Player no longer makes a bump sound when walking into something because of a move route, changed when title screen BGM starts playing, tweaked evolution messages and audio

This commit is contained in:
Maruno17
2022-03-10 22:49:01 +00:00
parent a0612b907f
commit 93a0173fe8
4 changed files with 16 additions and 8 deletions

View File

@@ -108,7 +108,7 @@ class Game_Player < Game_Character
def bump_into_object
return if @bump_se && @bump_se > 0
pbSEPlay("Player bump")
pbSEPlay("Player bump") if !@move_route_forcing
@bump_se = Graphics.frame_rate / 4
end

View File

@@ -766,7 +766,7 @@ class Battle::Move::SetUserTypesToResistLastAttack < Battle::Move
end
#===============================================================================
# User copes target's types. (Reflect Type)
# User copies target's types. (Reflect Type)
#===============================================================================
class Battle::Move::SetUserTypesToTargetTypes < Battle::Move
def ignoresSubstitute?(user); return true; end

View File

@@ -17,7 +17,6 @@ class IntroEventScene < EventScene
@pic2 = addImage(0, 0, "") # flashing "Press Enter" picture
@pic2.setOpacity(0, 0) # set opacity to 0 after waiting 0 frames
@index = 0
pbBGMPlay($data_system.title_bgm)
if SPLASH_IMAGES.empty?
open_title_screen(self, nil)
else
@@ -64,6 +63,7 @@ class IntroEventScene < EventScene
@pic2.setVisible(0, true)
@pic2.moveOpacity(0, FADE_TICKS, 255)
pictureWait
pbBGMPlay($data_system.title_bgm)
onUpdate.set(method(:title_screen_update)) # called every frame
onCTrigger.set(method(:close_title_screen)) # called when C key is pressed
end

View File

@@ -414,6 +414,7 @@ class PokemonEvolutionScene
def pbUpdate(animating = false)
if animating # Pokémon shouldn't animate during the evolution animation
@sprites["background"].update
@sprites["msgwindow"].update
else
pbUpdateSpriteHash(@sprites)
end
@@ -532,11 +533,18 @@ class PokemonEvolutionScene
metaplayer1.play
metaplayer2.play
pbBGMStop
@pokemon.play_cry
pbMessageDisplay(@sprites["msgwindow"],
_INTL("\\se[]What? {1} is evolving!\\^", @pokemon.name)) { pbUpdate }
pbMessageWaitForInput(@sprites["msgwindow"], 50, true) { pbUpdate }
pbMessageDisplay(@sprites["msgwindow"], "\\se[]" + _INTL("What?") + "\\1") { pbUpdate }
pbPlayDecisionSE
@pokemon.play_cry
@sprites["msgwindow"].text = _INTL("{1} is evolving!", @pokemon.name)
timer = 0.0
loop do
Graphics.update
Input.update
pbUpdate
timer += Graphics.delta_s
break if timer >= 1.0
end
oldstate = pbSaveSpriteState(@sprites["rsprite1"])
oldstate2 = pbSaveSpriteState(@sprites["rsprite2"])
pbMEPlay("Evolution start")
@@ -571,12 +579,12 @@ class PokemonEvolutionScene
$stats.evolution_count += 1
# Play cry of evolved species
frames = (GameData::Species.cry_length(@newspecies, @pokemon.form) * Graphics.frame_rate).ceil
pbBGMStop
Pokemon.play_cry(@newspecies, @pokemon.form)
(frames + 4).times do
Graphics.update
pbUpdate
end
pbBGMStop
# Success jingle/message
pbMEPlay("Evolution success")
newspeciesname = GameData::Species.get(@newspecies).name