Deleted rubyscreen.dll, eradicated semicolons from when... statements, compiling is now before setting up the system, appeased vocal dissenters

This commit is contained in:
Maruno17
2020-11-26 21:10:45 +00:00
parent 017cdb8d0f
commit eb22e49d9b
73 changed files with 905 additions and 817 deletions

View File

@@ -309,9 +309,9 @@ class Game_Character
#=============================================================================
def move_type_random
case rand(6)
when 0..3; move_random
when 4; move_forward
when 5; @stop_count = 0
when 0..3 then move_random
when 4 then move_forward
when 5 then @stop_count = 0
end
end
@@ -323,9 +323,9 @@ class Game_Character
return
end
case rand(6)
when 0..3; move_toward_player
when 4; move_random
when 5; move_forward
when 0..3 then move_toward_player
when 4 then move_random
when 5 then move_forward
end
end
@@ -349,20 +349,20 @@ class Game_Character
end
if command.code <= 14
case command.code
when 1; move_down
when 2; move_left
when 3; move_right
when 4; move_up
when 5; move_lower_left
when 6; move_lower_right
when 7; move_upper_left
when 8; move_upper_right
when 9; move_random
when 10; move_toward_player
when 11; move_away_from_player
when 12; move_forward
when 13; move_backward
when 14; jump(command.parameters[0], command.parameters[1])
when 1 then move_down
when 2 then move_left
when 3 then move_right
when 4 then move_up
when 5 then move_lower_left
when 6 then move_lower_right
when 7 then move_upper_left
when 8 then move_upper_right
when 9 then move_random
when 10 then move_toward_player
when 11 then move_away_from_player
when 12 then move_forward
when 13 then move_backward
when 14 then jump(command.parameters[0], command.parameters[1])
end
@move_route_index += 1 if @move_route.skippable or moving? or jumping?
return
@@ -374,17 +374,17 @@ class Game_Character
end
if command.code >= 16 and command.code <= 26
case command.code
when 16; turn_down
when 17; turn_left
when 18; turn_right
when 19; turn_up
when 20; turn_right_90
when 21; turn_left_90
when 22; turn_180
when 23; turn_right_or_left_90
when 24; turn_random
when 25; turn_toward_player
when 26; turn_away_from_player
when 16 then turn_down
when 17 then turn_left
when 18 then turn_right
when 19 then turn_up
when 20 then turn_right_90
when 21 then turn_left_90
when 22 then turn_180
when 23 then turn_right_or_left_90
when 24 then turn_random
when 25 then turn_toward_player
when 26 then turn_away_from_player
end
@move_route_index += 1
return
@@ -397,18 +397,18 @@ class Game_Character
when 28
$game_switches[command.parameters[0]] = false
self.map.need_refresh = true
when 29; self.move_speed = command.parameters[0]
when 30; self.move_frequency = command.parameters[0]
when 31; @walk_anime = true
when 32; @walk_anime = false
when 33; @step_anime = true
when 34; @step_anime = false
when 35; @direction_fix = true
when 36; @direction_fix = false
when 37; @through = true
when 38; @through = false
when 39; @always_on_top = true
when 40; @always_on_top = false
when 29 then self.move_speed = command.parameters[0]
when 30 then self.move_frequency = command.parameters[0]
when 31 then @walk_anime = true
when 32 then @walk_anime = false
when 33 then @step_anime = true
when 34 then @step_anime = false
when 35 then @direction_fix = true
when 36 then @direction_fix = false
when 37 then @through = true
when 38 then @through = false
when 39 then @always_on_top = true
when 40 then @always_on_top = false
when 41
@tile_id = 0
@character_name = command.parameters[0]
@@ -422,10 +422,10 @@ class Game_Character
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42; @opacity = command.parameters[0]
when 43; @blend_type = command.parameters[0]
when 44; pbSEPlay(command.parameters[0])
when 45; eval(command.parameters[0])
when 42 then @opacity = command.parameters[0]
