Tweaks to comments, Destiny Knot no longer affects breeding in Gen 5 mechanics

This commit is contained in:
Maruno17
2022-05-17 23:52:53 +01:00
parent e12b6fde1d
commit 04f3b29fe3
14 changed files with 36 additions and 33 deletions

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@@ -477,7 +477,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
@buttons = Array.new(maxIndex + 1) do |i|
numButtons = @sideSizes[i % 2]
next if numButtons <= i / 2
# NOTE: Battler indexes go from left to right from the perspective of
# NOTE: Battler indices go from left to right from the perspective of
# that side's trainer, so inc is different for each side for the
# same value of i/2.
inc = (i.even?) ? i / 2 : numButtons - 1 - (i / 2)

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@@ -455,6 +455,10 @@ module Battle::Scene::Animation::BallAnimationMixin
end
end
# NOTE: This array makes the Ball Burst capture animation differ between types
# of Poké Ball in certain simple ways. The HGSS animations occasionally
# have additional differences, which haven't been coded yet in
# Essentials as they're more complex and I couldn't be bothered.
BALL_BURST_CAPTURE_VARIANCES = {
# [top glare filename, top particle start tone, top particle end tone,
# middle glare filename, middle glare start tone, middle glare end tone,

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@@ -539,7 +539,7 @@ class Battle::Scene::Animation::PokeballTrainerSendOut < Battle::Scene::Animatio
def createBallTrajectory(ball, destX, destY)
# NOTE: In HGSS, there isn't a Poké Ball arc under any circumstance (neither
# when throwing out the first Pokémon nor when switching/replacing a
# fainted Pokémon). This is probably worth changing.
# fainted Pokémon). You may choose to change this.
ball.setXY(0, destX, destY - 4)
end
end
@@ -745,6 +745,8 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
ballBurstCapture(delay, ball, ballEndX, ballEndY, @poke_ball)
# NOTE: The Pokémon does not change color while being absorbed into a Poké
# Ball during a capture attempt. This may be an oversight in HGSS.
# It's hard to spot due to the ball burst animation being played on
# top of it.
battler.setSE(delay, "Battle jump to ball")
battler.moveXY(delay, 5, ballEndX, ballEndY)
battler.moveZoom(delay, 5, 0)