# กขกกกกภ๏ฦฎปVoiceฦณฦกช(ฤฬพ๏ภ๏ฦฎVer.) Ver.1.21M # ใส่เสียงพากย์จากการกระทำต่างๆในฉาก battle Ver.1.21M # Author : Scarlet Sunset! # โมเพิ่มเสียงมอนโดย hengmana # http://www.geocities.jp/scarlet_sunset3189/main.html #============================================================================== # ขข ฅซฅนฅฟฅฅคฅบฅฅคฅ๓ฅศฝชฮป #============================================================================== module Limy_VoiceSystem_Module #-------------------------------------------------------------------------- # ฅะฅศฅ๋ณซปฯปฅฅคฅนคฮภ฿ฤ๊ "Audio/SE/JP_TOV_BTL_00972" #-------------------------------------------------------------------------- def SetBattleStartVoice(actor_id) # --------------------- Hero - เสียงร้องตอนเริ่มเข้า battle เจอมอน case actor_id ############################################################## # ตัวอย่าง. ** ถ้ามีมากกว่า 2 เสียง อย่างลืมตัวลูกน้ำ , ก่อนต่อท้ายด้วยนะ และ # ถ้าใส่เสียงแล้วห้ามมี [] ใน when นั้น # [ "ชื่อไฟล์เสียงเกมอยู่ในSE" , ความดังเบาปรับได้ 1ถึง100 , เสียงสูงต่ำปรับได้50ถึง150 ] # when 0 # ID.Hero # @battle_start_voice_set = [ # ["JP_TOV_BTL_377",100,100] # ] ############################################################## when 1 # ID.Hero @battle_start_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @battle_start_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @battle_start_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผ @battle_start_voice_set = [ [] ] else @battle_start_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฤฬพ๏นถทโปฅฅคฅนคฮภ฿ฤ๊ #-------------------------------------------------------------------------- def SetNormalAttackVoice(actor_id) #----------------------------------------- Hero - เสียงร้องโจมตี case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผฬพ @normal_attack_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @normal_attack_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @normal_attack_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผ @normal_attack_voice_set = [ [] ] else @normal_attack_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฅนฅญฅ๋ปศอัปฅฅคฅนคฮภ฿ฤ๊ #-------------------------------------------------------------------------- def SetNormalSkillVoice(actor_id) #---------------- Hero - เสียงร้องกำลังร่ายเวทหรือใช้ท่าสกิลต่างๆ case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผฬพ @normal_skill_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @normal_skill_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @normal_skill_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผฬพ @normal_skill_voice_set = [ [] ] else @normal_skill_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฦรฤ๊ฅนฅญฅ๋ปศอัปฅฅคฅนคฮภ฿ฤ๊ #-------------------------------------------------------------------------- def SetSpecialSkillVoice(actor_id)# ----------------------------- Hero - เจาะจงสกิลเสียงร้องก่อนใช้ case actor_id ############################################################## # ตัวอย่าง. ** ถ้ามีมากกว่า 2 เสียง อย่างลืมตัวลูกน้ำ , ก่อนต่อท้ายด้วยนะ และ # ถ้าใส่เสียงแล้วห้ามมี [] ใน when นั้น # [ID.สกิล , "ชื่อไฟล์เสียงเกมต้องอยู่ในSE" , ความดังเบาปรับได้ 1ถึง100 , เสียงสูงต่ำปรับได้50ถึง150 ] # when 0 # รหัส ID.Hero # @skill_voice_set = [ # [121 , "Arche - Fireball (0007)",100,100], # [126 , "Arche - Ice Needle (0006)",100,100], # [131 , "Arche - Lightning (0015)",100,100] # ] ############################################################## when 1 # ID.2คฮฅขฅฏฅฟกผฬพ @skill_voice_set = [ [] ] when 2 # ID.3คฮฅขฅฏฅฟกผฬพ @skill_voice_set = [ [] ] when 3 # ID.4คฮฅขฅฏฅฟกผฬพ @skill_voice_set = [ [] ] when 4 # ID.1คฮฅขฅฏฅฟกผ @skill_voice_set = [ [] ] else @skill_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฅภฅแกผฅธศฏภธป(ฅภฅแกผฅธคฌฃฑฐสพๅคฮป)คฮฅฅคฅนภ฿ฤ๊ #-------------------------------------------------------------------------- def