CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983

This commit is contained in:
bryanthaboi
2026-08-13 13:07:20 -04:00
parent 833388c235
commit 37051a26b5
43 changed files with 752 additions and 135 deletions
+3 -3
View File
@@ -203,13 +203,13 @@ do
eq(tb.waitFrames, 60, "for the 60 frames AnimationBlinkEnemyMon takes")
end
-- the OPTIONS animation toggle still gates the whole thing; the sound does not
-- engine/battle/animations.asm PlayApplyingAttackAnimation
do
local tb = freshBattle()
Game.save.options.animations = false
tb:applyHitFx({ animType = 5, sfx = "Damage" })
eq(tb.fx.shakeProg, nil, "animations off arms no shake")
eq(tb.fx.blink, nil, "and no blink")
check(tb.fx.shakeProg ~= nil, "animations off keeps the hit shake")
eq(tb.fx.blink, nil, "type 5 remains a shake, not a blink")
Game.save.options.animations = true
end