mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Minor tidying and updating
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@@ -1,18 +1,3 @@
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# Needed because RGSS doesn't call at_exit procs on exit
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# Exit is not called when game is reset (using F12)
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$AtExitProcs = [] if !$AtExitProcs
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def exit(code = 0)
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$AtExitProcs.each do |p|
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p.call
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end
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raise SystemExit.new(code)
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end
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def at_exit(&block)
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$AtExitProcs.push(Proc.new(&block))
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end
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#===============================================================================
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# Methods that determine the duration of an audio file.
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#===============================================================================
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@@ -1,14 +1,14 @@
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# Pokémon Essentials
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Based on Essentials v20.1.
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Based on Essentials v21.
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You can build your fangame on top of a fork of this repository. Doing so will let you update your fangame with improvements made to this repo as soon as they are made.
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## Usage
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1. Fork this repo.
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2. Get a copy of Essentials v20.1 (a download link cannot be provided here).
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3. Clone your forked repo into the Essentials v20.1 folder, replacing the existing files with the ones from the repo.
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2. Get a copy of Essentials v21 (a download link cannot be provided here).
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3. Clone your forked repo into the Essentials v21 folder, replacing the existing files with the ones from the repo.
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From here, you can edit this project to turn it into your fangame/develop mods. When this repo is updated, you can pull the changes to update your fork and get the updates into your fangame/modding environment.
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@@ -37,5 +37,6 @@ The .gitignore file lists the files that will not be included in this repo. Thes
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* Everything in the Data/ folder, except for:
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* The Data/Scripts/ folder and everything in there.
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* Scripts.rxdata (a special version that just loads the individual script files).
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* messages_core.dat, which contains common messages and is useful for translation projects.
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* A few files in the main project folder (two of the Game.xxx files, and the RGSS dll file).
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* Temporary files.
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10
mkxp.json
10
mkxp.json
@@ -145,15 +145,15 @@
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//
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"vsync": true,
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// The game's frame rate.
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//
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"fixedFramerate": 61,
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// Use a fixed framerate that is approx. equal to the native screen refresh
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// rate. This is different from "fixedFramerate" because the actual frame
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// rate is reported back to the game, ensuring correct timers. If the screen
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// refresh rate cannot be determined, this option is force-disabled. This
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// option may be force-disabled at build time.
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//
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// "syncToRefreshrate": false,
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"syncToRefreshrate": true,
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// The game's frame rate, if "syncToRefreshrate" is false.
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//
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// "fixedFramerate": 60,
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}
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