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1 Script ke nn trovo piu'


Levanth
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Ciao a tutti :biggrin:

Circa un anno fa su un forum avevo trovato uno script che mi pare si chiamasse spript sounds o qualcosa del genere, non ricordo bene... Praticamente questo script permetteva ai personaggi di emettere delle frasi in battaglia tipo quando attaccavano... Per le abilita'... Insomma ovunque... E si poteva ancheimpostare l'ID del personaggio per mettere le frasi diverse a ciascun personaggio....... All' epoca questo script non mi serviva e quindi purtroppo non l'ho preso... Ora per me sarebbe utilissimo... Ho provato a cercarlo in vari forum per vedere di ritrovarlo, ma niente... Non trovo nulla!!! Volevo chiedervi se magari qualcuno di voi lo ha o se magari lo ha visto in qualche forum e mi ci potrebbe indirizzare...Ci terrei molto a ritrovarlo!

Grazie anticipatamente per il vostro aiuto... Ciao :rovatfl:

Edited by Levanth
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Io ne ho uno per RTAB, ma non so se è quello che vuoi tu.

Comunque le funzioni sono quelle.

Partecipante al Rpg2s.net Game Contest 2008/2009
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Premi Rpg2s.net Game Contest 2008/2009:
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Hiken... Tsubame Gaeshi!

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Eccolo qui.

 

Lo script è il Dalissa's Battle Cry di DerVVulfman.

 

#==============================================================================
# ** Dalissa's Battle Cry
#	   by DerVVulfman
#	   Version 2.8-b (Game_System instance version)
#	   06-26-2007
#	Full SDK 2.2 Compatible (Does not need or require SDK 2.2)
#------------------------------------------------------------------------------
#
#  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.
#
#==============================================================================



#==============================================================================
# ** 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 = {}
@actor_cry_skill		= {}	
  @actor_cry_skill_r	= {}	
  @actor_cry_skill_i	= {}
  @actor_cry_skill_r_i  = {}
@actor_cry_item		 = {}
  @actor_cry_item_r	 = {} 
  @actor_cry_item_i	 = {}
  @actor_cry_item_r_i   = {}
@actor_cry_block		= {}
  @actor_cry_block_r	= {}
@actor_cry_escape	   = {}
  @actor_cry_escape_r   = {}
@actor_cry_struck	   = {}
  @actor_cry_struck_r   = {}
@actor_cry_critical	 = {}
  @actor_cry_critical_r = {}
@actor_cry_defeat	   = {}
  @actor_cry_defeat_r   = {}

# Enemy battle cries
@enemy_cry_attack	   = {}
  @enemy_cry_attack_r   = { 6 => ["Mimi-01", "Mimi-03", "Mimi-07", "eya"] }
  @enemy_cry_attack_i   = {}
  @enemy_cry_attack_r_i = {}
@enemy_cry_skill		= { 6 => "Mimi-08" }
  @enemy_cry_skill_r	= {}
  @enemy_cry_skill_i	= {}
  @enemy_cry_skill_r_i  = {}
@enemy_cry_item		 = {}
  @enemy_cry_item_r	 = {}
  @enemy_cry_item_i	 = {}
  @enemy_cry_item_r_i   = {}
@enemy_cry_block		= {}
  @enemy_cry_block_r	= {}
@enemy_cry_escape	   = {}
  @enemy_cry_escape_r   = {}
@enemy_cry_struck	   = {}
  @enemy_cry_struck_r   = { 6 => ["Mimi-02", "Mimi-05"] }
@enemy_cry_critical	 = { 6 => "Mimi-04" }
  @enemy_cry_critical_r = {}
@enemy_cry_defeat	   = { 6 =>"Mimi-06" }
  @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)
# Perform the Original call
dbc_ae(attacker)
# The Included module (Collapse Changing Call)
call_collapse_change
 end
 #--------------------------------------------------------------------------
 # * Apply Skill Effects
 #	 user  : the one using skills (battler)
 #	 skill : skill
 #--------------------------------------------------------------------------
 alias dbc_se skill_effect
 def skill_effect(user, skill)
# Perform the Original call  
dbc_se(user, skill)
# The Included module (Collapse Changing Call)
call_collapse_change	
 end
 #--------------------------------------------------------------------------
 # * Application of Item Effects
 #	 item : item
 #--------------------------------------------------------------------------
 alias dbc_ie item_effect
 def item_effect(item, battler = @active_battler)
# Perform the Original call  
if $game_system.rtab_cry_detect
  dbc_ie(item, battler)
else
  dbc_ie(item)
end
# The Included module (Collapse Changing Call)
call_collapse_change	 
 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 = 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
# Fill temp value & obtain battlecry (Individual Randoms)
dbc_temp = dbc_r_i[dbc_battler] if dbc_r_i.include?(dbc_battler)
dbc_temp2 = dbc_temp[dbc_id] if dbc_temp[dbc_id] != nil
dbc_rand = rand(dbc_temp2.size) if dbc_temp != nil
dbc_cry = dbc_temp2[dbc_rand] if dbc_temp2[dbc_rand] != nil
# 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

Edited by Amos_MHF

Partecipante al Rpg2s.net Game Contest 2008/2009
http://www.rpg2s.net/contest/GameContest0809/gc0809-bannerino.jpg
Gioco in Sviluppo: Oromis' Tale

Premi Rpg2s.net Game Contest 2008/2009:
http://www.rpg2s.net/gif/GC_programmazione2.gif Miglior Programmazione XP: 2°
http://www.rpg2s.net/gif/GC_premio3.gif Longevità: 3°

Hiken... Tsubame Gaeshi!

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Grazie per lo script :biggrin: Purtroppo ho dei problemi con il pc e non mi apre rpg maker... Ma appena posso che risolvo lo provo subito e poi ti faccio sapere se era quello che avevo visto io...

Grazie ancora :rovatfl:

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