I am using this script Dalissa's Battle Cry and wonder if I can change the pitch
Code:
#==============================================================================
# ** Dalissa's Battle Cry
# by DerVVulfman
# Version 3.2-b (Game_System instance version)
# 12-02-2007
# Full SDK 2.3 Compatible (Does not need or require SDK 2.3)
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# This add-on system allows you to pre-program additional vocal cues for your
# battlers so they can play these additional vocals during battle events. It
# can perform battle cries for heroes and enemies, for regular attacks or for
# skill events.
#
# This script was a request by a couple of friends. Both wanted a system to
# enhance their combat systems and personalize their battles with an audio
# system not dependant on the "battle animation" built into RMXP. Now, with
# this script, you can set each battler to scream out their 'battle cry' when
# they perform their battle action.
#
#
#------------------------------------------------------------------------------
#
# THE CONFIGURATION SECTION:
#
# This version uses instance values stored within the $game_system class. As
# such, it has two bonuses: reduced memory requirements and a smaller RMXP
# script. This version is smaller than the one that uses ($)Global values.
#
# However, calling the values 'in-game' from map events or in-script requires
# you to call the $game_system class to perform any changes:
#
# EX:
# @>script: $game_system.actor_cry_attack = {1 >= "Charge",
# : : 2 => "Yarrrr", 7 => "HieeeYah", 8 => "Haa" }
#
# Not much except the string is a little longer as it requres the $game_system
# prefix at the start of each value.
#
# Also as stated, the values are stored withing the $game_system class. As
# such, the configuration system of this script is located around line 238 of
# this script, and not at the top.
#
#------------------------------------------------------------------------------
#
# SETTING THE BATTLECRIES:
#
# First off, let me point out that this system plays audio clips that are
# kept in either your project's or the RTP's Audio\SE directory. These clips
# may be of any file format goverened by RMXP, and as such, no file extension
# will be necessary when actually setting up your battlecry system.
#
# In this script's "CONFIGURATION" system, you will see two sets of hashes,
# one set for the actor battlers and the other for the enemy battlers. Each
# set has eight identical hashes: Attack, Skill, Skill_I, Item, Item_I, Block
# Escape and Defeat.
#
# Under most circumstances, you merely need to enter the ID number of a bat-
# tler and the audio clip it will perform... or a group of battlers as the
# below syntax shows:
#
# $hash = { battler id => "audiofile", battler id => "audiofile", .... }
#
# A few hashes are designed for items and skills, allowing you to set a range
# of audio effects for each battler. Each battler can now have multiple audio
# clips, one for each skill and/or item used. The syntax for these few hashes
# is similar in nature:
#
# hash = { battler id => { id => "audiofile", id => "audiofile",... },... }
#
# A few more hashes are designed to give a range of random sound effects.
# These are designed in the following fashion:
#
# hash = { battler id => [ "audiofile", "audiofile",...],... }
#
# And a few actually combine the two, individual skills/items 'and' random
# audio clips... though that may seem excessive???
#
# hash = {battler => (id => ["audio",...], id=>["audio",... ],... },... }
#
# If, for example, you want a 'ghost' battler to moan when it is performing
# an attack (assuming it's enemy #1 in your RTP), you would add the following:
#
# $game_system.enemy_cry_attack = {1 => "GhostMoan01"}
#
# ... assuming you have an audio file named "GhostMoan01" in your project's
# Audio\SE directory or in your RTP directory. Again, please note that no
# file extension is needed or required.
#
# And, if you were to set TWO sets of battlecries (one for a ghost & one for
# a zombie), you'd enter them in the following manner (again, assuming the
# RTP monsters are being used):
#
# $game_system.enemy_cry_attack = {1 => "GhostMoan01", 9 => "ZombieGroan04"}
#
# As you can see, you can skip between battlers when setting audio clips. And
# while it is preferred to enter them in the id number order, it isn't neces-
# sary.
#
# (NOTE: Enemies normally cannot use items, so unless an additional script has
# been added that permits item usage for enemies, the item hashes will
# be useless.)
#
# To prevent monotony, there is an additional value that is in the system be-
# low the two sets of hashes. This value, 'occur_cry_chance', determines the
# chance of an audio clip to be played. A value of 100 equals a 100% chance
# of the file to be played, while a 25 gives the system a 1 in 4 chance of it
# being played.
#
#------------------------------------------------------------------------------
#
# COMPATIBILITY:
#
# This script was designed around the basic DBS system. I can confirm it's
# functionality with the RTAB system, as well as ParaDog's CTB v 2.58, the
# newest CTB by XRXS (version 65a).
#
# It is NOT compatible with Ccoa's CTB v 3.04 script and it is unknown as to
# the compatability to KGC's Active Count Battle system.
#
# This audio system will not work, and is not compatible with Cybersam's Ani-
# mation system.
#
#------------------------------------------------------------------------------
