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https://github.com/infinitefusion/infinitefusion-e18.git
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Lots of rubocop
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@@ -40,9 +40,7 @@ class Game_Screen
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def start_tone_change(tone, duration)
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@tone_target = tone.clone
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@tone_duration = duration
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if @tone_duration == 0
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@tone = @tone_target.clone
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end
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@tone = @tone_target.clone if @tone_duration == 0
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end
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def start_flash(color, duration)
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@@ -103,9 +103,7 @@ class Game_Picture
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def start_tone_change(tone, duration)
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@tone_target = tone.clone
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@tone_duration = duration
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if @tone_duration == 0
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@tone = @tone_target.clone
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end
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@tone = @tone_target.clone if @tone_duration == 0
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end
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# Erase Picture
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@@ -371,17 +371,13 @@ class Game_Map
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def start_fog_tone_change(tone, duration)
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@fog_tone_target = tone.clone
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@fog_tone_duration = duration
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if @fog_tone_duration == 0
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@fog_tone = @fog_tone_target.clone
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end
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@fog_tone = @fog_tone_target.clone if @fog_tone_duration == 0
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end
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def start_fog_opacity_change(opacity, duration)
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@fog_opacity_target = opacity.to_f
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@fog_opacity_duration = duration
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if @fog_opacity_duration == 0
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@fog_opacity = @fog_opacity_target
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end
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@fog_opacity = @fog_opacity_target if @fog_opacity_duration == 0
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end
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def set_tile(x, y, layer, id = 0)
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@@ -5,69 +5,68 @@
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# Version 1.02
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# 2005-12-18
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#===============================================================================
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=begin
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This script supplements the built-in "Scroll Map" event command with the
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aim of simplifying cutscenes (and map scrolling in general). Whereas the
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normal event command requires a direction and number of tiles to scroll,
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Map Autoscroll scrolls the map to center on the tile whose x and y
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coordinates are given.
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FEATURES
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- automatic map scrolling to given x,y coordinate (or player)
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- destination is fixed, so it's possible to scroll to same place even if
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origin is variable (e.g. moving NPC)
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- variable speed (just like "Scroll Map" event command)
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- diagonal scrolling supported
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SETUP
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Instead of a "Scroll Map" event command, use the "Call Script" command
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and enter on the following on the first line:
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autoscroll(x,y)
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(replacing "x" and "y" with the x and y coordinates of the tile to scroll to)
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To specify a scroll speed other than the default (4), use:
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autoscroll(x,y,speed)
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(now also replacing "speed" with the scroll speed from 1-6)
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Diagonal scrolling happens automatically when the destination is diagonal
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relative to the starting point (i.e., not directly up, down, left or right).
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To scroll to the player, instead use the following:
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autoscroll_player(speed)
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Note: because of how the interpreter and the "Call Script" event command
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are setup, the call to autoscroll(...) can only be on the first line of
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the "Call Script" event command (and not flowing down to subsequent lines).
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For example, the following call may not work as expected:
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autoscroll($game_variables[1],
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$game_variables[2])
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(since the long argument names require dropping down to a second line)
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A work-around is to setup new variables with shorter names in a preceding
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(separate) "Call Script" event command:
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@x = $game_variables[1]
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@y = $game_variables[2]
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and then use those as arguments:
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autoscroll(@x,@y)
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The renaming must be in a separate "Call Script" because otherwise
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the call to autoscroll(...) isn't on the first line.
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Originally requested by militantmilo80:
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http://www.rmxp.net/forums/index.php?showtopic=29519
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=end
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#
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# This script supplements the built-in "Scroll Map" event command with the
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# aim of simplifying cutscenes (and map scrolling in general). Whereas the
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# normal event command requires a direction and number of tiles to scroll,
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# Map Autoscroll scrolls the map to center on the tile whose x and y
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# coordinates are given.
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#
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# FEATURES
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# - automatic map scrolling to given x,y coordinate (or player)
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# - destination is fixed, so it's possible to scroll to same place even if
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# origin is variable (e.g. moving NPC)
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# - variable speed (just like "Scroll Map" event command)
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# - diagonal scrolling supported
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#
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# SETUP
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# Instead of a "Scroll Map" event command, use the "Call Script" command
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# and enter on the following on the first line:
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#
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# autoscroll(x,y)
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#
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# (replacing "x" and "y" with the x and y coordinates of the tile to scroll to)
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#
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# To specify a scroll speed other than the default (4), use:
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#
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# autoscroll(x,y,speed)
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#
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# (now also replacing "speed" with the scroll speed from 1-6)
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#
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# Diagonal scrolling happens automatically when the destination is diagonal
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# relative to the starting point (i.e., not directly up, down, left or right).
