#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Play SE On Balloon Pop-Up
# Version: 1.0
# Author: DiamondandPlatinum3
# Date: July 31, 2012
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Description:
#
# This script allows you to play an SE (Sound Effect) when a ballon icon
# pops-up above someones head.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#------------------------------------------------------------------------------
# Instructions:
#
# - All you have to do is go into the editable region and change the
# appropriate settings to suit your needs. This includes which SE plays
# depending on the balloon icon that is being shown.
#
# - If you do not wish for an SE to play on any specific balloon icon,
# simply set the value to nil.
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
module DP3_BalloonSE_Options
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# -=
# Editable Region //// ==
# =-
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Event Switch ID to turn off Balloon SE (maybe you have a serious scene and
# The balloons are taking away the seriousness. This switch will turn them off.
Event_Switch_ID = 10
# SE to Play, Volume, Pitch
Exclamation_SE = [ "Raise1", 80, 100 ] # SE played with Exclamation Balloon
Question_SE = [ "Confuse", 80, 100 ] # SE played with Question Balloon
Music_Note_SE = [ "Sound1", 80, 100 ] # SE played with Music Note Balloon
Heart_SE = [ "Recovery", 80, 100 ] # SE played with Heart Balloon
Anger_SE = [ "Buzzer1", 80, 100 ] # SE played with Anger Balloon
Sweat_SE = [ "Fall", 80, 100 ] # SE played with Sweat Balloon
Cobweb_SE = [ "Sand", 80, 100 ] # SE played with Cobweb Balloon
Silence_SE = [ "Silence", 60, 100 ] # SE played with Silence Balloon
Lightbulb_SE = [ "Stare", 80, 100 ] # SE played with Lightbulb Balloon
Zzz_SE = [ nil, 80, 100 ] # SE played with Zzz Balloon
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
end # of Editable Region
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#---------------------------------------------------------
# No touchie past here unless you know what you are
# doing. Failure to heed this warning could cause your
# computer to yell and scream at you.
#
# Edit at your own risk.
#--------------------------------------------------------
class Sprite_Character < Sprite_Base
alias dp3_balloon_sfx_play_9huf start_balloon
def start_balloon
unless $game_switches[DP3_BalloonSE_Options::Event_Switch_ID]
#===========================================================================
#Find out which balloon is being used and play the SE appropriately.
case @balloon_id
when 1 # Exclamation Balloon
RPG::SE.new(DP3_BalloonSE_Options::Exclamation_SE[0],
DP3_BalloonSE_Options::Exclamation_SE[1],
DP3_BalloonSE_Options::Exclamation_SE[2]
).play if DP3_BalloonSE_Options::Exclamation_SE[0]
when 2 # Question Balloon
RPG::SE.new(DP3_BalloonSE_Options::Question_SE[0],
DP3_BalloonSE_Options::Question_SE[1],
DP3_BalloonSE_Options::Question_SE[2]
).play if DP3_BalloonSE_Options::Question_SE[0]
when 3 # Music Note Balloon
RPG::SE.new(DP3_BalloonSE_Options::Music_Note_SE[0],
DP3_BalloonSE_Options::Music_Note_SE[1],
DP3_BalloonSE_Options::Music_Note_SE[2]
).play if DP3_BalloonSE_Options::Music_Note_SE[0]
when 4 # Heart Balloon
RPG::SE.new(DP3_BalloonSE_Options::Heart_SE[0],
DP3_BalloonSE_Options::Heart_SE[1],
DP3_BalloonSE_Options::Heart_SE[2]
).play if DP3_BalloonSE_Options::Heart_SE[0]
when 5 # Anger Balloon
RPG::SE.new(DP3_BalloonSE_Options::Anger_SE[0],
DP3_BalloonSE_Options::Anger_SE[1],
DP3_BalloonSE_Options::Anger_SE[2]
).play if DP3_BalloonSE_Options::Anger_SE[0]
when 6 # Sweat Balloon
RPG::SE.new(DP3_BalloonSE_Options::Sweat_SE[0],
DP3_BalloonSE_Options::Sweat_SE[1],
DP3_BalloonSE_Options::Sweat_SE[2]
).play if DP3_BalloonSE_Options::Sweat_SE[0]
when 7 # Cobweb Balloon
RPG::SE.new(DP3_BalloonSE_Options::Cobweb_SE[0],
DP3_BalloonSE_Options::Cobweb_SE[1],
DP3_BalloonSE_Options::Cobweb_SE[2]
).play if DP3_BalloonSE_Options::Cobweb_SE[0]
when 8 # Silence Balloon
RPG::SE.new(DP3_BalloonSE_Options::Silence_SE[0],
DP3_BalloonSE_Options::Silence_SE[1],
DP3_BalloonSE_Options::Silence_SE[2]
).play if DP3_BalloonSE_Options::Silence_SE[0]
when 9 # Lightbulb Balloon
RPG::SE.new(DP3_BalloonSE_Options::Lightbulb_SE[0],
DP3_BalloonSE_Options::Lightbulb_SE[1],
DP3_BalloonSE_Options::Lightbulb_SE[2]
).play if DP3_BalloonSE_Options::Lightbulb_SE[0]
when 10 # Zzz Balloon
RPG::SE.new(DP3_BalloonSE_Options::Zzz_SE[0],
DP3_BalloonSE_Options::Zzz_SE[1],
DP3_BalloonSE_Options::Zzz_SE[2]
).play if DP3_BalloonSE_Options::Zzz_SE[0]
end # of case
#===========================================================================
end # of 'unless' statement
# call the original function (we've done what we need)
dp3_balloon_sfx_play_9huf
end # of function
end # of class