when 43 then @blend_type = command.parameters[0]
when 44 then pbSEPlay(command.parameters[0])
when 45 then eval(command.parameters[0])
end
@move_route_index += 1
end
@@ -512,28 +512,28 @@ class Game_Character
def moveLeft90 # anticlockwise
case self.direction
when 2; move_right # down
when 4; move_down # left
when 6; move_up # right
when 8; move_left # up
when 2 then move_right # down
when 4 then move_down # left
when 6 then move_up # right
when 8 then move_left # up
end
end
def moveRight90 # clockwise
case self.direction
when 2; move_left # down
when 4; move_up # left
when 6; move_down # right
when 8; move_right # up
when 2 then move_left # down
when 4 then move_up # left
when 6 then move_down # right
when 8 then move_right # up
end
end
def move_random
case rand(4)
when 0; move_down(false)
when 1; move_left(false)
when 2; move_right(false)
when 3; move_up(false)
when 0 then move_down(false)
when 1 then move_left(false)
when 2 then move_right(false)
when 3 then move_up(false)
end
end
@@ -553,10 +553,10 @@ class Game_Character
end
return if dirs.length==0
case dirs[rand(dirs.length)]
when 0; move_down(false)
when 1; move_left(false)
when 2; move_right(false)
when 3; move_up(false)
when 0 then move_down(false)
when 1 then move_left(false)
when 2 then move_right(false)
when 3 then move_up(false)
end
end
@@ -614,10 +614,10 @@ class Game_Character
def move_forward
case @direction
when 2; move_down(false)
when 4; move_left(false)
when 6; move_right(false)
when 8; move_up(false)
when 2 then move_down(false)
when 4 then move_left(false)
when 6 then move_right(false)
when 8 then move_up(false)
end
end
@@ -625,10 +625,10 @@ class Game_Character
last_direction_fix = @direction_fix
@direction_fix = true
case @direction
when 2; move_up(false)
when 4; move_right(false)
when 6; move_left(false)
when 8; move_down(false)
when 2 then move_up(false)
when 4 then move_right(false)
when 6 then move_left(false)
when 8 then move_down(false)
end
@direction_fix = last_direction_fix
end
@@ -666,19 +666,19 @@ class Game_Character
def jumpForward
case self.direction
when 2; jump(0,1) # down
when 4; jump(-1,0) # left
when 6; jump(1,0) # right
when 8; jump(0,-1) # up
when 2 then jump(0,1) # down
when 4 then jump(-1,0) # left
when 6 then jump(1,0) # right
when 8 then jump(0,-1) # up
end
end
def jumpBackward
case self.direction
when 2; jump(0,-1) # down
when 4; jump(1,0) # left
when 6; jump(-1,0) # right
when 8; jump(0,1) # up
when 2 then jump(0,-1) # down
when 4 then jump(1,0) # left
when 6 then jump(-1,0) # right
when 8 then jump(0,1) # up
end
end
@@ -697,28 +697,28 @@ class Game_Character
def turn_right_90
case @direction
when 2; turn_left
when 4; turn_up
when 6; turn_down
when 8; turn_right
when 2 then turn_left
when 4 then turn_up
when 6 then turn_down
when 8 then turn_right
end
end
def turn_left_90
case @direction
when 2; turn_right
when 4; turn_down
when 6; turn_up
when 8; turn_left
when 2 then turn_right
when 4 then turn_down
when 6 then turn_up
when 8 then turn_left
end
end
def turn_180
case @direction
when 2; turn_up
when 4; turn_right
when 6; turn_left
when 8; turn_down
when 2 then turn_up
when 4 then turn_right
when 6 then turn_left
when 8 then turn_down
end
end
@@ -728,10 +728,10 @@ class Game_Character
def turn_random
case rand(4)
when 0; turn_up
when 1; turn_right
when 2; turn_left
when 3; turn_down
when 0 then turn_up
when 1 then turn_right
when 2 then turn_left
when 3 then turn_down
end
end
@@ -793,9 +793,9 @@ class Game_Character
# 6 => @stop_count > 0 # 0 seconds
if @stop_count >= self.move_frequency_real
case @move_type
when 1; move_type_random
when 2; move_type_toward_player
when 3; move_type_custom
when 1 then move_type_random
when 2 then move_type_toward_player
when 3 then move_type_custom
end
end
end

