Different Damage sounds for different actors...

Strashiner

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I notice that I can only use one damage sound for one actors

how do I make it so that

there are two separate sounds for two separate actors?
 

Rinobi

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I'm not entirely sure what you mean by 'damage sound'. Could you be more specific? There are sounds linked to animations and sounds linked to the perform_damage_effect method. I can't tell which of them you mean.
 

Strashiner

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as in, lets say one actors a knight, the others an archer

the knight makes his damage sound of a sword clashing.

the archer makes a sound of a bow piercing flesh

the software only allows one damage sound

how do I include both?
 

Rinobi

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Oh, I see what you mean. You're referring the Enemy Damage system setting. That will require a script.
I'll write one for the sake of practice (when I have time), but there may be others out there already.

Edit:

Here's the early version of the script. Apologies if it's not very user friendly, I was in a bit of a hurry.

While writing this, I realized it'd be much cooler if the sound effects were based on an actor's armor and weapons. This feature will likely be in the final release.
Hope this helps, good luck with your project.

Code:
#===============================================================================# Rinobi: Damage Sounds#-------------------------------------------------------------------------------# Damage sound effects can now be assigned to speific actors.#-------------------------------------------------------------------------------# Instructions:## Paste below Materials and above Main Process.#-------------------------------------------------------------------------------# Version History:## @ 1.0 Early Release [12/05/2015]#-------------------------------------------------------------------------------# Compatibility:## Modules:# @ ActorSound < RINOBI## Alias Methods:# @ perform_damage_effect  in Game_Actor# @ perform_damage_effect  in Game_Enemy#===============================================================================module RINOBI module ActorSound # no touchie!#===============================================================================# ** Settings Module#===============================================================================  # Sound effect played when an actor recieves damage.  # File Name / Volume / Pitch  ActorDamage = {  # Add actor IDs as needed.    1 => RPG::SE.new("Damage1", 80, 150),    2 => RPG::SE.new("Damage2", 80, 150),    3 => RPG::SE.new("Damage3", 80, 150),    4 => RPG::SE.new("Damage4", 80, 150),  } # ActorDamage   # Sound effect played when an enemy recieves damage.  # File Name / Volume / Pitch  EnemyDamage = {  # Add actor IDs as needed.    1 => RPG::SE.new("Damage1", 80, 150),    2 => RPG::SE.new("Damage2", 80, 150),    3 => RPG::SE.new("Damage3", 80, 150),    4 => RPG::SE.new("Damage4", 80, 150),  } # EnemyDamage#===============================================================================# ** End of Settings#-------------------------------------------------------------------------------# Editing beyond this area may result in unfathomable terror.#===============================================================================end end # no touchie!$imported = {} if $imported.nil?$imported[:RIN_DamageSounds] = true#===============================================================================# ** Class: Game_Actor < Game_Battler#===============================================================================class Game_Actor < Game_Battler  #--------------------------------------------------------------------------  # * Alias Method: perform_damage_effect  #--------------------------------------------------------------------------  alias :rinse_damage_effect :perform_damage_effect    def perform_damage_effect    rinse_damage_effect    se_actor = RINOBI::ActorSound::ActorDamage[@actor_id]        if $game_party.in_battle      return Sound.play_actor_damage if se_actor.nil?      se_actor.play        end    end # perform_damage_effectend # Game_Actor < Game_Battler#===============================================================================# ** Class: Game_Enemy < Game_Battler#===============================================================================class Game_Enemy < Game_Battler  #--------------------------------------------------------------------------  # * Alias Method: perform_damage_effect  #--------------------------------------------------------------------------  alias :rinse_damage_effect :perform_damage_effect  def perform_damage_effect    rinse_damage_effect    se_actor = RINOBI::ActorSound::EnemyDamage[BattleManager.actor.id]    return Sound.play_enemy_damage if se_actor.nil?    se_actor.play  end # perform_damage_effectend # Game_Enemy < Game_Battler
 
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Strashiner

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I see

so , for the enemy daamge

I have to put my actor ID

and the damage sound I want to use to put on my second character ...

is that how it works?

good script btw.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Rinobi

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Say you wanted to play a slash sound effect for the second actor in your database, whenever they dealt damage (because they're using a sword?).

Under EnemyDamage you'd add (or replace)

2 => RPG::SE.new("Slash1", 80, 150), # don't forget the comma on the end2 = Actor ID, displayed in the Actors tab of your Database.
"Slash1" = file name of the sound effect. You can check the resource manager under Audio/SE or the Sound Test tab.
80 = Volume, higher is louder.

150 = Pitch.

ActorDamage is the sound effect played when a particular actor receives damage. It follows the same rules.

The final release will be a bit easier to use...
 
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Strashiner

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alright ill wait for the final version...

thank you

keep me posted.

if all else fails

ill use the early release...
 

Rinobi

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Finished it sooner than expected. You can find the script here, or in my signature.
 

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