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Tweaks to comments, Destiny Knot no longer affects breeding in Gen 5 mechanics
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@@ -477,7 +477,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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@buttons = Array.new(maxIndex + 1) do |i|
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numButtons = @sideSizes[i % 2]
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next if numButtons <= i / 2
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# NOTE: Battler indexes go from left to right from the perspective of
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# NOTE: Battler indices go from left to right from the perspective of
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# that side's trainer, so inc is different for each side for the
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# same value of i/2.
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inc = (i.even?) ? i / 2 : numButtons - 1 - (i / 2)
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@@ -455,6 +455,10 @@ module Battle::Scene::Animation::BallAnimationMixin
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end
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end
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# NOTE: This array makes the Ball Burst capture animation differ between types
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# of Poké Ball in certain simple ways. The HGSS animations occasionally
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# have additional differences, which haven't been coded yet in
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# Essentials as they're more complex and I couldn't be bothered.
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BALL_BURST_CAPTURE_VARIANCES = {
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# [top glare filename, top particle start tone, top particle end tone,
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# 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
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def createBallTrajectory(ball, destX, destY)
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# NOTE: In HGSS, there isn't a Poké Ball arc under any circumstance (neither
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# when throwing out the first Pokémon nor when switching/replacing a
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# fainted Pokémon). This is probably worth changing.
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# fainted Pokémon). You may choose to change this.
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ball.setXY(0, destX, destY - 4)
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end
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end
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@@ -745,6 +745,8 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
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ballBurstCapture(delay, ball, ballEndX, ballEndY, @poke_ball)
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# NOTE: The Pokémon does not change color while being absorbed into a Poké
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# Ball during a capture attempt. This may be an oversight in HGSS.
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# It's hard to spot due to the ball burst animation being played on
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# top of it.
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battler.setSE(delay, "Battle jump to ball")
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battler.moveXY(delay, 5, ballEndX, ballEndY)
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battler.moveZoom(delay, 5, 0)
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