Added SKIP_CONTINUE_SCREEN Setting, fix message newline visual bug at slow text speeds, removed Bag rearranging

This commit is contained in:
Maruno17
2023-10-14 18:32:18 +01:00
parent 25f85a9a8b
commit 389d43941d
5 changed files with 382 additions and 327 deletions

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@@ -1,4 +1,11 @@
#===============================================================================
#
#===============================================================================
module Settings
#-----------------------------------------------------------------------------
# Turn order and disobedience
#-----------------------------------------------------------------------------
# Whether turn order is recalculated after a Pokémon Mega Evolves.
RECALCULATE_TURN_ORDER_AFTER_MEGA_EVOLUTION = (MECHANICS_GENERATION >= 7)
# Whether turn order is recalculated after a Pokémon's Speed stat changes.
@@ -10,22 +17,44 @@ module Settings
# Whether foreign Pokémon can disobey the player's commands if the Pokémon is
# too high a level compared to the number of Gym Badges the player has.
FOREIGN_HIGH_LEVEL_POKEMON_CAN_DISOBEY = true
#-----------------------------------------------------------------------------
# Mega Evolution
#-----------------------------------------------------------------------------
# The Game Switch which, while ON, prevents all Pokémon in battle from Mega
# Evolving even if they otherwise could.
NO_MEGA_EVOLUTION = 34
#-----------------------------------------------------------------------------
# Move usage calculations
#-----------------------------------------------------------------------------
# Whether a move's physical/special category depends on the move itself as in
# newer Gens (true), or on its type as in older Gens (false).
MOVE_CATEGORY_PER_MOVE = (MECHANICS_GENERATION >= 4)
MOVE_CATEGORY_PER_MOVE = (MECHANICS_GENERATION >= 4)
# Whether critical hits do 1.5x damage and have 4 stages (true), or they do 2x
# damage and have 5 stages as in Gen 5 (false). Also determines whether
# critical hit rate can be copied by Transform/Psych Up.
NEW_CRITICAL_HIT_RATE_MECHANICS = (MECHANICS_GENERATION >= 6)
#=============================================================================
NEW_CRITICAL_HIT_RATE_MECHANICS = (MECHANICS_GENERATION >= 6)
# Whether several effects apply relating to a Pokémon's type:
# * Electric-type immunity to paralysis
# * Ghost-type immunity to being trapped
# * Grass-type immunity to powder moves and Effect Spore
# * Poison-type Pokémon can't miss when using Toxic
MORE_TYPE_EFFECTS = (MECHANICS_GENERATION >= 6)
MORE_TYPE_EFFECTS = (MECHANICS_GENERATION >= 6)
# The minimum number of Gym Badges required to boost each stat of a player's
# Pokémon by 1.1x, in battle only.
NUM_BADGES_BOOST_ATTACK = (MECHANICS_GENERATION >= 4) ? 999 : 1
NUM_BADGES_BOOST_DEFENSE = (MECHANICS_GENERATION >= 4) ? 999 : 5
NUM_BADGES_BOOST_SPATK = (MECHANICS_GENERATION >= 4) ? 999 : 7
NUM_BADGES_BOOST_SPDEF = (MECHANICS_GENERATION >= 4) ? 999 : 7
NUM_BADGES_BOOST_SPEED = (MECHANICS_GENERATION >= 4) ? 999 : 3
#-----------------------------------------------------------------------------
# Ability and item effects
#-----------------------------------------------------------------------------
# Whether weather caused by an ability lasts 5 rounds (true) or forever (false).
FIXED_DURATION_WEATHER_FROM_ABILITY = (MECHANICS_GENERATION >= 6)
