diff --git a/scripts/Game_Player.rb b/scripts/Game_Player.rb index dcb76ef..e7c4c1f 100644 --- a/scripts/Game_Player.rb +++ b/scripts/Game_Player.rb @@ -281,7 +281,8 @@ class Game_Player < Game_Character if FOOTSTEP_AMT.include? name name += '%02d' % [rand(FOOTSTEP_AMT[name]) + 1] end - Audio.se_play("Audio/SE/#{name}.wav", (80 * volume).to_i) + pitch = 85 + rand(30) + Audio.se_play("Audio/SE/#{name}.wav", (80 * volume).to_i, pitch.to_i) end end end diff --git a/scripts/Interpreter 1.rb b/scripts/Interpreter 1.rb index 5391b84..7ab73f6 100644 --- a/scripts/Interpreter 1.rb +++ b/scripts/Interpreter 1.rb @@ -6,6 +6,7 @@ #============================================================================== class Interpreter + attr_accessor :index @@chill_pill = false #-------------------------------------------------------------------------- # * Object Initialization diff --git a/scripts/Main.rb b/scripts/Main.rb index 015ffec..ae3c67a 100644 --- a/scripts/Main.rb +++ b/scripts/Main.rb @@ -5,7 +5,7 @@ #============================================================================== at_exit do - save unless $game_system.map_interpreter.running? + save unless ($game_system.map_interpreter.running? || !$scene.is_a?(Scene_Map)) end begin @@ -19,6 +19,9 @@ begin # Prepare for transition Graphics.freeze + $debug = false + $demo = false + $GDC = false # Make scene object (title screen) $scene = Scene_Title.new # Call main method as long as $scene is effective diff --git a/scripts/SaveLoad.rb b/scripts/SaveLoad.rb index 76a19fa..1016d1a 100644 --- a/scripts/SaveLoad.rb +++ b/scripts/SaveLoad.rb @@ -44,7 +44,7 @@ def load $game_followers = Marshal.load(file) $game_oneshot = Marshal.load(file) $game_fasttravel = Marshal.load(file) - $game_temp.footstep_sfx = Marshal.load(file) + $game_temp.footstep_sfx = Marshal.load(file) # If magic number is different from when saving # (if editing was added with editor) if $game_system.magic_number != $data_system.magic_number @@ -61,10 +61,26 @@ end def real_load load # Restore BGM and BGS - $game_system.bgm_play($game_system.playing_bgm) - $game_system.bgs_play($game_system.playing_bgs) + # switch 181 means its time for a dream, so no BGM + + if !$game_switches[181] + $game_system.bgm_play($game_system.playing_bgm) + $game_system.bgs_play($game_system.playing_bgs) + end # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new + $game_temp.common_event_id = 42 +end + +def save_exists + return FileTest.exist?(SAVE_FILE_NAME) +end + +def quit_game_bed + $game_system.map_interpreter.index += 1 + save + Oneshot.allow_exit true + exit end \ No newline at end of file diff --git a/scripts/Scene_Title.rb b/scripts/Scene_Title.rb index 222a218..bec3b2d 100644 --- a/scripts/Scene_Title.rb +++ b/scripts/Scene_Title.rb @@ -29,11 +29,11 @@ class Scene_Title Language.initialize_database # Load save game/initialize data $game_temp = Game_Temp.new - new_game unless load + new_game #unless load # Make system object $game_system = Game_System.new # Skip title screen if debug mode (or demo, but not GDC) - if $debug || ($demo && !$GDC) + if $debug || ($demo && !$GDC) || save_exists $game_map.update $game_map.autoplay $scene = Scene_Map.new @@ -115,7 +115,7 @@ class Scene_Title end end if update_cursor - Audio.se_play('Audio/SE/title_cursor.wav') + Audio.se_play('Audio/SE/title_cursor.wav', 40) @cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2 + 24 * @cursor_pos end end