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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Misc tidying
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@@ -154,7 +154,7 @@ Style/SymbolArray:
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Style/WordArray:
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Style/WordArray:
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EnforcedStyle: brackets
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EnforcedStyle: brackets
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# Patentheses around the condition in a ternary operator helps to differentiate
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# Parentheses around the condition in a ternary operator helps to differentiate
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# it from the true/false results.
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# it from the true/false results.
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Style/TernaryParentheses:
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Style/TernaryParentheses:
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EnforcedStyle: require_parentheses
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EnforcedStyle: require_parentheses
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@@ -359,7 +359,7 @@ class CallbackWrapper
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def execute(given_block = nil, *args)
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def execute(given_block = nil, *args)
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execute_block = given_block || @code_block
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execute_block = given_block || @code_block
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@params.each do |key, value|
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@params.each do |key, value|
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args.instance_variable_set("@#{key.to_s}", value)
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args.instance_variable_set("@#{key}", value)
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end
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end
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args.instance_eval(&execute_block)
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args.instance_eval(&execute_block)
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end
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end
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@@ -474,7 +474,7 @@ class Game_Player < Game_Character
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if !@moved_last_frame || @stopped_last_frame # Started a new step
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if !@moved_last_frame || @stopped_last_frame # Started a new step
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if pbTerrainTag.ice
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if pbTerrainTag.ice
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set_movement_type(:ice_sliding)
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set_movement_type(:ice_sliding)
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else#if !@move_route_forcing
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else
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faster = can_run?
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faster = can_run?
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if $PokemonGlobal&.diving
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if $PokemonGlobal&.diving
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set_movement_type((faster) ? :diving_fast : :diving)
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set_movement_type((faster) ? :diving_fast : :diving)
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@@ -32,10 +32,10 @@ EventHandlers.add(:on_wild_pokemon_created, :level_depends_on_party,
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# Note that you can only modify a partner trainer's Pokémon, and not the trainer
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# Note that you can only modify a partner trainer's Pokémon, and not the trainer
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# themselves nor their items this way, as those are generated from scratch
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# themselves nor their items this way, as those are generated from scratch
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# before each battle.
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# before each battle.
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#EventHandlers.add(:on_trainer_load, :put_a_name_here,
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# EventHandlers.add(:on_trainer_load, :put_a_name_here,
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# proc { |trainer|
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# proc { |trainer|
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# if trainer # An NPCTrainer object containing party/items/lose text, etc.
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# if trainer # An NPCTrainer object containing party/items/lose text, etc.
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# YOUR CODE HERE
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# YOUR CODE HERE
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# end
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# end
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# }
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# }
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#)
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# )
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@@ -1,6 +1,16 @@
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# TODO: Add an information window with details of the person in a phone call.
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# TODO: Add an information window with details of the person in a phone call.
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# Make this work with common event calls (create and dispose the info
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# Make this work with common event calls (create and dispose the info
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# window in start_message and end_message).
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# window in start_message and end_message).
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# TODO: Look at the "ready to rematch" timers to see if they can be improved?
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# Should they be limited to one trainer becoming ready every ~5 minutes?
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# TODO: See if incoming phone calls can be made optional somehow. Maybe just
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# interrupt as normal with the start of the call and ask if the player
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# wants to answer? Wait for a couple of seconds before asking to make sure
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# the player doesn't accidentally skip/answer a call they didn't want to.
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# TODO: Add a Debug way of upgrading old phone script calls to new ones, or at
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# least to find events using old phone scripts for the dev to update.
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# TODO: More Debug control over contacts (changing their "time to rebattle",
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# unhiding hidden contacts, etc.) and the phone (time until next call).
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# TODO: Add calling a contact at a particular time forcing rematch readiness.
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# TODO: Add calling a contact at a particular time forcing rematch readiness.
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# Add trainer comments for this.
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# Add trainer comments for this.
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@@ -8,10 +18,6 @@
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# requiring the player to call them at their particular time of day/week.
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# requiring the player to call them at their particular time of day/week.
