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Character Noisy Steps
by Akumu Games (me)
Description:
This plugin makes characters produce stepping sound effects when they move on the map terrain.
Instructions about how to use it are explained in more detail inside.
Plugin:
Spoiler Code:
// ============================================================================ // Character Noisy Steps by Akumu Games // ============================================================================ // For: RPGMAKER MV // AG_CharacterNoisySteps.js // Version: 1.2.1 // Free to use for commercial and non commercial projects as long as proper credit is given. // ============================================================================ /*: * @plugindesc Characters will produce stepping sound effects when they move on the map terrain. * * @author Akumu Games * ============================================================================ * @param Player Step SE Volume * @desc The volume at which stepping sound effect will play for the player. * @default 40 * @param Events Step SE Volume * @desc The volume at which stepping sound effect will play for events. * @default 20 * @param Step SE Pitch * @desc The pitch at which stepping sound effect will play for characters. * @default 100 * @param Pitch Variance * @desc The range at which the pitch can oscillate between (placing this value at 0 will null this feature). * @default 5 * @param Pan Variance * @desc The pan difference that will play when an event is located to the right/left from the player (placing this value at 0 will null this feature). * @default 40 * @param Disable Player Noisy Steps Switch ID * @desc When this switch is turned ON, the player won't produce stepping sound effects. * @default 0 * @param Disable Events Noisy Steps Switch ID * @desc When this switch is turned ON, all events on the map won't produce stepping sound effects. * @default 0 * @param Terrain Tag 0 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 0. * @default * @param Terrain Tag 1 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 1. * @default concrete * @param Terrain Tag 2 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 2. * @default sand * @param Terrain Tag 3 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 3. * @default carpet * @param Terrain Tag 4 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 4. * @default grass * @param Terrain Tag 5 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 5. * @default metal * @param Terrain Tag 6 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 6. * @default wood * @param Terrain Tag 7 SE * @desc Stepping sound effect file name assigned to tiles with terrain tag: 7. * @default dirt * @param Size Tag Pitch Increment * @desc Pitch increment/decrement for event tag <Size:Big|Tiny> (placing this value at 0 won't have any effect). * @default 40 * @param Special Tag 1 SE * @desc Stepping sound effect file name assigned to event tag <Special:1>. * @default robot * @param Special Tag 2 SE * @desc Stepping sound effect file name assigned to event tag <Special:2>. * @default wheels * @param Special Tag 3 SE * @desc Stepping sound effect file name assigned to event tag <Special:3>. * @default claws * @param Special Tag 4 SE * @desc Stepping sound effect file name assigned to event tag <Special:4>. * @default chains * @param Special Tag 5 SE * @desc Stepping sound effect file name assigned to event tag <Special:5>. * @default dragged * ============================================================================ * @help * ============================================================================ * Intructions * ============================================================================ * * Once you have assigned terrain tag IDs to the tileset and configured the plugin * parameters accordingly, you can then tag a map event to produce stepping sound * effects by simply placing the string "<NPC>" somewhere in its event note input * field. * You can also employ special tags to events in order to replace the default * tileset stepping SE. This is useful for events that walk around the map in an * unique pattern (like for example an evil demon with claws in their feet). * For this, simply tag the event with "<Special:N>", where N is the number of * the special stepping SE you previously indicated in the plugin parameters. * If you don't wish an event to play both, the terrain and special stepping SE * simultaneously, add the tag "<SpecialOnly>". * The other special tag is "<Size:Big|Tiny>". This is designed to