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MV HashakGik Bullet Hell - Modifying for Enemy Death SFX

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV HashakGik Bullet Hell - Modifying for Enemy Death SFX
  • Original author: VaporWarz
  • Original date: November 28, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/hashakgik-bullet-hell-modifying-for-enemy-death-sfx.142536/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Hi ^_^ I'm putting together a bullet hell/JRPG hybrid game and am currently trying to come to grips with HashakGik's plugin. The tutorials on the GitHub are fantastic; I'm no programmer but I've been able to follow along and feel fairly comfortable with the idea of programming my own bosses (9 enemy types come built in the the script, and give how you can heavily modifying them via comments in events, I feel that should be plenty of variety to work with) GitHub - HashakGik/BulletHell-RMMV: Bullet Hell plugin for RPG...

Archived First Post

Hi ^_^

I'm putting together a bullet hell/JRPG hybrid game and am currently trying to come to grips with HashakGik's plugin. The tutorials on the GitHub are fantastic; I'm no programmer but I've been able to follow along and feel fairly comfortable with the idea of programming my own bosses (9 enemy types come built in the the script, and give how you can heavily modifying them via comments in events, I feel that should be plenty of variety to work with)


My issue however, comes with the Rammer tutorial which adds a dying sound effect. The enemy code itself is pretty straight forward. Adding in the sound effect is also straight forward. What I would like to do is to add in this in the Enemy_Base in the BulletHell script itself... and that's were I'm running into issues. It seems like it should be simple but I managed to break the script when I tried so I thought reaching out to the community might help me learn better than throwing things randomly ^_^

The code for the Rammer (with script for its movement removed for ease of readability) is
JavaScript:
var BHell = (function (my) {

    var BHell_Enemy_Rammer = my.BHell_Enemy_Rammer = function() {
        this.initialize.apply(this, arguments);
    };

    BHell_Enemy_Rammer.prototype = Object.create(my.BHell_Enemy_Burster.prototype);
    BHell_Enemy_Rammer.prototype.constructor = BHell_Enemy_Rammer;

    BHell_Enemy_Rammer.prototype.initialize = function(x, y, image, params, parent, enemyList) {
        my.BHell_Enemy_Burster.prototype.initialize.call(this, x, y, image, params, parent, enemyList);

        this.dyingSe = params.dying_se;
    };

    BHell_Enemy_Rammer.prototype.die = function () {
        my.BHell_Enemy_Burster.prototype.die.call(this);

        if (this.dyingSe !== null) {
            AudioManager.playSe({name: this.dyingSe, volume: 100, pitch: 100, pan: 0});
        }
    };

    return my;
} (BHell || {}));

From comparing this with BHell_Enemy_Base in the base script , it would seem I would need to modify BHell.Enemy_Base in the following ways:
1) Add
Java:
this.dyingSe = params.dying_se;
under BHell_Enemy_Base.prototype.initialize

2) The script already checks if an enemy has died to add to the score, so I would need to add in the code
JavaScript:
BHell_Enemy_Base.prototype.die = function () {
        my.BHell_Enemy_Burster.prototype.die.call(this);

        if (this.dyingSe !== null) {
            AudioManager.playSe({name: this.dyingSe, volume: 100, pitch: 100, pan: 0});
with the other prototype.die functions

It seems easy enough, but as I already mentioned, my attempt at implementing this breaks the script, which leads me to feel I did something horribly wrong lol

Thanks for all your help!

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