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Feb 3 2008, 08:58 PM
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#1
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![]() Type: Undisclosed |
This post has been edited by ERZENGEL: Mar 7 2008, 12:20 PM |
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Feb 4 2008, 11:45 AM
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#2
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I'll praise you for that nifty little script, old fellow *g*
Nicely done. Maybe it could be done depending on the strength of the monster. The tougher the monster (group), the more dramatical the BGM. Just an idea so far. This post has been edited by Rabu: Feb 4 2008, 11:56 AM -------------------- Greetz, Rabu
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Feb 4 2008, 11:31 PM
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#3
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![]() Type: Writer Alignment: Chaotic Neutral |
I like this idea. Very cool. I plan to use it in a future game if possible.
-------------------- Trailer for It Came From Yesterday: Click Me
This was made by a dear friend of mine. Any support is appreciated! Also, Like the Facebook page while you're at it: It Came From Yesterday New and improved official site: ICFY Swagbucks referral link: http://www.swagbucks.com/refer/jbart321 |
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Feb 6 2008, 09:22 PM
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#4
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![]() Type: Undisclosed |
thats one of best scripts imo- it should be implemented by default :/
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Feb 7 2008, 08:08 AM
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#5
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![]() ![]() Type: Coder |
well damn, lol I just finished making my own script for this. I guess I should've looked here first
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Feb 7 2008, 04:21 PM
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#6
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![]() Highest and Lowest of all Nigel ![]() Type: Designer |
Nice script!
I'll probably use it someday -------------------- ![]() Hello, I am jumbo! As you can see, I don't post in RMVX related threads (well, sometimes...). That's because I don't like VX, I'm staying here just because of some friends I met. So, you'll only see me in the Fun&Games forum. |
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Feb 12 2008, 06:08 PM
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#7
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![]() ![]() Type: Spriter |
nice that definitely would make battles more interesting
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Mar 6 2008, 01:10 AM
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#8
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Awesome script. The only qualm I have with it is the random factor. It uh, tends to repeat a lot. Is it feasible to write it so that it randomly picks one of the songs, but doesn't play that same song again until all the others have played?
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May 1 2008, 10:51 AM
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#9
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Resident Kitty ![]() Type: Writer |
Many thanks. I've wantd to use three random battle tunes and now instead of setting them via events every so often, this will be much simpler.
Have a cookie! -------------------- |
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May 20 2008, 08:26 PM
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#10
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![]() Type: Coder |
It is problematic to carry out, as in RPGMaker VX monsters do not have parameter "level". It is necessary to calculate in the beginning it proceeding from other parameters of the monster.
For example: CODE @level = (100*$data_enemies[@enemy_id].maxhp/27000 + 100*$data_enemies[@enemy_id].atk/360 + 100*$data_enemies[@enemy_id].def/225 + 100*$data_enemies[@enemy_id].spi/240 + 100*$data_enemies[@enemy_id].agi/225)/5
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May 20 2008, 10:33 PM
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#11
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![]() Type: Coder |
Has edited a script. Now it calculates a level of the strongest enemy in group then chooses a casual composition of that are fixed to an interval of levels in which the enemy gets.
At once I wish to warn: 1. I do not know English. 2. I am not able to program. 3. It is my first script on RGSS. From here a conclusion: For bad English and a curve code slippers to not beat! Ittadakimase: CODE #==========================================================================
# ** Random Battle-BGM 1.02 (by ERZENGEL) #-------------------------------------------------------------------------- # ** Modified by Equilibrium Keeper 1.01 #========================================================================== #========================================================================== # * Game_Map #========================================================================== class Game_Map attr_accessor :rbm attr_accessor :rbmfiles alias erz_rbm_initialize initialize def initialize # The names of the audiofiles (they must be in the BGM-folder!) @rbmfiles = [ ["Battle1", "Battle2"], ["Battle3", "Battle4"], ["Battle5", "Battle6"], ["Battle7", "Battle8"], ["Battle9", "Battle10"]] # TRUE if script should be active / FALSE if script should be inactive @rbm = true erz_rbm_initialize end end #========================================================================== # * Scene_Map #========================================================================== class Scene_Map alias erz_rbm_callbattle call_battle def call_battle # Initialize @enemy_mhp = [] # Enemies HP @enemy_atk = [] # Enemies Attack @enemy_def = [] # Enemies Defence @enemy_spi = [] # Enemies Spirit @enemy_agi = [] # Enemies Agility @level = [] # Enemies Levels @musicpack = $game_map.rbmfiles # Random music packs # Collect parameters of all enemies from base for i in 1..$data_enemies.size-1 @enemy_mhp[i] = $data_enemies[i].maxhp @enemy_atk[i] = $data_enemies[i].atk @enemy_def[i] = $data_enemies[i].def @enemy_spi[i] = $data_enemies[i].spi @enemy_agi[i] = $data_enemies[i].agi end # Calculate a level of monsters in group for i in 0..