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Resource Ambient Pokémon Cries 2017-07-21

Vendily

Elite Trainer
Member
Vendily submitted a new resource:

Ambient Pokémon Cries - Hear the Pokémon on the route

A 100% Plug-and-Play script for v16.2, it plays a random cry of a Pokémon on the route from all available encounter types, time allowing, every minute, plus/minus rand(5) seconds (but that's the default, play with the constants, yeah)
Optionally, it allows you to disable and enable the cries with a switch.
Place it in any script section under PField_Field, because it uses the Events Module, which is defined in PField_Field, and it will give an error otherwise.

Read more about this resource...
 

Vendily

Elite Trainer
Member

Taq

Sandwich Master
Member
Joined
Apr 1, 2017
Posts
93
You know what? I am sad to see no one comment on this. This is a fun attachment that I appreciate hat you made. I always like this idea tbh because it let's you have a hint on what species live on the route. So I have to say thank you.
 

Marina

Cooltrainer
Member
Joined
Mar 10, 2018
Posts
125
It's nice I would like to use it but I just have Essentials v.17.2 (without debug mode, idk why) and I need this, it would be nice if you could do this for 17.2 too, thanks in advance
 

Vendily

Elite Trainer
Member
It's nice I would like to use it but I just have Essentials v.17.2 (without debug mode, idk why) and I need this, it would be nice if you could do this for 17.2 too, thanks in advance
Well, I don't know why you are missing Debug mode (did you click the playtest button from RMXP?) but as far as I can tell, this script still works in v17.2. Luckily, this script wasn't affected by any of the changes between the versions.
 

mikenaria

Rookie
Member
Joined
Sep 29, 2020
Posts
6
Verified working for v18.1! Thanks Vendily for making this, it really adds to the game.
 

SpaceWestern

Rookie
Member
Joined
Jul 18, 2022
Posts
1
Fixed up this script for V19 if anyone is interested


Ruby:
Expand Collapse Copy
#===============================================================================
# * Ambient Pokémon Cries - by Vendily
# Modified by SpaceWestern
#===============================================================================
# This script plays random cries of pokémon that can be encountered on the map
#  for ambiance. It does not activate for maps that don't have pokemon,
#  and optionally only when a switch is active.
# To ensure you get no errors, this script must be under PField_Field. It can
#  be anywhere but it must be under that section. (It's because it uses the
#  Events Module, which is defined in PField_Field)
#===============================================================================
# * The time between cries in seconds (arbitrarily default 60)
# * The variance in time for cries in seconds (arbitrarily default +/-rand(5))
# * The Global Switch that is checked to see if ambiance should be used, set
#      to -1 to always play ambiance if possible
# * The volume to play the cry at (default 65)
# * If the game should play roamer cries, which are the only cries that play
#    should one be found on the current map (default true)
#===============================================================================
TIME_BETWEEN_CRIES  = 30
RANDOM_TIME_FACTOR  = 5
AMBIANCE_SWITCH     = -1
CRY_VOLUME          = 65
CRY_ROAMERS         = true

class PokemonEncounters
  def pbAllValidEncounterTypes(mapID)
    data = GameData::Encounter.get(mapID, $PokemonGlobal.encounter_version)
    enclist= Marshal.load(Marshal.dump(data.types))
    ret=[]
    enclist.each{|enclist|
      ret.push(enclist)
    }
    return ret
  end
end

class PokemonTemp
  attr_accessor :lastCryTime
end

def pbPlayAmbiance
  if AMBIANCE_SWITCH<0 || $game_switches[AMBIANCE_SWITCH]
    roam=[]
    if CRY_ROAMERS
      for i in 0...Settings::ROAMING_SPECIES.length
        poke=Settings::ROAMING_SPECIES[i]
        species=getID(GameData::Species,poke[0])
        next if !species || species<=0
        if $game_switches[poke[2]] && $Overworld_RoamingPokemon.roamPokemon[i]!=true
          currentArea=$Overworld_RoamingPokemon.roamPosition[i]
          if !currentArea
            $Overworld_RoamingPokemon.roamPosition[i]=keys[rand(keys.length)]
            currentArea=$Overworld_RoamingPokemon.roamPosition[i]
          end
          roamermeta=pbGetMetadata(currentArea,MetadataMapPosition)
          possiblemaps=[]
          mapinfos=$RPGVX ? load_data("Data/MapInfos.rvdata") : load_data("Data/MapInfos.rxdata")
          for j in 1...mapinfos.length
            jmeta=pbGetMetadata(j,MetadataMapPosition)
            if mapinfos[j] && mapinfos[j].name==$game_map.name &&
              roamermeta && jmeta && roamermeta[0]==jmeta[0]
              possiblemaps.push(j)   # Any map with same name as roamer's current map
            end
          end
          if possiblemaps.include?(currentArea) && pbRoamingMethodAllowed(poke[3])
            # Change encounter to species and level, with BGM on end
            roam.push(species)
          end
        end
      end
    end
    
