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- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # Actor Voices in Battle
- # Version: 2.6
- # Author: DiamondandPlatinum3
- # Date: December 11, 2012 (Original)
- # October 1, 2013 (Most Recent Update)
- #~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Description:
- #
- # This script grants you the ability to have your actors talk throughout
- # battle; it will pick an actor at random at the start of battle to say
- # something relevant about what they expect from this battle.
- #
- # After that, the actors will get voices when attacking and when getting
- # damaged, also when using a skill.
- #
- #~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- #------------------------------------------------------------------------------
- # Instructions:
- #
- # ~ There is a Video Tutorial explaining a lot of this script. You may watch
- # it here: http://www.youtube.com/watch?v=CaQhoZg_FgI
- #
- #
- # ~ In the Editable Region Below, you must set a folder to which will contain
- # all of your new voices.
- # In addition, inside of THAT folder, you must also create a new folder for
- # each enemy and name the folder by that enemy name.
- # Example: Eric, Terence, Natalie
- #
- #
- # ~ You can set up most of this script in the editable region below; you can
- # set up battle voices for specific skills & items manually however.
- # You do this by inserting the following code into the notetag of the
- # Skill/Item:
- #
- # ~ActorVoice: ID, "Voice_Filename"
- #
- # or
- #
- # ~ActorVoice: ID, "Voice_Filename", Volume, Pitch, Wait Frames
- #
- #
- # Replace the ID with the id of the actor who you are using this tag with.
- # Replace the "Voice_Filename" with the filename of the SE you will be playing
- #
- # You do not need to insert Volume, Pitch or Wait Frames afterwards, but you
- # can if you wish to specify them.
- # You may use this same tag on a skill twice to allow for more than one voice
- # per skill or for different actors.
- #
- #
- #
- # ~ In case your game allows for actors to be given custom names by the player,
- # you may additionally set up a hardcoded name for them, so as to keep
- # voices in one folder where they can be accessed.
- # To do so, you only simply need to use the following in a script call:
- #
- # set_actor_voice_name(id, name)
- #
- # Where (ID = Actor_ID) and (name = "Folder Name")
- #
- # From now on, the script will check this folder for this specific actor's
- # voices rather than elsewhere.
- # Also note that this can be changed at anytime, so if for whatever reason
- # your Actor changes gender throughout your game, you can always change
- # the folder to a more feminine sounding actor.
- #
- #
- #
- # ~ A Screenshot example of the above may be found here:
- # http://goo.gl/HO7n0 ~ Showing the usage of the notetag for skills
- # http://goo.gl/zH0aO ~ Setting up Multiple Voices
- # http://goo.gl/EP0Nf ~ Showing the usage of the notetag for items
- #
- # http://i.imgur.com/Oqc9BGA.png ~ Voices Folder
- # http://i.imgur.com/cq1JPBc.png ~ Individual Folders
- #
- #
- #
- # ~ In the editable region section your actors can have more than one thing to
- # say. It's the same pattern of: "filename", volume, pitch, frames_to_wait, repeat;
- # until you finish it, I trust your common sense to figure out how :)
- #
- #~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- #------------------------------------------------------------------------------
- # Engine Modifications:
- #
- # ~ class Scene_Battle:
- # post_start (aliased)
- # apply_item_effects (aliased)
- # show_normal_animation (overwritten)
- #
- #
- # ~ class Game_Actor:
- # use_item (aliased)
- # die (aliased)
- # change_exp (aliased)
- # item_effect_recover_hp (aliased)
- # item_effect_recover_mp (aliased)
- # execute_damage (aliased)
- # remove_state (aliased)
- # on_damage (aliased)
- #
- #
- # ~ module BattleManager
- # setup (aliased)
- # process_escape (aliased)
- # process_victory (aliased)
- # process_defeat (aliased)
- #
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ($diamondandplatinum3_scripts ||= {})[:BattleVoices] = true
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- module DiamondandPlatinum3
- module BattleVoices
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # -=
- # Editable Region //// ==
- # =-
- #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # You must create a new folder inside of your SE Audio folder and name it
- # Whatever you decided to call it just below
- FOLDER_DIRECTORY_NAME = "Battle_Voices"
- # This Event Switch when turned on will mute the voice being played.
- # They will still play, you just won't hear them
- #
- # If you leave the event switch id as zero, that means you can NEVER turn off the
- # Battle Voices
- EVENT_SWITCH_ID = 0
- # If your actor has been inflicted with any of these states, they will have their
- # voices muted until it is cured.
- # State No.4 by default is the Silence state, which is a reasonable for muting
- # you. you can add more states after it by adding another ID number and a comma
- #
- # If you do not want any state to mute you, simply erase everything inside the square brackets
- SILENCE_STATES = [ 6,7,8,38,39, ]
- # Here you can choose the Skills which your Actor Voices will not play for.
- # By default, Skills 1-7 are skills which are used with certain commands.
- # Some of those commands have their own specific Actor Voice, such as Attacking
- # or Escaping, as such it is advisable to input the Skill ID referring to those
- # commands in this option.
- # If you are using the Default Skillset, you can leave this option as is.
- # However if you're using custom skills, please make sure they're not being
- # omitted inside of this option.
- #
- # You may also use this option to stop custom skills from having voices if you'd
- # prefer.
- SKILLS_NOT_TO_PLAY_VOICE_FOR = [ 996, 997, ]
- # If you've been playing and noticed that battle voices tend to happen a bit too often
- # for your liking, you may use this Option to decrease the frequency in which they will
- # say general things (like attacking, using items, etc). Non-general voices (such as
- # specific skills) will still play whenever they are used.
- #
- # This works as a percentage out of 100.
- VOICE_FREQUENCY = 100
- # If an attack has multiple hits, do you want the actor in question to keep
- # screaming battle cries for each hit?
- PLAY_MULTIPLE_VOICES_FOR_MULTIPLE_HITS = true
- #=============================================================================
- # Battle Start Voices
- #-----------------------------------------------------------------------------
- # The Editable Parts Below will only be said when a battle starts
- #=============================================================================
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * TOO MANY ENEMIES?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- TOO_MANY_ENEMIES = { # <= Do Not Touch This Line
- # If The enemy troop in battle has this many MORE members than you do,
- # an actor will say something about how you are outnumbered
- :ratio => 2 ,
- # "SE Filename", Volume, Pitch, Frames_to_Wait,
- # Repeat if you want more voices
- # What Actor One Will Say
- 1 => [
- "IsThereANest", 85, 100, 0,
- "SendToHell", 85, 100, 0,
- ],
- # What Actor Two Will Say
- 2 => [
- "SoMany", 85, 100, 0,
- ],
- # You Add more voices for actors by doing the same as the above and modifying
- # the number to match the actor id (ie. Terence by default is Actor 3).
- # If you skip an actor, then no voice will be played for them.
