Need help with adding Screen Shake.

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Hunewearl

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Can anyone help me with this script please? I need to add screen shake with the sound FX =)

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. It includes event starting determinants and
# map scrolling functions. The instance of this class is referenced by
# $game_player.
#==============================================================================

class Game_Player < Game_Character
#------------------------------
# Editable Region --
#------------------------------
Collision_SE = [ "Thunder1", 80, 100 ] # Filename, Volume, Pitch
Collision_Wait_Timer = 60 # Wait Time (In Frames) before next Collision Sound
#------------------------------


#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias dp3_gameplayer_update_10dju update
alias dp3_gameplayer_passable_10dju passable?
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
$game_temp.dp3_collision_sound_timer -= 1 if $game_temp.dp3_collision_sound_timer > 0
dp3_gameplayer_update_10dju()
end
#--------------------------------------------------------------------------
# * Determine if Passable
#--------------------------------------------------------------------------
def passable?( *args )
passable = dp3_gameplayer_passable_10dju( *args )
unless passable || $game_temp.dp3_collision_sound_timer > 0
RPG::SE.new( *Collision_SE ).play
$game_temp.dp3_collision_sound_timer = Collision_Wait_Timer
end
return passable
end
end




#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# The instance of this class is referenced by $game_temp.
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :dp3_collision_sound_timer # Collision Sound Timer
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias dp3_gametemp_initialise_10dju initialize
#--------------------------------------------------------------------------
def initialize
@dp3_collision_sound_timer = 0
dp3_gametemp_initialise_10dju()
end
end
 

Prodigy 1216

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you mean during battle or on map?
 

Hunewearl

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Oh, sorry. the script triggers when walking into a none movable tile. so i guess its map?
 

Prodigy 1216

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By doing events just put the SE before the screen shakes.
 
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Hunewearl

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ah i would need lots of events for what i got planned. thats why i got this script.
 

Prodigy 1216

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Just replace the "Thunder1" with your screen shake sound effect's filename in resource manager. Then put in the volume for that sound effect and also the pitch sound.

For example: ["Quake1", 100, 80]

Now it will play the SE with the filename Quake1 with 100 volume level and 80 pitch level. 

#------------------------------
# Editable Region --
#------------------------------
Collision_SE = [ "Thunder1", 80, 100 ] # Filename, Volume, Pitch <------Put It Here
Collision_Wait_Timer = 60 # Wait Time (In Frames) before next Collision Sound#------------------------------
 

Hunewearl

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I am after the visual screen shake effect =)
 

Prodigy 1216

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I think the script does no effect to visuals. You should try to search for other scripts. Sorry but I can't help you with issue.
 

Hunewearl

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oh! I managed to fix it with a common event =) 
 

Andar

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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