    if roam.length>0
      #play a random roaming cry
      Pokemon.play_cry(roam[rand(roam.length)], 0, CRY_VOLUME, 100)
    else
      # enctypes will be the full set of lists of all encounters listed by type
      # the first index within each index (ie. enctypes[x][0] will be the actual
      # type of encounter (Land, Water, OldRod, etc.)
      enctypes=$PokemonEncounters.pbAllValidEncounterTypes($game_map.map_id) rescue []
      
      if enctypes && enctypes.length>0
        invalenc=true       
        while invalenc
          # This grabs one of the encounter types from the available options
          enc=enctypes[rand(enctypes.length)]
          
          # This checks to make sure that if it grabbed night it is night, and
          # the same for morning and day
          if (enc[0]=="LandNight" && !PBDayNight.isNight?) ||
             (enc[0]=="LandDay" && !PBDayNight.isDay?) ||
             (enc[0]=="LandMorning" && !PBDayNight.isMorning?)
          else
            invalenc=false
          end
        end
        # This grabs an individual cry from the chosen encounter type list
        crypoke = enc[1][rand(enc[1].length)][1]
      end
      if crypoke
        Pokemon.play_cry(crypoke, 0, CRY_VOLUME, 100)
      end
    end
  end
end

Events.onMapUpdate+=proc {|sender,e|   # Ambiance check
  now=pbGetTimeNow
 
  # This makes sure that the timer doesn't get confused when you load a save
  # Without this, it will always cry when you load in
  if $PokemonTemp.lastCryTime==nil
    $PokemonTemp.lastCryTime = now
  end
 
  last=$PokemonTemp.lastCryTime
  if !last || (now-last>(TIME_BETWEEN_CRIES+((rand(2)==0 ? -1 : 1)*rand(RANDOM_TIME_FACTOR))))
    pbPlayAmbiance
    $PokemonTemp.lastCryTime=now
  end
}
 

SethLikesCombusken

Novice
Member
Joined
Apr 12, 2021
Posts
15
Fixed up this script for V19 if anyone is interested


Ruby:
Expand Collapse Copy
#===============================================================================
# * Ambient Pokémon Cries - by Vendily
# Modified by SpaceWestern
#===============================================================================
# This script plays random cries of pokémon that can be encountered on the map
#  for ambiance. It does not activate for maps that don't have pokemon,
#  and optionally only when a switch is active.
# To ensure you get no errors, this script must be under PField_Field. It can
#  be anywhere but it must be under that section. (It's because it uses the
#  Events Module, which is defined in PField_Field)
#===============================================================================
# * The time between cries in seconds (arbitrarily default 60)
# * The variance in time for cries in seconds (arbitrarily default +/-rand(5))
# * The Global Switch that is checked to see if ambiance should be used, set
#      to -1 to always play ambiance if possible
# * The volume to play the cry at (default 65)
# * If the game should play roamer cries, which are the only cries that play
#    should one be found on the current map (default true)
#===============================================================================
TIME_BETWEEN_CRIES  = 30
RANDOM_TIME_FACTOR  = 5
AMBIANCE_SWITCH     = -1
CRY_VOLUME          = 65
CRY_ROAMERS         = true

class PokemonEncounters
  def pbAllValidEncounterTypes(mapID)
    data = GameData::Encounter.get(mapID, $PokemonGlobal.encounter_version)
    enclist= Marshal.load(Marshal.dump(data.types))
    ret=[]
    enclist.each{|enclist|
      ret.push(enclist)
    }
    return ret
  end
end

