Cerca nel Forum
Showing results for tags 'Rumore passi'.
Trovato 1 risultato
-
Nome Script: Rumore passi Versione: sconosciuta Autore/i: DeadlyDan Informazioni: questo script permette di fare il rumore dei passi... Istruzioni: inserire sotto materials inserire i SE nella cartella Audio/SE del progetto (http://www.megaupload.com/?d=O9VRGJ1Y) Script: #============================================================================== # ■ DeadlyDan_Footsteps by DeadlyDan #------------------------------------------------------------------------------ # Enables ability to "sound" footsteps when walking over specific tiles #============================================================================== # Usage: =begin Simple, place the audio files in your SE directory, and try the game. There are some known bugs in this, if anyone has any fixes just let me know:) To add custom sounds for custom tiles you can do for example: FOOTSTEP_WOOD = [15] # The tilenumber ID that you get with debug_tileid function FOOTSTEP_WOOD_FILE = "Audio/SE/stepwood" # The filename for the sound then add underneath the # Insert custom sounds here line: footstep_check ( FOOTSTEP_WOOD, FOOTSTEP_WOOD_FILE, 0 ) The last number in that function stands for the layer, since the wood tile i selected is on the ground layer, it's layer is 0. (NOTE) There is a problem that when you go on carpet it makes dirt and snow sounds, i currently can't find a way to fix this, so, the best thing to do is to call the command $game_player.footsteps_enabled = false. To enable footsteps while stopping the carpet and tables from making the snow and dirt sounds, there's an uneasy solution of placing a touch event which calls $game_player.footsteps_enabled = false. Sorry about this inconvenience. =end class Game_Player < Game_Character FOOTSTEP_GRASS = [28, 29, 30] FOOTSTEP_GRASS_LONG = [29, 30] FOOTSTEP_GRASS_FILE = "Audio/SE/stepgrass" FOOTSTEP_DIRT = [32, 33, 34] FOOTSTEP_DIRT_LONG = [32 ,34] FOOTSTEP_DIRT_FILE = "Audio/SE/stepdirt" FOOTSTEP_SAND = [36, 37, 38] FOOTSTEP_SAND_LONG = [36, 38] FOOTSTEP_SAND_FILE = "Audio/SE/stepdirt" FOOTSTEP_SNOW = [39, 41] FOOTSTEP_SNOW_LONG = [40, 41] FOOTSTEP_SNOW_FILE = "Audio/SE/stepsnow" FOOTSTEP_WOOD = [15] FOOTSTEP_WOOD_FILE = "Audio/SE/stepwood" FOOTSTEP_PITCH = 100 FOOTSTEP_PITCH2 = 90 attr_accessor :last_foot attr_accessor :footsteps_enabled alias foot_initialize initialize def initialize foot_initialize @last_foot = 0 @last_foot_pitch = FOOTSTEP_PITCH2 @next_foot_pitch = FOOTSTEP_PITCH @footsteps_enabled = true end alias foot_move_left move_left def move_left ( turn_ok = true ) foot_move_left ( turn_ok ) if ( @move_failed == false ) sound_foot end end alias foot_move_right move_right def move_right ( turn_ok = true ) foot_move_right ( turn_ok ) if ( @move_failed == false ) sound_foot end end alias foot_move_up move_up def move_up ( turn_ok = true ) foot_move_up ( turn_ok ) if ( @move_failed == false and @footsteps_enabled ) sound_foot end end alias foot_move_down move_down def move_down ( turn_ok = true ) foot_move_down ( turn_ok ) if ( @move_failed == false and @footsteps_enabled ) sound_foot end end def no_layer_tile? ( layer ) result = [false, false, false] for i in 0..2 if ( @map_tile_id[i] == 0 ) result[i] = true end end if ( layer == 0 ) if ( result[1] and result[2] ) return true else return false end end else if ( layer == 1 ) if ( result[2] ) return true else return false end else return true end end def debug_tileid $game_message.texts[0] = @map_tile_tex[0] $game_message.texts[1] = @map_tile_tex[1] $game_message.texts[2] = @map_tile_tex[2] end def footstep_check ( footstep, file, layer ) for i in 0..footstep.length if ( ( @map_tile_tex[layer] == footstep[i].to_s ) and ( no_layer_tile? ( layer ) ) ) Audio.se_play ( file, 100, @next_foot_pitch ) @last_foot = Graphics.frame_count return nil end end end def sound_foot if ( dash? ) mul = 6 else mul = 7 end if ( Graphics.frame_count > ( @last_foot + mul ) ) @map_tile_id = [] @map_tile_tex = [] for i in 0..2 @map_tile_id.push ( $game_map.data[@x, @y, i] ) @map_tile_tex.push ( @map_tile_id[i].to_s[0,2] ) end # Use "debug_tileid" here to bring up the numbers of all the current tiles # to use with definitions of the tileids, walk over tiles ingame... if ( @last_foot_pitch == FOOTSTEP_PITCH ) @next_foot_pitch = FOOTSTEP_PITCH2 @last_foot_pitch = FOOTSTEP_PITCH2 else @next_foot_pitch = FOOTSTEP_PITCH @last_foot_pitch = FOOTSTEP_PITCH end # Ground layer footstep_check ( FOOTSTEP_GRASS, FOOTSTEP_GRASS_FILE, 0 ) footstep_check ( FOOTSTEP_DIRT, FOOTSTEP_DIRT_FILE, 0 ) footstep_check ( FOOTSTEP_SAND, FOOTSTEP_SAND_FILE, 0 ) footstep_check ( FOOTSTEP_SNOW, FOOTSTEP_SNOW_FILE, 0 ) footstep_check ( FOOTSTEP_WOOD, FOOTSTEP_WOOD_FILE, 0 ) # Layer 1 footstep_check ( FOOTSTEP_GRASS_LONG, FOOTSTEP_GRASS_FILE, 1 ) footstep_check ( FOOTSTEP_DIRT_LONG, FOOTSTEP_DIRT_FILE, 1 ) footstep_check ( FOOTSTEP_SAND_LONG, FOOTSTEP_SAND_FILE, 1 ) footstep_check ( FOOTSTEP_SNOW_LONG, FOOTSTEP_SNOW_FILE, 1 ) # Insert custom sounds here end end end