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[Request] Change Enhanced Music Track Script and Play SFX when Walking


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#16 cavthena

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Posted 28 January 2012 - 04:21 AM

I get that much, what I meant was can both shallow water and tall grass be combined into one script?

#17 MoscowModder

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Posted 28 January 2012 - 11:02 AM

Here you go. I just copied/pasted the script, changed some variable names, and added the sound effect ID and frequency to the global variables.

Script


#18 Xenix

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Posted 28 January 2012 - 12:11 PM

i managed to get the script working with a little help from Zephino. I had to take the global part and make it a void ShallowWater() outside of the global part so it could have a separate Waitframe(); and called it after the while(true){ with ShallowWater();. It works great! Thanks!

#19 LinktheMaster

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Posted 28 January 2012 - 12:22 PM

About enhanced music, unfortunately it's not modifiable via scripting. icon_unsettled.gif

#20 Saffith

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Posted 02 February 2012 - 02:09 AM

I haven't committed it yet (have to be sure it isn't buggy first), but I just added in Game->PlayEnhancedMusic(). Like Game->PlayMIDI(), though, it only lasts until you change screens, so it might not be what you need here.

#21 Xenix

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Posted 02 February 2012 - 05:51 AM

That actually is exactly what I need! Great Saffith! Thanks!

#22 Saffith

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Posted 02 February 2012 - 04:48 PM

Might as well note here that I also added Game->SetDMapEnhancedMusic, which will make it carry over between screens.

#23 Xenix

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Posted 02 February 2012 - 05:15 PM

That's great Saffith! I can't wait for the RC3 release!

#24 Christian

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Posted 02 February 2012 - 09:25 PM

QUOTE(Saffith @ Feb 2 2012, 04:48 PM) View Post

Might as well note here that I also added Game->SetDMapEnhancedMusic, which will make it carry over between screens.


I love you. No more horrible MIDI! <3


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