This lets the user fadein bgm after using a normal "play bgm" command in
the event editor. Just simply call "Script.fadein_bgm(target, speed)"
with the target being the target vol % that you want the fade in to
eventually reach and the speed being how fast you want it to reach it (1
- slowest, 100-instant)
This was causing footsteps tiles in the barrens to allow the player to
interact with objects an extra tile in front of them, which was causing
issues (ex: letting players talk to doors through walls)
With this, autoloading upon launching the game should be fully working.
Also added some randomness to the pitch of step_sfx to make them sound a
bit less repetitive, and made it so the game can only save if the
current scene is a Scene_Map (because auto_saving at the titlescreen
breaks things pretty badly).
This adds 2 new things to the vanilla text box. "\>" will now make the
script wait for user input before continuing to display text.
"\@facepic_name" will change the face graphic to facepic_name without
needing to reopen the message window.
This line didn't get commited but this is part of the last commit.
Github keeps doing a thing where it throws errors when I have trailing
whitespaces (Which is fine), but when I fix the whitespaces it then
commits the changes excluding the lines that I fixed. It's weird.
This fix makes it such that even if a character sprite is offscreen it
will still update its camera position, to prevent issues when a
character sprite teleports offscreen (but their sprite does not because
it doesn't update).
Updated default save and load file functions to save and load the extra
data that oneshot saves (followers and fast travel). Also updated the
default save/load and the new save/load to save the footstep_sfx array,
since otherwise maps have no footstep sfx after loading a save until you
change map.
This just makes sure that character sprites are actually onscreen before
updating them, for game events. This greatly improves performance on
larger maps that have many game events.