#
# KNOWN ISSUES:
#
# As this system retrieves the action states of the battlers: Attack, Skill,
# Item... and from nothing else, then this system begins to play the battle
# cries from the very moment these states are triggered. The only battler
# overlay system (Front-View system to a Side-View System) that this script
# works with is the new incarnation of Minkoff's Animated Battlers - Enhanced
# (version 4.7 or higher) as a trigger system has been recently added to that
# script.
#
# Earlier versions of Animated Battlers will not play the audio clips for the
# battlers... if any are still around.
#
#------------------------------------------------------------------------------
#
# JUST IN CASE:
#
# By default, the battlecry system will merely NOT play any sound effect if a
# given battler has no related audio clip. The system will even skip search-
# ing through the system if a hash is empty. This is designed to prevent
# avoidable errors as well as to play only the proper clip for the proper
# battler.
#
# Also, with a little assistance from Me? and Mr.Mo, I was able to create an
# Error-Check routine that 'ensures' that no error in this system will cause
# the system to crash.
#
# For example, if you enter into a hash of audio clips in the system, a piece
# that doesn't exist (either in the project or the RTP file), then this script
# will merely skip playing this audio file to prevent errors.
#
#------------------------------------------------------------------------------
#
# THANKS:
#
# Thanks to Mimi-Chan and ~AtlasWing~ for requesting this script, and to
# grimreaper1357 for noticing a 'bug', though it wasn't the error he thought
# it was. uzumakishade, for 'forcing my hand' to add weapon hashes. He also
# suggested the inclusion of 'random' sets for each audio type. I went so far
# as to expand and allow each skill, item & etc to have multiple 'random'
# Clips. And thanks to Grimreaper1357 for suggesting 'struck' audio clips, and
# to joooda for suggesting 'critical hit' audio clips. Thanks also goes to
# Nico_14_Ian and vpcdmd for finding a mistake with random-individual cries...
# fixed now. To pierce carradine I thank for finding an annoying glitch for
# collapse effects that only used the last battler's collapse effect, and for
# finding the 'miss' damage glitch that prevented the same effect from working.
# And to ElMaligno for noticing that default 'field' actions (Items, Skills &
# Attack commands... map event routines) didn't properly work. Now fixed.
#
#==============================================================================
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :default_ase
attr_accessor :default_ese
attr_accessor :actor_cry_attack
attr_accessor :actor_cry_attack_r
attr_accessor :actor_cry_attack_i
attr_accessor :actor_cry_attack_r_i
attr_accessor :actor_cry_skill
attr_accessor :actor_cry_skill_r
attr_accessor :actor_cry_skill_i
attr_accessor :actor_cry_skill_r_i
attr_accessor :actor_cry_item
attr_accessor :actor_cry_item_r
attr_accessor :actor_cry_item_i
attr_accessor :actor_cry_item_r_i
attr_accessor :actor_cry_block
attr_accessor :actor_cry_block_r
attr_accessor :actor_cry_escape
attr_accessor :actor_cry_escape_r
attr_accessor :actor_cry_struck
attr_accessor :actor_cry_struck_r
attr_accessor :actor_cry_critical
attr_accessor :actor_cry_critical_r
attr_accessor :actor_cry_defeat
attr_accessor :actor_cry_defeat_r
attr_accessor :enemy_cry_attack
attr_accessor :enemy_cry_attack_r
attr_accessor :enemy_cry_attack_i
attr_accessor :enemy_cry_attack_r_i
attr_accessor :enemy_cry_skill
attr_accessor :enemy_cry_skill_r
attr_accessor :enemy_cry_skill_i
attr_accessor :enemy_cry_skill_r_i
attr_accessor :enemy_cry_item
attr_accessor :enemy_cry_item_r
attr_accessor :enemy_cry_item_i
attr_accessor :enemy_cry_item_r_i
attr_accessor :enemy_cry_block
attr_accessor :enemy_cry_block_r
attr_accessor :enemy_cry_escape
attr_accessor :enemy_cry_escape_r
attr_accessor :enemy_cry_struck
attr_accessor :enemy_cry_struck_r
attr_accessor :enemy_cry_critical
attr_accessor :enemy_cry_critical_r
attr_accessor :enemy_cry_defeat
attr_accessor :enemy_cry_defeat_r
attr_accessor :occur_cry_chance
attr_accessor :anim_cry_detect
attr_accessor :rtab_cry_detect
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias dbc_init initialize
def initialize
# Perform the original call
dbc_init
#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
# Hero battle cries
@actor_cry_attack = {}
@actor_cry_attack_r = {}
@actor_cry_attack_i = {}
@actor_cry_attack_r_i = {}#1 => {1 => ["015-Jump01", "016-Jump02", "006-System06"]}}
@actor_cry_skill = {}
@actor_cry_skill_r = {}
@actor_cry_skill_i = {}#1 => {57 => "015-Jump01", 58 => "022-Dive02"} }
@actor_cry_skill_r_i = {}
@actor_cry_item = {}
@actor_cry_item_r = {}
@actor_cry_item_i = {}#1 => {57 => "015-Jump01", 58 => "022-Dive02"} }
@actor_cry_item_r_i = {}
@actor_cry_block = {}#1 => "006-System06", 2 => "006-System06",7 => "006-System06",8 => "006-System06"}
@actor_cry_block_r = {}
@actor_cry_escape = {}
@actor_cry_escape_r = {}
@actor_cry_struck = {}#1 => "022-Dive02"}
@actor_cry_struck_r = {}
@actor_cry_critical = {}#1 => "022-Dive02"}
@actor_cry_critical_r = {}
@actor_cry_defeat = {2 => "Voice - Riou Death", 3 => "Voice - Nel Death",
4 => "Voice - Garr Death", 5 => "Voice - Roy Death",
6 => "Voice - Amy Death", 7 => "Voice - Tai Death",
8 => "Voice - Asa Death"
