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Messages - calvinchun832

1
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
2
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.
Spoiler: ShowHide
#===============================================================================
# ** 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 :
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)
3
New Projects / Re: [XP] Residence Of Hell (Demo)
May 19, 2014, 10:36:38 am
Have you downloaded the v1.1b bugfixes on the main page? If the error still occured please report back to me,
Maybe its a script error. And a screenies could help me fix the error.
:)
4
New Projects / Re: [XP] Residence Of Hell (Demo)
May 15, 2014, 02:57:55 am
Thanks! I will finish this one xD
5
New Projects / Re: [XP] Residence Of Hell (Demo)
May 14, 2014, 05:52:38 am
Thanks! This is a whole new experience for me in all skills including scripting, graphics only excluding music. So, i really appreciate
feedback. Here is the bug fix : https://www.dropbox.com/s/jn27kzoycwtmlu3/ROH%20V1.1b%20Patch.rar (tell me if theres any problem with the link.)
And updated main post!
6
New Projects / Re: [XP] Residence Of Hell (Demo)
May 12, 2014, 11:18:53 pm
Update! Manage to track a few bugs. Game patch v1.1b containing bug fixes will be released tonight.
7
Welcome! / Re: H-hi all!!
May 11, 2014, 12:29:23 am
 :^_^': its okay xD. Thanks for the warm welcome guys! I appreciate it.
8
New Projects / [XP] Residence Of Hell (Demo)
May 10, 2014, 10:20:48 am
STORYLINE :

There are tales of an ancient castle used by the Leargant Tribe's Sultan as a hideout during the cold world war, still standing to this very day. Previously used as a place of torture and execution, dangerous souls of unknown origin are said to stalk its dark corridors, feeding on the depression and hatred stored there-in.

Townsfolk have even witnessed many bizarre phenomena - loud crying and screams - coming from the castle during the night. Much effort was put into uncovering the dark secret of the place, yet there has been no evidence provided as those who entered never left to tell of what they witnessed with-in those dark and dismal walls.

When the townsfolk finally gave up on their attempts to solve the mystery they chose to rename the old castle the Residence of Hell, as they know that those who step foot inside will soon understand the true definition of 'hell.'


GAME DESCRIPTION

Press Arrow Keys to move around,
ESC to open menu,
Space to Interact.
Press '1' to switch weapon.
Press A+F to attack using equipped weapon.
The game requires the player to piece the storyline together by reading through notes, solving puzzles and encountering dark, mysterious and suspicious strangers. While doing all of this, there will be numerous demonic entities which will try to pursue the you relentlessly, waiting for you to make a mistake. Items such as Medkits and Painkiller Pills scattered around the palace will prove valuable to you once you are confronted with these entities.


FEATURES :

Interactive Environment such as Drawers, Lockers, vase .etc
Featuring Blizz-ABS
Dark atmosphere
Limited-Inventory
Parallax-Mapped Maps
Variabilities


SCREENSHOTS :


You'll never know what's lurking on the darkness...


The limited inventory will be either your doom or salvation...


Demonic entities will pursue you relentlessly..


CHARACTERS :


KYLE :
Just passed his test in Paranormal Investigating. However, as a newcomer, he didn't choose an easy paranormal task to be solved, instead he plunges in the dark corridor of the hellish residence, with a cause to gain recognition in his early steps to achieve his dream as the world-known Paranormal Investigator.


DOWNLOAD :

[UPDATE!] Residence Of Hell v1.1b = http://www.mediafire.com/download/dzqq0q7vz5b4h8q/ROH_Demo_V1.1b.rar
9
General Discussion / Re: Perspective on Horror?
April 30, 2014, 05:41:22 am
Hehe! Yeah, i recognised that too, however, i wont be using the static radio, as that cliche
May probably have been used over and over, but only playing a spine chilling and creepy music
That will cause the player to panic. Do you think that my idea is sufficient?
(For the sound emitter script, i used this one. http://rmrk.net/index.php?topic=20546.0
This is your idea, of course xD.)
10
General Discussion / Re: Perspective on Horror?
April 29, 2014, 07:19:57 pm
Thanks heretic!
I will implement it on my game ;-)
11
General Discussion / Perspective on Horror?
April 29, 2014, 08:28:45 am
Hi all!
So, i saw many horror games which succeeds really well and i've seen tons of topic
On the net regarding what makes a good horror games. Tons of them mentioned story,
Atmosphere and jumpscare. However i did not get their message fully. Thus, this is why
I post here, trying to get feedback on what triggers the fear inside gamers(us) as we play a
horror game. Few example is, One night, Nightmare and Eclipse. xD

I accept every suggestions, and will try to implement them in my next horror game. However,
My main question is, should a horror game contain music in every room ingame or do you
prefer a deadly silence with only your footsteps and heartbeat echoes as you make your
way through a dark corridor?

Thanks! I really needed a mass feedback on this... xD
12
Welcome! / Re: H-hi all!!
April 26, 2014, 06:10:38 pm
Quote from: PhoenixFire on April 26, 2014, 10:32:23 am
Welcome Cal :) I'm sure you'll like it here! You use RMXP I assume?

Thanks and yes, i use RMXP.
13
Welcome! / Re: H-hi all!!
April 26, 2014, 09:33:54 am
Ok! Thanks for the warm welcome  :)
14
Welcome! / H-hi all!!
April 26, 2014, 02:24:24 am
Hi everyone!
My name is Calvinchun, my favorite food is Chicken Wing and my favorite drinks is soda and milo.. (Obese kind of diet?)
:haha: Anyway, i look forward to my stay here, xD, and the Blizz-ABS rocks!

Cheers!

EDIT : Im from malaysia and currently schooling. So my english might have a mistakes..
Grrr.. im shaky right now xD