Fix random note selection in entity scripts. gameplay-changes
authorachurch
Sun, 30 Jan 2011 01:24:31 +0900
branchgameplay-changes
changeset 650 ad86e75b35b9
parent 571 7296f9ddc9d8
child 651 4907dad4321e
child 667 cb7fb526bc6a
Fix random note selection in entity scripts. This patch corrects the logic used in some entity scripts for random note selection so that any note can be chosen. Previously, note 0 (low C) could not be selected due to a logic bug.
game_scripts/scripts/entities/forestgod.lua
game_scripts/scripts/entities/simon.lua
--- a/game_scripts/scripts/entities/forestgod.lua	Tue Nov 02 13:49:46 2010 +0900
+++ b/game_scripts/scripts/entities/forestgod.lua	Sun Jan 30 01:24:31 2011 +0900
@@ -586,7 +586,7 @@
 		fadeOutMusic(4)
 		
 	elseif entity_isState(me, STATE_SINGNOTE) then
-		v.sungNote = math.random(7)
+		v.sungNote = math.random(8)-1
 		entity_sound(me, string.format("Note%d", v.sungNote), 500, entity_getStateTime(me))
 		v.noteQuad = createQuad(string.format("Song/NoteSymbol%d", v.sungNote), 6)
 		quad_alpha(v.noteQuad, 0)
--- a/game_scripts/scripts/entities/simon.lua	Tue Nov 02 13:49:46 2010 +0900
+++ b/game_scripts/scripts/entities/simon.lua	Sun Jan 30 01:24:31 2011 +0900
@@ -47,10 +47,9 @@
 
 v.idolWeight = 200
 
--- note: check this against creatorform5 when its done
 function generateSong()
 	for i=1, 10 do
-		v.song[i] = math.random(7)
+		v.song[i] = math.random(8)-1
     end
 end