KChasm

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An example of the sound can be heard here:
Note that it's not the first few sounds, like from when I call the menu, but the more "flourishy" sound.

I don't know what information is relevant, but I'm using common events that are set off by using items and with the whole "item used" stuff happening if the player is in the right position and looking in the right direction.

I'm also using mjshi's Non-Combat Menu v1.04a, which I've copied into the quote below:

#------------------------------------------------------------------------------- # Non-Combat Menu v1.04a #-- Fully customizable menu geared toward less battle-oriented games. #-- By mjshi #------------------------------------------------------------------------------- # Installation: Put above Main, preferably also above other custom scripts. #------------------------------------------------------------------------------- # Update notes: #- Added support for most quest log scripts. #- Added support for separators. # Bugfixes: #- Fixed the gold window bug #- Forced the ingame menu command to call the Non-Combat Menu rather than the # regular one. #------------------------------------------------------------------------------- $imported = {} if $imported.nil? $imported["NonCombatMenu"] = true module NonCombatMenu MENU = [ #----------------------------------------------------------------------------- # **CONFIGURATION** #----------------------------------------------------------------------------- # What should the actual menu show? # Put a # in front of the ones you don't want to show, and you can reorder # this list to change the order in the menu. # **Don't remove the comma after each []!** # ['Items', :item], ['Status', :status], ['Save', :save], ['Exit', :shutdown], # Other possible commands: #['Equipment', :nequip], #['Quest Log', :quests], #['Formation', :nform], #['Load', :load], #['Cancel', :cancel], #[' ', :none], # :none does nothing, so it's ideal for spacers or separators. ] #----------------------------------------------------------------------------- # Should the gold window be shown in the item menu? # SHOW_GOLD_WINDOW = false # # Where should it be shown (to the left? set to false. right? set to true) GOLD_WINDOW_ALIGN_RIGHT = false # # How wide should the window be (in pixels)? 160 is the default. GOLD_WINDOW_WIDTH = 160 # #----------------------------------------------------------------------------- # How many tabs are you showing? (add up the # of true values below) # TABS_SHOWN = 2 # # What should the item menu show? SHOW_CONSUMABLES = false # i.e. normal items SHOW_KEY_ITEMS = true SHOW_WEAPONS = false SHOW_ARMORS = false # # Where should the item description window be? # 0 = top # 1 = between the tabs and the item selection # 2 = at the bottom DESCR_PLACEMENT = 0 # #----------------------------------------------------------------------------- end #--------------------------------------------------------------------# # !!! Beware of crashes and errors if you edit beyond this point !!! # #--------------------------------------------------------------------# # Overwrites the old, boring menu to use the cooler-looking Game End menu class Scene_Map def call_menu Sound.play_ok SceneManager.call(Scene_End) end end # Overwrites how the tabs are shown in the Items Menu class Window_ItemCategory # Changes width to allow placement of gold window. # If gold window doesn't exist, revert to default width. def window_width NonCombatMenu::SHOW_GOLD_WINDOW ? Graphics.width - NonCombatMenu::GOLD_WINDOW_WIDTH : Graphics.width end # Changes columns to fit tabs shown def col_max return NonCombatMenu::TABS_SHOWN end # Makes a list of commands that will be shown/hidden depending on config def make_command_list add_command(Vocab::item, :item) if NonCombatMenu::SHOW_CONSUMABLES add_command(Vocab::key_item, :key_item) if NonCombatMenu::SHOW_KEY_ITEMS add_command(Vocab::weapon, :weapon) if NonCombatMenu::SHOW_WEAPONS add_command(Vocab::armor, :armor) if NonCombatMenu::SHOW_ARMORS end end #Makes it so the user can change the gold window width class Window_Gold def window_width return NonCombatMenu::GOLD_WINDOW_WIDTH end end # Adds a gold window to the item menu & determines placement class Scene_Item def start super create_help_window # Checks if the gold menu should be shown create_gold_window if NonCombatMenu::SHOW_GOLD_WINDOW create_category_window create_item_window end def create_category_window @category_window = Window_ItemCategory.new @category_window.viewport = @viewport @category_window.help_window = @help_window # Set Tab Menu's X depending on Gold existing or not if NonCombatMenu::SHOW_GOLD_WINDOW @category_window.x = NonCombatMenu::GOLD_WINDOW_WIDTH unless NonCombatMenu::GOLD_WINDOW_ALIGN_RIGHT end # Set description, tab menu, gold Y if NonCombatMenu::DESCR_PLACEMENT == 1 @help_window.y = @category_window.height elsif NonCombatMenu::DESCR_PLACEMENT == 2 @help_window.y = Graphics.height - @help_window.height else @gold_window.y = @help_window.height if NonCombatMenu::SHOW_GOLD_WINDOW @category_window.y = @help_window.height end @category_window.set_handler(:ok, method(:on_category_ok)) @category_window.set_handler(:cancel, method(:return_scene)) end def create_item_window # Changes where the item window is displayed if NonCombatMenu::DESCR_PLACEMENT == 1 wy = @category_window.y + @category_window.height + @help_window.height elsif NonCombatMenu::DESCR_PLACEMENT == 2 wy = @category_window.height + @help_window.height else wy = @category_window.y + @category_window.height end wh = Graphics.height - wy @item_window = Window_ItemList.new(0, wy, Graphics.width, wh) @item_window.y = @category_window.height if NonCombatMenu::DESCR_PLACEMENT == 2 @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @category_window.item_window = @item_window end def create_gold_window @gold_window = Window_Gold.new # Makes the gold window (if aligned right) be under any new windows @gold_window.viewport = @viewport @gold_window.x = Graphics.width - NonCombatMenu::GOLD_WINDOW_WIDTH if NonCombatMenu::GOLD_WINDOW_ALIGN_RIGHT end end # Strips down the status menu to the very basics class Window_Status def initialize(actor) super((Graphics.width - 300)/2, (Graphics.height - 120)/2, 300, 120) @actor = actor refresh activate end def refresh contents.clear draw_block2(line_height * 0) end def draw_basic_info(x, y) draw_actor_name(@actor, x, y + line_height * 0.5) #draw_actor_hp(@actor, x, y + line_height * 1.5) #draw_actor_mp(@actor, x, y + line_height * 2.5) end end # Dims the Status window's background as well~ class Scene_Status def create_background super @background_sprite.tone.set(0, 0, 0, 128) end end # Overwrites Scene_End to use Save/Load/Items class Scene_End def start super create_command_window create_invisible_formation_window end def create_command_window @command_window = Window_GameEnd.new NonCombatMenu::MENU.each do |i| next if i[1].to_s == "cancel" @command_window.set_handler(i[1], method(("command_" + i[1].to_s).to_sym)) end @command_window.set_handler(:cancel, method(:return_scene)) end def create_invisible_formation_window @status_window = Window_MenuStatus.new(@command_window.width, 0) @status_window.x = (Graphics.width - @status_window.width)/2 @status_window.hide.deactivate end def command_item SceneManager.call(Scene_Item) end def command_status SceneManager.call(Scene_Status) end def command_save SceneManager.call(Scene_Save) end # Defines the load command def command_load SceneManager.call(Scene_Load) end def command_nequip SceneManager.call(Scene_Equip) end def command_quests SceneManager.call(Scene_Quest) end def command_none SceneManager.call(Scene_End) end def command_nform @command_window.hide.deactivate @status_window.select_last @status_window.show.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @status_window.hide.deactivate @command_window.show.activate end end end # Overwrites Window_End to show tabs depending on configured values class Window_GameEnd def make_command_list NonCombatMenu::MENU.each do |i| i[1].to_s == "none" ? add_command(i[0], i[1], enabled = false) : add_command(i[0], i[1]) end end end #Call the Non-Combat Menu with event commands class Game_Interpreter def command_351 return if $game_party.in_battle SceneManager.call(Scene_End) Window_MenuCommand::init_command_position Fiber.yield end end

