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weckel51

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Anyone can help me about Wav for Dotarunes from emistry, i want  HON wav
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?
^_^ hope anyone can help me about this

 

sorry bad english :/

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Case 1:

soundeffect "1234567890123456789.wav",0;

sc_start SC_INCATKRATE,( .Duration * 1000 ),100;

sc_start SC_INCMATKRATE,( .Duration * 1000 ),100;

break;

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*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.

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//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 by weckel51
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just add the script command at every case ....

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just add the script command at every case ....

how sir. please give me example sir.

so i will know to do it.

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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?

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thanks sir emistry working :D

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