class PokemonTemp
  attr_accessor :lastCryTime
end

def pbPlayAmbiance
  if AMBIANCE_SWITCH<0 || $game_switches[AMBIANCE_SWITCH]
    roam=[]
    if CRY_ROAMERS
      for i in 0...Settings::ROAMING_SPECIES.length
        poke=Settings::ROAMING_SPECIES[i]
        species=getID(GameData::Species,poke[0])
        next if !species || species<=0
        if $game_switches[poke[2]] && $Overworld_RoamingPokemon.roamPokemon[i]!=true
          currentArea=$Overworld_RoamingPokemon.roamPosition[i]
          if !currentArea
            $Overworld_RoamingPokemon.roamPosition[i]=keys[rand(keys.length)]
            currentArea=$Overworld_RoamingPokemon.roamPosition[i]
          end
          roamermeta=pbGetMetadata(currentArea,MetadataMapPosition)
          possiblemaps=[]
          mapinfos=$RPGVX ? load_data("Data/MapInfos.rvdata") : load_data("Data/MapInfos.rxdata")
          for j in 1...mapinfos.length
            jmeta=pbGetMetadata(j,MetadataMapPosition)
            if mapinfos[j] && mapinfos[j].name==$game_map.name &&
              roamermeta && jmeta && roamermeta[0]==jmeta[0]
              possiblemaps.push(j)   # Any map with same name as roamer's current map
            end
          end
          if possiblemaps.include?(currentArea) && pbRoamingMethodAllowed(poke[3])
            # Change encounter to species and level, with BGM on end
            roam.push(species)
          end
        end
      end
    end
   
    if roam.length>0
      #play a random roaming cry
      Pokemon.play_cry(roam[rand(roam.length)], 0, CRY_VOLUME, 100)
    else
      # enctypes will be the full set of lists of all encounters listed by type
      # the first index within each index (ie. enctypes[x][0] will be the actual
      # type of encounter (Land, Water, OldRod, etc.)
      enctypes=$PokemonEncounters.pbAllValidEncounterTypes($game_map.map_id) rescue []
     
      if enctypes && enctypes.length>0
        invalenc=true      
        while invalenc
          # This grabs one of the encounter types from the available options
          enc=enctypes[rand(enctypes.length)]
         
          # This checks to make sure that if it grabbed night it is night, and
          # the same for morning and day
          if (enc[0]=="LandNight" && !PBDayNight.isNight?) ||
             (enc[0]=="LandDay" && !PBDayNight.isDay?) ||
             (enc[0]=="LandMorning" && !PBDayNight.isMorning?)
          else
            invalenc=false
          end
        end
        # This grabs an individual cry from the chosen encounter type list
        crypoke = enc[1][rand(enc[1].length)][1]
      end
      if crypoke
        Pokemon.play_cry(crypoke, 0, CRY_VOLUME, 100)
      end
    end
  end
end

Events.onMapUpdate+=proc {|sender,e|   # Ambiance check
  now=pbGetTimeNow
 
  # This makes sure that the timer doesn't get confused when you load a save
  # Without this, it will always cry when you load in
  if $PokemonTemp.lastCryTime==nil
    $PokemonTemp.lastCryTime = now
  end
 
  last=$PokemonTemp.lastCryTime
  if !last || (now-last>(TIME_BETWEEN_CRIES+((rand(2)==0 ? -1 : 1)*rand(RANDOM_TIME_FACTOR))))
    pbPlayAmbiance
    $PokemonTemp.lastCryTime=now
  end
}
ty! It works perfectly :)
 

MauGamesLOL

Rookie
Member
Joined
Nov 1, 2023
Posts
5
I think I've fixed this for v21.1. I'm a novice at coding but hope it works for everyone! :P (Some of these changes may have been unnecessary - so let me know)
Ruby:
Expand Collapse Copy
#===============================================================================
# * Ambient Pokémon Cries - by Vendily
# Modified by SpaceWestern for v19, Modified by MauGamesLOL for v21.1
#===============================================================================
# This script plays random cries of pokémon that can be encountered on the map
#  for ambiance. It does not activate for maps that don't have pokemon,
#  and optionally only when a switch is active.
# To ensure you get no errors, this script must be under PField_Field. It can
#  be anywhere but it must be under that section. (It's because it uses the
#  Events Module, which is defined in PField_Field)
#===============================================================================
# * The time between cries in seconds (arbitrarily default 60)
# * The variance in time for cries in seconds (arbitrarily default +/-rand(5))
# * The Global Switch that is checked to see if ambiance should be used, set
#      to -1 to always play ambiance if possible
# * The volume to play the cry at (default 65)
# * If the game should play roamer cries, which are the only cries that play
#    should one be found on the current map (default true)
#===============================================================================
module AmbientPokemonCries
  TIME_BETWEEN_CRIES  = 30
  RANDOM_TIME_FACTOR  = 5
  AMBIANCE_SWITCH     = -1
  CRY_VOLUME          = 25
  CRY_ROAMERS         = true
end

