mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Deleted rubyscreen.dll, eradicated semicolons from when... statements, compiling is now before setting up the system, appeased vocal dissenters
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@@ -206,8 +206,8 @@ def pbRepositionMessageWindow(msgwindow, linecount=2)
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end
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if $game_message
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case $game_message.background
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when 1; msgwindow.opacity=0 # dim
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when 2; msgwindow.opacity=0 # transparent
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when 1 then msgwindow.opacity=0 # dim
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when 2 then msgwindow.opacity=0 # transparent
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end
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end
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end
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@@ -863,9 +863,9 @@ def getFormattedText(bitmap,xDst,yDst,widthDst,heightDst,text,lineheight=32,
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next if block[0]>=block[1]
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for i in block[0]...block[1]
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case block[2]
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when 1; characters[i][1]=xDst+(widthDst-block[3]-4)+characters[i][1]
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when 2; characters[i][1]=xDst+((widthDst/2)-(block[3]/2))+characters[i][1]
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else; characters[i][1]=xDst+characters[i][1]
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when 1 then characters[i][1] = xDst + (widthDst - block[3] - 4) + characters[i][1]
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when 2 then characters[i][1] = xDst + ((widthDst / 2) - (block[3] / 2)) + characters[i][1]
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else characters[i][1] = xDst + characters[i][1]
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end
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end
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end
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@@ -1093,9 +1093,9 @@ class PokemonEntryScene2
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@cursor3.update
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updateCursorPos
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case @cursortype
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when 0; @sprite.bitmap=@cursor1.bitmap
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when 1; @sprite.bitmap=@cursor2.bitmap
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when 2; @sprite.bitmap=@cursor3.bitmap
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when 0 then @sprite.bitmap=@cursor1.bitmap
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when 1 then @sprite.bitmap=@cursor2.bitmap
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when 2 then @sprite.bitmap=@cursor3.bitmap
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end
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end
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@@ -1369,19 +1369,19 @@ class PokemonEntryScene2
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elsif Input.repeat?(Input::UP)
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if @cursorpos<0 # Controls
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case @cursorpos
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when MODE1; @cursorpos = ROWS*(COLUMNS-1)
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when MODE2; @cursorpos = ROWS*(COLUMNS-1)+2
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when MODE3; @cursorpos = ROWS*(COLUMNS-1)+4
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when BACK; @cursorpos = ROWS*(COLUMNS-1)+8
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when OK; @cursorpos = ROWS*(COLUMNS-1)+11
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when MODE1 then @cursorpos = ROWS*(COLUMNS-1)
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when MODE2 then @cursorpos = ROWS*(COLUMNS-1)+2
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when MODE3 then @cursorpos = ROWS*(COLUMNS-1)+4
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when BACK then @cursorpos = ROWS*(COLUMNS-1)+8
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when OK then @cursorpos = ROWS*(COLUMNS-1)+11
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end
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elsif @cursorpos<ROWS # Top row of letters
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case @cursorpos
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when 0,1; @cursorpos = MODE1
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when 2,3; @cursorpos = MODE2
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when 4,5,6; @cursorpos = MODE3
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when 7,8,9,10; @cursorpos = BACK
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when 11,12; @cursorpos = OK
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when 0, 1 then @cursorpos = MODE1
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when 2, 3 then @cursorpos = MODE2
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when 4, 5, 6 then @cursorpos = MODE3
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when 7, 8, 9, 10 then @cursorpos = BACK
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when 11, 12 then @cursorpos = OK
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end
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else
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cursordiv=wrapmod((cursordiv-1),COLUMNS)
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@@ -1390,11 +1390,11 @@ class PokemonEntryScene2
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elsif Input.repeat?(Input::DOWN)
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if @cursorpos<0 # Controls
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case @cursorpos
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when MODE1; @cursorpos = 0
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when MODE2; @cursorpos = 2
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when MODE3; @cursorpos = 4
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when BACK; @cursorpos = 8
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when OK; @cursorpos = 11
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when MODE1 then @cursorpos = 0
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when MODE2 then @cursorpos = 2
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when MODE3 then @cursorpos = 4
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when BACK then @cursorpos = 8
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when OK then @cursorpos = 11
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end
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elsif @cursorpos>=ROWS*(COLUMNS-1) # Bottom row of letters
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case @cursorpos
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