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * PARTY NEEDS HEALING?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; PARTY_NEEDS_HEALING = { # <= Do Not Touch This Line
- # If party total HP is below this Ratio, an Actor will say something about it
- # This Ratio is a percentage, so by default if your total party hp is below
- # 40%, then an actor may mention that everyone is hurt
- :ratio => 40 ,
- # What Actor Two Will Say
- 1 => [
- #"", 95, 100, 0,
- ],
- # What Actor Two Will Say
- 2 => [
- #"", 95, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * VERY WEAK ENEMIES?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; VERY_WEAK_ENEMIES = { # <= Do Not Touch This Line
- # Your stats are always 100%, so if the enemy troop stats are below
- # the editable ratio below; that means they are considered VERY WEAK.
- # By default this is 40%.
- :ratio => 40 ,
- # What Actor One Will Say
- 1 => [
- "Alright", 80, 100, 0,
- "FeelHonored", 80, 100, 0,
- "GetThisOver", 80, 100, 0,
- "GoingToHell1", 80, 100, 0,
- "StraightToHell", 80, 100, 0,
- "IGrowTired1", 80, 100, 0,
- "IGrowTired2", 80, 100, 0,
- "InferiorTrash", 80, 100, 0,
- "MyPath", 80, 100, 0,
- "OutOfMyWay1", 80, 100, 0,
- "OutOfMyWay2", 80, 100, 0,
- "RegretThis1", 80, 100, 0,
- "RegretThis2", 80, 100, 0,
- "Scared", 80, 100, 0,
- "Serious1", 80, 100, 0,
- "Serious2", 80, 100, 0,
- "WannaDie", 80, 100, 0,
- "OneUglier", 80, 100, 0,
- ],
- # What Actor Two Will Say
- 2 => [
- "SpareIt", 80, 100, 0,
- "Annoying", 80, 100, 0,
- "GoAway", 80, 100, 0,
- "MessWithUs", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WEAK ENEMIES?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; WEAK_ENEMIES = { # <= Do Not Touch This Line
- # Same as Very Weak Enemies, but should be higher
- :ratio => 80 ,
- # What Actor One Will Say
- 1 => [
- "Alright", 80, 100, 0,
- "FeelHonored", 80, 100, 0,
- "GetThisOver", 80, 100, 0,
- "GoingToHell1", 80, 100, 0,
- "StraightToHell", 80, 100, 0,
- "IGrowTired1", 80, 100, 0,
- "IGrowTired2", 80, 100, 0,
- "InferiorTrash", 80, 100, 0,
- "MyPath", 80, 100, 0,
- "OutOfMyWay1", 80, 100, 0,
- "OutOfMyWay2", 80, 100, 0,
- "PresentDeath", 80, 100, 0,
- "RegretThis1", 80, 100, 0,
- "RegretThis2", 80, 100, 0,
- "Scared", 80, 100, 0,
- "Serious1", 80, 100, 0,
- "Serious2", 80, 100, 0,
- "ShowMe1", 80, 100, 0,
- "ShowMe2", 80, 100, 0,
- "WannaDie", 80, 100, 0,
- "OneUglier", 80, 100, 0,
- ],
- # What Actor Two Will Say
- 2 => [
- "TakeCare", 80, 100, 0,
- "Annoying", 80, 100, 0,
- "GoAway", 80, 100, 0,
- "GreedyMonsters", 80, 100, 0,
- "CountOnMe", 80, 100, 0,
- "YourBack", 80, 100, 0,
- "MessWithUs", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * EQUAL ENEMIES?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; EQUAL_ENEMIES = { # <= Do Not Touch This Line
- # There is no Ratio for Equal Enemies
- # What Actor One Will Say
- 1 => [
- "Alright", 80, 100, 0,
- "FeelHonored", 80, 100, 0,
- "GetThisOver", 80, 100, 0,
- "GoingToHell1", 80, 100, 0,
- "StraightToHell", 80, 100, 0,
- "IGrowTired1", 80, 100, 0,
- "IGrowTired2", 80, 100, 0,
- "InferiorTrash", 75, 100, 0,
- "MyPath", 80, 100, 0,
- "OutOfMyWay1", 80, 100, 0,
- "OutOfMyWay2", 80, 100, 0,
- "PresentDeath", 80, 100, 0,
- "RegretThis1", 80, 100, 0,
- "RegretThis2", 80, 100, 0,
- "Scared", 80, 100, 0,
- "Serious1", 80, 100, 0,
- "Serious2", 80, 100, 0,
- "ShowMe1", 80, 100, 0,
- "ShowMe2", 80, 100, 0,
- "WannaDie", 80, 100, 0,
- "OneUglier", 80, 100, 0,
- "LetsHaveFun1", 80, 100, 0,
- "LetsHaveFun2", 80, 100, 0,
- "LetsHaveFun3", 80, 100, 0,
- "NotInHell", 80, 100, 0,
- ],
- # What Actor Two Will Say
- 2 => [
- "TakeCare", 80, 100, 0,
- "GoAway", 80, 100, 0,
- "GreedyMonsters", 80, 100, 0,
- "GuardUP", 80, 100, 0,
- "CountOnMe", 80, 100, 0,
- "YourBack", 80, 100, 0,
- "MessWithUs", 80, 100, 0,
- "Focus", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * STRONG ENEMIES?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; STRONG_ENEMIES = { # <= Do Not Touch This Line
- # If your stats are 100% and the enemy is 120%, they are 20% stronger than you
- :ratio => 120 ,
- # What Actor One Will Say
- 1 => [
- "Stronger", 80, 100, 0,
- "Stronger2", 80, 100, 0,
- "GetTough1", 80, 100, 0,
- "GetTough2", 80, 100, 0,
- "Difficult", 80, 100, 0,
- "Fun", 80, 100, 0,
- "LetsHaveFun1", 80, 100, 0,
- "LetsHaveFun2", 80, 100, 0,
- "LetsHaveFun3", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * VERY STRONG ENEMIES?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; VERY_STRONG_ENEMIES = { # <= Do Not Touch This Line
- # Same as Strong Enemies, but should be higher
- :ratio => 160 ,
- # What Actor One Will Say
- 1 => [
- "Stronger", 80, 100, 0,
- "Stronger2", 80, 100, 0,
- "GetTough1", 80, 100, 0,
- "GetTough2", 80, 100, 0,
- "Difficult", 80, 100, 0,
- ],
- #=============================================================================
- # Battle Skills/Items Voices
- #-----------------------------------------------------------------------------
- # These are generic things that your actors will say when using an skill/item
- # in battle. You can use note tags on specific skills/items, this is
- # just for the more generic skill/items (meaning your actor will always say something).
