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More aligning of code
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@@ -231,7 +231,7 @@ class Battle
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next if !moveUser # User is fainted
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move = pos.effects[PBEffects::FutureSightMove]
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pbDisplay(_INTL("{1} took the {2} attack!", @battlers[idxPos].pbThis,
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GameData::Move.get(move).name))
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GameData::Move.get(move).name))
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# NOTE: Future Sight failing against the target here doesn't count towards
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# Stomping Tantrum.
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userLastMoveFailed = moveUser.lastMoveFailed
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@@ -332,7 +332,7 @@ class Battle
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pbCommonAnimation("LeechSeed", recipient, b)
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b.pbTakeEffectDamage(b.totalhp / 8) { |hp_lost|
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recipient.pbRecoverHPFromDrain(hp_lost, b,
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_INTL("{1}'s health is sapped by Leech Seed!", b.pbThis))
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_INTL("{1}'s health is sapped by Leech Seed!", b.pbThis))
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recipient.pbAbilitiesOnDamageTaken
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}
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recipient.pbFaint if recipient.fainted?
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@@ -519,53 +519,53 @@ class Battle
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for side in 0...2
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# Reflect
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pbEORCountDownSideEffect(side, PBEffects::Reflect,
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_INTL("{1}'s Reflect wore off!", @battlers[side].pbTeam))
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_INTL("{1}'s Reflect wore off!", @battlers[side].pbTeam))
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# Light Screen
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pbEORCountDownSideEffect(side, PBEffects::LightScreen,
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_INTL("{1}'s Light Screen wore off!", @battlers[side].pbTeam))
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_INTL("{1}'s Light Screen wore off!", @battlers[side].pbTeam))
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# Safeguard
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pbEORCountDownSideEffect(side, PBEffects::Safeguard,
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_INTL("{1} is no longer protected by Safeguard!", @battlers[side].pbTeam))
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_INTL("{1} is no longer protected by Safeguard!", @battlers[side].pbTeam))
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# Mist
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pbEORCountDownSideEffect(side, PBEffects::Mist,
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_INTL("{1} is no longer protected by mist!", @battlers[side].pbTeam))
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_INTL("{1} is no longer protected by mist!", @battlers[side].pbTeam))
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# Tailwind
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pbEORCountDownSideEffect(side, PBEffects::Tailwind,
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_INTL("{1}'s Tailwind petered out!", @battlers[side].pbTeam))
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_INTL("{1}'s Tailwind petered out!", @battlers[side].pbTeam))
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# Lucky Chant
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pbEORCountDownSideEffect(side, PBEffects::LuckyChant,
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_INTL("{1}'s Lucky Chant wore off!", @battlers[side].pbTeam))
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_INTL("{1}'s Lucky Chant wore off!", @battlers[side].pbTeam))
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# Pledge Rainbow
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pbEORCountDownSideEffect(side, PBEffects::Rainbow,
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_INTL("The rainbow on {1}'s side disappeared!", @battlers[side].pbTeam(true)))
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_INTL("The rainbow on {1}'s side disappeared!", @battlers[side].pbTeam(true)))
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# Pledge Sea of Fire
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pbEORCountDownSideEffect(side, PBEffects::SeaOfFire,
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_INTL("The sea of fire around {1} disappeared!", @battlers[side].pbTeam(true)))
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_INTL("The sea of fire around {1} disappeared!", @battlers[side].pbTeam(true)))
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# Pledge Swamp
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pbEORCountDownSideEffect(side, PBEffects::Swamp,
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_INTL("The swamp around {1} disappeared!", @battlers[side].pbTeam(true)))
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_INTL("The swamp around {1} disappeared!", @battlers[side].pbTeam(true)))
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# Aurora Veil
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pbEORCountDownSideEffect(side, PBEffects::AuroraVeil,
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_INTL("{1}'s Aurora Veil wore off!", @battlers[side].pbTeam(true)))
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_INTL("{1}'s Aurora Veil wore off!", @battlers[side].pbTeam(true)))
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end
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# Trick Room
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pbEORCountDownFieldEffect(PBEffects::TrickRoom,
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_INTL("The twisted dimensions returned to normal!"))
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_INTL("The twisted dimensions returned to normal!"))
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# Gravity
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pbEORCountDownFieldEffect(PBEffects::Gravity,
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_INTL("Gravity returned to normal!"))
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_INTL("Gravity returned to normal!"))
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# Water Sport
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pbEORCountDownFieldEffect(PBEffects::WaterSportField,
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_INTL("The effects of Water Sport have faded."))
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_INTL("The effects of Water Sport have faded."))
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# Mud Sport
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pbEORCountDownFieldEffect(PBEffects::MudSportField,
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_INTL("The effects of Mud Sport have faded."))
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_INTL("The effects of Mud Sport have faded."))
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# Wonder Room
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pbEORCountDownFieldEffect(PBEffects::WonderRoom,
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_INTL("Wonder Room wore off, and Defense and Sp. Def stats returned to normal!"))
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_INTL("Wonder Room wore off, and Defense and Sp. Def stats returned to normal!"))
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# Magic Room
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pbEORCountDownFieldEffect(PBEffects::MagicRoom,
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_INTL("Magic Room wore off, and held items' effects returned to normal!"))
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_INTL("Magic Room wore off, and held items' effects returned to normal!"))
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# End of terrains
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pbEORTerrain
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priority.each do |b|
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