mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-22 14:26:01 +00:00
Consolidated code for the player interacting in the overworld, fixed bad splash screen animations, added ShowQuantity property to items.txt, fixed Quick Draw and Aroma Veil, fixed text alignment in long list of regional Dexes in Pokédex, added better error message in load screen if player's charset is missing
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@@ -125,7 +125,7 @@ class Scene_Map
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updateMaps
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$game_system.update
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$game_screen.update
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break unless $game_temp.player_transferring
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break if !$game_temp.player_transferring
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transfer_player(false)
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break if $game_temp.transition_processing
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end
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@@ -169,7 +169,7 @@ class Scene_Map
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updateMaps
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$game_system.update
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$game_screen.update
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break unless $game_temp.player_transferring
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break if !$game_temp.player_transferring
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transfer_player(false)
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break if $game_temp.transition_processing
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end
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@@ -192,7 +192,7 @@ class Scene_Map
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if Input.trigger?(Input::USE)
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$game_temp.interact_calling = true
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elsif Input.trigger?(Input::ACTION)
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unless $game_system.menu_disabled || $game_player.moving?
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if !$game_system.menu_disabled && !$game_player.moving?
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$game_temp.menu_calling = true
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$game_temp.menu_beep = true
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end
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@@ -202,7 +202,7 @@ class Scene_Map
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$game_temp.debug_calling = true if $DEBUG
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end
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end
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unless $game_player.moving?
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if !$game_player.moving?
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if $game_temp.menu_calling
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call_menu
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elsif $game_temp.debug_calling
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@@ -213,8 +213,18 @@ class Scene_Map
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pbUseKeyItem
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elsif $game_temp.interact_calling
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$game_temp.interact_calling = false
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$game_player.straighten
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EventHandlers.trigger(:on_player_interact)
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triggered = false
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# Try to trigger an event the player is standing on, and one in front of
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# the player
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if !$game_temp.in_mini_update
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triggered ||= $game_player.check_event_trigger_here([0])
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triggered ||= $game_player.check_event_trigger_there([0, 2]) if !triggered
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end
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# Try to trigger an interaction with a tile
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if !triggered
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$game_player.straighten
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EventHandlers.trigger(:on_player_interact)
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end
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end
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end
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end
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@@ -84,7 +84,6 @@ class Interpreter
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def update
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@loop_count = 0
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loop do
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# TODO: Possibly not needed?
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@loop_count += 1
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if @loop_count > 100 # Call Graphics.update for freeze prevention
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Graphics.update
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