I figured that i really need help with this script that i have made edit on.
I'm trying to fix it for a couple of days now but have found no success.
#===============================================================================
# ** Player & Event Step Sound Effects
#-------------------------------------------------------------------------------
# Written by : Kain Nobel
# Version : 1.0
# Last Updated : 7/20/2008
# Date Created : 6/20/2008
#===============================================================================
################################################################################
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# ~** CUSTOMIZABLE CONSTANTS - BEGIN **~ #
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
################################################################################
module StepSFX
#-----------------------------------------------------------------------------
# * Is this script active and enabled?
#-----------------------------------------------------------------------------
Enabled = true
#-----------------------------------------------------------------------------
# * Horizontal Limit before event is out of range.
#-----------------------------------------------------------------------------
Arg_Dist_X = 6
#-----------------------------------------------------------------------------
# * Vertical Limit before event is out of range.
#-----------------------------------------------------------------------------
Arg_Dist_Y = 4
#-----------------------------------------------------------------------------
# * The master volume of the step sound effects.
#-----------------------------------------------------------------------------
Volume = 50
#-----------------------------------------------------------------------------
# * The modifier for the step sound effect volume (for events vs player dist)
#-----------------------------------------------------------------------------
Adjust = 2.5
#-----------------------------------------------------------------------------
# * Step sounds based on terrain tag ID
#-----------------------------------------------------------------------------
Tag = {
# Default tag for no terrain
0 => "Steps-00-Default",
# Special Terrains such as grass, water, etc...
1 => "Wood Step",
2 => "Steps-02-Cement",
3 => "Steps-03-Dirt",
4 => "Steps-07-Snow",
5 => "Wood Step",
6 => "Steps-06-Metal",
7 => "step in water"
}
TagLicker = {
# Default tag for no terrain
0 => "Steps-00-Default",
# Special Terrains such as grass, water, etc...
1 => "Wood Step",
2 => "Steps-02-Cement",
3 => "Steps-03-Dirt",
4 => "Steps-07-Snow",
5 => "Wood Step",
6 => "Steps-06-Metal",
7 => "step in water"
}
end
################################################################################
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# ~** CUSTOMIZABLE CONSTANTS - END **~ #
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
################################################################################
#===============================================================================
# ** Game_Character
#-------------------------------------------------------------------------------
# This class has been enhanced to use step sounds with player/events based on
# terrain tags.
#===============================================================================
class Game_Character
#-----------------------------------------------------------------------------
# * Alias Listing
#-----------------------------------------------------------------------------
alias_method :kn_step_sounds_game_character_update, :update
#-----------------------------------------------------------------------------
# * Update Method (Aliased)
#-----------------------------------------------------------------------------
def update
if StepSFX::Enabled && self.moving? && arg_frames
if arg_screen_x && arg_screen_y
if within_x && within_y
play_step_sounds
end
end
end
kn_step_sounds_game_character_update
end
#-----------------------------------------------------------------------------
# * Play Step Sounds
#-----------------------------------------------------------------------------
def play_step_sounds
if event.name.include?("[Licker]")
sound_effect = "Audio/SE/"+StepSFX::TagLicker[self.terrain_tag]
elsif
sound_effect = "Audio/SE/"+StepSFX::Tag[self.terrain_tag]
end
if StepSFX::Tag.has_key?(self.terrain_tag)
begin
Audio.se_play(sound_effect, walk_volume, 75)
rescue
end
end
end
#-----------------------------------------------------------------------------
# * Frame Count Argument
#-----------------------------------------------------------------------------
def arg_frames
unless @move_speed.nil?
return ((Graphics.frame_count + 2 * self.id) % (18 - @move_speed)).zero?
end
end
#-----------------------------------------------------------------------------
# * Screen X Argument
#-----------------------------------------------------------------------------
def arg_screen_x
return (self.screen_x > 0 && self.screen_x < 640)
end
#-----------------------------------------------------------------------------
# * Screen Y Argument
#-----------------------------------------------------------------------------
def arg_screen_y
return (self.screen_y > 0 && self.screen_y < 480)
end
#-----------------------------------------------------------------------------
# * Distance X Argument
#-----------------------------------------------------------------------------
def arg_distance_x
return ((self.x + $game_player.x) / 2)
end
#-----------------------------------------------------------------------------
# * Distance Y Argument
#-----------------------------------------------------------------------------
def arg_distance_y
return ((self.y + $game_player.y) / 2)
end
#-----------------------------------------------------------------------------
# * Within Distance X
#-----------------------------------------------------------------------------
def within_x
return arg_distance_x < (StepSFX::Arg_Dist_X * 32)
end
#-----------------------------------------------------------------------------
# * Within Distance Y
#-----------------------------------------------------------------------------
def within_y
return arg_distance_y < (StepSFX::Arg_Dist_Y * 32)
end
#-----------------------------------------------------------------------------
# * Define Walk Volume
#-----------------------------------------------------------------------------
def walk_volume
return StepSFX::Volume+(StepSFX::Adjust*(arg_distance_x+arg_distance_y)/2)
end
end
#===============================================================================
# ** Game_Player
#-------------------------------------------------------------------------------
# Game_Player's walk volume doesn't have to be measured against anything, so
# this class's volume is constantly a certain value * 2. This overrides the
# 'walk_volume' method in Game_Character.
#===============================================================================
class Game_Player < Game_Character
#-----------------------------------------------------------------------------
# * Define Walk Volume
#-----------------------------------------------------------------------------
def walk_volume
return StepSFX::Volume * 2
end
end
The error raised is this :(http://3.bp.blogspot.com/-eHQrhFY2pyQ/U7il8nwp3rI/AAAAAAAAAZU/JkZ5BRIA04c/s1600/lol.png)
I knew that the error causer was 'if event.name.include?("[Licker]")' on line 96. Basically, what i want to do is, that if an event on the map has either 'Licker' as the event's name or as a comment in the page list, sounds on the 'TagLicker' (in the modules StepFX) will be the event footstep sound play when the event moves. So, i hope i can get help regarding about this. Thanks everyone~!
(P.S : I really hope my english is not tangled xD)
If the character graphic file is named
[Licker], then do this
if @character_name == "[Licker]"
You were, as I like to call it, experimenting with various variable names hoping that the program would make sense of it. Unfortunately, coding doesn't work like that.
Woah! KK20! That was.. fast lol.
It worked so thank you :^_^': and yeah, you are right about that.
Coding did not work that way. I will now begin learning rgss scripting
in a much more proper way. So, double thanks to you for making me
realise that xD