@actor_cry_defeat_r = {}
# Enemy battle cries
@enemy_cry_attack = {}
@enemy_cry_attack_r = {}
@enemy_cry_attack_i = {}
@enemy_cry_attack_r_i = {}
@enemy_cry_skill = {}
@enemy_cry_skill_r = {}
@enemy_cry_skill_i = {}
@enemy_cry_skill_r_i = {}
@enemy_cry_item = {}
@enemy_cry_item_r = {}
@enemy_cry_item_i = {}#1 => {1 => "015-Jump01"} }
@enemy_cry_item_r_i = {}
@enemy_cry_block = {}#1 => "006-System06"}
@enemy_cry_block_r = {}
@enemy_cry_escape = {}
@enemy_cry_escape_r = {}
@enemy_cry_struck = {}
@enemy_cry_struck_r = {}#1 => ["018-Teleport01","019-Teleport02"]}
@enemy_cry_critical = {}
@enemy_cry_critical_r = {}#1 => ["018-Teleport01","019-Teleport02"]}
@enemy_cry_defeat = {}#1 => "006-System06" }
@enemy_cry_defeat_r = {}
# Chance of occuring
@occur_cry_chance = 100
end
end
#==============================================================================
# ** Dalissa's Collapse
#------------------------------------------------------------------------------
# This module performs routines for choosing the collapse SE played during combat.
#==============================================================================
module Dalissa_Collapse
#--------------------------------------------------------------------------
# * Collapse Changing Call
#--------------------------------------------------------------------------
def call_collapse_change
# Create temporary hash
bcry_temp = {}
# Retrieve Cry Based on Battler
if self.is_a?(Game_Enemy)
battlecollapse = $game_system.default_ese
battlecollapse = $game_system.enemy_cry_defeat[self.id] if $game_system.enemy_cry_defeat.include?(self.id)
bcry_temp = $game_system.enemy_cry_defeat_r[self.id] if $game_system.enemy_cry_defeat_r.include?(self.id)
bcry_rand = rand(bcry_temp.size) if bcry_temp != nil
battlecollapse = bcry_temp[bcry_rand] if bcry_temp[bcry_rand] != nil
else
battlecollapse = $game_system.default_ase
battlecollapse = $game_system.actor_cry_defeat[self.id] if $game_system.actor_cry_defeat.include?(self.id)
bcry_temp = $game_system.actor_cry_defeat_r[self.id] if $game_system.actor_cry_defeat_r.include?(self.id)
bcry_rand = rand(bcry_temp.size) if bcry_temp != nil
battlecollapse = bcry_temp[bcry_rand] if bcry_temp[bcry_rand] != nil
end
# If the battle cry isn't nil
if battlecollapse != nil
begin
@trd = RPG::AudioFile.new(battlecollapse)
Audio.se_play("Audio/SE/" + @trd.name, 0, 100)
# Sound file is true
rescue Errno::ENOENT
# Sound file is invalid (restore default)
battlecollapse = nil
end
# Set the cry
if battlecollapse != nil
# Branch based on battler type
if self.is_a?(Game_Enemy)
$data_system.enemy_collapse_se.name = battlecollapse
else
$data_system.actor_collapse_se.name = battlecollapse
end
# Else reset the default
else
# Branch based on battler type
if self.is_a?(Game_Enemy)
$data_system.enemy_collapse_se.name = $game_system.default_ese
else
$data_system.actor_collapse_se.name = $game_system.default_ase
end
end
end
end
end
#==============================================================================
# ** Dalissa's Cry
#------------------------------------------------------------------------------
# This module performs routines for playing the selected battlecry itself
#==============================================================================
module Dalissa_Cry
#--------------------------------------------------------------------------
# * Play the Cry
#--------------------------------------------------------------------------
def play_cry(battlecry)
# Error checking. Makes sure that even the default sound file is available.
# If it is missing, then the system will set the battle cry to >none<.
#
# If the chance of the battle cry is true
if rand(100) <= $game_system.occur_cry_chance
