Yo.
In the Pokémon essentials, the bump sound repeats itself very fast when you bump into objects - there is no frame delay before it repeats.
How could I set this so it is the same as having a 5 frame gap between playing it again?
Thanks to BwdYeti.
How can I make it so the character keeps trying to walk into the wall (stop animation)?
In the Pokémon essentials, the bump sound repeats itself very fast when you bump into objects - there is no frame delay before it repeats.
Thanks to BwdYeti.
How can I make it so the character keeps trying to walk into the wall (stop animation)?
Code:
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================
def pbAddDependency(event)
$PokemonTemp.dependentEvents.addEvent(event)
end
def pbRemoveDependency(event)
$PokemonTemp.dependentEvents.removeEvent(event)
end
def pbAddDependency2(eventID, eventName, commonEvent)
$PokemonTemp.dependentEvents.addEvent($game_map.events[eventID],eventName,commonEvent)
end
def pbRemoveDependency2(eventName)
$PokemonTemp.dependentEvents.removeEventByName(eventName)
end
class Game_Player < Game_Character
def map
@map=nil
return $game_map
end
#--------------------------------------------------------------------------
# * Invariables
#--------------------------------------------------------------------------
def initialize(*arg)
super(*arg)
@lastdir=0
@lastdirframe=0
end
def pbHasDependentEvents?
return $PokemonGlobal.dependentEvents.length>0
end
def move_down(turn_enabled = true)
if turn_enabled
turn_down
end
pbBridgeCheck(2)
if passable?(@x, @y, 2)
return if pbLedge(0,1)
return if pbEndSurf(0,1)
turn_down
@y += 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x, @y+1)
bump_sound(2)
end
end
end
def move_left(turn_enabled = true)
if turn_enabled
turn_left
end
pbBridgeCheck(4)
if passable?(@x, @y, 4)
return if pbLedge(-1,0)
return if pbEndSurf(-1,0)
turn_left
@x -= 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x-1, @y)
bump_sound(4)
end
end
end
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end
pbBridgeCheck(6)
if passable?(@x, @y, 6)
return if pbLedge(1,0)
return if pbEndSurf(1,0)
turn_right
@x += 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x+1, @y)
bump_sound(6)
end
end
end
def move_up(turn_enabled = true)
if turn_enabled
turn_up
end
pbBridgeCheck(8)
if passable?(@x, @y, 8)
return if pbLedge(0,-1)
return if pbEndSurf(0,-1)
turn_up
@y -= 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x, @y-1)
bump_sound(8)
end
end
end
def pbTriggeredTrainerEvents(triggers,checkIfRunning=true)
result = []
# If event is running
if checkIfRunning && $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
next if !event.name[/^Trainer\((\d+)\)$/]
distance=$~[1].to_i
# If event coordinates and triggers are consistent
if pbEventCanReachPlayer?(event,self,distance) and triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
result.push(event)
end
end
end
return result
end
def pbTriggeredCounterEvents(triggers,checkIfRunning=true)
result = []
# If event is running
if checkIfRunning && $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
next if !event.name[/^Counter\((\d+)\)$/]
distance=$~[1].to_i
# If event coordinates and triggers are consistent
if pbEventFacesPlayer?(event,self,distance) and triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
result.push(event)
end
end
end
return result
end
def pbCheckEventTriggerAfterTurning
end
def pbCheckEventTriggerFromDistance(triggers)
ret=pbTriggeredTrainerEvents(triggers)
ret.concat(pbTriggeredCounterEvents(triggers))
return false if ret.length==0
for event in ret
event.start
end
return true
end
def pbFacingEvent
if $game_system.map_interpreter.running?
return nil
end
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
for event in $game_map.events.values
if event.x == new_x and event.y == new_y
if not event.jumping? and not event.over_trigger?
return event
end
end
end
if $game_map.counter?(new_x, new_y)
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
for event in $game_map.events.values
if event.x == new_x and event.y == new_y
if not event.jumping? and not event.over_trigger?
return event
end
end
end
end
return nil
end
#--------------------------------------------------------------------------
# * Passable Determinants
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.validLax?(new_x, new_y)
# Impassable
return false
end
if !$game_map.valid?(new_x, new_y)
return false if !$MapFactory
return $MapFactory.isPassableFromEdge?(new_x, new_y)
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
super
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
center_x = (Graphics.width/2 - 16) * 4 # Center screen x-coordinate * 4
center_y = (Graphics.height/2 - 16) * 4 # Center screen y-coordinate * 4
max_x = ($game_map.width - Graphics.width/32.0) * 128
max_y = ($game_map.height - Graphics.height/32.0) * 128
$game_map.display_x = [0, [x * 128 - center_x, max_x].min].max
$game_map.display_y = [0, [y * 128 - center_y, max_y].min].max
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# Centering
center(x, y)
# Make encounter count
make_encounter_count
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
super
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
# Image of two dice rolling
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers,keypress=false)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start(keypress)
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers,keypress=false)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and (keypress || !event.over_trigger?)
event.start(keypress)
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and (keypress || !event.over_trigger?)
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
if event.name[/^Trainer\((\d+)\)$/]
distance=$~[1].to_i
next if !pbEventCanReachPlayer?(event,self,distance)
end
if event.name[/^Counter\((\d+)\)$/]
distance=$~[1].to_i
next if !pbEventFacesPlayer?(event,self,distance)
end
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
dir=Input.dir4
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or
$PokemonTemp.miniupdate
# Move player in the direction the directional button is being pressed
if dir==@lastdir && Graphics.frame_count-@lastdirframe>2
case dir
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
elsif dir!=@lastdir
case dir
when 2
turn_down
when 4
turn_left
when 6
turn_right
when 8
turn_up
end
end
end
$PokemonTemp.dependentEvents.updateDependentEvents
if dir!=@lastdir
@lastdirframe=Graphics.frame_count
end
@lastdir=dir
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
center_x = (Graphics.width/2 - 16) * 4 # Center screen x-coordinate * 4
center_y = (Graphics.height/2 - 16) * 4 # Center screen y-coordinate * 4
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < center_x
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > center_x
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
$PokemonTemp.dependentEvents.pbTurnDependentEvents
result = pbCheckEventTriggerFromDistance([2])
# Event determinant is via touch of same position event
result |= check_event_trigger_here([1,2])
# If event which started does not exist
Kernel.pbOnStepTaken(result) # *Added function call
if result == false
end
end
# If C button was pressed
if Input.trigger?(Input::C) && !$PokemonTemp.miniupdate
# Same position and front event determinant
check_event_trigger_here([0],true)
check_event_trigger_there([0,2],true) # *Modified to prevent unnecessary triggers
end
end
end
# This number is the interval between bump sounds
BUMP_INTERVAL = 18
def bump_sound(dir)
if dir != @last_bump or @bump_timer == 0
@bump_timer = BUMP_INTERVAL
Audio.se_play("Audio/SE/bump.wav")
end
@last_bump = dir
end
alias bwd_bump_gmplyr_update :update
def update(*args)
bwd_bump_gmplyr_update(*args)
if @bump_timer == nil
@bump_timer = 0
@last_bump = 0
end
@bump_timer -= 1 if @bump_timer > 0
end
end