weckel51 Posted July 26, 2013 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 01/08/12 Last Seen: August 31, 2015 Share Posted July 26, 2013 Anyone can help me about Wav for Dotarunes from emistry, i want HON wavi want to make announce wav if they get illusion or invisibility or doubledamge with sound effect for wav?is it possible to do it? hope anyone can help me about this sorry bad english :/ Quote Link to comment Share on other sites More sharing options...
Emistry Posted July 27, 2013 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share Posted July 27, 2013 Case 1: soundeffect "1234567890123456789.wav",0; sc_start SC_INCATKRATE,( .Duration * 1000 ),100; sc_start SC_INCMATKRATE,( .Duration * 1000 ),100; break; Quote Link to comment Share on other sites More sharing options...
Emistry Posted July 27, 2013 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share Posted July 27, 2013 *soundeffect "<effect filename>",<type>; *soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>}; These two commands will play a sound effect to either the invoking character only ('soundeffect') or multiple characters ('soundeffectall'). If the running code does not have an object ID (a 'floating' NPC) or is not running from an NPC object at all (an item script) the sound will be centered on the character who's RID got attached to the script, if any. If it does, it will be centered on that object. (an NPC sprite) Effect filename is the filename in a GRF. It must have the .wav extension. It's not quite certain what the 'type' actually does, it is sent to the client directly. It probably determines which directory to play the effect from. It's certain that giving 0 for the number will play sound files from '\data\wav\', but where the other numbers will read from is unclear. The sound files themselves must be in the PCM format, and file names should also have a maximum length of 23 characters including the .wav extension: soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect soundeffect "12345678901234567890.wav", 0; // throw gravity error You can add your own effects this way, naturally. Quote Link to comment Share on other sites More sharing options...
weckel51 Posted July 27, 2013 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 01/08/12 Last Seen: August 31, 2015 Author Share Posted July 27, 2013 (edited) //http://rathena.org/board/topic/57784-request-dota-runes/page__fromsearch__1 prontera,156,160,4 script Runes 678,2,2,{ dispbottom "Walkthrough to get Runes."; end; OnTouch: switch( .Runes ){ Case 1: sc_start SC_INCATKRATE,( .Duration * 1000 ),100; sc_start SC_INCMATKRATE,( .Duration * 1000 ),100; break; Case 2: skill "AS_CLOAKING",10,1; sc_start SC_CLOAKING,( .Duration * 1000 ),10; break; Case 3: sc_start4 SC_REGENERATION,( .Duration * 1000 ),-10,1,0,0; break; Case 4: getmapxy( .@Map$,.@X,.@Y,0,strcharinfo(0) ); clone .@Map$,.@X,.@Y,"",getcharid(0),getcharid(0),"",1,.Duration; clone .@Map$,.@X,.@Y,"",getcharid(0),getcharid(0),"",1,.Duration; break; Case 5: sc_start SC_SpeedUp1,( .Duration * 1000 ),0; break; default: end; } announce "[ "+strcharinfo(0)+" ] has gained "+.Names$[.Runes]+".",bc_self,0x00FF00; hideonnpc strnpcinfo(0); delwaitingroom; set .Runes,0; set .RuneDelay,gettimetick(2) + .Duration; while( .RuneDelay > gettimetick(2) ) sleep2 1000; OnInit: // Runes Duration in Seconds set .Duration,60; // Name of Each Runes. setarray .Names$[1], "Double Damage", // 2 x ATK Rate "Invisibility", // Cloaking "Regeneration", // HP / SP Regeneration " Clone", // Create 2 Clones " Haste"; // Improve Movement Speed // Random Coordinate where NPC will Shown Again setarray .CoordinateX[0],152,160; setarray .CoordinateY[0],159,160; sc_end SC_CLOAKING; sc_end SC_REGENERATION; set .Random,rand( getarraysize( .CoordinateX ) ); movenpc strnpcinfo(0),.CoordinateX[ .Random ],.CoordinateY[ .Random ]; hideoffnpc strnpcinfo(0); if( !.Runes ) set .Runes,rand( 1,( getarraysize( .Names$ ) - 1 ) ); if( .Runes ) waitingroom " "+.Names$[.Runes],0; end; } thanks for replying sir emistry can you give me how i will put it here for my wav sir, for double damge, illusion,haste,invisibility *soundeffect "<effect filename>",<type>; *soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>}; These two commands will play a sound effect to either the invoking character only ('soundeffect') or multiple characters ('soundeffectall'). If the running code does not have an object ID (a 'floating' NPC) or is not running from an NPC object at all (an item script) the sound will be centered on the character who's RID got attached to the script, if any. If it does, it will be centered on that object. (an NPC sprite) Effect filename is the filename in a GRF. It must have the .wav extension. It's not quite certain what the 'type' actually does, it is sent to the client directly. It probably determines which directory to play the effect from. It's certain that giving 0 for the number will play sound files from '\data\wav\', but where the other numbers will read from is unclear. The sound files themselves must be in the PCM format, and file names should also have a maximum length of 23 characters including the .wav extension: soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect soundeffect "12345678901234567890.wav", 0; // throw gravity error You can add your own effects this way, naturally. Edited July 27, 2013 by weckel51 Quote Link to comment Share on other sites More sharing options...
Emistry Posted July 27, 2013 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share Posted July 27, 2013 just add the script command at every case .... Quote Link to comment Share on other sites More sharing options...
weckel51 Posted July 27, 2013 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 01/08/12 Last Seen: August 31, 2015 Author Share Posted July 27, 2013 just add the script command at every case .... how sir. please give me example sir. so i will know to do it. Quote Link to comment Share on other sites More sharing options...
weckel51 Posted July 27, 2013 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 01/08/12 Last Seen: August 31, 2015 Author Share Posted July 27, 2013 soundeffect "1234567890123456789.wav",0;sir emistry for what is the 0?i change the soundeffect "1234567890123456789.wav to =soundeffect "haste.wav",0; but its not working? Quote Link to comment Share on other sites More sharing options...
Emistry Posted July 27, 2013 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share Posted July 27, 2013 Quote Link to comment Share on other sites More sharing options...
weckel51 Posted July 28, 2013 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 01/08/12 Last Seen: August 31, 2015 Author Share Posted July 28, 2013 thanks sir emistry working Quote Link to comment Share on other sites More sharing options...
Question
weckel51
Anyone can help me about Wav for Dotarunes from emistry, i want HON wav
hope anyone can help me about this
i want to make announce wav if they get illusion or invisibility or doubledamge with sound effect for wav?
is it possible to do it?
sorry bad english :/
Link to comment
Share on other sites
8 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.