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# TODO: Be able to put the Phone on silent mode (prevent all phone calls from
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# TODO: Be able to put the Phone on silent mode (prevent all phone calls from
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# trainers, but allow scripted calls as normal).
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# trainers, but allow scripted calls as normal).
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# TODO: Better messages, more customisation of messages.
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# TODO: Add a Debug way of upgrading old phone script calls to new ones, or at
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# least to find events using old phone scripts for the dev to update.
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#===============================================================================
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#===============================================================================
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#
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#
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#===============================================================================
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#===============================================================================
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@@ -250,7 +256,7 @@ class Phone
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attr_accessor :trainer_type, :start_version, :versions_count, :version
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attr_accessor :trainer_type, :start_version, :versions_count, :version
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attr_accessor :time_to_ready, :rematch_flag, :variant_beaten
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attr_accessor :time_to_ready, :rematch_flag, :variant_beaten
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attr_accessor :common_event_id
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attr_accessor :common_event_id
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attr_accessor :visible
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attr_reader :visible
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# Map ID, event ID, trainer type, name, versions count = 1, start version = 0
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# Map ID, event ID, trainer type, name, versions count = 1, start version = 0
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# Map ID, name, common event ID
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# Map ID, name, common event ID
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@@ -506,7 +506,7 @@ module Compiler
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end
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end
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end
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end
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# Compile the trainer comments
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# Compile the trainer comments
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rewriteComments = true #false # You can change this
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rewriteComments = false # You can change this
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battles = []
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battles = []
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trtype = nil
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trtype = nil
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trname = nil
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trname = nil
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@@ -28,7 +28,7 @@ Body1 = My \TP is looking more and more like me. It's getting cuter!
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Body2 = And you know? Now we can KO \TE easily.\mI should challenge the Cedolan Gym.
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Body2 = And you know? Now we can KO \TE easily.\mI should challenge the Cedolan Gym.
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Body2 = And you know? We just failed to beat \TE by a tiny margin.\mI'm guessing my Pokémon's levels aren't high enough yet...
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Body2 = And you know? We just failed to beat \TE by a tiny margin.\mI'm guessing my Pokémon's levels aren't high enough yet...
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BattleRequest = You must be a lot better now, huh?\mHow about showing me your technique in a real battle with me?\mI'll be waiting on \TM.
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BattleRequest = You must be a lot better now, huh?\mHow about showing me your technique in a real battle with me?\mI'll be waiting on \TM.
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BattleReminder = Where are you? Let’s have our battle soon!\mI'll be waiting on \TM.
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BattleReminder = Where are you? Let's have our battle soon!\mI'll be waiting on \TM.
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End = See you later!
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End = See you later!
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#-------------------------------
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#-------------------------------
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[PICNICKER,Susie]
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[PICNICKER,Susie]
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@@ -41,8 +41,8 @@ IntroAfternoon = Hi, this is \TN! Good afternoon, \PN!
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IntroEvening = This is \TN! Good evening, \PN!
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IntroEvening = This is \TN! Good evening, \PN!
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IntroEvening = Hi, this is \TN! Good evening, \PN!
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IntroEvening = Hi, this is \TN! Good evening, \PN!
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Body1 = My \TP and I are getting more in sync with each other.
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Body1 = My \TP and I are getting more in sync with each other.
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Body2 = We battled a wild \TE and managed to beat it in a close match.\mWe’re getting into the groove!
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Body2 = We battled a wild \TE and managed to beat it in a close match.\mWe're getting into the groove!
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Body2 = But, you know what? I still haven’t caught \TE.\mIt’s getting beyond frustrating...
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Body2 = But, you know what? I still haven't caught \TE.\mIt's getting beyond frustrating...
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BattleRequest = Would you be my practice partner again sometime?\mI'll be waiting on \TM...\mCould you take it a little easier on me next time?
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BattleRequest = Would you be my practice partner again sometime?\mI'll be waiting on \TM...\mCould you take it a little easier on me next time?
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BattleReminder = How soon can I expect to see you?\mDon't forget, \TM!
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BattleReminder = How soon can I expect to see you?\mDon't forget, \TM!
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End = Bye! Let’s chat again!
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End = Bye! Let's chat again!
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