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Sounds for specific drops
I'm sure there's a way to do this, but I'm looking for an EASY way to play a sound when a specific item drops (like a "puzzle ring" or "bovine bardiche"). I know there's a /sounds folder, but I don't know how I am to make a sound PLAY for specific reasons.
Can someone point me in the right direction?
Thanks!!!
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Legendary
Originally Posted by
Buzzy62
I'm sure there's a way to do this, but I'm looking for an EASY way to play a sound when a specific item drops (like a "puzzle ring" or "bovine bardiche"). I know there's a /sounds folder, but I don't know how I am to make a sound PLAY for specific reasons.
Can someone point me in the right direction?
Thanks!!!
This should work. Custom Code (PluginEnablerOrDisablerPlugin.cs) :
Code:
Hud.TogglePlugin<ItemsPlugin>(true);
Hud.RunOnPlugin<ItemsPlugin>(plugin => {
plugin.EnableCustomSpeak = true;
plugin.CustomSpeakTable.Clear();
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Ring_004_x1, "puzzle ring"); // Read interfaces\Controllers\sno\ISnoItemsList.cs for sno items
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Polearm_101_x1, "bovine bardiche");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Consumable_Add_Sockets_1, "Ramaladni");
} );
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Buzzy62 (1 members gave Thanks to RNN for this useful post)
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Originally Posted by
RNN
This should work. Custom Code (PluginEnablerOrDisablerPlugin.cs) :
Code:
Hud.TogglePlugin<ItemsPlugin>(true);
Hud.RunOnPlugin<ItemsPlugin>(plugin => {
plugin.EnableCustomSpeak = true;
plugin.CustomSpeakTable.Clear();
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Ring_004_x1, "puzzle ring"); // Read interfaces\Controllers\sno\ISnoItemsList.cs for sno items
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Polearm_101_x1, "bovine bardiche");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Consumable_Add_Sockets_1, "Ramaladni");
} );
Hmm, interesting, What this CustomSpeakTable does exactly RNN ? It "speaks" with Windows voice sound the String between "itemname" when specific item sno is looted ?
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Member
Originally Posted by
Saico
Hmm, interesting, What this CustomSpeakTable does exactly RNN ? It "speaks" with Windows voice sound the String between "itemname" when specific item sno is looted ?
Correct! It speaks whatever word you have listed after the SNO item. I've customized it to add a few of the specific drops that I want to be aware of, in addition to the ones he already set up (which work fantastic, BTW!).
Major props to RNN for getting me exactly what I was looking for!
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Legendary
Originally Posted by
Saico
Hmm, interesting, What this CustomSpeakTable does exactly RNN ? It "speaks" with Windows voice sound the String between "itemname" when specific item sno is looted ?
yes. and It is set to announce 1 item every 5 seconds, if drop two articles almost at the same time only say. the first one.
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Active Member
Originally Posted by
Buzzy62
Correct! It speaks whatever word you have listed after the SNO item. I've customized it to add a few of the specific drops that I want to be aware of, in addition to the ones he already set up (which work fantastic, BTW!).
Major props to RNN for getting me exactly what I was looking for!
Nice, looks great.
yes. and It is set to announce 1 item every 5 seconds, if drop two articles almost at the same time only say. the first one.
So, lemme se if I understood if there is 3 items sno to be announced they must have a drop delay of around 5sec to have all of them anounced ? THUD interface does not "Stack" itens dropped at same time ?
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Member
Originally Posted by
Saico
Nice, looks great.
So, lemme se if I understood if there is 3 items sno to be announced they must have a drop delay of around 5sec to have all of them anounced ? THUD interface does not "Stack" itens dropped at same time ?
Right. It will only speak the 1st one if all three items drop at the same time, but if there is at least 5 secs in between each one, all three will be spoken.
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RNN what do I do to find the correct Sno when it has more than 1 of them ?
yield return controller.SnoItems.Unique_Amulet_001; // 412126062 - The Flavor of Time
yield return controller.SnoItems.Unique_Amulet_001_104; // 3151593794 - The Flavor of Time
yield return controller.SnoItems.Unique_Amulet_001_1xx; // 3151596238 - The Flavor of Time
yield return controller.SnoItems.Unique_Amulet_001_x1; // 1527160950 - The Flavor of Time
Right. It will only speak the 1st one if all three items drop at the same time, but if there is at least 5 secs in between each one, all three will be spoken.
