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custom battle transition sound, deepending on monster

i need a script that creates a database for a monster battle transition sound,
for every moster group seperatly.
and once the battle starts, it playes the new battle transition,or just redefines it like in the event procces.
allso, the script must be compatible with Paradog's CBS.
that's it.

(will give credit :please: .)
 
If anyone wants to take this...

The def that controls the battle call is in Scene_Map:
Code:
  [COLOR=SeaGreen]#--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
 [/COLOR] [COLOR=RoyalBlue]def[/COLOR] call_battle
    [COLOR=SeaGreen]# Clear battle calling flag[/COLOR]
    $game_temp.battle_calling = [COLOR=RoyalBlue]false[/COLOR]
    [COLOR=SeaGreen]# Clear menu calling flag[/COLOR]
    $game_temp.menu_calling = [COLOR=RoyalBlue]false[/COLOR]
    $game_temp.menu_beep = [COLOR=RoyalBlue]false[/COLOR]
    [COLOR=SeaGreen]# Make encounter count[/COLOR]
    $game_player.make_encounter_count
    [COLOR=SeaGreen]# Memorize map BGM and stop BGM[/COLOR]
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    [COLOR=SeaGreen]# Play battle start SE[/COLOR]
[B]    $game_system.se_play($data_system.battle_start_se)[/B]
    [COLOR=SeaGreen]# Play battle BGM[/COLOR]
    $game_system.bgm_play($game_system.battle_bgm)
    [COLOR=SeaGreen]# Straighten player position[/COLOR]
    $game_player.straighten
    [COLOR=SeaGreen]# Switch to battle screen[/COLOR]
    $scene = Scene_Battle.new
 [COLOR=RoyalBlue] end[/COLOR]

But instead of this really messing with this... REMOVE the 'bolded' line (and paste it into the def main of Scene_Battle...
Code:
[COLOR=SeaGreen]  # * Main Processing
  #--------------------------------------------------------------------------
[/COLOR]  [COLOR=RoyalBlue]def [/COLOR]main
    [COLOR=SeaGreen]# Initialize each kind of temporary battle data[/COLOR]
    $game_temp.in_battle = [COLOR=RoyalBlue]true[/COLOR]
    $game_temp.battle_turn = [COLOR=Red]0[/COLOR]
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = [COLOR=RoyalBlue]false[/COLOR]
    $game_temp.battle_main_phase = [COLOR=RoyalBlue]false[/COLOR]
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = [COLOR=RoyalBlue]nil[/COLOR]
    [COLOR=SeaGreen]# Initialize battle event interpreter[/COLOR]
    $game_system.battle_interpreter.setup([COLOR=RoyalBlue]nil[/COLOR], [COLOR=Red]0[/COLOR])
    [COLOR=SeaGreen]# Prepare troop[/COLOR]
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
[B]    $game_system.se_play($data_system.battle_start_se)[/B]

After that, a hash array can be plugged in place of the $data_system.battle_start_se value... like...
$game_system.se_play($troop_trans_me[@troop_id - 1])
where the hash is defined like this...
$troop_trans_me = ["boo","growl","hiss"... ]

Did I just code the thing? I only meant to point out stuff! :D
 

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