- #=============================================================================
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN USING AN ITEM
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; USING_ITEMS = { # <= Do Not Touch This Line
- # What Actor One Will Say when using an generic item
- 1 => [
- "Here", 80, 100, 0, # Waits 10 frames before applying item effects
- "Here2", 80, 100, 0, # Waits 10 frames before applying item effects
- "ThisShouldHelp", 80, 100, 0, # Waits 10 frames before applying item effects
- ],
- # What Actor Two Will Say when using an generic item
- 2 => [
- "ThisShouldHelp", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN USING A SKILL
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; USING_SKILLS = { # <= Do Not Touch This Line
- # What Actor One Will Say when using a generic skill
- 1 => [
- #"Using Generic Skill01", 80, 100, 0,
- ],
- # What Actor Two Will Say when using a generic skill
- 2 => [
- #"Using Generic Skill01", 80, 100, 0,
- ],
- #=============================================================================
- # Battle Voices
- #-----------------------------------------------------------------------------
- # These voices are heard throughout the battle, such as when attacking,
- # using a skill or taking damage, etc
- #=============================================================================
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR IS ATTACKING
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; ACTOR_ATTACKING = { # <= Do Not Touch This Line
- # What Actor One Will Say when Normal Attacking
- 1 => [
- "Attack1", 80, 100, 0,
- "Attack2", 80, 100, 0,
- "Attack3", 80, 100, 0,
- "Attack4", 80, 100, 0,
- ],
- # What Actor Two Will Say when Normal Attacking
- 2 => [
- "Attack1", 80, 100, 0,
- "Attack2", 80, 100, 0,
- "Attack3", 80, 100, 0,
- "Attack4", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR MISSED THE ENEMY
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; MISSED_ENEMY = { # <= Do Not Touch This Line
- # What Actor One Will Say when they missed the enemy
- 1 => [
- "Dammit", 80, 100, 0,
- "Dammit2", 80, 100, 0,
- "Damn", 80, 100, 0,
- "Damn2", 80, 100, 0,
- #"Missed Enemy01", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR EVADED ENEMY ATTACK
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; DODGED_ENEMY = { # <= Do Not Touch This Line
- # What Actor One Will Say when they evaded an enemy attack
- 1 => [
- #"Dodged Enemy Attack01", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR TAKES LITTLE DAMAGE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; LITTLE_DAMAGE = { # <= Do Not Touch This Line
- # Percentage of Health that must be lost from an individual attack for these
- # to be played
- :ratio => 15 ,
- # What Actor One Will Say when Hurt this much
- 1 => [
- "HIT", 80, 100, 10,
- ],
- # What Actor Two Will Say when Hurt this much
- 2 => [
- "HIT1", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR TAKES SIGNIFICANT DAMAGE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; SIGNIFICANT_DAMAGE = { # <= Do Not Touch This Line
- # Percentage of Health that must be lost from an individual attack for these
- # to be played
- :ratio => 35 ,
- # What Actor One Will Say when Hurt this much
- 1 => [
- "HIT2", 80, 100, 10,
- "HIT3", 80, 100, 10,
- ],
- # What Actor Two Will Say when Hurt this much
- 2 => [
- "HIT2", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR TAKES HEAVY DAMAGE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; HEAVY_DAMAGE = { # <= Do Not Touch This Line
- # Percentage of Health that must be lost from an individual attack for these
- # to be played
- :ratio => 50 ,
- # What Actor One Will Say when Hurt this much
- 1 => [
- "HIT4", 80, 100, 10,
- "HIT5", 80, 100, 10,
- ],
- # What Actor Two Will Say when Hurt this much
- 2 => [
- "HIT3", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR TAKES MASSIVE DAMAGE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; MASSIVE_DAMAGE = { # <= Do Not Touch This Line
- # Percentage of Health that must be lost from an individual attack for these
- # to be played
- :ratio => 65 ,
- # What Actor One Will Say when Hurt this much
- 1 => [
- "HIT6", 80, 100, 10,
- ],
- # What Actor Two Will Say when Hurt this much
- 2 => [
- "HIT3", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR TAKES DAMAGE, BUT NOTHING THEY CAN'T SHRUG OFF
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; DEFAULT_DAMAGE = { # <= Do Not Touch This Line
- # What Actor One Will Say when Hurt in battle
- 1 => [
- "HIT", 80, 100, 10,
- ],
- # What Actor Two Will Say when Hurt in battle
- 2 => [
- "HIT1", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR HAS THEIR HP OR MP RESTORED, EITHER BY ITEMS OR MAGIC
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; HP_MP_RESTORE = { # <= Do Not Touch This Line
- # Allowed to speak if this actor healed themself?
- :self_heal_speak => true ,
- # What Actor One Will Say when Healed in battle
- 1 => [
- "JustWhatINeeded", 80, 100, 10,
- "JustWhatINeeded2", 80, 100, 10,
- "ThatsBetter", 80, 100, 10,
- "ThatsBetter2", 80, 100, 10,
- ],
- # What Actor Two Will Say when Healed in battle
- 2 => [
- "YokoThatsBetter", 65, 100, 40,
- ],
- #=============================================================================
- # Death & Revive Voices
- #-----------------------------------------------------------------------------
- # These voices are heard when an actor is knockout in battle or when they
- # are revived in battle either via magic or items
- #=============================================================================
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR HAS JUST BEEN KO'D IN BATTLE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Voices to play when an actor dies
- }; DEATH_VOICE = { # <= Do Not Touch This Line
- # What Actor One Will Say when they die
- 1 => [
- "Dying", 80, 100, 10,
- ],
- # What Actor Two Will Say when they die
- 2 => [
- "Dying", 80, 100, 10,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ACTOR HAS JUST BEEN REVIVED IN BATTLE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; REVIVED_VOICE = { # <= Do Not Touch This Line
- # What Actor One Will Say when Revived in battle
- 1 => [
- "PayForThat", 80, 100, 20,
- "PayForThat2", 80, 100, 20,
- "PayBack", 80, 100, 20,
- "PayBack2", 80, 100, 20,
- "SufferForThat", 80, 100, 20,
- "SufferForThat2", 80, 100, 20,
- "IsThatYourBest", 80, 100, 10,
- ],
- 2 => [
- "Focus", 80, 100, 0,
- "GuardUP", 80, 100, 0,
- "CountOnMe", 80, 100, 0,
- "Close", 80, 100, 0,
- ],
- #=============================================================================
- # Escape Voices
- #-----------------------------------------------------------------------------
- # These voices are heard when you are attempting to escape from battle and
- # includes: Escape Attempt Voices, Escape Success Voices & Escape Failure Voices.