Thanks. Please tell me if you need any more information.

Also, I'd prefer it if that flourishy sound could keep being a thing in most cases, just not in this specific case when this item is used in this location.
 

Zuzza

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What a coincidence! I just did this on the project I'm preparing for No travel Jam! Haha
In the script editor, find "Scene_ItemBase" and go to line 136 (by default)


item.png

Just uncomment the line 136 (that I highlighted).
It's good to uncomment, because you can easily undo what you did if you change your mind or have a problem! ;)

In my case, I just modified it so as not to make a sound if it is a key item.
 

KChasm

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What a coincidence! I just did this on the project I'm preparing for No travel Jam! Haha
I see. Is there a way to make it so that it doesn't play sound in a certain situation, but plays sound usually? It doesn't seem like there is, huh.
 

TheoAllen

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Use this script call
Code:
$data_system.sounds[22].volume = 0
When you're done, turn back the volume to the original value.
Should do the trick.

Do note that this script call will not get carried over to the save content. So if you silent the sound effect, save the game, reboot the game, then load the game, the sound effect will still on.
 

KChasm

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Use this script call
Code:
$data_system.sounds[22].volume = 0
When you're done, turn back the volume to the original value.
Should do the trick.

Do note that this script call will not get carried over to the save content. So if you silent the sound effect, save the game, reboot the game, then load the game, the sound effect will still on.

Sorry, I'm not entirely sure I understand. Where should I be putting this code, and how can I tell what original value the volume has originally?
 

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