Remapped JumpUp/JumpDown controls, replaced and/or/not, fixed typo in previous commit

This commit is contained in:
Maruno17
2021-04-25 16:38:47 +01:00
parent a42b66db68
commit 484813c592
22 changed files with 137 additions and 139 deletions

View File

@@ -678,7 +678,7 @@ class Window_InputNumberPokemon < SpriteWindow_Base
digits=@digits_max+(@sign ? 1 : 0)
refresh if @frame%15==0
if self.active
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
pbPlayCursorSE()
if @index==0 && @sign
@negative=!@negative
@@ -843,10 +843,10 @@ class SpriteWindow_Selectable < SpriteWindow_Base
def update
super
if self.active and @item_max > 0 and @index >= 0 and !@ignore_input
if self.active && @item_max > 0 && @index >= 0 && !@ignore_input
if Input.repeat?(Input::UP)
if @index >= @column_max or
(Input.trigger?(Input::UP) && (@item_max%@column_max)==0)
if @index >= @column_max ||
(Input.trigger?(Input::UP) && (@item_max % @column_max)==0)
oldindex = @index
@index = (@index - @column_max + @item_max) % @item_max
if @index!=oldindex
@@ -855,8 +855,8 @@ class SpriteWindow_Selectable < SpriteWindow_Base
end
end
elsif Input.repeat?(Input::DOWN)
if @index < @item_max - @column_max or
(Input.trigger?(Input::DOWN) && (@item_max%@column_max)==0)
if @index < @item_max - @column_max ||
(Input.trigger?(Input::DOWN) && (@item_max % @column_max)==0)
oldindex = @index
@index = (@index + @column_max) % @item_max
if @index!=oldindex
@@ -865,7 +865,7 @@ class SpriteWindow_Selectable < SpriteWindow_Base
end
end
elsif Input.repeat?(Input::LEFT)
if @column_max >= 2 and @index > 0
if @column_max >= 2 && @index > 0
oldindex = @index
@index -= 1
if @index!=oldindex
@@ -874,7 +874,7 @@ class SpriteWindow_Selectable < SpriteWindow_Base
end
end
elsif Input.repeat?(Input::RIGHT)
if @column_max >= 2 and @index < @item_max - 1
if @column_max >= 2 && @index < @item_max - 1
oldindex = @index
@index += 1
if @index!=oldindex

View File

@@ -43,7 +43,7 @@ class Scene_Battle
$game_map.screen.update
end
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
if $game_system.timer_working && $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end