RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Specialized Criticals

0 Members and 1 Guest are viewing this topic.

****
Rep:
Level 69
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


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?
  • This forum

What did you search for?
  • sound effects
  • I went through every script anyways picking out what I wanted for my game
« Last Edit: August 16, 2011, 04:16:49 PM by Scalinger2 »

**
Rep:
Level 83
Have you tried another SSBS ?
I know that some of them can use special charsets .
You can use my scripts freely . but not for commercial use .
:ccbync:
Don't encrypt your game !!!
Want to give me credit ? Easy ,add me in your game :

****
Rep:
Level 69
what is an ssbs and would it be able to change the sound of crits?

**
Rep:
Level 83
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 .
You can use my scripts freely . but not for commercial use .
:ccbync:
Don't encrypt your game !!!
Want to give me credit ? Easy ,add me in your game :

****
Rep:
Level 69
I tried finding that script but I can't, can you post it for me please? xD

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Unlikely; it has over 25000 lines of code.
You can, however, get the Yanfly Engine Melody (with the Battle System) here (courtesy of Modern Algebra).
it's like a metaphor or something i don't know

****
Rep:
Level 69
wow thx! it's gonna take me a year to configure this to my game xD

****
Rep:
Level 69
The Yanfly script has everything except the sound mod for the crits which is really the only thing I'm looking for xD

****
Rep:
Level 69
*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)


*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
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:

Code: [Select]
RPG::BGM.new ("Heavy_Anvil_Impact[1]").play

(assuming Heavy_Anvil_Impact[1] is the name of the SE in the folder)

****
Rep:
Level 69
IT WORKS!!!! its so coool O_O
does it go against copywright laws if I post a bought SE to share in a demo?
« Last Edit: June 23, 2011, 10:21:26 PM by Scalinger2 »

****
Rep:
Level 69
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
Code: [Select]
  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