAP_ID)
      end
      $game_temp.reserve_common_event(com_eve) unless com_eve == nil
  end
 

end # Game_Player

Switch 100 used to exchange playing sounds between steps

 

if you want play both sounds by single step

 

try this instead

#if $game_switches[100] == true      
  RPG::SE.new(sound, vol + v, pit + p).play
#  $game_switches[100] = false
#else  
#  $game_switches[100] = true
  RPG::SE.new(sound2, vol + v, pit + p).play
#end 

Hope this will work for you

 

 

BTW you can add many more sounds like

0 => ["Thunder2", 40, 150, 2, 0, "Ice8", "Next_Step", "Another_Step", "Fire2"],

Just define next step like this

    sound3 = Region_Effects::EFFECT[r_id][6] # "Next_Step" sound because it has id 6 in array(?)/line(0,1,2,3,4,5,6)

Then you can do something like that

If $game_variables[300] == 0
 RPG::SE.new(sound, vol + v, pit + p).play
$game_variables[300] = 1
elsif $game_variables[300] == 1
 RPG::SE.new(sound2, vol + v, pit + p).play
$game_variables[300] = 2
elsif $game_variables[300] == 2
 RPG::SE.new(sound3, vol + v, pit + p).play
$game_variables[300] = 0
#else
#RPG::SE.new(sound, vol + v, pit + p).play
end
Edited by Player One

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Isn't there a way to play two SE's without having to do Region1 = SE1 and Region2 = SE2? For example Region0= SE1 and SE2...

 

Try paste/edit this part of script

    0 => ["Thunder2", 40, 150, 2, 0, "Ice8"],        
 #   10 => ["Thunder2", 40, 150, 2, 0, "Ice8"],        # No Effect (no region)

# No Effect (no region)    
    # Pre-made effects (requires demo events)
    1 => ["Thunder2", 40, 150, 2, 0, "Ice8"],             
    2 => ["Thunder2", 40, 150, 2, 0, "Ice8"],     
    3 => ["Thunder2", 40, 150, 2, 0, "Ice8"],    
    
    
    # You can add more as required. eg:
    # 42 => ["", 0, 0, 0, 0],
    # 18 => ["", 0, 0, 0, 0],
    # etc. etc.
    
    # Only one effect per region number will work
    
#------------------------------------------------------------------------------#
    } # ! don't touch this
#------------------------------------------------------------------------------#
#  END SCRIPT SETUP
#------------------------------------------------------------------------------#
    
end # Region_Effects

module DataManager

#--------------------------------------------------------------------------
# alias method: load_normal_database
#--------------------------------------------------------------------------
class <<self; alias load_normal_database_spawn_alias load_normal_database; end
  def self.load_normal_database
    load_normal_database_spawn_alias
    $data_spawn_map = load_data(sprintf("Data/Map%03d.rvdata2", Region_Effects::SPAWN_MAP_ID))
  end
end

class Game_Player < Game_Character
  attr_accessor :region_effects
 
  alias galv_region_effects_update_update_nonmoving update_nonmoving
  def update_nonmoving(last_moving)
    if last_moving
      galv_region_check unless $game_switches[Region_Effects::REGION_EFFECT_SWITCH] == true
    end
    galv_region_effects_update_update_nonmoving(last_moving)
  end
 
  def galv_region_check
    return if Input.trigger?(:C)
    v = rand(10) - rand(10)
    p = rand(40) - rand(40)
    
    r_id = $game_map.region_id($game_player.x, $game_player.y)
    return if Region_Effects::EFFECT[r_id] == nil
    
    sound = Region_Effects::EFFECT[r_id][0]
    sound2 = Region_Effects::EFFECT[r_id][5]
   
    vol = Region_Effects::EFFECT[r_id][1]
      pit = Region_Effects::EFFECT[r_id][2]
      eve = Region_Effects::EFFECT[r_id][3]
      com_eve = Region_Effects::EFFECT[r_id][4]

if $game_switches[100] == true      
  RPG::SE.new(sound, vol + v, pit + p).play
  $game_switches[100] = false
else  
  RPG::SE.new(sound2, vol + v, pit + p).play
  $game_switches[100] = true
end  
      if eve > 0
        $game_map.region_event($game_player.x, $game_player.y, eve, Region_Effects::SPAWN_MAP_ID)
      end
      $game_temp.reserve_common_event(com_eve) unless com_eve == nil
  end
 

end # Game_Player

Switch 100 used to exchange playing sounds between steps

 

if you want play both sounds by single step

 

try this instead

#if $game_switches[100] == true      
  RPG::SE.new(sound, vol + v, pit + p).play
#  $game_switches[100] = false
#else  
#  $game_switches[100] = true
  RPG::SE.new(sound2, vol + v, pit + p).play
#end 

Hope this will work for you

 

 

BTW you can add many more sounds like

0 => ["Thunder2", 40, 150, 2, 0, "Ice8", "Next_Step", "Another_Step", "Fire2"],

Just define next step like this

    sound3 = Region_Effects::EFFECT[r_id][6] # "Next_Step" sound because it has id 6 in array(?)/line(0,1,2,3,4,5,6)

Then you can do something like that

If $game_variables[300] == 0
 RPG::SE.new(sound, vol + v, pit + p).play
$game_variables[300] = 1
elsif $game_variables[300] == 1
 RPG::SE.new(sound2, vol + v, pit + p).play
$game_variables[300] = 2
elsif $game_variables[300] == 2
 RPG::SE.new(sound3, vol + v, pit + p).play
$game_variables[300] = 0
#else
#RPG::SE.new(sound, vol + v, pit + p).play
end

 

OK, now I am confused. What do I need to do exactly?

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OK, now I am confused. What do I need to do exactly?

Download Galv's Region Effects Demo, then exchange lines from 78 to around 160(before class Game_Map) with my first code part in previous post, save and run demo. See effect then exchange "Thunder2" to your file name step sound and "Ice8" with your name of second step sound...

Edited by Player One

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OK, now I am confused. What do I need to do exactly?

Download Galv's Region Effects Demo, then exchange lines from 78 to around 160(before class Game_Map) with my first code part in previous post, save and run demo. See effect then exchange "Thunder2" to your file name step sound and "Ice8" with your name of second step sound...

 

 

I tested, I can't hear the events' ones.

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