diff --git a/scripts/Game_Player.rb b/scripts/Game_Player.rb index 213fa2f..b3d0179 100644 --- a/scripts/Game_Player.rb +++ b/scripts/Game_Player.rb @@ -281,16 +281,16 @@ class Game_Player < Game_Character end pitch = 85 + rand(30) vol = 70 + rand(20) - if $game_switches[112] == true - name = "wheel_squeak1" - pitch = 120 + rand(10) - if @wheel_squeak != true - pitch += 10 - @wheel_squeak = true - else - @wheel_squeak = false - end - end + if $game_switches[112] == true + name = "wheel_squeak1" + pitch = 120 + rand(10) + if @wheel_squeak != true + pitch += 10 + @wheel_squeak = true + else + @wheel_squeak = false + end + end Audio.se_play("Audio/SE/#{name}.wav", vol * volume, pitch) end emit_footsplash(@direction) diff --git a/scripts/Game_Switches.rb b/scripts/Game_Switches.rb index 8487c31..c10f7be 100644 --- a/scripts/Game_Switches.rb +++ b/scripts/Game_Switches.rb @@ -45,4 +45,6 @@ class Game_Switches end # some switches that we know of +# 101 - Use tower footsplashes i think +# 112 - Niko in minecart # 160 - re-playing game (when Niko is TWM) \ No newline at end of file diff --git a/scripts/Sprite_Character.rb b/scripts/Sprite_Character.rb index b4633c3..88fce18 100644 --- a/scripts/Sprite_Character.rb +++ b/scripts/Sprite_Character.rb @@ -23,7 +23,7 @@ class Sprite_Character @light_sprite = RPG::Sprite.new(light_viewport) @light_sprite.blend_type = 1 @text_sprite = Sprite.new(viewport) - @text_sprite.bitmap = Bitmap.new(Graphics.width, 30) + @text_sprite.bitmap = Bitmap.new(Graphics.width, 24) @text_sprite.bitmap.font.size = 12 @character = character update @@ -36,7 +36,7 @@ class Sprite_Character @light_sprite.viewport = ($game_screen.tone.blank?) ? @viewport : @light_viewport @light_sprite.world_machine = @sprite.world_machine = @character.character_name.start_with?("en") || (@character.character_name.start_with?("niko") && $game_switches[160]) if Window_Settings.DebugIsEnabled == true - @text_sprite.bitmap.draw_text(0, 0, 256, 30, @character.character_name) + @text_sprite.bitmap.draw_text(0, 0, 256, 12, "#{@character.character_name}") @text_sprite.x = @character.screen_x @text_sprite.y = @character.screen_y @text_sprite.z = @character.screen_z + 2 @@ -65,7 +65,7 @@ class Sprite_Character self.oy = 32 # If tile ID value is invalid else - name = @character.character_name + name = @character.character_name == "" && Window_Settings.DebugIsEnabled ? "debug" : @character.character_name translation_name = "#{$persistent.langcode}/#{name}" if File.exist?("Graphics/Characters/#{translation_name}.png") @sprite.bitmap = RPG::Cache.character(translation_name,