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 :

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)