- # An Actor will be chosen at random to speak when an Escape Attempt is performed
- #=============================================================================
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ATTEMPTING TO ESCAPE FROM BATTLE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; ESCAPE_ATTEMPT_VOICE = { # <= Do Not Touch This Line
- # What Actor One Will Say when they attempt to escape battle
- 1 => [
- "AintDyingForThis", 80, 100, 0,
- "AintDyingForThis2", 80, 100, 0,
- "NotWorthMyTime", 80, 100, 0,
- "ScrewThat", 80, 100, 10,
- "SeeYouLater", 80, 100, 0,
- "TimeToGo", 80, 100, 0,
- "TimeToGo2", 80, 100, 0,
- "TimeToGo3", 80, 100, 0,
- ],
- # What Actor Two Will Say when they attempt to escape battle
- 2 => [
- "LeaveUsAlone", 90, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ESCAPE IS SUCCESSFUL
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; SUCCESSFUL_ESCAPE = { # <= Do Not Touch This Line
- # What Actor One Will Say when they successfully escape from battle
- 1 => [
- # "AintDyingForThis", 80, 100, 0,
- ],
- # What Actor Two Will Say when they successfully escape from battle
- 2 => [
- # "Close", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN ESCAPE WAS A FAILURE
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; FAILED_ESCAPE = { # <= Do Not Touch This Line
- # What Actor One Will Say when they fail to escape from battle
- 1 => [
- "Dammit", 80, 100, 0,
- "Dammit2", 80, 100, 0,
- "Damn", 80, 100, 0,
- "Damn2", 80, 100, 0,
- ],
- # What Actor Two Will Say when they fail to escape from battle
- 2 => [
- "OhCommon", 90, 100, 0,
- ],
- #=============================================================================
- # Battle Victory Voices
- #-----------------------------------------------------------------------------
- # These voices are heard when you are victorious in battle, this includes:
- # Tough Battle Voices, Long Battle Voices, Quick Battle Voices, Level Up Voices
- #=============================================================================
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN BATTLE TOOK ITS TOLL ON YOUR PARTY
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; THAT_WAS_TOUGH = { # <= Do Not Touch This Line
- # By default this is 50%, so if you win a battle with 50% LESS HP than what
- # you went in with, these voices will play
- :ratio => 50 ,
- # What Actor One Will Say when this occurs
- 1 => [
- "ThatWasClose1", 80, 100, 100,
- "ThatWasClose2", 80, 100, 100,
- "Underestimated", 80, 100, 100,
- ],
- # What Actor Two Will Say when this occurs
- 2 => [
- "Close", 80, 100, 0,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN BATTLE DIDN'T TAKE VERY LONG
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; THAT_WAS_EASY = { # <= Do Not Touch This Line
- # By default this is 3, so if a battle took three turns or less,
- # the following voices will play
- :ratio => 3 ,
- # What Actor One Will Say when a battle didn't take too long
- 1 => [
- "Boring1", 80, 100, 100,
- "ExpectedNothing", 80, 100, 100,
- "Boring2", 80, 100, 100,
- "SeeYouInHell", 80, 100, 100,
- "Worthless", 80, 100, 100,
- "Boring3", 80, 100, 100,
- "WasteOfTime1", 75, 100, 100,
- "Boring4", 80, 100, 100,
- "WasteOfTime2", 75, 100, 100,
- "Boring5", 80, 100, 100,
- "AnyDoubt", 80, 100, 100,
- "BackToBusiness", 75, 100, 100,
- ],
- 2 => [
- "NoChoice", 80, 100, 100,
- "PieceOfCake", 80, 100, 100,
- "ToldYouSo", 80, 100, 100,
- "ToldYouSo2", 80, 100, 100,
- "DidThatHurt", 80, 100, 100,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN BATTLE TOOK A VERY LONG TIME
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; BATTLE_TOOK_AGES = { # <= Do Not Touch This Line
- # By default this is 15, so it means the battle needs to have
- # taken 15 turns or more for the following voices to be played
- :ratio => 20 ,
- # What Actor Two Will Say when battle took a long time
- 1 => [
- "LongerThanExpected1", 80, 100, 100,
- "LongerThanExpected2", 80, 100, 100,
- "AnyDoubt", 80, 100, 100,
- "SeeYouInHell", 80, 100, 100,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * WHEN VICTORY LEADS TO LEVEL UP
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; LEVELUP_VICTORY = { # <= Do Not Touch This Line
- # You MUST use the wait frame timer (last number per voice) per voice as
- # appropriate. Due to RPGMaker liking to make everyone level up at the same
- # time, the wait timer is the only way to stop everyone who just leveled up
- # from talking at once.
- # What Actor One Will Say when LevelUp Occurs
- 1 => [
- "BowBeforeMe", 80, 100, 100,
- ],
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # * NORMAL VICTORY
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- }; NORMAL_VICTORY = { # <= Do Not Touch This Line
- # This is what your actors will say normally if the aboves are not met
- # What Actor One Will Say when a battle resulted in victory
- 1 => [
- "BowBeforeMe", 80, 100, 100,
- "TicketToAfterlife1", 80, 100, 100,
- "TicketToAfterlife2", 80, 100, 100,
- "ExpectedNothing", 80, 100, 100,
- "SeeYouInHell", 80, 100, 100,
- "Worthless", 80, 100, 100,
- "WasteOfTime1", 80, 100, 100,
- "WasteOfTime2", 80, 100, 100,
- "Boring1", 80, 100, 100,
- "AnyDoubt", 80, 100, 100,
- "BackToBusiness", 80, 100, 100,
- ],
- # What Actor Two Will Say when a battle resulted in victory
- 2 => [
- "NoChoice", 80, 100, 100,
- "PieceOfCake", 80, 100, 100,
- "ToldYouSo", 80, 100, 100,
- "ToldYouSo2", 80, 100, 100,
- "DidThatHurt", 80, 100, 100,
- ],
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # -=
- }; # End Of Editable Region //// ==
- # =-
- #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- CURRENT_VERSION = 2.6
- ENEMY_VOICES_IMPORTED = !$diamondandplatinum3_scripts[:EnemyBattleVoices].nil?
- #------------------------------------------------------------------------
- # * New Method: Check Version Compatibility
- #------------------------------------------------------------------------
- def self.check_version_compatibility( version )
- return :outdated_version if version > CURRENT_VERSION
- return :outdated_patch if version < CURRENT_VERSION
- return :compatible
- end
- #------------------------------------------------------------------------
- # * New Method: Play Voice
- #------------------------------------------------------------------------
- def self.play_voice( voice_array, actor_id )
- return true if check_if_actor_muted(actor_id)
- # If voice_array is not nil AND not empty
- if voice_array && !voice_array.empty?