SetDamageVoice(actor_id)#-------------------------------------------------- Hero - เสียงร้องบาดเจ็บ case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผฬพ @damage_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @damage_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @damage_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผ @damage_voice_set = [ [] ] else @damage_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฒ๓ษศฏภธป(ฒ๓ษฮฬคฌฃฑฐสพๅคฮป)คฮฅฅคฅนภ฿ฤ๊ #-------------------------------------------------------------------------- def SetHealVoice(actor_id)#-------------------------------------------- Hero - เสียงร้องตอนเพิ่มเลือด case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผฬพ @heal_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @heal_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @heal_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผฬพ @heal_voice_set = [ [] ] else @heal_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฅขฅคฅฦฅเคหค่ค๋ฒ๓ษศฏภธป(ฒ๓ษฮฬคฌฃฑฐสพๅคฮป)คฮฅฅคฅนภ฿ฤ๊ #-------------------------------------------------------------------------- def SetItemHealVoice(actor_id) #----------------------------- Hero - เสียงร้องตอนรับ ไอเทมเพิ่มHP case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผ @item_heal_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @item_heal_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @item_heal_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผฬพ @item_heal_voice_set = [ [] ] else @item_heal_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฅณฅ้ฅืฅนป(ภ๏ฦฎษิวฝกฆปเหดป)ฅฅคฅนภ฿ฤ๊ #-------------------------------------------------------------------------- def SetDeadVoice(actor_id) #------------------------------------------------- Hero - เสียงร้องตอนตาย case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผฬพ @dead_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @dead_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @dead_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผฬพ @dead_voice_set = [ [] ] else @dead_voice_set = [[]] end end #-------------------------------------------------------------------------- # ฅะฅศฅ๋ฝชฮปปฅฅคฅนคฮภ฿ฤ๊ #-------------------------------------------------------------------------- def SetBattleEndVoice(actor_id) #เสียงร้องตอนจบ case actor_id when 1 # ID.1คฮฅขฅฏฅฟกผฬพ @battle_end_voice_set = [ [] ] when 2 # ID.2คฮฅขฅฏฅฟกผฬพ @battle_end_voice_set = [ [] ] when 3 # ID.3คฮฅขฅฏฅฟกผฬพ @battle_end_voice_set = [ [] ] when 4 # ID.4คฮฅขฅฏฅฟกผฬพ @battle_end_voice_set = [ [] ] else @battle_end_voice_set = [[]] end end end #============================================================================== # ขฃ Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ก ฅคฅ๓ฅฏฅ๋กผฅษ #-------------------------------------------------------------------------- include Limy_VoiceSystem_Module include Limy_VoiceSystem_Module_MONSTER #-------------------------------------------------------------------------- # ก ฅีฅ์กผฅเนนฟท (ฅแฅคฅ๓ฅีฅงกผฅบ ฅนฅฦฅรฅื 3 : นิฦฐยฆฅขฅหฅแกผฅทฅ็ฅ๓) #-------------------------------------------------------------------------- alias limy_voicesystem_update_phase4_step3 update_phase4_step3 def update_phase4_step3 # ฅขฅฏฅฟกผคฮพ์น็ ###################### HERO SkillVoice ######################### if @active_battler.is_a?(Game_Actor) # มชย๒คทคฟฅณฅฅ๓ฅษคฌฅนฅญฅ๋คฮพ์น็ if @active_battler.current_action.kind == 1 #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @skiller = $data_skills[@active_battler.current_action.skill_id] regist_voice = 0 cnt = 0 # ฅนฅญฅ๋ฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetNormalSkillVoice(@active_battler.id) SetSpecialSkillVoice(@active_battler.id) # ปศอัผิคฮฅนฅญฅ๋No.