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> Shameful noob question
hawkeye7704
post Aug 13 2012, 07:26 PM
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Level 2
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Posts: 26
Type: Developer
RM Skill: Intermediate




My non physical skills (ei: silence and sleep skills) used to read out "*Player* was silenced" when effective or "It will not work" for ineffective. Throughout the process of making my game something was changed so that they read out like normal physical skills. So even though no damage is caused, it will read out "Miss! No damage!" before reading out whether the state change was effective or not. I've tried copying and pasting skills from other projects to make sure I have the same settings, copying and pasting Scene_Battle from other projects to make sure I have the default settings but it still won't work.

What did I change and how can I fix it?
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Magical_RuNE_Kni...
post Aug 13 2012, 08:23 PM
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Level 15
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Group: Revolutionary
Posts: 283
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RM Skill: Undisclosed
Rev Points: 85




What kind of scripts are you using? (' o ')


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hawkeye7704
post Aug 13 2012, 09:36 PM
Post #3


Level 2
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Group: Member
Posts: 26
Type: Developer
RM Skill: Intermediate




you just asked the magic question. I looked through my scripts and realized I'm using Rockleedude's Custom Battle System but only for the purpose of having a Critical Hit sound effect. I deleted it and it went back to normal.

So I guess now the question is, how can I change Rockleedude's script to get rid of it affecting my state changing skills, or where can I find a script that is purely for giving me a sound effect for critical hits?
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diamondandplatin...
post Aug 14 2012, 01:06 AM
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Level 5
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RM Skill: Skilled
Rev Points: 45




Well I don't really feel like modifying someone else script to produce a minor feature.
So this should do it for you.

CODE
# Play SE on Critical Hit
# Code Snippet by DiamondandPlatinum3


class Game_Battler
  #==================================================
  #           EDITABLE REGION
  #==================================================
  CRITICAL_HIT_SE     = "Applause"
  CRITICAL_HIT_VOLUME = 80
  CRITICAL_HIT_PITCH  = 100
  #==================================================
  
  
  
  alias playsound_oncritical make_attack_damage_value
  def make_attack_damage_value(*args)
    playsound_oncritical(*args)
    RPG::SE.new(CRITICAL_HIT_SE, CRITICAL_HIT_VOLUME, CRITICAL_HIT_PITCH).play if @critical
  end
end


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hawkeye7704
post Aug 14 2012, 07:24 AM
Post #5


Level 2
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Group: Member
Posts: 26
Type: Developer
RM Skill: Intermediate




Perfect! Thank you very much!
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