I have a suggestion regarding the Lib_Music part:
When a player is in a fight, it feels (in my opinion) better if there aren't longer pauses between the background music pieces if there is a special radio channel for fighting.
So if one is fighting, immediately after one song from the radio playlist stops, the next one should start to play, without some random amount of musical silence in between.
For this to work, the following changes in
Lib_Music.js
would be necessary (
here you can download the Library OXP with these changes):
--------------------------------------------------------------
In the function
_doPlay
this:
Code: Select all
if(found) this._resetTimer(d.dur + this._aid.randXY(13,22););
needs to be replaced with this:
Code: Select all
if(found){
var randomAddition = this._aid.randXY(13,22);
if(d.radio === "fight") randomAddition = 0;
this._resetTimer(d.dur + randomAddition);
}
--------------------------------------------------------------
In the function
_performMedia
this:
Code: Select all
if(!ent && d.radio==="fight" && player.alertHostiles && hand!=="killed") return 0;
needs to be replaced with this:
Code: Select all
if(!ent && d.radio==="fight" && (hand!=="alert" || spec!=="red") && player.alertHostiles && hand!=="killed") return 0;
--------------------------------------------------------------
In the function
alertConditionChanged
this:
Code: Select all
if(c>=d.lockAlert){
d.kick = 1;
d.lockAlert = c+this._performMedia("alert","red");
}
if(this.$media.radio.fight){
d.radio = "fight";
if(!this.$mediaTimer || !this.$media.alert.red.length) this._resetTimer(0);
}
needs to be replaced with this:
Code: Select all
if(this.$media.radio.fight)
d.radio = "fight";
if(c>=d.lockAlert){
d.kick = 1;
d.lockAlert = c+this._performMedia("alert","red");
}
if(this.$media.radio.fight)
if(!this.$mediaTimer || !this.$media.alert.red.length) this._resetTimer(0);
--------------------------------------------------------------
For example, for the
Dangerous Background Music OXP these changes make a big difference.