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#
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# To scroll to the player, instead use the following:
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#
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# autoscroll_player(speed)
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#
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# Note: because of how the interpreter and the "Call Script" event command
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# are setup, the call to autoscroll(...) can only be on the first line of
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# the "Call Script" event command (and not flowing down to subsequent lines).
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#
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# For example, the following call may not work as expected:
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#
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# autoscroll($game_variables[1],
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# $game_variables[2])
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#
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# (since the long argument names require dropping down to a second line)
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# A work-around is to setup new variables with shorter names in a preceding
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# (separate) "Call Script" event command:
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#
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# @x = $game_variables[1]
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# @y = $game_variables[2]
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#
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# and then use those as arguments:
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#
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# autoscroll(@x,@y)
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#
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# The renaming must be in a separate "Call Script" because otherwise
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# the call to autoscroll(...) isn't on the first line.
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#
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# Originally requested by militantmilo80:
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# http://www.rmxp.net/forums/index.php?showtopic=29519
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#
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#===============================================================================
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#===============================================================================
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#
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@@ -433,9 +433,9 @@ module MapFactoryHelper
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end
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def self.mapsConnected?(id1, id2)
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MapFactoryHelper.eachConnectionForMap(id1) { |conn|
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MapFactoryHelper.eachConnectionForMap(id1) do |conn|
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return true if conn[0] == id2 || conn[3] == id2
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}
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end
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return false
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end
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@@ -237,9 +237,7 @@ class Game_Event < Game_Character
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@trigger = @page.trigger
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@list = @page.list
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@interpreter = nil
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if @trigger == 4 # Parallel Process
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@interpreter = Interpreter.new
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end
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@interpreter = Interpreter.new if @trigger == 4 # Parallel Process
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check_event_trigger_auto
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end
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@@ -262,18 +260,14 @@ class Game_Event < Game_Character
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@moveto_happened = false
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last_moving = moving?
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super
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if !moving? && last_moving
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$game_player.pbCheckEventTriggerFromDistance([2])
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end
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$game_player.pbCheckEventTriggerFromDistance([2]) if !moving? && last_moving
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if @need_refresh
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@need_refresh = false
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refresh
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end
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check_event_trigger_auto
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if @interpreter
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unless @interpreter.running?
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@interpreter.setup(@list, @event.id, @map_id)
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end
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@interpreter.setup(@list, @event.id, @map_id) if !@interpreter.running?
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@interpreter.update
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end
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end
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@@ -40,9 +40,7 @@ class Game_CommonEvent
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def refresh
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# Create an interpreter for parallel process if necessary
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if self.trigger == 2 && switchIsOn?(self.switch_id)
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if @interpreter.nil?
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@interpreter = Interpreter.new
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end
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@interpreter = Interpreter.new if @interpreter.nil?
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else
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@interpreter = nil
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end
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@@ -27,7 +27,7 @@ class Game_Follower < Game_Event
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end
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def move_through(direction)
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old_through = @through
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@@ -105,7 +105,7 @@ class Game_Follower < Game_Event
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end
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def turn_towards_leader(leader)
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pbTurnTowardEvent(self, leader)
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@@ -146,7 +146,7 @@ class Game_Follower < Game_Event
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end
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def update_move
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was_jumping = jumping?
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@@ -157,7 +157,7 @@ class Game_Follower < Game_Event
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end
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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private
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@@ -84,7 +84,7 @@ class Game_FollowerFactory
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@last_update = -1
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def add_follower(event, name = nil, common_event_id = nil)
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return if !event
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@@ -150,7 +150,7 @@ class Game_FollowerFactory
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$PokemonGlobal.followers.each_with_index { |follower, i| yield @events[i], follower }
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def turn_followers
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leader = $game_player
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@@ -208,11 +208,11 @@ class Game_FollowerFactory
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vector = $map_factory.getRelativePos(event.map.map_id, event.x, event.y,
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leader[0], leader[1], leader[2])
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if vector[0] != 0
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move_route.prepend((vector[0] > 0) ? PBMoveRoute::Right : PBMoveRoute::Left)
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move_route.prepend((vector[0] > 0) ? PBMoveRoute::RIGHT : PBMoveRoute::LEFT)
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elsif vector[1] != 0
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move_route.prepend((vector[1] > 0) ? PBMoveRoute::Down : PBMoveRoute::Up)
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move_route.prepend((vector[1] > 0) ? PBMoveRoute::DOWN : PBMoveRoute::UP)
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end
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pbMoveRoute(event, move_route + [PBMoveRoute::Opacity, 0])
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pbMoveRoute(event, move_route + [PBMoveRoute::OPACITY, 0])
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end
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end
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@@ -237,7 +237,7 @@ class Game_FollowerFactory
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end
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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def update
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followers = $PokemonGlobal.followers
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@@ -286,7 +286,7 @@ class Game_FollowerFactory
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end
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end
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#=============================================================================
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#-----------------------------------------------------------------------------
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private
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