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Adding in Sound Effects

42
Posts
8
Years
    • Seen Mar 1, 2021
    def pbEnemyUseItem(item,battler)
    return 0 if !@internalbattle
    items=pbGetOwnerItems(battler.index)
    return if !items
    opponent=pbGetOwner(battler.index)
    for i in 0...items.length
    if items==item
    items.delete_at(i)
    break
    end
    end
    itemname=PBItems.getName(item)
    pbDisplayBrief(_INTL("{1} used the\r\n{2}!",opponent.fullname,itemname))
    PBDebug.log("[Opponent used #{itemname}]")
    PBSEplay("potion_heal.ogg")
    if isConst?(item,PBItems,:POTION)
    battler.pbRecoverHP(20,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:SUPERPOTION)
    battler.pbRecoverHP(50,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:HYPERPOTION)
    battler.pbRecoverHP(200,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:MAXPOTION)
    battler.pbRecoverHP(battler.totalhp-battler.hp,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:FULLRESTORE)
    fullhp=(battler.hp==battler.totalhp)
    battler.pbRecoverHP(battler.totalhp-battler.hp,true)
    battler.status=0; battler.statusCount=0
    battler.effects[PBEffects::Confusion]=0
    if fullhp
    pbDisplay(_INTL("{1} became healthy!",battler.pbThis))
    else
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    end
    elsif isConst?(item,PBItems,:FULLHEAL)
    battler.status=0; battler.statusCount=0
    battler.effects[PBEffects::Confusion]=0
    pbDisplay(_INTL("{1} became healthy!",battler.pbThis))
    elsif isConst?(item,PBItems,:XATTACK)
    if battler.pbCanIncreaseStatStage?(PBStats::ATTACK)
    battler.pbIncreaseStat(PBStats::ATTACK,1,true)
    end
    elsif isConst?(item,PBItems,:XDEFEND)
    if battler.pbCanIncreaseStatStage?(PBStats::DEFENSE)
    battler.pbIncreaseStat(PBStats::DEFENSE,1,true)
    end
    elsif isConst?(item,PBItems,:XSPEED)
    if battler.pbCanIncreaseStatStage?(PBStats::SPEED)
    battler.pbIncreaseStat(PBStats::SPEED,1,true)
    end
    elsif isConst?(item,PBItems,:XSPECIAL)
    if battler.pbCanIncreaseStatStage?(PBStats::SPATK)
    battler.pbIncreaseStat(PBStats::SPATK,1,true)
    end
    elsif isConst?(item,PBItems,:XSPDEF)
    if battler.pbCanIncreaseStatStage?(PBStats::SPDEF)
    battler.pbIncreaseStat(PBStats::SPDEF,1,true)
    end
    elsif isConst?(item,PBItems,:XACCURACY)
    if battler.pbCanIncreaseStatStage?(PBStats::ACCURACY)
    battler.pbIncreaseStat(PBStats::ACCURACY,1,true)
    end
    end
    end


    Where in here do I add "pbSEplay("track",100,100)" to get the potion noise to play?
     
    296
    Posts
    9
    Years
  • The poison noise can be added in the Animation Editor, by selecting the "Common: Poison" (or some like that) animation, and by adding a Sound Effect (SE). To select the exact frame, you must scroll the left/right arrow, in the bottom, and you have to click "Set Frame". I hope this can help you. :)
     
    42
    Posts
    8
    Years
    • Seen Mar 1, 2021
    Not poison, "potion". Lol. So it's in the script file, not the animation editor. Thanks tho
     
    20
    Posts
    10
    Years
    • Seen Jun 19, 2015
    The line

    PBSEplay("potion_heal.ogg")

    seems to be the potion sound. Do you want to change it to some other sound?
     
    42
    Posts
    8
    Years
    • Seen Mar 1, 2021
    What I mean is, where the line is right now; the sound doesn't play. Lol
     
    20
    Posts
    10
    Years
    • Seen Jun 19, 2015
    Looking in my SE folder, I can't actually seem to find a file called potion_heal.ogg. Maybe it was accidentally removed a while back. If that is the case for you too, just grab the potion healing sound from google or youtube and stick it in your SE folder. Then go back to this line

    Code:
    pbSEPlay("[COLOR=Red]potion_heal.ogg[/COLOR]")
    and change the red part to whatever the name of your sound file is.
     
