Actor Voices In Battle-MV Edition

Discussion in 'JS Plugin Releases (RMMV)' started by deathsia, May 2, 2017.

  1. deathsia

    deathsia Pegisister Veteran

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    Is your actor's in game name spelled EXACTLY the same as the name of folder where their audio lines are stored? Remember that underscores or spaces will cause issues if the actor's name or the folder's name aren't typed out EXACTLY the same.

    And while I'm at it, is the actor number the same as the one for your actors name?(i,e: Jonny is in the Actor 1 slot in your database)

    To go into more detail, under the config plugin if "Jonny" is in the actor 1 slot then the follow lines of code will apply to him and him alone:
    Code:
    // What Actor One Will Say
            1: [
                "Too_Many_Enemies_1", 100, 100, 0,
                "Too_Many_Enemies_2", 100, 100, 0,
            ],
    The filename is in quotes followed by the volume, then the pitch, and then frames to wait until the sound is played. In most cases, you can just ignore the volume, pitch, and frames to wait and only worry about the file name since its the one thing that MUST MATCH.

    Also in case you don't know the lines to edit the party needs healing are located at line 119 and ends at line 172.
    Code:
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        // * PARTY NEEDS HEALING?
        //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        }, PARTY_NEEDS_HEALING : { // <= Do Not Touch This Line
    
            // If party total HP is below this Ratio, an Actor will say something about it
            // This Ratio is a percentage, so by default if your total party hp is below
            // 40%, then an actor may mention that everyone is hurt
            ratio: 40 ,
    
    
            // What Actor one Will Say
            1: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
           
           
            // What Actor Two Will Say
            2: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
           
           
            // What Actor Three Will Say
            3: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
           
           
            // What Actor four Will Say
            4: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
           
           
            // What Actor five Will Say
            5: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
           
           
            // What Actor six Will Say
            6: [
                "Party_Needs_healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
                "Dialogue_3", 100, 100, 0,
            ],
    
    
    If you do not have any audio lines for this then you MUST LEAVE IT BLANK

    As so:
    Code:
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        // * PARTY NEEDS HEALING?
        //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        }, PARTY_NEEDS_HEALING : { // <= Do Not Touch This Line
    
            // If party total HP is below this Ratio, an Actor will say something about it
            // This Ratio is a percentage, so by default if your total party hp is below
            // 40%, then an actor may mention that everyone is hurt
            ratio: 40 ,
    
    
            // What Actor one Will Say
            1: [
                "", 100, 100, 0,
                "", 100, 100, 0,
            ],
            
            
            // What Actor Two Will Say
            2: [
                "", 100, 100, 0,
                "", 100, 100, 0,
            ],
            
            
            // What Actor Three Will Say
            3: [
                "", 100, 100, 0,
                "", 100, 100, 0,
            ],
            
            
            // What Actor four Will Say
            4: [
                "", 100, 100, 0,
                "", 100, 100, 0,
            ],
            
            
            // What Actor five Will Say
            5: [
                "", 100, 100, 0,
                "", 100, 100, 0,
            ],
            
            
            // What Actor six Will Say
            6: [
                "", 100, 100, 0,
                "", 100, 100, 0,
                "", 100, 100, 0,
            ],
    
    
    You can ALSO just delete the line entirely but i STRONGLY suggest keeping the code structure in tact or this can lead to errors down the line.

    It should look like this as a shortened example:

    Code:
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        // * PARTY NEEDS HEALING?
        //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        }, PARTY_NEEDS_HEALING : { // <= Do Not Touch This Line
    
            // If party total HP is below this Ratio, an Actor will say something about it
            // This Ratio is a percentage, so by default if your total party hp is below
            // 40%, then an actor may mention that everyone is hurt
            ratio: 40 ,
    
    
            // What Actor one Will Say
            1: [
                
    
             ],
            
            
            // What Actor Two Will Say
            2: [
                
    
            ],
    
    Please bare in mind that I could very well be wrong about ANY of this as I am not a coding expert but this is how I recall it working in VX Ace and I was told it by the person who converted it that it should function the same way in MV.
     
    Last edited: Aug 19, 2019
    #41
  2. Skurge

    Skurge " (GASP) What's going on!? " Veteran

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    Does this plugin have the ability to randomly choose a sound file from a pool of other sound files? Just so that I can avoid having the same predictable sounds?

    Also wondering if this also could be capable of providing the same results for enemies also :D
     
    #42
  3. deathsia

    deathsia Pegisister Veteran

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    As shown in one of my code snippets above you can have multiple sound files for one situation and the plugin will choose one at random to play if there is more than one.

    Code:
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        // * PARTY NEEDS HEALING?
        //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        }, PARTY_NEEDS_HEALING : { // <= Do Not Touch This Line
    
            // If party total HP is below this Ratio, an Actor will say something about it
            // This Ratio is a percentage, so by default if your total party hp is below
            // 40%, then an actor may mention that everyone is hurt
            ratio: 40 ,
    
    
            // What Actor one Will Say
            1: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
          
          
            // What Actor Two Will Say
            2: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
          
          
            // What Actor Three Will Say
            3: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
          
          
            // What Actor four Will Say
            4: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
          
          
            // What Actor five Will Say
            5: [
                "Party_Needs_Healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
            ],
          
          
            // What Actor six Will Say
            6: [
                "Party_Needs_healing_1", 100, 100, 0,
                "Party_Needs_Healing_2", 100, 100, 0,
                "Dialogue_3", 100, 100, 0,
            ],
    
     
    #43

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