SlashGeeGee Posted October 15, 2012 Group: Members Topic Count: 111 Topics Per Day: 0.02 Content Count: 573 Reputation: 20 Joined: 11/19/11 Last Seen: October 24, 2014 Share Posted October 15, 2012 For example a player talks to the npc then a sound effect will play next time the player talks to the npc another new sound effect will play just like a round robin sound effects. how to do that ? SlashGeeGee Quote Link to comment Share on other sites More sharing options...
kenedos Posted October 15, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 34 Reputation: 42 Joined: 02/19/12 Last Seen: July 13, 2020 Share Posted October 15, 2012 (edited) Not sure if thats what you wanted. // Adjust location and sprite display prontera, 156, 180, 3 script Sound Player 99,{ // Sets player temporary variable for round-robin cycling // This temporary variable will reset back to zero if player relogs. // If you do not wish for this, change the type of variable. // From : @soundef_number // To : soundef_number // (Without the '@' symbol) set @soundef_number, @soundef_number + 1; // Random sound effects switch (@soundef_number) { // Example list of sound effects case 1: soundeffect "se_creak01.wav",0; break; case 2: soundeffect "se_wolf1.wav",0; break; case 3: soundeffect "se_prtbird_01.wav",0; break; // ... And so on } // After reaching max sound effects number, the script // will cycle back to beggining. if (@soundef_number >= 3) { set @soundef_number, 0; } end; } If you want this instead : Player 1 talks to npc -> listens to sound 1 Player 2 talks to npc -> listens to sound 2 Player 1 talks to npc -> listens to sound 3 Which means, a round-robin that cycles through the sounds on the npc itself, rather than the players, then you gotta change the variable type to npc-bound -> add a period at beggining of variable and make it ".soundef_number" without the quotes. Edited October 16, 2012 by kenedos Quote Link to comment Share on other sites More sharing options...
SlashGeeGee Posted October 16, 2012 Group: Members Topic Count: 111 Topics Per Day: 0.02 Content Count: 573 Reputation: 20 Joined: 11/19/11 Last Seen: October 24, 2014 Author Share Posted October 16, 2012 (edited) Not sure if thats what you wanted. // Adjust location and sprite display prontera, 156, 180, 3 script Sound Player 99,{ // Sets player temporary variable for round-robin cycling // This temporary variable will reset back to zero if player relogs. // If you do not wish for this, change the type of variable. // From : @soundef_number // To : soundef_number // (Without the '@' symbol) set @soundef_number, @soundef_number + 1; // Random sound effects switch (@soundef_number) { // Example list of sound effects case 1: soundeffect "se_creak01.wav",0; break; case 2: soundeffect "se_wolf1.wav",0; break; case 3: soundeffect "se_prtbird_01.wav",0; break; // ... And so on } // After reaching max sound effects number, the script // will cycle back to beggining. if (@soundef_number >= 3) { set @soundef_number, 0; } end; } If you want this instead : Player 1 talks to npc -> listens to sound 1 Player 2 talks to npc -> listens to sound 2 Player 1 talks to npc -> listens to sound 3 Which means, a round-robin that cycles through the sounds on the npc itself, rather than the players, then you gotta change the variable type to npc-bound -> add a period at beggining of variable and make it ".soundef_number" without the quotes. Thanks this is what i wanted i change all "@" -> "." for npc bound efffects but when i click the npc i got this error : Time Stamp: 0x4c188139 - Wed Jun 16 00:46:01 2010 Exception Type: 0xc0000005 0x00433b70 2010-06-16aRagexeRE_patched.exe 0x005d971c 2010-06-16aRagexeRE_patched.exe 0x005ee7be 2010-06-16aRagexeRE_patched.exe 0x0059d74c 2010-06-16aRagexeRE_patched.exe 0x0059d6d6 2010-06-16aRagexeRE_patched.exe 0x006fb2ea 2010-06-16aRagexeRE_patched.exe 0x0070f81d 2010-06-16aRagexeRE_patched.exe 0x75fd3677 kernel32.dll 0x77259f42 ntdll.dll 0x77259f15 ntdll.dll eax: 0x00000000 ebx: 0x0018a17a ecx: 0x3f800000 edx: 0x00000028 esi: 0x02d36850 edi: 0x0018a17a ebp: 0x0018a01c esp: 0x0018a018 stack 0018a018 - 0018a418 0018A018 : 00 00 00 00 98 A0 18 00 1C 97 5D 00 7A A1 18 00 0018A028 : 00 00 00 00 00 00 00 00 00 00 00 00 FA 00 00 00 0018A038 : 28 00 00 00 00 00 80 3F 00 00 00 00 50 68 D3 02 0018A048 : F0 26 C0 73 58 8B 79 00 50 68 D3 02 98 A0 18 00 0018A058 : 7A 90 41 00 23 00 00 00 78 A1 18 00 F0 26 C0 73 0018A068 : AF 66 50 00 00 25 7D 00 70 30 CC 09 00 25 7D 00 0018A078 : 70 30 CC 09 00 25 7D 00 D3 01 00 00 00 00 00 00 0018A088 : 50 68 D3 02 68 FB 18 00 D0 D0 72 00 FF FF FF FF 0018A098 : 74 FB 18 00 BE E7 5E 00 78 A1 18 00 00 00 00 00 0018A0A8 : 50 68 D3 02 F0 26 C0 73 00 00 00 BF 00 00 00 BF 0018A0B8 : 00 00 00 BF 00 00 00 BF 00 00 00 BF 00 00 00 00 0018A0C8 : 00 00 00 BF 00 00 00 BF 00 00 00 BF 00 00 00 FF 0018A0D8 : 00 00 00 FF 00 00 00 FF 00 00 00 FF 00 00 00 00 0018A0E8 : 00 00 00 BF 00 00 00 BF 00 00 00 BF 00 00 00 BF 0018A0F8 : 00 00 00 BF 00 00 00 BF 00 00 00 BF 00 00 00 00 0018A108 : 00 00 00 BF 00 00 00 BF 00 00 00 BF 00 00 00 BF Launch Info 0224 00A4 00A4 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 Job : Champion here's the script i'm using : // Adjust location and sprite display prontera, 156, 180, 3 script Sound Player 100,{ // Sets player temporary variable for round-robin cycling // This temporary variable will reset back to zero if player relogs. // If you do not wish for this, change the type of variable. // From : @soundef_number // To : soundef_number // (Without the '@' symbol) set .soundef_number, .soundef_number + 1; // Random sound effects switch (.soundef_number) { // Example list of sound effects case 1: soundeffect "npc_bellin_0091_sp_01_b.wav",0; break; case 2: soundeffect "npc_bellin_0091_sp_02_b.wav",0; break; case 3: soundeffect "npc_bellin_0091_sp_05_a.wav",0; break; // ... And so on } // After reaching max sound effects number, the script // will cycle back to beggining. if (.soundef_number >= 3) { set .soundef_number, 0; } end; } Edited October 16, 2012 by Emistry Please use [CODEBOX] or Attachment for long contents. Quote Link to comment Share on other sites More sharing options...
AnnieRuru Posted October 16, 2012 Group: Members Topic Count: 18 Topics Per Day: 0.00 Content Count: 2044 Reputation: 682 Joined: 10/09/12 Last Seen: December 20, 2020 Share Posted October 16, 2012 for soundeffect or soundeffectall , the file name must be within 23 characters INCLUDE the .wav extension soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect sleep2 1000; soundeffect "12345678901234567890.wav", 0; // throw gravity error Quote Link to comment Share on other sites More sharing options...
SlashGeeGee Posted October 16, 2012 Group: Members Topic Count: 111 Topics Per Day: 0.02 Content Count: 573 Reputation: 20 Joined: 11/19/11 Last Seen: October 24, 2014 Author Share Posted October 16, 2012 for soundeffect or soundeffectall , the file name must be within 23 characters INCLUDE the .wav extension soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect sleep2 1000; soundeffect "12345678901234567890.wav", 0; // throw gravity error Thanks Annie it worked it doesn't gravity error anymore but the sound won't play T_T Quote Link to comment Share on other sites More sharing options...
AnnieRuru Posted October 16, 2012 Group: Members Topic Count: 18 Topics Per Day: 0.00 Content Count: 2044 Reputation: 682 Joined: 10/09/12 Last Seen: December 20, 2020 Share Posted October 16, 2012 your custom *.wav file must be PCM type and mono http://www.eathena.w...dpost&p=1486262 Quote Link to comment Share on other sites More sharing options...
SlashGeeGee Posted October 16, 2012 Group: Members Topic Count: 111 Topics Per Day: 0.02 Content Count: 573 Reputation: 20 Joined: 11/19/11 Last Seen: October 24, 2014 Author Share Posted October 16, 2012 Thanks it worked Quote Link to comment Share on other sites More sharing options...
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SlashGeeGee
For example a player talks to the npc then a sound effect will play next time the player talks to the npc another new sound effect will play just like a round robin sound effects. how to do that ?
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