class PokemonEncounters
  def pbAllValidEncounterTypes(mapID)
    data = GameData::Encounter.get(mapID, $PokemonGlobal.encounter_version)
    enclist= Marshal.load(Marshal.dump(data.types))
    ret=[]
    enclist.each{|enclist|
      ret.push(enclist)
    }
    return ret
  end
end

class Game_Temp
  attr_accessor :last_cry_time
end

def pbPlayAmbiance
  if AmbientPokemonCries::AMBIANCE_SWITCH<0 || $game_switches[AmbientPokemonCries::AMBIANCE_SWITCH]
    roam=[]
    if AmbientPokemonCries::CRY_ROAMERS
      for i in 0...Settings::ROAMING_SPECIES.length
        poke=Settings::ROAMING_SPECIES[i]
        species=getID(GameData::Species,poke[0])
        next if !species || species<=0
        if $game_switches[poke[2]] && $Overworld_RoamingPokemon.roamPokemon[i]!=true
          currentArea=$Overworld_RoamingPokemon.roamPosition[i]
          if !currentArea
            $Overworld_RoamingPokemon.roamPosition[i]=keys[rand(keys.length)]
            currentArea=$Overworld_RoamingPokemon.roamPosition[i]
          end
          roamermeta=pbGetMetadata(currentArea,MetadataMapPosition)
          possiblemaps=[]
          mapinfos=$RPGVX ? load_data("Data/MapInfos.rvdata") : load_data("Data/MapInfos.rxdata")
          for j in 1...mapinfos.length
            jmeta=pbGetMetadata(j,MetadataMapPosition)
            if mapinfos[j] && mapinfos[j].name==$game_map.name &&
              roamermeta && jmeta && roamermeta[0]==jmeta[0]
              possiblemaps.push(j)   # Any map with same name as roamer's current map
            end
          end
          if possiblemaps.include?(currentArea) && pbRoamingMethodAllowed(poke[3])
            # Change encounter to species and level, with BGM on end
            roam.push(species)
          end
        end
      end
    end
    
    if roam.length>0
      #play a random roaming cry
      Pokemon.play_cry(roam[rand(roam.length)], 0, AmbientPokemonCries::CRY_VOLUME, 100)
    else
      # enctypes will be the full set of lists of all encounters listed by type
      # the first index within each index (ie. enctypes[x][0] will be the actual
      # type of encounter (Land, Water, OldRod, etc.)
      enctypes=$PokemonEncounters.pbAllValidEncounterTypes($game_map.map_id) rescue []
      
      if enctypes && enctypes.length>0
        invalenc=true       
        while invalenc
          # This grabs one of the encounter types from the available options
          enc=enctypes[rand(enctypes.length)]
          
          # This checks to make sure that if it grabbed night it is night, and
          # the same for morning and day
          if (enc[0]=="LandNight" && !PBDayNight.isNight?) ||
             (enc[0]=="LandDay" && !PBDayNight.isDay?) ||
             (enc[0]=="LandMorning" && !PBDayNight.isMorning?)
          else
            invalenc=false
          end
        end
        # This grabs an individual cry from the chosen encounter type list
        crypoke = enc[1][rand(enc[1].length)][1]
      end
      if crypoke
        Pokemon.play_cry(crypoke, 0, AmbientPokemonCries::CRY_VOLUME, 100)
      end
    end
  end
end

EventHandlers.add(:on_frame_update, :pokemon_ambiance_check,   # Ambiance check
proc {
  now = pbGetTimeNow # If you are using FL's Unreal Time, change to Time.now. (MauGamesLOL)
  # This makes sure that the timer doesn't get confused when you load a save
  # Without this, it will always cry when you load in
  if $game_temp.last_cry_time == nil
    $game_temp.last_cry_time = now
  end
  last = $game_temp.last_cry_time
  if !last || (now-last>(AmbientPokemonCries::TIME_BETWEEN_CRIES+((rand(2)==0 ? -1 : 1)*rand(AmbientPokemonCries::RANDOM_TIME_FACTOR))))
    pbPlayAmbiance
    $game_temp.last_cry_time = now
  end
}
)
 
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