fellowship-of-the-roms / CrystalShireEngine

Enhanced engine for Pokemon Crystal romhacking
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NPC rotate tied to running #17

Open BreakPoints opened 9 months ago

BreakPoints commented 9 months ago

NPCs that turn around on the spot spin faster and more erratically when the player is running. Walking and standing do not have an effect.

Observed on Analogue Pocket

vulcandth commented 9 months ago

Technically this is not a bug; see https://github.com/fellowship-of-the-roms/CrystalShireEngine/commit/f1cdcb2adb422656247c9a012a7d8bbeeac27b7a

Running makes it easier to get past spinning trainers, so this commit makes it so you have to "sneak" (walk) past them.

This will probably stay in the Gen3+ branches at least.. I haven't decided whether to remove it from the core branch.

BreakPoints commented 9 months ago

Ah right, that makes sense as the running boots aren't OG either.

Is this something also applied to the bike? I can't easily tell due to the speed but there should be consistency ether way you decide to go.

vulcandth commented 9 months ago

Hmm... good point... I'll have to look into the bike part.. I don't think its currently applied to the bike.

BreakPoints commented 9 months ago

I could close the issue as the title is intended behaviour however I have spotted a quirk of the implementation. NPCs that spin 360° while looking to battle will skip directions and seem erratic while running rather than just sped up.

vulcandth commented 7 months ago

I'm going to leave this open as a reminder to eventually work on a "smoother" option for this.