Hmm, got it, thank u so much for clarifying
Last edited by Saico; 09-02-2019 at 08:25 PM.
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Legendary
Originally Posted by
Saico
RNN what do I do to find the correct Sno when it has more than 1 of them ?
The items have changed several times and each one has been assigned a different sno. If the list has been kept in order you should use the last one, try this one first: Hud.Sno.SnoItems.Unique_Amulet_001_x1
I will try to do something that announces only once each element and does not omit any. The method used in this add-on works reasonably well, but maybe it can be improved (I have to check a couple of things to make sure) by applying an idea similar to the one used in my OthersShrinePlugin add-on (this one announces the pylon, sanc and pools once).
Last edited by RNN; 09-03-2019 at 04:53 AM.
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could i sound for any of primal items drop ?
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Legendary
Add
plugin.EnableSpeakPrimal = true;
plugin.EnableSpeakPrimalSet = true;
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Originally Posted by
RNN
The items have changed several times and each one has been assigned a different sno. If the list has been kept in order you should use the last one, try this one first: Hud.Sno.SnoItems.Unique_Amulet_001_x1
I will try to do something that announces only once each element and does not omit any. The method used in this add-on works reasonably well, but maybe it can be improved (I have to check a couple of things to make sure) by applying an idea similar to the one used in my OthersShrinePlugin add-on (this one announces the pylon, sanc and pools once).
Got it, I am using last ones, just you did in your examples.
Hud.TogglePlugin<ItemsPlugin>(true);
Hud.RunOnPlugin<ItemsPlugin>(plugin => {
plugin.EnableCustomSpeak = true;
plugin.CustomSpeakTable.Clear();
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.P6_Unique_Scythe1H_02, "Tragu"); // Read interfaces\Controllers\sno\ISnoItemsList.cs for sno items
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Amulet_001_x1, "Sabor do Tempo");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.P6_Unique_Ring_03, "Krisbin");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.P2_Unique_Ring_04, "COE");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Ring_019_x1, "Jordan");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Helm_003_x1, "Andariel");
plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Gloves_007_x1, "Luva de Pedra");
I have a question, is there possible to use CustomSpeak or even some sound in sounds Folder to play when an elite is killed ? for example
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Last edited by RNN; 09-04-2019 at 03:12 PM.
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BeeAntOS (1 members gave Thanks to RNN for this useful post)
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Legendary
Originally Posted by
Saico
I have a question, is there possible to use CustomSpeak or even some sound in sounds Folder to play when an elite is killed ? for example
yes,. using OnMonsterKilled (interfaces\ImonsterKilledHandler.cs) something could be done, but I don't see it necessary
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Originally Posted by
RNN
Preview version :
AlertDrop.cs
It will announce all the items that are added (to ItemsAlert), and it will only be done once
If the item cannot be collected (because it is associated with another account), it will not be announced.
Read interfaces\Controllers\sno\ISnoItemsList.cs to find the ISnoItem
Code:
Hud.TogglePlugin<RNN.AlertDrop>(true);
Hud.RunOnPlugin<RNN.AlertDrop>(plugin => {
plugin.EnableSpeakPrimal = true; // I should also announce the primals if EnableSpeakPrimal is true
plugin.PrimalText = "Primal <name>"; //The text <name> will be replaced by "NameLocalized"
plugin.ItemsAlert.Add(Hud.Sno.SnoItems.Unique_Ring_004_x1, "Puzzle Ring");
plugin.ItemsAlert.Add(Hud.Sno.SnoItems.Unique_Polearm_101_x1, "Bovine Bardiche");
plugin.ItemsAlert.Add(Hud.Sno.SnoItems.Consumable_Add_Sockets_1, "Ramaladni");
} );
It is not tested yet

Hum, did not understand what this AlertDrop.cs does exactly, RNN ?, what is ItemsAlert ? Thought it was a .txt or even a.cs or some sort, but searched in THUD folders and found nothing.
yes,. using OnMonsterKilled (interfaces\ImonsterKilledHandler.cs) something could be done, but I don't see it necessary
It is just a doubt, I am curious how the system works and me and some friends thought about a plugin that speaks customsounds ("DoubleKill", "TripleKill") when elites get killed by meteor haha, just fun/aesthetic thing to have, not usual at all. =)