คฌฅฅคฅนละฯฟคตค์คฦค@@@@@@@@@@@ while cnt < @skill_voice_set.size if @skiller.id == @skill_voice_set[cnt][0] Audio.se_play("Audio/SE/" + @skill_voice_set[cnt][1], @skill_voice_set[cnt][2], @skill_voice_set[cnt][3] ) regist_voice = 1 end cnt += 1 end # ปศอัผิคฮฅนฅญฅ๋No.คฌฅฅคฅนละฯฟคตค์คฦคคค@@@@@@@@@@@@@ if regist_voice == 0 ######------------######----------#####----------#####----------##### if @normal_skill_voice_set.size > 1 and @normal_skill_voice_set[0][0] != nil active_voice_select = rand(@normal_skill_voice_set.size) Audio.se_play("Audio/SE/" + @normal_skill_voice_set[active_voice_select][0], @normal_skill_voice_set[active_voice_select][1], @normal_skill_voice_set[active_voice_select][2] ) elsif @normal_skill_voice_set.size == 1 and @normal_skill_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @normal_skill_voice_set[0][0], @normal_skill_voice_set[0][1], @normal_skill_voice_set[0][2]) end end #####----------#####----------#####----------#####----------#####----------##### end #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ ###################### MONSTER SkillVoice ################### elsif @active_battler.is_a?(Game_Enemy) # มชย๒คทคฟฅณฅฅ๓ฅษคฌฅนฅญฅ๋คฮพ์น็ if @active_battler.current_action.kind == 1 #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @skiller = $data_skills[@active_battler.current_action.skill_id] mregist_voice = 0 mcnt = 0 # ฅนฅญฅ๋ฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ MonSetNormalSkillVoice(@active_battler.id) MonSetSpecialSkillVoice(@active_battler.id) # ปศอัผิคฮฅนฅญฅ๋No.คฌฅฅคฅนละฯฟคตค์คฦค@@@@@@@@@@@ while mcnt < @skill_mvoice_set.size if @skiller.id == @skill_mvoice_set[mcnt][0] Audio.se_play("Audio/SE/" + @skill_mvoice_set[mcnt][1], @skill_mvoice_set[mcnt][2], @skill_mvoice_set[mcnt][3]) mregist_voice = 1 end mcnt += 1 end # ปศอัผิคฮฅนฅญฅ๋No.คฌฅฅคฅนละฯฟคตค์คฦคคค@@@@@@@@@@@@@ if mregist_voice == 0 ######------------######----------#####----------#####----------##### if @normal_skill_mvoice_set.size > 1 and @normal_skill_mvoice_set[0][0] != nil active_mvoice_select = rand(@normal_skill_mvoice_set.size) Audio.se_play("Audio/SE/" + @normal_skill_mvoice_set[active_mvoice_select][0], @normal_skill_mvoice_set[active_mvoice_select][1], @normal_skill_mvoice_set[active_mvoice_select][2]) elsif @normal_skill_mvoice_set.size == 1 and @normal_skill_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @normal_skill_mvoice_set[0][0], @normal_skill_mvoice_set[0][1], @normal_skill_mvoice_set[0][2]) end end #####----------#####----------#####----------#####----------#####----------##### end #$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ end # ธฦคำฬแคน limy_voicesystem_update_phase4_step3 end #-------------------------------------------------------------------------- # ก ฅีฅ์กผฅเนนฟท (ฅแฅคฅ๓ฅีฅงกผฅบ ฅนฅฦฅรฅื 4 : ยะพยฆฅขฅหฅแกผฅทฅ็ฅ๓) #-------------------------------------------------------------------------- alias limy_voicesystem_update_phase4_step4 update_phase4_step4 def update_phase4_step4 # ฅขฅฏฅฟกผคฮพ์น็ ###################### HERO NormalAttack ########################## if @active_battler.is_a?(Game_Actor) #-------------- 3 ------------------------------------------------ # มชย๒คทคฟฅณฅฅ๓ฅษคฌนถทโคฮพ์น็ if @active_battler.current_action.kind == 0 and @active_battler.current_action.basic == 0 # ฤฬพ๏นถทโฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetNormalAttackVoice(@active_battler.id) if @normal_attack_voice_set.size > 1 and @normal_attack_voice_set[0][0] != nil #- 1 - active_voice_select = rand(@normal_attack_voice_set.size) Audio.se_play("Audio/SE/" + @normal_attack_voice_set[active_voice_select][0], @normal_attack_voice_set[active_voice_select][1], @normal_attack_voice_set[active_voice_select][2]) elsif @normal_attack_voice_set.size == 1 and @normal_attack_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @normal_attack_voice_set[0][0], @normal_attack_voice_set[0][1], @normal_attack_voice_set[0][2]) end #-------------- 1 ------------------------------------------------ end #################### MONSTER NormalAttack ########################## elsif @active_battler.is_a?