How can I make the "item successfully used" sound not play?

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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