The global steal works fine for Jade's needs.

And making the random global to the sfx sounds like a pretty slick
solution, instead of having to make a bunch of menus all around custom.

On Mon, Mar 9, 2015 at 10:07 AM, James Paige <b...@hamsterrepublic.com>
wrote:

> If we want to support a feature with a pool of sound effects that is
> randomly selected (*) then I think that should be implemented globally.
>
> For example, say in slot 13, you want slash sounds. Instead of importing
> just one sound into that slot, you would have an option to import several
> sounds, and then any action (or play sound command) that plays sound number
> 13 would automatically pull from that pool.
>
> I think that would be pretty simple to implement, and it would also be
> easy to use and easy to understand.
>
> (*) or a looping sequence of sounds
>
> ---
> James
>
>
> On Mon, Mar 9, 2015 at 1:35 AM, Ralph Versteegen <teeem...@gmail.com>
> wrote:
>
>> Oh, you meant on the heroes? I assumed you meant on the attacks. I
>> suppose it would play both the hero and attack sfx, and both could be
>> randomly chosen from a selection. But should they play on all attacks?
>> What about chained attacks, or attacks with the 'cast' or 'null'
>> animations? What about attacks triggered from items? OK, clearly we
>> should add an attack bit to select whether the hero attack sound
>> effect should play rather than hardcoding logic like that.
>>
>> As for making steal sfx per hero, it sounds like you're thinking about
>> the needs of voice acting. But I don't see much demand for that;
>> better to have global settings for the 99% case and we can always add
>> per-hero overrides later. (In general I'd like to see lots of things
>> set up as global plus item-specific override. It makes sense
>> everywhere.)
>>
>> On 9 March 2015 at 15:29, Michael Kidder <mkid...@gmail.com> wrote:
>> > That would be splendid. It may be a feature people want but don't know
>> they
>> > want - base sound fx tied to the hero rather than explicitly to attacks.
>> >
>> > Which is why having the sfx tied to the steal states would work better
>> than
>> > the Steal attack, since it'll play the same sfx (or spoken line, in this
>> > case) if it succeeds or not. Although what I'd do is have the hero have
>> > specific steal fail/succeed/nothing per-hero; in Sword of Jade Charbile
>> came
>> > up with a clever "hack" of making it so the steal lines look like Mi'la
>> > battle dialogue, but this wouldn't work for other games where more than
>> one
>> > hero can steal.
>> >
>> > On Sun, Mar 8, 2015 at 5:50 PM, Ralph Versteegen <teeem...@gmail.com>
>> wrote:
>> >>
>> >> Neither of those is a feature yet, but they're both easy to implement
>> >> (the steal sounds would be pretty much trivial), so I'll try to get to
>> >> it soon.
>> >>
>> >> On 9 March 2015 at 00:54, Michael Kidder <mkid...@gmail.com> wrote:
>> >> > I haven't heard from Fenrir lately, but I've been pretty busy and
>> have
>> >> > lost
>> >> > contact with a lot of people in general.
>> >> >
>> >> > I'll give a holler if I need help. From what I know now, I probably
>> >> > won't
>> >> > have the budget for any grandiose plans but I'll still try to get
>> some
>> >> > improvements out for the game on July 30th. SFX guaranteed, some
>> basic
>> >> > voice
>> >> > acting (like.. 5 lines, not the whole game.)
>> >> >
>> >> > Does the engine have the ability to select from a pool of sfx for
>> battle
>> >> > attacks yet? I'd like to add attack grunts for everyone in battles,
>> but
>> >> > it
>> >> > could get hard on the ears if they have the same grunt each time.
>> >> >
>> >> > Is there also the ability to attach a specific sound effect to a
>> >> > successful
>> >> > steal, a failed steal, and nothing to steal occurences?
>> >> >
>> >> > On Fri, Feb 13, 2015 at 7:34 PM, Ralph Versteegen <
>> teeem...@gmail.com>
>> >> > wrote:
>> >> >>
>> >> >> Oh, great. Heard anything from Fenrir? SoJ really does need sound
>> >> >> effects. Need any help with anything?
>> >> >>
>> >> >> On 12 February 2015 at 23:33, Michael Kidder <mkid...@gmail.com>
>> wrote:
>> >> >> > Been through a bit of some rough spots but mostly cool spots.
>> >> >> > Currently
>> >> >> > trying to secure a business deal that will be pretty cool if we
>> sign.
>> >> >> >
>> >> >> > May or may not get something together for Sword of Jade's 10th
>> >> >> > anniversary
>> >> >> > this year. Would like to do something but it depends on available
>> >> >> > time
>> >> >> > and
>> >> >> > available spare funds.
>> >> >> >
>> >> >> > On Mon, Jan 26, 2015 at 9:18 AM, James Paige
>> >> >> > <b...@hamsterrepublic.com>
>> >> >> > wrote:
>> >> >> >>
>> >> >> >> Excellent! Thank you for testing that!
>> >> >> >>
>> >> >> >> Long time no see, I hope you have been well :)
>> >> >> >>
>> >> >> >> ---
>> >> >> >> James
>> >> >> >>
>> >> >> >>
>> >> >> >> On Mon, Jan 26, 2015 at 2:05 AM, Michael Kidder <
>> mkid...@gmail.com>
>> >> >> >> wrote:
>> >> >> >>>
>> >> >> >>> OHRRPGCE seems to work just fine in Windows 10's current tech
>> >> >> >>> preview
>> >> >> >>> with no issues.
>> >> >> >>>
>> >> >> >>> _______________________________________________
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>> >> >> >>
>> >> >> >>
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