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https://github.com/infinitefusion/infinitefusion-e18.git
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Fixed event movement checks ignoring ledges if they're not on the top layer, fixed Sketch not working, fixed a couple of other minor bugs, Rubocop-suggested tweaks
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@@ -322,10 +322,6 @@ module RPG
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def update_tile_position(sprite, index)
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return if !sprite || !sprite.bitmap || !sprite.visible
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weather_type = @type
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if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
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weather_type = @target_type
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end
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sprite.x = (@ox + @tile_x + (index % @tiles_wide) * sprite.bitmap.width).round
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sprite.y = (@oy + @tile_y + (index / @tiles_wide) * sprite.bitmap.height).round
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sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox < -sprite.bitmap.width
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@@ -485,7 +485,6 @@ def pbTrainerBattle(trainerID, trainerName, endSpeech=nil,
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setBattleRule("double") if doubleBattle || $PokemonTemp.waitingTrainer
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# Perform the battle
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if $PokemonTemp.waitingTrainer
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waitingTrainer = $PokemonTemp.waitingTrainer
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decision = pbTrainerBattleCore($PokemonTemp.waitingTrainer,
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[trainerID,trainerName,trainerPartyID,endSpeech]
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)
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@@ -346,8 +346,7 @@ class Maze
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end
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end
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def generateWallGrowthMaze(minWall = nil, maxWall = nil)
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minWall = 0 if !minWall
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def generateWallGrowthMaze(minWall = 0, maxWall = nil)
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maxWall = cellWidth if !maxWall
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nlist = buildNodeList()
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return if nlist.length == 0
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