- index = rand(voice_array.size / 4) * 4
- if voice_array[index].is_a?(String) && voice_array[index + 1].is_a?(Integer) && voice_array[index + 2].is_a?(Integer)
- # Get the Actor Folder Name
- if !$game_system.actor_voices_names.nil? && $game_system.actor_voices_names.size > actor_id && $game_system.actor_voices_names[actor_id].is_a?(String) && $game_system.actor_voices_names[actor_id] != ""
- actor_folder_name = $game_system.actor_voices_names[actor_id]
- else
- actor_folder_name = $game_actors[actor_id].name
- end
- # Get Path to File
- pathtofile = "/" + FOLDER_DIRECTORY_NAME + "/" + actor_folder_name + "/" + voice_array[index]
- # Play Voice
- RPG::SE.new(pathtofile, voice_array[index + 1], voice_array[index + 2]).play
- # Wait if necessary
- # SceneManager.scene.wait(voice_array[index + 3]) unless !voice_array[index + 3].is_a?(Integer) || !SceneManager.scene_is?(Scene_Battle)
- return true
- end
- end
- # We return true and false because during battle start and victory, if an actor
- # doesn't have a voice clip for one condition, we'll try to find another met
- # condition in which the actor DOES have a voice.
- return false
- end
- #------------------------------------------------------------------------
- # * New Method: Allowed to Play Voice?
- #------------------------------------------------------------------------
- def self.allowed_to_play_voice?()
- return SceneManager.scene_is?(Scene_Battle)
- end
- #------------------------------------------------------------------------
- # * New Method: Allowed to Speak?
- #------------------------------------------------------------------------
- def self.allowed_to_speak?()
- return rand(100) < VOICE_FREQUENCY
- end
- #------------------------------------------------------------------------
- # * New Method: Check For Mute Actor
- #------------------------------------------------------------------------
- def self.check_if_actor_muted(actor_id)
- # Don't Play Sound if Muted
- return true if $game_switches[EVENT_SWITCH_ID]
- return $game_actors[actor_id].states.any? { |state| SILENCE_STATES.include?(state.id) }
- end
- #------------------------------------------------------------------------
- # * New Method: Get Random Battle Actor ID
- #------------------------------------------------------------------------
- def self.get_battle_actor_id()
- # Get a Battle Actor ID, who is to speak
- actor_ids = []
- $game_party.battle_members.each do |ally|
- actor_ids.push(ally.id) if ally.alive?
- end
- return actor_ids[rand(actor_ids.size)]
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Party Needs Healing" Voice
- #------------------------------------------------------------------------
- def self.play_party_needs_healing_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(PARTY_NEEDS_HEALING[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Too Many Enemies" Voice
- #------------------------------------------------------------------------
- def self.play_too_many_enemies_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(TOO_MANY_ENEMIES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Very Weak Enemies" Voice
- #------------------------------------------------------------------------
- def self.play_very_weak_enemies_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(VERY_WEAK_ENEMIES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Weak Enemies" Voice
- #------------------------------------------------------------------------
- def self.play_weak_enemies_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(WEAK_ENEMIES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Equal Enemies" Voice
- #------------------------------------------------------------------------
- def self.play_equal_enemies_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(EQUAL_ENEMIES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Strong Enemies" Voice
- #------------------------------------------------------------------------
- def self.play_strong_enemies_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(STRONG_ENEMIES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Very Strong Enemies" Voice
- #------------------------------------------------------------------------
- def self.play_very_strong_enemies_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(VERY_STRONG_ENEMIES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "I Missed Enemy" Voice
- #------------------------------------------------------------------------
- def self.play_missed_enemies_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(MISSED_ENEMY[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "I Evaded Enemy" Voice
- #------------------------------------------------------------------------
- def self.play_evaded_enemy_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(DODGED_ENEMY[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Normal Attack" Voice
- #------------------------------------------------------------------------
- def self.play_normal_attack_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(ACTOR_ATTACKING[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Using Skill" Voice
- #------------------------------------------------------------------------
- def self.play_skill_voice(actor_id, skill_id)
- return true if !allowed_to_play_voice?()
- voice = []
- $data_skills[skill_id].note.scan(/~ActorVoice:\s*#{actor_id.to_s}\,*\s*\"(.+?)\"\,*\s*(\d*)\,*\s*(\d*)\,*\s*(\d*)/im).collect{ |voice_info|
- unless voice_info.empty?
- voice.push(voice_info[0])
- voice.push(voice_info[1] != "" ? voice_info[1].to_i : 80)
- voice.push(voice_info[2] != "" ? voice_info[2].to_i : 100)
- voice.push(voice_info[3] != "" ? voice_info[3].to_i : 0)
- end
- }
- # Modify Skill Voice to Generic Skill Voice if there is no specific voice for this Skill
- if voice.empty?
- return true if SKILLS_NOT_TO_PLAY_VOICE_FOR.include?(skill_id) || !allowed_to_speak?()
- voice = USING_SKILLS[actor_id]
- end
- return play_voice( voice, actor_id )
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Using Item" Voice
- #------------------------------------------------------------------------
- def self.play_item_voice(actor_id, item_id)
- return true if !allowed_to_play_voice?()
- voice = []
- $data_items[item_id].note.scan(/~ActorVoice:\s*#{actor_id.to_s}\,*\s*\"(.+?)\"\,*\s*(\d*)\,*\s*(\d*)\,*\s*(\d*)/im).collect{ |voice_info|
- unless voice_info.empty?
- voice.push(voice_info[0])
- voice.push(voice_info[1] != "" ? voice_info[1].to_i : 80)
- voice.push(voice_info[2] != "" ? voice_info[2].to_i : 100)
- voice.push(voice_info[3] != "" ? voice_info[3].to_i : 0)
- end
- }
- # Modify Item Voice to Generic Item Voice if there is no specific voice for this item
- if voice.empty?