$game_troop.members.size-1 @enemy_id = $game_troop.members[i].enemy_id @level[i] = (100*$data_enemies[@enemy_id].maxhp/@enemy_mhp.max + 100*$data_enemies[@enemy_id].atk/@enemy_atk.max + 100*$data_enemies[@enemy_id].def/@enemy_def.max + 100*$data_enemies[@enemy_id].spi/@enemy_spi.max + 100*$data_enemies[@enemy_id].agi/@enemy_agi.max)/5 end rbmoff = $data_system.battle_bgm.name.clone if $game_map.rbm # Check value of a level of the strongest enemy then the corresponding music pack is fastened case @level.max when 0..20 audio = rand(@musicpack[0].size) $data_system.battle_bgm.name = @musicpack[0][audio] when 21..40 audio = rand(@musicpack[1].size) $data_system.battle_bgm.name = @musicpack[1][audio] when 41..60 audio = rand(@musicpack[2].size) $data_system.battle_bgm.name = @musicpack[2][audio] when 61..80 audio = rand(@musicpack[3].size) $data_system.battle_bgm.name = @musicpack[3][audio] when 81..100 audio = rand(@musicpack[4].size) $data_system.battle_bgm.name = @musicpack[4][audio] end end erz_rbm_callbattle $data_system.battle_bgm.name = rbmoff.clone end end This post has been edited by Equilibrium Keeper: May 21 2008, 10:02 AM |
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Mar 27 2009, 12:54 PM
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#12
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![]() Type: Undisclosed |
Nice code. But it will better if you add some these options:
1. User want to enable random battle BGM only for random troops battle. 2. ... I have not thought yet |
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Mar 27 2009, 01:36 PM
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#13
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![]() What can change the nature of a man? ![]() Type: Writer Alignment: Lawful Neutral |
I have a suggestion for this: implement a feature that allows the selected battle BGM to be tied to specific areas/enemies/troops. There could be some specific code after an area's name to define in the script which theme to play. Likewise, there could be a code after troop names or comments in enemy notes to accomplish the same thing.
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Mar 30 2009, 05:57 AM
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#14
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You can do that with events, y'know. Just make a Script event command like this:
CODE $game_map.rbmusic = ["bgm_battle_1_1", "bgm_battle_1_2", "bgm_battle_3_1", "bgm_battle_3_2", "bgm_battle_4_1", "bgm_battle_4_2"] Then just set it to parallel when you enter the area or whatever. |
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Mar 30 2009, 07:58 AM
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#15
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![]() What can change the nature of a man? ![]() Type: Writer Alignment: Lawful Neutral |
Maybe I'm forgetting something, but wouldn't then I need to activate the common event through some local event? That would be pretty much kill what I'm planning, as my idea was to use this to set up different battle themes for each region of my world map, that's why I wouldn't be able to depend on the player activating some switch.
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Mar 30 2009, 09:17 AM
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#16
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Probably, but honestly, there's no easy way to do what you want. Uh.. only way I can think of would be to use the "monster level" modification a few posts up, make Map Areas for each region and work it that way. Either that or design the entrances to each region in such a way that there's only a few spots to enter from, and thus you don't have twenty-odd event tiles lined up just to change the BGM.
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Apr 5 2009, 01:12 PM
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#17
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![]() bullet inside me ![]() Type: Coder Alignment: Unaligned |
Maybe I'm forgetting something, but wouldn't then I need to activate the common event through some local event? That would be pretty much kill what I'm planning, as my idea was to use this to set up different battle themes for each region of my world map, that's why I wouldn't be able to depend on the player activating some switch. Probably, but honestly, there's no easy way to do what you want. Uh.. only way I can think of would be to use the "monster level" modification a few posts up, make Map Areas for each region and work it that way. Either that or design the entrances to each region in such a way that there's only a few spots to enter from, and thus you don't have twenty-odd event tiles lined up just to change the BGM. You can avoid having events for changing BGM by simply using the following script: Do $something if inside an Area! It will turn a switch ON when inside an area and turn it off when out of it. You can get it: here . This post has been edited by bulletxt: Apr 5 2009, 01:12 PM -------------------- Developing the following scripts: SwapXT, Audio Engine XT , Do $something if inside an Area , Warning Before Random Battle Starts , Arabic Reading Right to Left, Enable Battle in Vehicle, Fast Boot For Developers, Pause Game, Disable Main Input Keys, Remove Attack Command, Reduce Battle Encounter with Accessory, Disable AutoShadow Plus, Paper Mario Walk, Minigame: Win the Lottery!, Thomas Edison VX, Continue Map's BGM after battle, AutoSave VX and more... |
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Jan 11 2011, 03:59 PM
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#18
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![]() ![]() Type: Designer Alignment: Chaotic Good |
I have a well not a problem as such.
I like havig the random battle bgm but I each time I put a event for a boss like "Change Battle bgm" to a boss music then after the boss is over and done with I want the random Battle bgm to resume but each time I go into a batte the boss theme what I chose for the boss plays instead of the random Batte bgm. -------------------- If we SURPOSED to evole from monkeys then why is there still monkeys left on the planet?
![]() Click here to level up my card! |
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Jan 19 2011, 02:52 AM
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#19
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![]() Type: Undisclosed |
Nice.
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| Lo-Fi Version | Time is now: 19th May 2013 - 04:29 AM |
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