# If the battle cry isn't nil
if battlecry != nil
begin
@trd = RPG::AudioFile.new(battlecry)
Audio.se_play("Audio/SE/" + @trd.name, 0, 100)
# Sound file is true
rescue Errno::ENOENT
# Sound file is invalid (restore default)
battlecry = nil
end
# Play the cry
if battlecry != nil
Audio.se_play("Audio/SE/" + @trd.name, 80, 100)
end
end
end
end
end
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass for the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
include Dalissa_Collapse
include Dalissa_Cry
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :dbc_b_dmg
#--------------------------------------------------------------------------
# * Applying Normal Attack Effects
# attacker : battler
#--------------------------------------------------------------------------
alias dbc_ae attack_effect
def attack_effect(attacker)
# Setup return value
result = false
# Perform the Original call
result = dbc_ae(attacker)
# Obtain pre-damaged HP
cry_dmg = self.hp
# Obtain damage applied
$game_system.rtab_cry_detect ? self_dmg = self.damage[attacker] : self_dmg = self.damage
# Calculate current HP (for Collapse Changing Call)
cry_dmg -= self_dmg if self_dmg.to_i != 0
# The Included module (Collapse Changing Call)
call_collapse_change if cry_dmg <= 0
# Return with result
return result
end
#--------------------------------------------------------------------------
# * Apply Skill Effects
# user : the one using skills (battler)
# skill : skill
#--------------------------------------------------------------------------
alias dbc_se skill_effect
def skill_effect(user, skill)
# Setup return value
result = false
# Perform the Original call
result = dbc_se(user, skill)
# Obtain pre-damaged HP
cry_dmg = self.hp
# Obtain damage applied
$game_system.rtab_cry_detect ? self_dmg = self.damage[user] : self_dmg = self.damage
# Calculate current HP (for Collapse Changing Call)
cry_dmg -= self_dmg if self_dmg.to_i != 0
# The Included module (Collapse Changing Call)
call_collapse_change if cry_dmg <= 0
# Return with result
return result
end
#--------------------------------------------------------------------------
# * Application of Item Effects
# item : item
#--------------------------------------------------------------------------
alias dbc_ie item_effect
def item_effect(item, battler = @active_battler)
# Setup return value
result = false
# Perform the Original call
$game_system.rtab_cry_detect ? result = dbc_ie(item, battler) : result = dbc_ie(item)
# Obtain pre-damaged HP
cry_dmg = self.hp
# Obtain damage applied
$game_system.rtab_cry_detect ? self_dmg = self.damage[battler] : self_dmg = self.damage
# Calculate current HP (for Collapse Changing Call)
cry_dmg -= self_dmg if self_dmg.to_i != 0
# The Included module (Collapse Changing Call)
call_collapse_change if cry_dmg <= 0
# Return with result
return result
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
include Dalissa_Collapse
include Dalissa_Cry
attr_accessor :dbc_ase # Stores the Actor's Collapse SE
attr_accessor :dbc_ese # Stores the Enemy's Collapse SE
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias dbc_main main
def main
# Store original 'collapse' SE
$game_system.default_ase = $data_system.actor_collapse_se.name
$game_system.default_ese = $data_system.enemy_collapse_se.name
# Perform the original call
dbc_main
# Restore original 'collapse' SE
$data_system.actor_collapse_se.name = $game_system.default_ase
$data_system.enemy_collapse_se.name = $game_system.default_ese
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 2 : start action)
#--------------------------------------------------------------------------
alias update_phase4_step2_scream update_phase4_step2
def update_phase4_step2(battler = @active_battler)
