Merge pull request #519 from NQNStudios:sounds
* Changed shop purchase sound effects where Yum! definitely didn't fit. For alchemy, mage spells, and priest spells, I made the sound the same as the sound when you perform those actions. I figure this actually makes sense because the teacher would show you how to do the thing. * For skill training, I made the sound be the same as leveling up. I think this makes sense. * When something is too heavy to pick up, the "Argh!" labeled as 'Action Failure' in the editor sound picker makes a lot of sense--you tried to pick it up and were frustrated. * I changed beep() so every platform just plays sound effect 1, the one labeled "low beep" [here](http://openboe.com/docs/editor/appendix/Sounds.html) that's labeled "Cancel target lock" in the editor picker. I think this reasonable. * Removed `ding()` which was an unused alias for `beep()`
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@@ -380,7 +380,7 @@ static bool spend_xp_navigate_filter(cDialog& me, std::string item_hit,xp_dlog_s
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} while(univ.party[save.who].main_status != eMainStatus::ALIVE);
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do_xp_draw(me,save);
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} else
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beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
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play_sound(1);
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} else if(item_hit == "right") {
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// TODO: If they don't work in mode 0, why are they visible?
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if(save.mode != 0) {
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@@ -390,7 +390,7 @@ static bool spend_xp_navigate_filter(cDialog& me, std::string item_hit,xp_dlog_s
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} while(univ.party[save.who].main_status != eMainStatus::ALIVE);
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do_xp_draw(me,save);
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} else
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beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
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play_sound(1);
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}
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return true;
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}
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@@ -409,7 +409,7 @@ static bool spend_xp_event_filter(cDialog& me, std::string item_hit, eKeyMod mod
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if(save.mode == 1)
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save.g += 10;
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}
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} else beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
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} else play_sound(1);
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} else if(item_hit[3] == 'p') {
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if(can_change_skill(eSkill::MAX_SP, save, true)) {
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save.hp += 2;
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@@ -444,7 +444,7 @@ static bool spend_xp_event_filter(cDialog& me, std::string item_hit, eKeyMod mod
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if(save.mode == 1)
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save.g += 15;
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}
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} else beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
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} else play_sound(1);
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} else if(item_hit[3] == 'p') {
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if(can_change_skill(eSkill::MAX_SP, save, true)) {
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save.sp += 1;
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@@ -492,7 +492,7 @@ static bool spend_xp_event_filter(cDialog& me, std::string item_hit, eKeyMod mod
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if(save.mode == 1)
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save.g += skill_g_cost[which_skill];
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}
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} else beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
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} else play_sound(1);
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} else if(dir == 'p') {
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if(can_change_skill(which_skill, save, true)) {
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save.skills[which_skill] += 1;
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@@ -506,7 +506,7 @@ static bool spend_xp_event_filter(cDialog& me, std::string item_hit, eKeyMod mod
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give_help(25,0,me);
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else if(save.mode == 1 && save.g < skill_g_cost[which_skill])
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give_help(24,0,me);
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else beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
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else play_sound(1);
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}
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}
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