create a more * powerful or subtle stepping SE for events bigger/smaller than normal. This * effect is simulated by increase/decreasing the stepping SE pitch when played. * As always, make sure to change the plugin parameters for this as required. * * Keep in mind: * - The player will always make noisy steps unless the designated switch * is turned ON. * - If a map event is off the screen or its priority is above player, it * won't make noisy steps. * - Characters will only make noisy steps if their Walking Animation flag * is ON. * * All stepping sound effects must be placed in the "Audio/SE" game folder, just * like any other SE you often use :) You can import them from the editor or * manually. Have fun! * * ============================================================================ * Plugin Commands * ============================================================================ * * You can use the following plugin command to change the sound effect assigned * to a terrain tag: * SetTerrainTagSE <terrainTagId> <SE file name> * * examples: SetTerrainTagSE 1 Water * SetTerrainTagSE 3 * * Also, if for some reason you require to disable noisy steps for a single * event, you can use the following script call: * setNoisyStepsDisabled(flag) * * examples: $gameMap.event(5).setNoisyStepsDisabled(true); * $gameMap.event(this._eventId).setNoisyStepsDisabled(true); * ============================================================================ */ //============================================================================= // Parameter Variables //============================================================================= (function() { var parameters = PluginManager.parameters('AG_CharacterNoisySteps'); var _playerStepSEVolume = Number(parameters['Player Step SE Volume'] || '0'); var _eventsStepSEVolume = Number(parameters['Events Step SE Volume'] || '0'); var _stepSEPitch = Number(parameters['Step SE Pitch'] || '100'); var _pitchVariance = Number(parameters['Pitch Variance'] || '0'); var _panVariance = Number(parameters['Pan Variance'] || '0'); var _disablePlayerNoisyStepsSwitch = Number(parameters['Disable Player Noisy Steps Switch ID'] || 0); var _disableEventsNoisyStepsSwitch = Number(parameters['Disable Events Noisy Steps Switch ID'] || 0); var _terrainTagSE = [String(parameters['Terrain Tag 0 SE'] || ''), String(parameters['Terrain Tag 1 SE'] || ''), String(parameters['Terrain Tag 2 SE'] || ''), String(parameters['Terrain Tag 3 SE'] || ''), String(parameters['Terrain Tag 4 SE'] || ''), String(parameters['Terrain Tag 5 SE'] || ''), String(parameters['Terrain Tag 6 SE'] || ''), String(parameters['Terrain Tag 7 SE'] || '')]; var _sizeTagPitch = Number(parameters['Size Tag Pitch Increment'] || '0'); var _specialTagSE = [String(parameters['Special Tag 1 SE'] || ''), String(parameters['Special Tag 2 SE'] || ''), String(parameters['Special Tag 3 SE'] || ''), String(parameters['Special Tag 4 SE'] || ''), String(parameters['Special Tag 5 SE'] || '')]; function isPlayerNoisyStepsDisabled(){ return $gameSwitches.value(_disablePlayerNoisyStepsSwitch); } function isEventsNoisyStepsDisabled(){ return $gameSwitches.value(_disableEventsNoisyStepsSwitch); } function getRandomRangeInt(min, max) { return Math.floor(Math.random() * (max - min + 1) + min); } //============================================================================= // Game_Interpreter //============================================================================= var Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { Game_Interpreter_pluginCommand.call(this, command, args) if (command === 'SetTerrainTagSE'){ var terrainTag = args[0]; if (terrainTag >= 0 && terrainTag <= 7){ _terrainTagSE[terrainTag] = args[1]; } } }; //============================================================================= // Game_CharacterBase //============================================================================= Game_CharacterBase.prototype._noisyStep = false; Game_CharacterBase.prototype._noisyStepWaitCount = 0; var characterNoisySteps_Game_CharacterBase_update = Game_CharacterBase.prototype.update; Game_CharacterBase.prototype.update = function() { this.performNoisyStep(); if(this._noisyStep){ this.resetNoisyStepWaitCount(); }else if(this._noisyStepWaitCount > 0){ this._noisyStepWaitCount--; } characterNoisySteps_Game_CharacterBase_update.call(this); }; var characterNoisySteps_Game_CharacterBase_setMoveSpeed = Game_CharacterBase.prototype.setMoveSpeed; Game_CharacterBase.prototype.setMoveSpeed = function(moveSpeed) { characterNoisySteps_Game_CharacterBase_setMoveSpeed.call(this, moveSpeed); this.resetNoisyStepWaitCount(); }; Game_CharacterBase.prototype.resetNoisyStepWaitCount = function() { this._noisyStepWaitCount = 256/Math.pow(2, this.realMoveSpeed()); this._noisyStep = false; }; Game_CharacterBase.prototype.isNPC = function() { return false; }; Game_CharacterBase.prototype.performNoisyStep = function() { }; //============================================================================= // Game_Player //============================================================================= Game_Player.prototype.performNoisyStep = function() { if(!isPlayerNoisyStepsDisabled() && this.hasWalkAnime() && this._noisyStepWaitCount == 0 && this.isMoving()){ this.playNoisyStep(); this._noisyStep = true; } }; Game_Player.prototype.playNoisyStep = function() { var pitch = getRandomRangeInt(_stepSEPitch - _pitchVariance, _stepSEPitch + _pitchVariance); AudioManager.playSe({ name: _terrainTagSE[this.terrainTag()], volume: _playerStepSEVolume, pitch: pitch, pan: 0 }); }; //============================================================================= // Game_Event //============================================================================= var characterNoisySteps_Game_Event_initMembers = Game_Event.prototype.initMembers; Game_Event.prototype.initMembers = function() { characterNoisySteps_Game_Event_initMembers.call(this); this._noisyStepsDisabled = false; }; Game_Event.prototype.performNoisyStep = function() { if(!isEventsNoisyStepsDisabled() && !this._noisyStepsDisabled && this.isNPC() && this.isNearTheScreen() && this._priorityType < 2 && this.hasWalkAnime() && this._noisyStepWaitCount == 0 && this.isMoving()){ if(!this.isSpecialOnly()){ this.playNoisyStep(); } this.playSpecialNoisyStep(); this._noisyStep = true; } }; Game_Event.prototype.playNoisyStep = function() { var pitch = getRandomRangeInt(_stepSEPitch - _pitchVariance, _stepSEPitch + _pitchVariance) + _sizeTagPitch*this.sizeMultiplier(); var pan = _panVariance * this.panVarianceOffset($gamePlayer); AudioManager.playSe({ name: _terrainTagSE[this.terrainTag()], volume: _eventsStepSEVolume, pitch: pitch, pan: pan }); }; Game_Event.prototype.playSpecialNoisyStep = function() { if(this.isSpecial()){ var pitch = getRandomRangeInt(_stepSEPitch - _pitchVariance, _stepSEPitch + _pitchVariance) + _sizeTagPitch*this.sizeMultiplier(); var pan = _panVariance * this.panVarianceOffset($gamePlayer); if(this.event().note.indexOf('<Special:1>') != -1){ AudioManager.playSe({ name: _specialTagSE[0], volume: _eventsStepSEVolume, pitch: pitch, pan: pan }); } if(this.event().note.indexOf('<Special:2>') != -1){ AudioManager.playSe({ name: _specialTagSE[1], volume: _eventsStepSEVolume, pitch: pitch, pan: pan }); } if(this.event().note.indexOf('<Special:3>') != -1){ AudioManager.playSe({ name: _specialTagSE[2], volume: _eventsStepSEVolume, pitch: pitch, pan: pan }); } if(this.event().note.indexOf('<Special:4>') != -1){ AudioManager.playSe({ name: _specialTagSE[3], volume: _eventsStepSEVolume, pitch: pitch, pan: pan }); } if(this.event().note.indexOf('<Special:5>') != -1){ AudioManager.playSe({ name: _specialTagSE[4], volume: _eventsStepSEVolume, pitch: pitch, pan: pan }); } } }; Game_Event.prototype.panVarianceOffset = function(character) { if(character._x < this._x){ return 1; } else if(character._x > this._x){ return -1; } else{ return 0; } }; Game_Event.prototype.isNPC = function() { return this.event().note.indexOf('<NPC>') != -1; }; Game_Event.prototype.isSpecial = function() { return this.event().note.indexOf('<Special:') != -1; }; Game_Event.prototype.isSpecialOnly = function() { return this.event().note.indexOf('<SpecialOnly>') != -1; }; Game_Event.prototype.sizeMultiplier = function() { if(this.event().note.indexOf('<Size:Tiny>') != -1){ return 1; }else if(this.event().note.indexOf('<Size:Big>') != -1){ return -1; }else{ return 0; } }; Game_Event.prototype.setNoisyStepsDisabled = function(flag) { this._noisyStepsDisabled = flag; }; })(); 复制代码
(save as "AG_CharacterNoisySteps.js" in your plugins folder)
Credits:
Author: Akumu Games
Notes:
I don't think anyone has made a feature like this one yet. Kinda weird if you ask me.. As the n00b I'm I tried to come up with something while learning JS. I, personally, gonna find it very useful in my projects
Please, let me know if you find any glitch (very probable because I'm very tired right now D
.
本贴来自国际rpgmaker官方论坛作者:Kyuukon处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/ag-character-noisy-steps.65357/
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