- return true if !allowed_to_speak?()
- voice = USING_ITEMS[actor_id]
- end
- return play_voice( voice, actor_id )
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Using Skill/Item" Voice
- #------------------------------------------------------------------------
- def self.play_skill_or_item_voice(actor_id, item)
- #~~~~~ Using A Skill ~~~~~#
- if item.is_a?(RPG::Skill)
- if item.id == $game_actors[actor_id].attack_skill_id
- play_normal_attack_voice(actor_id)
- else # Another skill besides Attack
- play_skill_voice(actor_id, item.id)
- end
- #~~~~~ Using An Item ~~~~~#
- else
- play_item_voice(actor_id, item.id)
- end
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Death" Voice
- #------------------------------------------------------------------------
- def self.play_death_voice(actor_id)
- return true if !allowed_to_play_voice?()
- return play_voice(DEATH_VOICE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "I Leveled Up" Voice
- #------------------------------------------------------------------------
- def self.play_leveledup_voice(actor_id)
- return true if !allowed_to_play_voice?()
- return false unless LEVELUP_VICTORY[actor_id] # Array is not nil
- # Wait For Actor To Finish Talking
- index = rand(LEVELUP_VICTORY[actor_id].size / 4) * 4
- voice = [LEVELUP_VICTORY[actor_id][index], LEVELUP_VICTORY[actor_id][index + 1],
- LEVELUP_VICTORY[actor_id][index + 2], LEVELUP_VICTORY[actor_id][index + 3]]
- # Return False if Failed to Play Voice
- return false unless play_voice(voice, actor_id)
- # Wait for Voice to Quell if Necessary
- if voice[3].is_a?(Integer)
- voice[3].times{ |i| SceneManager.scene.update_basic() }
- end
- return true
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Restored HP/MP" Voice
- #------------------------------------------------------------------------
- def self.play_healed_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(HP_MP_RESTORE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Revived" Voice
- #------------------------------------------------------------------------
- def self.play_revived_voice(actor_id)
- return true if !allowed_to_play_voice?()
- return play_voice(REVIVED_VOICE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Default Damage" Voice
- #------------------------------------------------------------------------
- def self.play_default_damage_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(DEFAULT_DAMAGE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Little Damage" Voice
- #------------------------------------------------------------------------
- def self.play_little_damage_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(LITTLE_DAMAGE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Significant Damage" Voice
- #------------------------------------------------------------------------
- def self.play_significant_damage_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(SIGNIFICANT_DAMAGE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Heavy Damage" Voice
- #------------------------------------------------------------------------
- def self.play_heavy_damage_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(HEAVY_DAMAGE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Massive Damage" Voice
- #------------------------------------------------------------------------
- def self.play_massive_damage_voice(actor_id)
- return true if !allowed_to_play_voice?() || !allowed_to_speak?()
- return play_voice(MASSIVE_DAMAGE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Escape Attempt" Voice
- #------------------------------------------------------------------------
- def self.play_escape_attempt_voice(actor_id)
- return true if !allowed_to_play_voice?()
- return play_voice(ESCAPE_ATTEMPT_VOICE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Escape Successful" Voice
- #------------------------------------------------------------------------
- def self.play_escape_successful_voice(actor_id, force_allow = false)
- # When You Escape, you are now on Scene_Map instead of Scene_Battle
- # So force_allow will let you play the voice if you did infact just escape from battle
- return true if !allowed_to_play_voice?() && !force_allow
- return play_voice(SUCCESSFUL_ESCAPE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Escape Failed" Voice
- #------------------------------------------------------------------------
- def self.play_escape_failed_voice(actor_id)
- return true if !allowed_to_play_voice?()
- return play_voice(FAILED_ESCAPE[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Default Victory" Voice
- #------------------------------------------------------------------------
- def self.play_default_victory_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(NORMAL_VICTORY[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Battle Was Easy" Voice
- #------------------------------------------------------------------------
- def self.play_battle_was_easy_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(THAT_WAS_EASY[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Very Long Battle" Voice
- #------------------------------------------------------------------------
- def self.play_very_long_battle_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(BATTLE_TOOK_AGES[actor_id], actor_id)
- end
- #------------------------------------------------------------------------
- # * New Method: Play "Party Was Badly Injured" Voice
- #------------------------------------------------------------------------
- def self.play_party_was_badly_injured_voice(actor_id = 0)
- return true if !allowed_to_play_voice?()
- actor_id = actor_id != 0 ? actor_id : get_battle_actor_id()
- return play_voice(THAT_WAS_TOUGH[actor_id], actor_id)
- end
- end # BattleVoices Module
- end # DiamondandPlatinum3 Module
- #==============================================================================
- # ** Game_System
- #------------------------------------------------------------------------------
- # This class handles system data. It saves the disable state of saving and
- # menus. Instances of this class are referenced by $game_system.
- #==============================================================================
- class Game_System
- #--------------------------------------------------------------------------
- # * Alias Listings
- #--------------------------------------------------------------------------
- alias dp3_gamesys_init_1s098yu9j initialize
- #--------------------------------------------------------------------------
- # * Public Instance Variables
- #--------------------------------------------------------------------------
- attr_accessor :actor_voices_names
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize(*args)
- dp3_gamesys_init_1s098yu9j(*args) # Call Original Method
- actor_voices_names = Array.new()
- end
- end
- #==============================================================================
- # ** Game_Interpreter
- #------------------------------------------------------------------------------
- # An interpreter for executing event commands. This class is used within the
- # Game_Map, Game_Troop, and Game_Event classes.
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # * Set Actor Voice Name
- #--------------------------------------------------------------------------
- def set_actor_voice_name(id, name)
- unless id.is_a?(Integer); msgbox_p("You did not insert a Valid ID for the Actor"); return; end
- unless name.is_a?(String); msgbox_p("You did not insert a Valid Name for the Actor"); return; end
- $game_system.actor_voices_names = Array.new() if $game_system.actor_voices_names.nil?
- $game_system.actor_voices_names[id] = name
- end
- end
- #==============================================================================
- # ** Scene_Battle
- #------------------------------------------------------------------------------
- # This class performs battle screen processing.
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # * Alias Listings
- #--------------------------------------------------------------------------
- alias dp3_scenebattle_poststart_1s098yu9j post_start
- alias dp3_scenebattle_applyitemeffects_1s098yu9j apply_item_effects
- #--------------------------------------------------------------------------
- # * Aliased Method: Post-Start Processing
- #--------------------------------------------------------------------------
- def post_start(*args)
- dp3_play_battle_start_voice()
- dp3_scenebattle_poststart_1s098yu9j()
- end