(Game_Enemy) # มชย๒คทคฟฅณฅฅ๓ฅษคฌนถทโคฮพ์น็ if @active_battler.current_action.kind == 0 and @active_battler.current_action.basic == 0 # ฤฬพ๏นถทโฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ MonSetNormalAttackVoice(@active_battler.id) if @normal_attack_mvoice_set.size > 1 and @normal_attack_mvoice_set[0][0] != nil active_mvoice_select = rand(@normal_attack_mvoice_set.size) Audio.se_play("Audio/SE/" + @normal_attack_mvoice_set[active_mvoice_select][0], @normal_attack_mvoice_set[active_mvoice_select][1], @normal_attack_mvoice_set[active_mvoice_select][2]) elsif @normal_attack_mvoice_set.size == 1 and @normal_attack_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @normal_attack_mvoice_set[0][0], @normal_attack_mvoice_set[0][1], @normal_attack_mvoice_set[0][2]) end end ################################################# end #-------------- 3 ------------------------------------------------ # ธฦคำฬแคน limy_voicesystem_update_phase4_step4 end #-------------------------------------------------------------------------- # ก ฅีฅ์กผฅเนนฟท (ฅแฅคฅ๓ฅีฅงกผฅบ ฅนฅฦฅรฅื 5 : ฅภฅแกผฅธษฝผจ) #-------------------------------------------------------------------------- alias limy_voicesystem_update_phase4_step5 update_phase4_step5 def update_phase4_step5 #7 # ฅภฅแกผฅธษฝผจ for target in @target_battlers #6 ################### HERO DamageVoice ########################## if target.is_a?(Game_Actor) #5 if target.damage != nil and target.damage != "Miss" and target.damage != "" #4 if target.damage > 0 #3 # unless target.damage >= target.hp if target.hp != 0 #2 # ฤฬพ๏นถทโฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetDamageVoice(target.id) if @damage_voice_set.size > 1 and @damage_voice_set[0][0] != nil #1 active_voice_select = rand(@damage_voice_set.size) Audio.se_play("Audio/SE/" + @damage_voice_set[active_voice_select][0], @damage_voice_set[active_voice_select][1], @damage_voice_set[active_voice_select][2]) elsif @damage_voice_set.size == 1 and @damage_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @damage_voice_set[0][0], @damage_voice_set[0][1], @damage_voice_set[0][2]) end #1 end #2 # ฅขฅคฅฦฅเฐสณฐคฮฒ๓ษคฮพ์น็ elsif @active_battler.current_action.kind != 2 if target.damage < 0 and @active_battler.name != target.name # ฒ๓ษฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetHealVoice(target.id) if @heal_voice_set.size > 1 and @heal_voice_set[0][0] != nil active_voice_select = rand(@heal_voice_set.size) Audio.se_play("Audio/SE/" + @heal_voice_set[active_voice_select][0], @heal_voice_set[active_voice_select][1], @heal_voice_set[active_voice_select][2]) elsif @heal_voice_set.size == 1 and @heal_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @heal_voice_set[0][0], @heal_voice_set[0][1], @heal_voice_set[0][2]) end end # ฅขฅคฅฦฅเคหค่ค๋ฒ๓ษคฮพ์น็ elsif @active_battler.current_action.kind == 2 if target.damage < 0 and @active_battler.name != target.name # ฅขฅคฅฦฅเฒ๓ษฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetItemHealVoice(target.id) if @item_heal_voice_set.size > 1 and @item_heal_voice_set[0][0] != nil active_voice_select = rand(@item_heal_voice_set.size) Audio.se_play("Audio/SE/" + @item_heal_voice_set[active_voice_select][0], @item_heal_voice_set[active_voice_select][1], @item_heal_voice_set[active_voice_select][2]) elsif @item_heal_voice_set.size == 1 and @item_heal_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @item_heal_voice_set[0][0], @item_heal_voice_set[0][1], @item_heal_voice_set[0][2]) end end end #3 end #4 ################## MONSTER DamageVoice ######################## elsif @active_battler.is_a?