Fixed error in Powder's backfire message, fixed move disruption affecting recharge moves when it shouldn't, fixed error when Shell Side Arm has no targets, fixed AI not unregistering Mega Evolution if it won't do so after all

This commit is contained in:
Maruno17
2023-06-19 23:55:49 +01:00
parent 539bc0fb50
commit 17e8be9dca
8 changed files with 70 additions and 54 deletions

View File

@@ -271,7 +271,6 @@ module RPG
def update_sprite_position(sprite, index, is_new_sprite = false)
return if !sprite || !sprite.bitmap || !sprite.visible
# TODO: FPS.
delta_t = Graphics.delta
lifetimes = (is_new_sprite) ? @new_sprite_lifetimes : @sprite_lifetimes
if lifetimes[index] >= 0
@@ -287,7 +286,6 @@ module RPG
if @weatherTypes[weather_type][0].category == :Rain && index.odd? # Splash
sprite.opacity = (lifetimes[index] < 0.2) ? 255 : 0 # 0.2 seconds
else
# TODO: FPS.
dist_x = @weatherTypes[weather_type][0].particle_delta_x * delta_t
dist_y = @weatherTypes[weather_type][0].particle_delta_y * delta_t
sprite.x += dist_x
@@ -301,7 +299,6 @@ module RPG
sprite.x += Graphics.width if sprite.x - @ox < -sprite.width
sprite.y -= Graphics.height if sprite.y - @oy > Graphics.height
sprite.y += Graphics.height if sprite.y - @oy < -sprite.height
# TODO: FPS.
sprite.opacity += @weatherTypes[weather_type][0].particle_delta_opacity * delta_t
x = sprite.x - @ox
y = sprite.y - @oy
@@ -313,13 +310,11 @@ module RPG
end
def recalculate_tile_positions
# TODO: FPS.
delta_t = Graphics.delta
weather_type = @type
if @fading && @fade_time >= [FADE_OLD_TONE_END - @time_shift, 0].max
weather_type = @target_type
end
# TODO: FPS.
@tile_x += @weatherTypes[weather_type][0].tile_delta_x * delta_t
@tile_y += @weatherTypes[weather_type][0].tile_delta_y * delta_t
while @tile_x < @ox - @weatherTypes[weather_type][2][0].width
@@ -416,7 +411,6 @@ module RPG
@sun_magnitude = weather_max if @sun_magnitude != weather_max && @sun_magnitude != -weather_max
@sun_magnitude *= -1 if (@sun_magnitude > 0 && @sun_strength > @sun_magnitude) ||
(@sun_magnitude < 0 && @sun_strength < 0)
# TODO: FPS.
@sun_strength += @sun_magnitude.to_f * Graphics.delta / 0.4 # 0.4 seconds per half flash
tone_red += @sun_strength
tone_green += @sun_strength
@@ -430,7 +424,6 @@ module RPG
def update_fading
return if !@fading
old_fade_time = @fade_time
# TODO: FPS.
@fade_time += Graphics.delta
# Change tile bitmaps
if @type != @target_type
@@ -489,7 +482,6 @@ module RPG
update_screen_tone
# Storm flashes
if @type == :Storm && !@fading
# TODO: FPS.
if @time_until_flash > 0
@time_until_flash -= Graphics.delta
if @time_until_flash <= 0