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

@@ -206,8 +206,8 @@ def pbRepositionMessageWindow(msgwindow, linecount=2)
end
if $game_message
case $game_message.background
when 1; msgwindow.opacity=0 # dim
when 2; msgwindow.opacity=0 # transparent
when 1 then msgwindow.opacity=0 # dim
when 2 then msgwindow.opacity=0 # transparent
end
end
end

View File

@@ -863,9 +863,9 @@ def getFormattedText(bitmap,xDst,yDst,widthDst,heightDst,text,lineheight=32,
next if block[0]>=block[1]
for i in block[0]...block[1]
case block[2]
when 1; characters[i][1]=xDst+(widthDst-block[3]-4)+characters[i][1]
when 2; characters[i][1]=xDst+((widthDst/2)-(block[3]/2))+characters[i][1]
else; characters[i][1]=xDst+characters[i][1]
when 1 then characters[i][1] = xDst + (widthDst - block[3] - 4) + characters[i][1]
when 2 then characters[i][1] = xDst + ((widthDst / 2) - (block[3] / 2)) + characters[i][1]
else characters[i][1] = xDst + characters[i][1]
end
end
end

View File

@@ -1093,9 +1093,9 @@ class PokemonEntryScene2
@cursor3.update
updateCursorPos
case @cursortype
when 0; @sprite.bitmap=@cursor1.bitmap
when 1; @sprite.bitmap=@cursor2.bitmap
when 2; @sprite.bitmap=@cursor3.bitmap
when 0 then @sprite.bitmap=@cursor1.bitmap
when 1 then @sprite.bitmap=@cursor2.bitmap
when 2 then @sprite.bitmap=@cursor3.bitmap
end
end
@@ -1369,19 +1369,19 @@ class PokemonEntryScene2
elsif Input.repeat?(Input::UP)
if @cursorpos<0 # Controls
case @cursorpos
when MODE1; @cursorpos = ROWS*(COLUMNS-1)
when MODE2; @cursorpos = ROWS*(COLUMNS-1)+2
when MODE3; @cursorpos = ROWS*(COLUMNS-1)+4
when BACK; @cursorpos = ROWS*(COLUMNS-1)+8
when OK; @cursorpos = ROWS*(COLUMNS-1)+11
when MODE1 then @cursorpos = ROWS*(COLUMNS-1)
when MODE2 then @cursorpos = ROWS*(COLUMNS-1)+2
when MODE3 then @cursorpos = ROWS*(COLUMNS-1)+4
when BACK then @cursorpos = ROWS*(COLUMNS-1)+8
when OK then @cursorpos = ROWS*(COLUMNS-1)+11
end
elsif @cursorpos<ROWS # Top row of letters
case @cursorpos
when 0,1; @cursorpos = MODE1
when 2,3; @cursorpos = MODE2
when 4,5,6; @cursorpos = MODE3
when 7,8,9,10; @cursorpos = BACK
when 11,12; @cursorpos = OK
when 0, 1 then @cursorpos = MODE1
when 2, 3 then @cursorpos = MODE2
when 4, 5, 6 then @cursorpos = MODE3
when 7, 8, 9, 10 then @cursorpos = BACK
when 11, 12 then @cursorpos = OK
end
else
cursordiv=wrapmod((cursordiv-1),COLUMNS)
@@ -1390,11 +1390,11 @@ class PokemonEntryScene2
elsif Input.repeat?(Input::DOWN)
if @cursorpos<0 # Controls
case @cursorpos
when MODE1; @cursorpos = 0
when MODE2; @cursorpos = 2
when MODE3; @cursorpos = 4
when BACK; @cursorpos = 8
when OK; @cursorpos = 11
when MODE1 then @cursorpos = 0
when MODE2 then @cursorpos = 2
when MODE3 then @cursorpos = 4
when BACK then @cursorpos = 8
when OK then @cursorpos = 11
end
elsif @cursorpos>=ROWS*(COLUMNS-1) # Bottom row of letters
case @cursorpos