# Do not perform here if Animated Battlers is detected
unless $game_system.anim_cry_detect == true
# Obtain & Play Battle Cries
perform_cry(battler)
end
# Perform original routine
if $game_system.rtab_cry_detect == true
update_phase4_step2_scream(battler)
else
update_phase4_step2_scream
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 3 : animation for action performer)
#--------------------------------------------------------------------------
alias dbc_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
# Perform original routine
if $game_system.rtab_cry_detect == true
dbc_update_phase4_step3(battler)
else
dbc_update_phase4_step3
end
# Only perform if using Animated Battlers
if $game_system.anim_cry_detect == true
if $battle_charge == true
# Obtain & Play Battle Cries
perform_cry(battler)
# Reset Flag
$battle_charge = false
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 3 : animation for action performer)
#--------------------------------------------------------------------------
alias dbc_up4s4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
# Loop through all targetted battlers
for target in ($game_system.rtab_cry_detect ? battler.target : @target_battlers)
# Calculate for successful hit
dbc_damage = ($game_system.rtab_cry_detect ? target.damage[battler] : target.damage)
dbc_critical = ($game_system.rtab_cry_detect ? target.critical[battler] : target.critical)
# If damage DID occur
if dbc_damage.is_a?(Numeric) and dbc_damage > 0
bcry_temp = {}
battlecry = nil
# Obtain Battle Cries for Enemies
if target.is_a?(Game_Enemy)
battlecry = choosecry2(target.id, $game_system.enemy_cry_struck, $game_system.enemy_cry_struck_r)
if dbc_critical
battlecry = choosecry2(target.id, $game_system.enemy_cry_critical, $game_system.enemy_cry_critical_r)
end
else
battlecry = choosecry2(target.id, $game_system.actor_cry_struck, $game_system.actor_cry_struck_r)
if dbc_critical
battlecry = choosecry2(target.id, $game_system.actor_cry_critical, $game_system.actor_cry_critical_r)
end
end
# Perform the cry
play_cry(battlecry)
# Erase Battle Cry
battlecry = nil
end
end
# Perform the original call
if $game_system.rtab_cry_detect
dbc_up4s4(battler)
else
dbc_up4s4
end
end
#--------------------------------------------------------------------------
# * Retrieve & Perform the Cry
#--------------------------------------------------------------------------
def perform_cry(battler)
# Re-Set Battle Cry to empty
battlecry = nil
# Create temporary hash
bcry_temp = {}
# Obtain Battle Cries for Enemies
if battler.is_a?(Game_Enemy)
# Branch according to each action
case battler.current_action.kind
when 0 # basic
battlecry = choosecry(battler.id, $game_system.enemy_cry_attack, $game_system.enemy_cry_attack_i, $game_system.enemy_cry_attack_r, $game_system.enemy_cry_attack_r_i, battler.weapon_id)
# If blocking
if battler.current_action.basic == 1
battlecry = choosecry2(battler.id, $game_system.enemy_cry_block, $game_system.enemy_cry_block_r)
end
# If escaping
if battler.current_action.basic == 2
battlecry = choosecry2(battler.id, $game_system.enemy_cry_escape, $game_system.enemy_cry_escape_r)
end
# If resting
if battler.current_action.basic == 3
battlecry = nil
end
when 1 # skill
battlecry = choosecry(battler.id, $game_system.enemy_cry_skill, $game_system.enemy_cry_skill_i, $game_system.enemy_cry_skill_r, $game_system.enemy_cry_skill_r_i, battler.current_action.skill_id)
when 2 # item
battlecry = choosecry(battler.id, $game_system.enemy_cry_item, $game_system.enemy_cry_item_i, $game_system.enemy_cry_item_r, $game_system.enemy_cry_item_r_i, battler.current_action.item_id)
end
# otherwise, Obtain Battle Cries for Actors
else