- #--------------------------------------------------------------------------
- # * New Method: Play Battle Start Voice
- #--------------------------------------------------------------------------
- def dp3_play_battle_start_voice
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Party Needs Healing?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- party_total_hp = party_current_hp = 0
- $game_party.battle_members.each {|ally| party_total_hp += ally.mhp }
- party_current_hp = party_total_hp
- $game_party.battle_members.each {|ally| party_current_hp -= (ally.mhp - ally.hp) }
- if party_current_hp < party_total_hp * (DiamondandPlatinum3::BattleVoices::PARTY_NEEDS_HEALING[:ratio] * 0.01)
- return if DiamondandPlatinum3::BattleVoices::play_party_needs_healing_voice()
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Too many enemies?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- if $game_troop.members.size > $game_party.members.size + DiamondandPlatinum3::BattleVoices::TOO_MANY_ENEMIES[:ratio]
- return if DiamondandPlatinum3::BattleVoices::play_too_many_enemies_voice()
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Which side is stronger?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- strongest_enemy_stats = [ 0, 0, 0, 0 ]
- strongest_party_stats = [ 0, 0, 0, 0 ]
- $game_troop.members.each do |enemy|
- strongest_enemy_stats[0] = enemy.atk if enemy.atk > strongest_enemy_stats[0]
- strongest_enemy_stats[1] = enemy.def if enemy.def > strongest_enemy_stats[1]
- strongest_enemy_stats[2] = enemy.mat if enemy.mat > strongest_enemy_stats[2]
- strongest_enemy_stats[3] = enemy.mdf if enemy.mdf > strongest_enemy_stats[3]
- end
- $game_party.battle_members.each do |ally|
- strongest_party_stats[0] = ally.atk if ally.atk > strongest_party_stats[0]
- strongest_party_stats[1] = ally.def if ally.def > strongest_party_stats[1]
- strongest_party_stats[2] = ally.mat if ally.mat > strongest_party_stats[2]
- strongest_party_stats[3] = ally.mdf if ally.mdf > strongest_party_stats[3]
- end
- enemy_power = strongest_enemy_stats[0] + strongest_enemy_stats[1] + strongest_enemy_stats[2] + strongest_enemy_stats[3]
- party_power = strongest_party_stats[0] + strongest_party_stats[1] + strongest_party_stats[2] + strongest_party_stats[3]
- return DiamondandPlatinum3::BattleVoices::play_very_weak_enemies_voice() if enemy_power < party_power * (DiamondandPlatinum3::BattleVoices::VERY_WEAK_ENEMIES[:ratio] * 0.01)
- return DiamondandPlatinum3::BattleVoices::play_weak_enemies_voice() if enemy_power < party_power * (DiamondandPlatinum3::BattleVoices::WEAK_ENEMIES[:ratio] * 0.01)
- return DiamondandPlatinum3::BattleVoices::play_very_strong_enemies_voice() if enemy_power > party_power * (DiamondandPlatinum3::BattleVoices::VERY_STRONG_ENEMIES[:ratio] * 0.01)
- return DiamondandPlatinum3::BattleVoices::play_strong_enemies_voice() if enemy_power > party_power * (DiamondandPlatinum3::BattleVoices::STRONG_ENEMIES[:ratio] * 0.01)
- return DiamondandPlatinum3::BattleVoices::play_equal_enemies_voice()
- end # def dp3_play_battle_start_voice
- #--------------------------------------------------------------------------
- # * Aliased Method: Apply Skill/Item Effect
- #--------------------------------------------------------------------------
- def apply_item_effects(*args)
- # Call Original Method
- dp3_scenebattle_applyitemeffects_1s098yu9j(*args)
- args[0].dp3_set_actor_said_thank_you_already() if args[0].actor?
- # If Result was a Miss, and an actor was not targeting an actor
- if !args[0].result.hit?
- if !args[0].actor? && @subject.actor?
- DiamondandPlatinum3::BattleVoices::play_missed_enemies_voice(@subject.id)
- elsif args[0].actor? && !@subject.actor?
- DiamondandPlatinum3::BattleVoices::play_evaded_enemy_voice(args[0].id)
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Overwritten Method: Show Normal Animation
- #--------------------------------------------------------------------------
- def show_normal_animation(*args)
- @dp3_speak_for_multiple_hits = true # New Line
- animation = $data_animations[args[1]]
- if animation
- args[0].each do |target|
- dp3_on_animation_begin(target) # New Line
- target.animation_id = args[1]
- target.animation_mirror = args[2]
- abs_wait_short unless animation.to_screen?
- dp3_on_animation_end(target) # New Line
- end
- abs_wait_short if animation.to_screen?
- end
- end
- #--------------------------------------------------------------------------
- # * New Method: On Animation Begin (Multihit Included)
- #--------------------------------------------------------------------------
- def dp3_on_animation_begin(target)
- if @dp3_speak_for_multiple_hits
- if @subject.actor? && !target.actor?
- @dp3_speak_for_multiple_hits = DiamondandPlatinum3::BattleVoices::PLAY_MULTIPLE_VOICES_FOR_MULTIPLE_HITS
- DiamondandPlatinum3::BattleVoices::play_skill_or_item_voice(@subject.id, @subject.current_action.item)
- end
- end
- end
- #--------------------------------------------------------------------------
- # * New Method: On Animation End (Multihit Included)
- #--------------------------------------------------------------------------
- def dp3_on_animation_end(target)
- end
- end # Class
- #==============================================================================
- # ** Game_Actor
- #------------------------------------------------------------------------------
- # This class handles actors. It is used within the Game_Actors class
- # ($game_actors) and is also referenced from the Game_Party class ($game_party).
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # * Alias Listings
- #--------------------------------------------------------------------------
- alias dp3_gameactor_useitem_1s098yu9j use_item
- alias dp3_gameactor_die_1s098yu9j die
- alias dp3_gameactor_changeexp_1s098yu9j change_exp
- alias dp3_gameactor_itemeffectrecoverhp_1s098yu9j item_effect_recover_hp
- alias dp3_gameactor_itemeffectrecovermp_1s098yu9j item_effect_recover_mp
- alias dp3_gameactor_executedamage_1s098yu9j execute_damage
- alias dp3_gameactor_removestate_1s098yu9j remove_state
- alias dp3_gameactor_ondamage_1s098yu9j on_damage
- #--------------------------------------------------------------------------
- # * Aliased Method: Use Skill/Item
- #--------------------------------------------------------------------------
- def use_item( *args )
- #DiamondandPlatinum3::BattleVoices::play_item_voice(@actor_id, args[0].id) if args[0].is_a?(RPG::Item)
- # Call Original Method
- dp3_gameactor_useitem_1s098yu9j( *args )
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: Knock Out
- #--------------------------------------------------------------------------
- def die( *args )
- DiamondandPlatinum3::BattleVoices::play_death_voice(@actor_id)
- # Call Original Method
- dp3_gameactor_die_1s098yu9j( *args )
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: Change Experience
- #--------------------------------------------------------------------------
- def change_exp(*args)
- last_level = @level
- dp3_gameactor_changeexp_1s098yu9j(*args) # Call Original Method
- if @level > last_level
- DiamondandPlatinum3::BattleVoices::play_leveledup_voice(@actor_id)
- end
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: [HP Recovery] Effect
- #--------------------------------------------------------------------------
- def item_effect_recover_hp( *args )
- if args[0] != self && !@dp3__actor_said_thank_you
- DiamondandPlatinum3::BattleVoices::play_healed_voice(@actor_id)
- @dp3__actor_said_thank_you = true
- end
- # Call Original Method
- dp3_gameactor_itemeffectrecoverhp_1s098yu9j( *args )
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: [MP Recovery] Effect
- #--------------------------------------------------------------------------
- def item_effect_recover_mp( *args )
- if args[0] != self && !@dp3__actor_said_thank_you
- DiamondandPlatinum3::BattleVoices::play_healed_voice(@actor_id)
- @dp3__actor_said_thank_you = true
- end
- # Call Original Method
- dp3_gameactor_itemeffectrecovermp_1s098yu9j( *args )
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: Execute Damage
- #--------------------------------------------------------------------------
- def execute_damage(*args)
- play_voice = state?(death_state_id) && args[0] == death_state_id
- current_hp = self.hp
- current_mp = self.mp
- dp3_gameactor_executedamage_1s098yu9j(*args)
- if !play_voice
- # Play Healed Voice if Healed and Allowed
- if current_hp < self.hp || current_mp < self.mp
- if args[0].enemy?