View File

@@ -351,17 +351,17 @@ class Game_Player < Game_Character
if @moved_last_frame ||
(dir > 0 && dir == @lastdir && Graphics.frame_count - @lastdirframe > Graphics.frame_rate / 20)
case dir
when 2; move_down
when 4; move_left
when 6; move_right
when 8; move_up
when 2 then move_down
when 4 then move_left
when 6 then move_right
when 8 then move_up
end
elsif dir != @lastdir
case dir
when 2; turn_down
when 4; turn_left
when 6; turn_right
when 8; turn_up
when 2 then turn_down
when 4 then turn_left
when 6 then turn_right
when 8 then turn_up
end
end
end

View File

@@ -3,10 +3,10 @@ class Game_Player < Game_Character
def fullPattern
case self.direction
when 2; return self.pattern
when 4; return 4+self.pattern
when 6; return 8+self.pattern
when 8; return 12+self.pattern
when 2 then return self.pattern
when 4 then return self.pattern + 4
when 6 then return self.pattern + 8
when 8 then return self.pattern + 12
end
return 0
end

View File

@@ -161,14 +161,26 @@ class Game_Map
# All other events
newx = x; newy = y
case d
when 1; newx -= 1; newy += 1
when 2; newy += 1
when 3; newx += 1; newy += 1
when 4; newx -= 1
when 6; newx += 1
when 7; newx -= 1; newy -= 1
when 8; newy -= 1
when 9; newx += 1; newy -= 1
when 1
newx -= 1
newy += 1
when 2
newy += 1
when 3
newx += 1
newy += 1
when 4
newx -= 1
when 6
newx += 1
when 7
newx -= 1
newy -= 1
when 8
newy -= 1
when 9
newx += 1
newy -= 1
end
return false if !valid?(newx, newy)
for i in [2, 1, 0]
@@ -403,10 +415,10 @@ class Game_Map
distance = (1<<@scroll_speed)*40.0/Graphics.frame_rate
distance = @scroll_rest if distance>@scroll_rest
case @scroll_direction
when 2; scroll_down(distance)
when 4; scroll_left(distance)
when 6; scroll_right(distance)
when 8; scroll_up(distance)
when 2 then scroll_down(distance)
when 4 then scroll_left(distance)
when 6 then scroll_right(distance)
when 8 then scroll_up(distance)
end
@scroll_rest -= distance
end

View File

@@ -178,14 +178,14 @@ class Game_Map
distance = @scroll_rest if distance>@scroll_rest
# Execute scrolling
case @scroll_direction
when 1; scroll_downleft(distance)
when 2; scroll_down(distance)
when 3; scroll_downright(distance)
when 4; scroll_left(distance)
when 6; scroll_right(distance)
when 7; scroll_upleft(distance)
when 8; scroll_up(distance)
when 9; scroll_upright(distance)
when 1 then scroll_downleft(distance)
when 2 then scroll_down(distance)
when 3 then scroll_downright(distance)
when 4 then scroll_left(distance)
when 6 then scroll_right(distance)
when 7 then scroll_upleft(distance)
when 8 then scroll_up(distance)
when 9 then scroll_upright(distance)
end
# Subtract distance scrolled
@scroll_rest -= distance

View File

@@ -294,15 +294,28 @@ class PokemonMapFactory
def getFacingTileFromPos(mapID,x,y,direction=0,steps=1)
id = mapID
case direction
when 1; x -= steps; y += steps
when 2; y += steps
when 3; x += steps; y += steps
when 4; x -= steps
when 6; x += steps
when 7; x -= steps; y -= steps
when 8; y -= steps
when 9; x += steps; y -= steps
else; return [id,x,y]
when 1
x -= steps
y += steps
when 2
y += steps
when 3
x += steps
y += steps
when 4
x -= steps
when 6
x += steps
when 7
x -= steps
y -= steps
when 8
y -= steps
when 9
x += steps
y -= steps
else
return [id,x,y]
end
return getRealTilePos(mapID,x,y)
end
@@ -333,14 +346,26 @@ class PokemonMapFactory
def getFacingCoords(x,y,direction=0,steps=1)
case direction
when 1; x -= steps; y += steps
when 2; y += steps
when 3; x += steps; y += steps
when 4; x -= steps
when 6; x += steps
when 7; x -= steps; y -= steps
when 8; y -= steps
when 9; x += steps; y -= steps
when 1
x -= steps
y += steps
when 2
y += steps
when 3
x += steps
y += steps
when 4
x -= steps
when 6
x += steps
when 7
x -= steps
y -= steps
when 8
y -= steps
when 9
x += steps
y -= steps
end
return [x,y]
end