Is there anyone who can make a script that makes a sound each time the character moves?(A footsteps sound is what I mean)
~~Mapper~~
Well, what about a parallel process common event that when you press up, down, etc., it plays the sound? Conditional branch. Also, that could get annoying at times. :P
what moo said. I had this in my zelda starter kit and yes it's annoying since when you get stuck in a wall and press forward it makes a sound, also you need different sounds because walking on grass isn't the same as walking on carpet in a house.
Well, if you have grass, you would need other sounds. Then, you could make the common events work on switches that get turned on in certain areas. Or, you could do it the old fashioned way:
EVENTS ON EVERY SQUARE. XD
Thanks Moo! I'll try that.
You could also use a different sound effect for different terrains. For example, 1 would be grass, 2 would be sand, etc.
Quote from: J-Crew on May 30, 2007, 12:52:09 PM
You could also use a different sound effect for different terrains. For example, 1 would be grass, 2 would be sand, etc.
xD
that's what I said.
still now you need to event hella lot wherever the person cant walk needs an event to shut off the sound.
its not that hard, but annoying to do it every time. because if its set on pressing an arrow key = sound then I can be walking into a wall and not moving my feet but still hearing the sound.
Well, I love events as much as anybody, but I think a script is better suited in this case.
I think that it would probably work if you go into Game_Player, and find this:
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
Then throw this line in right after $game_party.increase_steps:
Audio.se_play("Audio/SE/" + $footstep_se)
So that it becomes:
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
Audio.se_play("Audio/SE/" + $footstep_se)
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
Now, all you need to do is use a call script whenever you want to change the sound effect:
$footstep_se = "SE Filename"
For example, this would work:
$footstep_se = "002-System02"
You'd have to define this immediately by the way, before the player has a chance to move.