- if args[0] == self
- if DiamondandPlatinum3::BattleVoices::HP_MP_RESTORE[:self_heal_speak]
- DiamondandPlatinum3::BattleVoices::play_healed_voice(@actor_id)
- end
- else
- DiamondandPlatinum3::BattleVoices::play_healed_voice(@actor_id)
- end
- end
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: [Remove Debuff] Effect
- #--------------------------------------------------------------------------
- def remove_state(*args)
- play_voice = state?(death_state_id) && args[0] == death_state_id
- super(*args) # Call Original Method
- DiamondandPlatinum3::BattleVoices::play_revived_voice(@actor_id) if play_voice
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: Processing When Suffering Damage
- #--------------------------------------------------------------------------
- def on_damage(*args)
- dp3_play_appropriate_actor_damage_voice( args[0] ) if args[0] > 0 && (self.hp - args[0]) > 0
- # Call Original Method
- dp3_gameactor_ondamage_1s098yu9j( *args )
- end
- #--------------------------------------------------------------------------
- # * New Method: Get Actor Damage Voice Array
- #--------------------------------------------------------------------------
- def dp3_play_appropriate_actor_damage_voice( value )
- #~~~~~ Play Massive Damage Voice ~~~~~#
- if value > self.mhp * (DiamondandPlatinum3::BattleVoices::MASSIVE_DAMAGE[:ratio] * 0.01)
- return true if DiamondandPlatinum3::BattleVoices::play_massive_damage_voice(@actor_id)
- end
- #~~~~~ Play Heavy Damage Voice ~~~~~#
- if value > self.mhp * (DiamondandPlatinum3::BattleVoices::HEAVY_DAMAGE[:ratio] * 0.01)
- return true if DiamondandPlatinum3::BattleVoices::play_heavy_damage_voice(@actor_id)
- end
- #~~~~~ Play Significant Damage Voice ~~~~~#
- if value > self.mhp * (DiamondandPlatinum3::BattleVoices::SIGNIFICANT_DAMAGE[:ratio] * 0.01)
- return true if DiamondandPlatinum3::BattleVoices::play_significant_damage_voice(@actor_id)
- end
- #~~~~~ Play Little Damage Voice ~~~~~#
- if value > self.mhp * (DiamondandPlatinum3::BattleVoices::LITTLE_DAMAGE[:ratio] * 0.01)
- return true if DiamondandPlatinum3::BattleVoices::play_little_damage_voice(@actor_id)
- end
- #~~~~~ Play Pitance Damage Voice ~~~~~#
- return DiamondandPlatinum3::BattleVoices::play_default_damage_voice(@actor_id)
- end
- #--------------------------------------------------------------------------
- # * New Method: Set "Thank You" Voice Availability
- #--------------------------------------------------------------------------
- def dp3_set_actor_said_thank_you_already()
- @dp3__actor_said_thank_you = false
- end
- end
- #==============================================================================
- # ** BattleManager
- #------------------------------------------------------------------------------
- # This module manages battle progress.
- #==============================================================================
- module BattleManager
- class << self
- #------------------------------------------------------------------------
- # * Alias Listings
- #------------------------------------------------------------------------
- alias dp3_battlemanager_setup_1s098yu9j setup
- alias dp3_battlemanager_processescape_1s098yu9j process_escape
- alias dp3_battlemanager_processvictory_1s098yu9j process_victory
- alias dp3_battlemanager_processdefeat_1s098yu9j process_defeat
- #------------------------------------------------------------------------
- # * Aliased Method: Setup
- #------------------------------------------------------------------------
- def setup( *args )
- @dp3_party_start_total_hp = 0
- $game_party.battle_members.each { |ally| @dp3_party_start_total_hp += ally.hp }
- # Call Original Method
- dp3_battlemanager_setup_1s098yu9j( *args )
- end
- #------------------------------------------------------------------------
- # * Aliased Method: Escape Processing
- #------------------------------------------------------------------------
- def process_escape( *args )
- # Play Begin Escape Voice
- actor_to_speak = DiamondandPlatinum3::BattleVoices::get_battle_actor_id()
- DiamondandPlatinum3::BattleVoices::play_escape_attempt_voice(actor_to_speak)
- # Call Original Method
- escaped = dp3_battlemanager_processescape_1s098yu9j( *args )
- # Play Voice for either successful or unsucessful escape
- if escaped
- DiamondandPlatinum3::BattleVoices::play_escape_successful_voice(actor_to_speak, true)
- else
- DiamondandPlatinum3::BattleVoices::play_escape_failed_voice(actor_to_speak)
- end
- # Finish Up
- return escaped
- end
- #------------------------------------------------------------------------
- # * Aliased Method: Victory Processing
- #------------------------------------------------------------------------
- def process_victory(*args)
- dp3_play_victory_voice()
- # Call Original Method
- return dp3_battlemanager_processvictory_1s098yu9j(*args)
- end
- #--------------------------------------------------------------------------
- # * Aliased Method: Defeat Processing
- #--------------------------------------------------------------------------
- def process_defeat(*args)
- # This method is merely here in case the @can_lose instance variable is on.
- # Actors will say thank you when being revived after defeat. So to counteract
- # this we set the mute event_switch on
- es_id = DiamondandPlatinum3::BattleVoices::EVENT_SWITCH_ID
- es_on = ($game_switches[es_id] ||= false)
- $game_switches[es_id] = true
- defeated = dp3_battlemanager_processdefeat_1s098yu9j(*args)
- $game_switches[es_id] = es_on
- return defeated
- end
- #------------------------------------------------------------------------
- # * New Method: Play Victory Voice
- #------------------------------------------------------------------------
- def dp3_play_victory_voice
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Battle Took Ages?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- if $game_troop.turn_count >= DiamondandPlatinum3::BattleVoices::BATTLE_TOOK_AGES[:ratio]
- return if DiamondandPlatinum3::BattleVoices::play_very_long_battle_voice()
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Party Was Badly Injured?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- party_current_hp = 0
- $game_party.battle_members.each {|ally| party_current_hp += ally.hp }
- if party_current_hp < @dp3_party_start_total_hp * (DiamondandPlatinum3::BattleVoices::THAT_WAS_TOUGH[:ratio] * 0.01)
- return if DiamondandPlatinum3::BattleVoices::play_party_was_badly_injured_voice()
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Battle Was Easy?
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- if $game_troop.turn_count <= DiamondandPlatinum3::BattleVoices::THAT_WAS_EASY[:ratio]
- return if DiamondandPlatinum3::BattleVoices::play_battle_was_easy_voice()
- end
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- # Default Victory Speech
- #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- DiamondandPlatinum3::BattleVoices::play_default_victory_voice()
- end # def
- end # class
- end
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