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Male
Seen 34 Minutes Ago
Posted 4 Weeks Ago
11 posts
6.6 Years
Hi,

I'm struggling in my game project about the random cry at the beginning (at the splash screen). I just want to change it to a specific cry but it's just not working (no sound at all) when I tried a solution I found (change cry to '001Cry' with the number being the pokedex position of the pokemon).

Can someone help me about it? There is not so much answer about it (at least, I didn't found it yet).

Thanks in advance!
Male
Seen 34 Minutes Ago
Posted 4 Weeks Ago
11 posts
6.6 Years
First of all, thanks for this quick answer!

Yes I'm using my own custom splash screen.

So I change the cry in the Scene_Intro Script file 2 times :

here:
# Play random cry
cry=pbCryFile(1+rand(PBSpecies.maxValue))
pbSEPlay('001Cry',100,100) if cry

and here:
# Play random cry
cry=pbCryFile(1+rand(PBSpecies.maxValue))
pbSEPlay('001Cry',100,100) if cry

This is what I have for now. I suspect the problem coming from the first line of each since it said rand but I don't know.

Aldo

Male
Taisho era
Online now
Posted 13 Hours Ago
692 posts
1.5 Years
That's right, the first line is what chooses a random species cry. Here's something I did that worked for me.
This is how it originally was:
    # Play random cry
    cry=pbCryFile(1+rand(PBSpecies.maxValue))
    pbSEPlay(cry,80,100) if cry
Just change 1+rand(PBSpecies.maxValue) to the number of the species' cry you want. Like this:
    # Play random cry
    cry=pbCryFile(005)
    pbSEPlay(cry,80,100) if cry
Male
Seen 34 Minutes Ago
Posted 4 Weeks Ago
11 posts
6.6 Years
That's right, the first line is what chooses a random species cry. Here's something I did that worked for me.
This is how it originally was:
    # Play random cry
    cry=pbCryFile(1+rand(PBSpecies.maxValue))
    pbSEPlay(cry,80,100) if cry
Just change 1+rand(PBSpecies.maxValue) to the number of the species' cry you want. Like this:
    # Play random cry
    cry=pbCryFile(005)
    pbSEPlay(cry,80,100) if cry
Yeah! it worked like a charm, thanks to you!
I'm feeling kind of stupid right now with this pretty obvious answer ;D

Thanks a lot!
Seen May 29th, 2019
Posted March 19th, 2019
35 posts
1.1 Years
That's right, the first line is what chooses a random species cry. Here's something I did that worked for me.
This is how it originally was:
    # Play random cry
    cry=pbCryFile(1+rand(PBSpecies.maxValue))
    pbSEPlay(cry,80,100) if cry
Just change 1+rand(PBSpecies.maxValue) to the number of the species' cry you want. Like this:
    # Play random cry
    cry=pbCryFile(005)
    pbSEPlay(cry,80,100) if cry
I'm having his same problem, my script should be

def closeSplash(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
cry=pbResolveAudioSE(pbCryFile(151))
pbSEPlay(cry,80,100) if cry
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end

def closeSplashDelete(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
cry=pbResolveAudioSE(pbCryFile(151))
pbSEPlay(cry,100,100) if cry
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end

but the game keeps playing an other cry

Ego13

hollow_ego

Male
Larua Region
Seen 10 Hours Ago
Posted 6 Days Ago
305 posts
2.4 Years
I'm having his same problem, my script should be

def closeSplash(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
cry=pbResolveAudioSE(pbCryFile(151))
pbSEPlay(cry,80,100) if cry
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end

def closeSplashDelete(scene,args)
onCTrigger.clear
onUpdate.clear
# Play random cry
cry=pbResolveAudioSE(pbCryFile(151))
pbSEPlay(cry,100,100) if cry
# Fade out
@pic.moveOpacity(15,0,0)
@pic2.moveOpacity(15,0,0)
pbBGMStop(1.0)
pictureWait
scene.dispose # Close the scene
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end

but the game keeps playing an other cry
try changing
 cry=pbResolveAudioSE(pbCryFile(151))
to
 cry=pbCryFile(151)
Also if you post code please put it between code tags so it's easier to read
Looking for spriters to help with

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