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

This commit is contained in:
Maruno17
2021-05-09 16:48:47 +01:00
parent 326e2e7929
commit 05d3627015
21 changed files with 21 additions and 50 deletions

View File

@@ -322,10 +322,6 @@ module RPG
def update_tile_position(sprite, index)
return if !sprite || !sprite.bitmap || !sprite.visible
weather_type = @type
if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
weather_type = @target_type
end
sprite.x = (@ox + @tile_x + (index % @tiles_wide) * sprite.bitmap.width).round
sprite.y = (@oy + @tile_y + (index / @tiles_wide) * sprite.bitmap.height).round
sprite.x += @tiles_wide * sprite.bitmap.width if sprite.x - @ox < -sprite.bitmap.width

View File

@@ -485,7 +485,6 @@ def pbTrainerBattle(trainerID, trainerName, endSpeech=nil,
setBattleRule("double") if doubleBattle || $PokemonTemp.waitingTrainer
# Perform the battle
if $PokemonTemp.waitingTrainer
waitingTrainer = $PokemonTemp.waitingTrainer
decision = pbTrainerBattleCore($PokemonTemp.waitingTrainer,
[trainerID,trainerName,trainerPartyID,endSpeech]
)

View File

@@ -346,8 +346,7 @@ class Maze
end
end
def generateWallGrowthMaze(minWall = nil, maxWall = nil)
minWall = 0 if !minWall
def generateWallGrowthMaze(minWall = 0, maxWall = nil)
maxWall = cellWidth if !maxWall
nlist = buildNodeList()
return if nlist.length == 0