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Damage Sounds

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Question. How could I make it so a regular hit and a critical hit make different sounds?

Also, how could I make it play a different sound from the regular damage noise when a player is mortally wounded?

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...Bump...

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PSI Bump!

Quote
Question. How could I make it so a regular hit and a critical hit make different sounds?

Also, how could I make it play a different sound from the regular damage noise when a player is mortally wounded?

In addition to that, how could I use different animations? Like, attacks would use "(reg/crit)hit" as the name of the animation depending on the situation.
« Last Edit: January 27, 2007, 03:58:29 AM by arrowone »

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Bumpy roads in these parts.

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So bumpy in fact, that it's just plain retarded.

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I don;t think it is that hard.. but could not solve this in one quick overlook.
« Last Edit: January 29, 2007, 12:03:59 PM by Me™ »
ALL HAIL ME™

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I'll also take a look though chances of me finding it in the script will be not likly but I can still attempt


*after looking*

I am not sure what to change but I have a few guesses of where that would be located >.>

Game_Battler3
Code: [Select]
#--------------------------------------------------------------------------
  # ? ?????????
  #     attacker : ??? (????)
  #--------------------------------------------------------------------------
  def attack_effect(attacker)
    # ?????????????
    self.critical = false
    # ??????
    hit_result = (rand(100) < attacker.hit)
    # ?????
    if hit_result == true
      # ?????????
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # ????
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # ????????????
      if self.damage > 0
        # ????????
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # ????
        if self.guarding?
          self.damage /= 2
        end
      end
      # ??
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # ??????
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    # ?????
    if hit_result == true
      # ????????
      remove_states_shock
      # HP ?????????
      self.hp -= self.damage
      # ??????
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
    # ?????
    else
      # ????? "Miss" ???
      self.damage = "Miss"
      # ?????????????
      self.critical = false
    end
    # ??????
    return true
  end

Sprite_battler

Code: [Select]
if @battler.damage_pop
        damage(@battler.damage, @battler.critical)
        @battler.damage = nil
        @battler.critical = false
        @battler.damage_pop = false
      end

and It might be located in the following other skripts

Scean_battle 1
Scean_battle 2
Scean_battle 3
Scean_battle 4

there I looked and I tried >.> I hope this helps someone that knows more than I about skripts
« Last Edit: February 01, 2007, 06:16:15 PM by kathis »
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