Rinoazelda 287 Posted June 2, 2015 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. Share this post Link to post Share on other sites
rabelloo 7 Posted June 2, 2015 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. Share this post Link to post Share on other sites
Rinoazelda 287 Posted June 2, 2015 (edited) 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 June 2, 2015 by KilerDiLeo Share this post Link to post Share on other sites
RupamOntherocks 11 Posted June 29, 2015 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/ Share this post Link to post Share on other sites
Rinoazelda 287 Posted June 29, 2015 (edited) 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 June 29, 2015 by KilerDiLeo Share this post Link to post Share on other sites
Player One 9 Posted June 29, 2015 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], Share this post Link to post Share on other sites
Rinoazelda 287 Posted June 29, 2015 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... Share this post Link to post Share on other sites
Player One 9 Posted June 29, 2015 (edited) 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 June 29, 2015 by Player One Share this post Link to post Share on other sites
Rinoazelda 287 Posted June 30, 2015 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? Share this post Link to post Share on other sites
Player One 9 Posted June 30, 2015 (edited) 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 June 30, 2015 by Player One Share this post Link to post Share on other sites
Rinoazelda 287 Posted June 30, 2015 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. Share this post Link to post Share on other sites