mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
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
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@@ -108,7 +108,7 @@ class Game_Player < Game_Character
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def bump_into_object
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return if @bump_se && @bump_se > 0
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pbSEPlay("Player bump")
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pbSEPlay("Player bump") if !@move_route_forcing
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@bump_se = Graphics.frame_rate / 4
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end
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@@ -766,7 +766,7 @@ class Battle::Move::SetUserTypesToResistLastAttack < Battle::Move
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end
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#===============================================================================
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# User copes target's types. (Reflect Type)
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# User copies target's types. (Reflect Type)
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#===============================================================================
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class Battle::Move::SetUserTypesToTargetTypes < Battle::Move
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def ignoresSubstitute?(user); return true; end
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@@ -17,7 +17,6 @@ class IntroEventScene < EventScene
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@pic2 = addImage(0, 0, "") # flashing "Press Enter" picture
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@pic2.setOpacity(0, 0) # set opacity to 0 after waiting 0 frames
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@index = 0
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pbBGMPlay($data_system.title_bgm)
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if SPLASH_IMAGES.empty?
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open_title_screen(self, nil)
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else
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@@ -64,6 +63,7 @@ class IntroEventScene < EventScene
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@pic2.setVisible(0, true)
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@pic2.moveOpacity(0, FADE_TICKS, 255)
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pictureWait
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pbBGMPlay($data_system.title_bgm)
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onUpdate.set(method(:title_screen_update)) # called every frame
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onCTrigger.set(method(:close_title_screen)) # called when C key is pressed
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end
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@@ -414,6 +414,7 @@ class PokemonEvolutionScene
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def pbUpdate(animating = false)
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if animating # Pokémon shouldn't animate during the evolution animation
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@sprites["background"].update
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@sprites["msgwindow"].update
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else
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pbUpdateSpriteHash(@sprites)
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end
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@@ -532,11 +533,18 @@ class PokemonEvolutionScene
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metaplayer1.play
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metaplayer2.play
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pbBGMStop
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@pokemon.play_cry
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pbMessageDisplay(@sprites["msgwindow"],
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_INTL("\\se[]What? {1} is evolving!\\^", @pokemon.name)) { pbUpdate }
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pbMessageWaitForInput(@sprites["msgwindow"], 50, true) { pbUpdate }
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pbMessageDisplay(@sprites["msgwindow"], "\\se[]" + _INTL("What?") + "\\1") { pbUpdate }
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pbPlayDecisionSE
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@pokemon.play_cry
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@sprites["msgwindow"].text = _INTL("{1} is evolving!", @pokemon.name)
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timer = 0.0
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loop do
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Graphics.update
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Input.update
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pbUpdate
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timer += Graphics.delta_s
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break if timer >= 1.0
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end
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oldstate = pbSaveSpriteState(@sprites["rsprite1"])
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oldstate2 = pbSaveSpriteState(@sprites["rsprite2"])
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pbMEPlay("Evolution start")
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@@ -571,12 +579,12 @@ class PokemonEvolutionScene
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$stats.evolution_count += 1
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# Play cry of evolved species
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frames = (GameData::Species.cry_length(@newspecies, @pokemon.form) * Graphics.frame_rate).ceil
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pbBGMStop
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Pokemon.play_cry(@newspecies, @pokemon.form)
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(frames + 4).times do
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Graphics.update
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pbUpdate
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end
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pbBGMStop
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# Success jingle/message
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pbMEPlay("Evolution success")
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newspeciesname = GameData::Species.get(@newspecies).name
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