# Branch according to each action
case battler.current_action.kind
when 0 # basic
battlecry = choosecry(battler.id, $game_system.actor_cry_attack, $game_system.actor_cry_attack_i, $game_system.actor_cry_attack_r, $game_system.actor_cry_attack_r_i, battler.weapon_id)
# If blocking
if battler.current_action.basic == 1
battlecry = choosecry2(battler.id, $game_system.actor_cry_block, $game_system.actor_cry_block_r)
end
# If escaping
if battler.current_action.basic == 2
battlecry = choosecry2(battler.id, $game_system.actor_cry_escape, $game_system.actor_cry_escape_r)
end
# If resting
if battler.current_action.basic == 3
battlecry = nil
end
when 1 # skill
battlecry = choosecry(battler.id, $game_system.actor_cry_skill, $game_system.actor_cry_skill_i, $game_system.actor_cry_skill_r, $game_system.actor_cry_skill_r_i, battler.current_action.skill_id)
when 2 # item
battlecry = choosecry(battler.id, $game_system.actor_cry_item, $game_system.actor_cry_item_i, $game_system.actor_cry_item_r, $game_system.actor_cry_item_r_i, battler.current_action.item_id)
end
end
# Perform the cry
play_cry(battlecry)
# Erase Battle Cry
battlecry = nil
end
#--------------------------------------------------------------------------
# * Choose the cry
#--------------------------------------------------------------------------
def choosecry(dbc_battler, dbc_main, dbc_i, dbc_r, dbc_r_i, dbc_id)
# Create empty hash for substitutions
dbc_temp = {}
dbc_temp2 = {}
# Set basic cry
dbc_cry = dbc_main[dbc_battler] if dbc_main.include?(dbc_battler)
# Fill temp value & obtain battlecry (Individual)
dbc_temp = dbc_i[dbc_battler] if dbc_i.include?(dbc_battler)
dbc_cry = dbc_temp[dbc_id] if dbc_temp[dbc_id] != nil
# Fill temp value & obtain battlecry (Random)
dbc_temp = nil # Empty the temp value
dbc_temp = dbc_r[dbc_battler] if dbc_r.include?(dbc_battler)
if dbc_temp != nil
dbc_rand = rand(dbc_temp.size)
dbc_cry = dbc_temp[dbc_rand] if dbc_temp[dbc_rand] != nil
end
# Fill temp value & obtain battlecry (Individual Randoms)
dbc_temp = nil # Empty the temp value
dbc_temp = dbc_r_i[dbc_battler] if dbc_r_i.include?(dbc_battler)
if dbc_temp != nil
dbc_temp2 = dbc_temp[dbc_id] if dbc_temp[dbc_id] != nil
dbc_rand = rand(dbc_temp2.size) if dbc_temp2 != nil
dbc_cry = dbc_temp2[dbc_rand] if dbc_temp2[dbc_rand] != nil
end
# Return the cry
return dbc_cry
end
#--------------------------------------------------------------------------
# * Choose the cry (smaller version)
#--------------------------------------------------------------------------
def choosecry2(dbc_battler, dbc_main, dbc_r)
# Create empty hash for substitutions
dbc_temp = {}
# Set basic cry
dbc_cry = dbc_main[dbc_battler] if dbc_main.include?(dbc_battler)
# Fill temp value & obtain battlecry (Random)
dbc_temp = dbc_r[dbc_battler] if dbc_r.include?(dbc_battler)
dbc_rand = rand(dbc_temp.size) if dbc_temp != nil
dbc_cry = dbc_temp[dbc_rand] if dbc_temp[dbc_rand] != nil
# Return the cry
return dbc_cry
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
# Special note: When the normal method for detecting RTAB fails, I do this
alias bcry_initialize initialize
def initialize
# Perform the original routine
bcry_initialize
# If RTAB's 'zoom' feature is present
if @real_zoom != nil
# Set the RTAB detector to 'true'
$game_system.rtab_cry_detect = true
end
end
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler. It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias bcry_initialize initialize
def initialize(viewport, battler = nil)
# Perform the original routine
bcry_initialize(viewport,battler)
# If Animated Battler's 'battler offset' feature is present
if @battler_offset != nil
# Set the Animated Battlers detector to 'true'
$game_system.anim_cry_detect = true
end
end
end