(Game_Enemy) if target.damage != nil and target.damage != "Miss" and target.damage != "" if target.damage > 0 # unless target.damage >= target.hp if target.hp != 0 # ฤฬพ๏นถทโฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ MonSetDamageVoice(target.id) if @damage_mvoice_set.size > 1 and @damage_mvoice_set[0][0] != nil active_mvoice_select = rand(@damage_mvoice_set.size) Audio.se_play("Audio/SE/" + @damage_mvoice_set[active_mvoice_select][0], @damage_mvoice_set[active_mvoice_select][1], @damage_mvoice_set[active_mvoice_select][2]) elsif @damage_mvoice_set.size == 1 and @damage_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @damage_mvoice_set[0][0], @damage_mvoice_set[0][1], @damage_mvoice_set[0][2]) end end # ฅขฅคฅฦฅเฐสณฐคฮฒ๓ษคฮพ์น็ elsif @active_battler.current_action.kind != 2 if target.damage < 0 and @active_battler.name != target.name # ฒ๓ษฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ MonSetHealVoice(target.id) if @heal_mvoice_set.size > 1 and @heal_mvoice_set[0][0] != nil active_mvoice_select = rand(@heal_mvoice_set.size) Audio.se_play("Audio/SE/" + @heal_mvoice_set[active_mvoice_select][0], @heal_mvoice_set[active_mvoice_select][1], @heal_mvoice_set[active_mvoice_select][2]) elsif @heal_voice_set.size == 1 and @heal_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @heal_mvoice_set[0][0], @heal_mvoice_set[0][1], @heal_mvoice_set[0][2]) end end # ฅขฅคฅฦฅเคหค่ค๋ฒ๓ษคฮพ์น็ elsif @active_battler.current_action.kind == 2 if target.damage < 0 and @active_battler.name != target.name # ฅขฅคฅฦฅเฒ๓ษฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ MonSetItemHealVoice(target.id) if @item_heal_mvoice_set.size > 1 and @item_heal_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @item_heal_mvoice_set[active_mvoice_select][0], @item_heal_mvoice_set[active_mvoice_select][1], @item_heal_mvoice_set[active_mvoice_select][2]) elsif @item_heal_mvoice_set.size == 1 and @item_heal_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @item_heal_mvoice_set[0][0], @item_heal_mvoice_set[0][1], @item_heal_mvoice_set[0][2]) end end end end end # 5 ############################################################ end #6 # ธฦคำฬแคน limy_voicesystem_update_phase4_step5 end #7 #-------------------------------------------------------------------------- # ก ฅืฅ์ฅะฅศฅ๋ฅีฅงกผฅบณซปฯ #-------------------------------------------------------------------------- alias limy_voicesystem_update_phase1 update_phase1 def update_phase1 ##################### HERO BattleStartVoice ####################### battleafter_voice_select = rand($game_party.actors.size) actor = $game_party.actors[battleafter_voice_select] # ภ๏ฦฎณซปฯฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetBattleStartVoice(actor.id) i = 0 while actor.hp == 0 or @battle_start_voice_set.size < 1 battleafter_voice_select = rand($game_party.actors.size) actor = $game_party.actors[battleafter_voice_select] # ภ๏ฦฎณซปฯฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetBattleStartVoice(actor.id) i += 1 if i > 20 break end end if @battle_start_voice_set.size > 1 and @battle_start_voice_set[0][0] != nil active_voice_select = rand(@battle_start_voice_set.size) Audio.se_play("Audio/SE/" + @battle_start_voice_set[active_voice_select][0], @battle_start_voice_set[active_voice_select][1], @battle_start_voice_set[active_voice_select][2]) elsif @battle_start_voice_set.size == 1 and @battle_start_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @battle_start_voice_set[0][0], @battle_start_voice_set[0][1], @battle_start_voice_set[0][2]) end @after_voice_played = 0 limy_voicesystem_update_phase1 end #-------------------------------------------------------------------------- # ก ฅขฅีฅฟกผฅะฅศฅ๋ฅีฅงกผฅบณซปฯ #-------------------------------------------------------------------------- alias limy_voicesystem_update_phase5 update_phase5 def update_phase5 if @phase5_wait_count == 100 and @after_voice_played == 0 after_voice_select = true end if after_voice_select battleafter_voice_select = rand($game_party.actors.size) actor = $game_party.actors[battleafter_voice_select] # ภ๏ฦฎฝชฮปฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetBattleEndVoice(actor.id) i = 0 while actor.hp == 0 or @battle_end_voice_set.size < 1 battleafter_voice_select = rand($game_party.actors.size) actor = $game_party.actors[battleafter_voice_select] # ภ๏ฦฎฝชฮปฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetBattleEndVoice(actor.id) i += 1 if i > 20 break end end if @battle_end_voice_set.size > 1 and @battle_end_voice_set[0][0] != nil active_voice_select = rand(@battle_end_voice_set.size) Audio.se_play("Audio/SE/" + @battle_end_voice_set[active_voice_select][0], @battle_end_voice_set[active_voice_select][1], @battle_end_voice_set[active_voice_select][2]) elsif @battle_end_voice_set.size == 1 and @battle_end_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @battle_end_voice_set[0][0], @battle_end_voice_set[0][1], @battle_end_voice_set[0][2]) end @after_voice_played += 1 after_voice_select = false end limy_voicesystem_update_phase5 end end #============================================================================== # ขฃ Sprite_Battler #------------------------------------------------------------------------------ # กกฅะฅศฅ้กผษฝผจอัคฮฅนฅืฅ้ฅคฅศควคนกฃGame_Battler ฅฏฅ้ฅนคฮฅคฅ๓ฅนฅฟฅ๓ฅนค๒ดฦป๋คทกข # ฅนฅืฅ้ฅคฅศคฮพ๕ยึค๒ผซฦฐลชคหสัฒฝคตคปคคนกฃ #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # ก ฅคฅ๓ฅฏฅ๋กผฅษ #-------------------------------------------------------------------------- include Limy_VoiceSystem_Module include Limy_VoiceSystem_Module_MONSTER #-------------------------------------------------------------------------- # ก ฅีฅ์กผฅเนนฟท #-------------------------------------------------------------------------- alias limy_voicesystem_update update def update # ฒฤป๋คฮพ์น็ if @battler_visible # ฅภฅแกผฅธ if @battler.damage_pop damage(@battler.damage, @battler.critical) @battler.damage = nil @battler.critical = false @battler.damage_pop = false end # ฅณฅ้ฅืฅน if @battler.damage == nil and @battler.dead? ###################### MONSTER DeadVoice ################### if @battler.is_a?(Game_Enemy) $game_system.se_play($data_system.enemy_collapse_se) # ภ๏ฦฎฝชฮปฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ MonSetDeadVoice(@battler.id) if @dead_mvoice_set.size > 1 and @dead_mvoice_set[0][0] != nil active_mvoice_select = rand(@dead_mvoice_set.size) Audio.se_play("Audio/SE/" + @dead_mvoice_set[active_mvoice_select][0], @dead_mvoice_set[active_mvoice_select][1], @dead_mvoice_set[active_mvoice_select][2]) elsif @dead_mvoice_set.size == 1 and @dead_mvoice_set[0][0] != nil Audio.se_play("Audio/SE/" + @dead_mvoice_set[0][0], @dead_mvoice_set[0][1], @dead_mvoice_set[0][2]) end ###################### HERO DeadVoice ######################## else $game_system.se_play($data_system.actor_collapse_se) # ภ๏ฦฎฝชฮปฅฅคฅนฅีฅกฅคฅ๋ฦษค฿นค฿ SetDeadVoice(@battler.id) if @dead_voice_set.size > 1 and @dead_voice_set[0][0] != nil active_voice_select = rand(@dead_voice_set.size) Audio.se_play("Audio/SE/" + @dead_voice_set[active_voice_select][0], @dead_voice_set[active_voice_select][1], @dead_voice_set[active_voice_select][2]) elsif @dead_voice_set.size == 1 and @dead_voice_set[0][0] != nil Audio.se_play("Audio/SE/" + @dead_voice_set[0][0], @dead_voice_set[0][1], @dead_voice_set[0][2]) end end collapse @battler_visible = false end end limy_voicesystem_update end end