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XS battle audio

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rpg maker XS battle audio

Post by A|L|F|DGI|Wibie Sultan on Thu Aug 29, 2013 8:22 pm

XS - Pertempuran Audio
versi 1.0
pengantar
Sebuah sistem audio pertempuran acak! Ini hanya potongan kecil untuk melakukan Pertempuran acak Mulai SE, Battle BGS dan kemenangan Pertempuran ME.

fitur
Acak pertempuran Audio!
Sistem dapat diaktifkan / dinonaktifkan melalui switch ingame.
Unlimited ... Pilih berapa banyak file audio seperti yang Anda inginkan untuk menjadi acak.
Setiap id audio yang memiliki volume mereka sendiri dan pitch.
Layar
Tidak ada.

Cara Menggunakan
Untuk menginstal script ini, membuka script editor dan copy / paste script ini untuk slot terbuka di bawah Bahan tetapi di atas Main. Ingatlah untuk menyimpan.

Code:
#==============================================================================
#  XaiL System - Battle Audio
#  Author: Nicke
#  Created: 03/04/2012
#  Edited: 03/04/2012
#  Version: 1.0
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# This small scripts enables a randomized SE, BGM and ME to be played upon
# entering battle.
#
# Note! Randomize will only work if you don't have a selected audio file in
# the database for Battle, Battle Start or Battle End.
#
# Script can be enabled/disabled using a switch ingame.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-BATTLE-AUDIO"] = true

module XAIL
  module BATTLE_AUDIO
  #--------------------------------------------------------------------------#
  # * Settings
  #--------------------------------------------------------------------------#
    # Randomized switch enabler/disabler.
    # Use this ingame if you wish to disable this script. Can be useful if you
    # wish to select a specific audio for a battle.
    # RAND_SWITCH = switch_id
    RAND_SWITCH = 11
 
    # Battle start SE.
    # RAND_BATTLE_SND = [name, volume, pitch]
    RAND_BATTLE_SND = []
    RAND_BATTLE_SND[0] = ["Battle1", 80, 100]
    RAND_BATTLE_SND[1] = ["Battle2", 80, 100]
    RAND_BATTLE_SND[2] = ["Battle3", 80, 100]
   
    # Battle BGM.
    # RAND_BATTLE_BGM = [name, volume, pitch]
    RAND_BATTLE_BGM = []
    RAND_BATTLE_BGM[0] = ["Battle1", 80, 100]
    RAND_BATTLE_BGM[1] = ["Battle2", 80, 100]
    RAND_BATTLE_BGM[2] = ["Battle3", 80, 100]
    RAND_BATTLE_BGM[3] = ["Battle4", 80, 100]
    RAND_BATTLE_BGM[4] = ["Battle5", 80, 100]
   
    # Battle victory ME.
    # RAND_BATTLE_ME = [name, volume, pitch]
    RAND_BATTLE_ME = []
    RAND_BATTLE_ME[0] = ["Victory1", 80, 100]
    RAND_BATTLE_ME[1] = ["Victory2", 80, 100]
  end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Module Sound
#==============================================================================#
class << Sound

  alias xail_snd_battle_start play_battle_start
  def play_battle_start(*args, &block)
    # // Method self.play_battle_start.
    xail_snd_battle_start(*args, &block)
    rand_snd = rand(XAIL::BATTLE_AUDIO::RAND_BATTLE_SND.size)
    return play_system_sound(7) if $game_switches[XAIL::BATTLE_AUDIO::RAND_SWITCH]
    # If no audio is selected in database do randomize otherwise use default method.
    unless $data_system.sounds[7].name == ""
      play_system_sound(7)
    else
      play_random_battle_sound(rand_snd)
    end
  end
 
  def play_random_battle_sound(id)
    # // New method to play a random sound when entering battle.
    se = XAIL::BATTLE_AUDIO::RAND_BATTLE_SND
    RPG::SE.new(se[id][0], se[id][1], se[id][2]).play
  end
 
end
#==============================================================================#
# ** Module BattleManager
#==============================================================================#
class << BattleManager

  alias xail_bgm_battle_start play_battle_bgm
  def play_battle_bgm(*args, &block)
    # // Method self.play_battle_bgm.
    xail_bgm_battle_start(*args, &block)
    rand_snd = rand(XAIL::BATTLE_AUDIO::RAND_BATTLE_BGM.size)
    return $game_system.battle_bgm.play if $game_switches[XAIL::BATTLE_AUDIO::RAND_SWITCH]
    # If no audio is selected in database do randomize otherwise use default method.
    unless $game_system.battle_bgm.name == ""
      $game_system.battle_bgm.play
    else
      play_random_battle_bgm(rand_snd)
    end
    RPG::BGS.stop
  end
 
  def play_random_battle_bgm(id)
    # // New method to play a random bgm.
    bgm = XAIL::BATTLE_AUDIO::RAND_BATTLE_BGM
    RPG::BGM.new(bgm[id][0], bgm[id][1], bgm[id][2]).play
  end
 
  alias xail_play_battle_end play_battle_end_me
  def play_battle_end_me(*args, &block)
    # // Method self.play_battle_end_me.
    xail_play_battle_end(*args, &block)
    rand_snd = rand(XAIL::BATTLE_AUDIO::RAND_BATTLE_ME.size)
    return $game_system.battle_end_me.play if $game_switches[XAIL::BATTLE_AUDIO::RAND_SWITCH]
    # If no audio is selected in database do randomize otherwise use default method.
    unless $game_system.battle_end_me.name == ""
      $game_system.battle_end_me.play
    else
      play_random_battle_me(rand_snd)
    end
  end

  def play_random_battle_me(id)
    # // New method to play a random me.
    me = XAIL::BATTLE_AUDIO::RAND_BATTLE_ME
    RPG::ME.new(me[id][0], me[id][1], me[id][2]).play
  end

end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#

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