Specialized Criticals
06/20/11
Summary Usually you can choose the sounds for most things in the system tab. Criticals just aren't the same if they don't have that extra kick, so being able to change the sound for a critical hit specifically would add to the effect.
Features Desired
- Changing sound for criticals
- Changing other aspects for criticals
- Special animations for criticals
Mockups(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FShaiya0382.jpg&hash=996b4ef5d5ca7715ae4a0a7661fa1255ac1e0463)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FShaiya0060.jpg&hash=79b8aefdaaa56d757d02f9eacaac9cd49644e7e1)
Games its been in
- these pictures are from the MMORPG Shaiya
- many other games like Fire Emblem have special animations for criticals
What other scripts are you using?
- Damage Popup (Modern Algebra)
- Flash Selected Enemy (Modern Algebra)
- Side View Battle System [http://www.rpgcrisis.net]
Did you search?Yes
Where did you search?What did you search for?
- sound effects
- I went through every script anyways picking out what I wanted for my game
Have you tried another SSBS ?
I know that some of them can use special charsets .
what is an ssbs and would it be able to change the sound of crits?
SBS ... the second S was a mistake :)
I don't know ... have you tried yanfly melody battle system ? i don't know if there is something for sounds but i am sure that this battle system can use more detailled charsets .
The side view battle system you are using is very basic .
I tried finding that script but I can't, can you post it for me please? xD
Unlikely; it has over 25000 lines of code.
You can, however, get the Yanfly Engine Melody (with the Battle System) here (http://rmrk.net/index.php/topic,42396.0.html) (courtesy of Modern Algebra).
wow thx! it's gonna take me a year to configure this to my game xD
The Yanfly script has everything except the sound mod for the crits which is really the only thing I'm looking for xD
*update* I found out how to add a sound for criticals but I don't know how to use an imported SE instead of a game system SE, does anyone know what I could put in the script to call it up? (technically it would play the system normal hit then the imported one but I wouldn't mind)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FSS4.png&hash=6507a372baa8e702bead333035974e335135b317)
Did you just add that method into the Sound module? Because making a method and naming it relevantly won't actually play it at the desired event unless you call it there.
Anyway, in case you do know that and have called it, you just have to put the following line inside your method:
RPG::BGM.new ("Heavy_Anvil_Impact[1]").play
(assuming Heavy_Anvil_Impact[1] is the name of the SE in the folder)
IT WORKS!!!! its so coool O_O
does it go against copywright laws if I post a bought SE to share in a demo?
Sorry, I dunno what happened but this doesn't seem to work anymore, or maybe it only worked when I switched it out in 'enemy_damage'. Can someone please try this out and see if it works for them? I'm not sure what changed or what I did wrong..
All I know is that the normal damage sound overrides the critical sound or something of that nature.
This is how I put it in the Modules>Sound
def self.play_CriticalToEnemy
RPG::SE.new ("Heavy_Anvil_Impact[1]", 100, 100).play
end
def self.play_CriticalToActor
RPG::SE.new ("Heavy_Anvil_Impact[1]", 100, 100).play
end