    42
    Posts
    8
    Years
    • Seen Mar 1, 2021
    I should have specified. A while back I ripped a ton of sounds from various sources that provide these sound effect files. So potion_heal was one among the many, specifically the sound I want. Where the line is, however, no sound effect plays in battle or out of battle. So I'm trying to figure out where it's supposed to go
     
    20
    Posts
    10
    Years
    • Seen Jun 19, 2015
    Also, are you testing the item on yourself or waiting for an npc to use it? The section you showed us is only for enemy battlers.
     
    42
    Posts
    8
    Years
    • Seen Mar 1, 2021
    Ah-ha. That I did not know. Would you happen to know which line of code starts the player using a potion?
     
    42
    Posts
    8
    Years
    • Seen Mar 1, 2021
    Even if I try to get the sound to play from an enemy perspective, I get a NoMethodError saying pbSEplay is an undefined method in PokeBattle_Battle

    EDIT:

    I realize it is pbSEPlay with a capital Play. Now when I put that in I get my desired sound effect. Only problem is it plays after the healing animation. Which the order is supposed to be reversed

    def pbEnemyUseItem(item,battler)
    pbSEPlay("potion_heal")
    return 0 if !@internalbattle
    items=pbGetOwnerItems(battler.index)
    return if !items
    opponent=pbGetOwner(battler.index)
    for i in 0...items.length
    if items==item
    items.delete_at(i)
    break
    end
    end
    itemname=PBItems.getName(item)
    pbDisplayBrief(_INTL("{1} used the\r\n{2}!",opponent.fullname,itemname))
    PBDebug.log("[Opponent used #{itemname}]")
    if isConst?(item,PBItems,:POTION)
    battler.pbRecoverHP(20,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:SUPERPOTION)
    battler.pbRecoverHP(50,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:HYPERPOTION)
    battler.pbRecoverHP(200,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:MAXPOTION)
    battler.pbRecoverHP(battler.totalhp-battler.hp,true)
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    elsif isConst?(item,PBItems,:FULLRESTORE)
    fullhp=(battler.hp==battler.totalhp)
    battler.pbRecoverHP(battler.totalhp-battler.hp,true)
    battler.status=0; battler.statusCount=0
    battler.effects[PBEffects::Confusion]=0
    if fullhp
    pbDisplay(_INTL("{1} became healthy!",battler.pbThis))
    else
    pbDisplay(_INTL("{1}'s HP was restored.",battler.pbThis))
    end
    elsif isConst?(item,PBItems,:FULLHEAL)
    battler.status=0; battler.statusCount=0
    battler.effects[PBEffects::Confusion]=0
    pbDisplay(_INTL("{1} became healthy!",battler.pbThis))
    elsif isConst?(item,PBItems,:XATTACK)
    if battler.pbCanIncreaseStatStage?(PBStats::ATTACK)
    battler.pbIncreaseStat(PBStats::ATTACK,1,true)
    end
    elsif isConst?(item,PBItems,:XDEFEND)
    if battler.pbCanIncreaseStatStage?(PBStats::DEFENSE)
    battler.pbIncreaseStat(PBStats::DEFENSE,1,true)
    end
    elsif isConst?(item,PBItems,:XSPEED)
    if battler.pbCanIncreaseStatStage?(PBStats::SPEED)
    battler.pbIncreaseStat(PBStats::SPEED,1,true)
    end
    elsif isConst?(item,PBItems,:XSPECIAL)
    if battler.pbCanIncreaseStatStage?(PBStats::SPATK)
    battler.pbIncreaseStat(PBStats::SPATK,1,true)
    end
    elsif isConst?(item,PBItems,:XSPDEF)
    if battler.pbCanIncreaseStatStage?(PBStats::SPDEF)
    battler.pbIncreaseStat(PBStats::SPDEF,1,true)
    end
    elsif isConst?(item,PBItems,:XACCURACY)
    if battler.pbCanIncreaseStatStage?(PBStats::ACCURACY)
    battler.pbIncreaseStat(PBStats::ACCURACY,1,true)
    end
    end
    end
     
    Last edited:
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