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https://github.com/infinitefusion/infinitefusion-e18.git
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Rearranged and tidied up game data scripts
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@@ -234,8 +234,8 @@ class PokeBattle_Move
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oldHP = b.hp+b.damageState.hpLost
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PBDebug.log("[Move damage] #{b.pbThis} lost #{b.damageState.hpLost} HP (#{oldHP}=>#{b.hp})")
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effectiveness = 0
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if PBTypeEffectiveness.resistant?(b.damageState.typeMod); effectiveness = 1
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elsif PBTypeEffectiveness.superEffective?(b.damageState.typeMod); effectiveness = 2
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if Effectiveness.resistant?(b.damageState.typeMod); effectiveness = 1
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elsif Effectiveness.super_effective?(b.damageState.typeMod); effectiveness = 2
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end
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animArray.push([b,oldHP,effectiveness])
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end
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@@ -251,13 +251,13 @@ class PokeBattle_Move
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#=============================================================================
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def pbEffectivenessMessage(user,target,numTargets=1)
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return if target.damageState.disguise
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if PBTypeEffectiveness.superEffective?(target.damageState.typeMod)
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if Effectiveness.super_effective?(target.damageState.typeMod)
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if numTargets>1
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@battle.pbDisplay(_INTL("It's super effective on {1}!",target.pbThis(true)))
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else
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@battle.pbDisplay(_INTL("It's super effective!"))
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end
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elsif PBTypeEffectiveness.notVeryEffective?(target.damageState.typeMod)
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elsif Effectiveness.not_very_effective?(target.damageState.typeMod)
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if numTargets>1
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@battle.pbDisplay(_INTL("It's not very effective on {1}...",target.pbThis(true)))
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else
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