# Whether X items (X Attack, etc.) raise their stat by 2 stages (true) or 1
@@ -38,7 +67,9 @@ module Settings
# raises the holder's Special Attack and Special Defense by 50% (false).
SOUL_DEW_POWERS_UP_TYPES = (MECHANICS_GENERATION >= 7)
#=============================================================================
#-----------------------------------------------------------------------------
# Affection
#-----------------------------------------------------------------------------
# Whether Pokémon with high happiness will gain more Exp from battles, have a
# chance of avoiding/curing negative effects by themselves, resisting
@@ -50,51 +81,44 @@ module Settings
# 179. Also lowers the happiness evolution threshold to 160.
APPLY_HAPPINESS_SOFT_CAP = AFFECTION_EFFECTS
#=============================================================================
#-----------------------------------------------------------------------------
# Capturing Pokémon
#-----------------------------------------------------------------------------
# The minimum number of badges required to boost each stat of a player's
# Pokémon by 1.1x, in battle only.
NUM_BADGES_BOOST_ATTACK = (MECHANICS_GENERATION >= 4) ? 999 : 1
NUM_BADGES_BOOST_DEFENSE = (MECHANICS_GENERATION >= 4) ? 999 : 5
NUM_BADGES_BOOST_SPATK = (MECHANICS_GENERATION >= 4) ? 999 : 7
NUM_BADGES_BOOST_SPDEF = (MECHANICS_GENERATION >= 4) ? 999 : 7
NUM_BADGES_BOOST_SPEED = (MECHANICS_GENERATION >= 4) ? 999 : 3
#=============================================================================
# The Game Switch which, while ON, prevents all Pokémon in battle from Mega
# Evolving even if they otherwise could.
NO_MEGA_EVOLUTION = 34
#=============================================================================
# Whether the Exp gained from beating a Pokémon should be scaled depending on
# the gainer's level.
SCALED_EXP_FORMULA = (MECHANICS_GENERATION == 5 || MECHANICS_GENERATION >= 7)
# Whether the Exp gained from beating a Pokémon should be divided equally
# between each participant (true), or whether each participant should gain
# that much Exp (false). This also applies to Exp gained via the Exp Share
# (held item version) being distributed to all Exp Share holders.
SPLIT_EXP_BETWEEN_GAINERS = (MECHANICS_GENERATION <= 5)
# Whether the Exp gained from beating a Pokémon is multiplied by 1.5 if that
# Pokémon is owned by another trainer.
MORE_EXP_FROM_TRAINER_POKEMON = (MECHANICS_GENERATION <= 6)
# Whether a Pokémon holding a Power item gains 8 (true) or 4 (false) EVs in
# the relevant stat.
MORE_EVS_FROM_POWER_ITEMS = (MECHANICS_GENERATION >= 7)
# Whether the critical capture mechanic applies. Note that its calculation is
# based on a total of 600+ species (i.e. that many species need to be caught
# to provide the greatest critical capture chance of 2.5x), and there may be
# fewer species in your game.
ENABLE_CRITICAL_CAPTURES = (MECHANICS_GENERATION >= 5)
# Whether Pokémon gain Exp for capturing a Pokémon.
GAIN_EXP_FOR_CAPTURE = (MECHANICS_GENERATION >= 6)
# Whether the player is asked what to do with a newly caught Pokémon if their
# party is full. If true, the player can toggle whether they are asked this in
# the Options screen.
NEW_CAPTURE_CAN_REPLACE_PARTY_MEMBER = (MECHANICS_GENERATION >= 7)
#=============================================================================
#-----------------------------------------------------------------------------
# Exp and EV gain
#-----------------------------------------------------------------------------
# Whether the Exp gained from beating a Pokémon should be scaled depending on
# the gainer's level.
SCALED_EXP_FORMULA = (MECHANICS_GENERATION == 5 || MECHANICS_GENERATION >= 7)
# Whether the Exp gained from beating a Pokémon should be divided equally
# between each participant (true), or whether each participant should gain
# that much Exp (false). This also applies to Exp gained via the Exp Share
# (held item version) being distributed to all Exp Share holders.
SPLIT_EXP_BETWEEN_GAINERS = (MECHANICS_GENERATION <= 5)
# Whether the Exp gained from beating a Pokémon is multiplied by 1.5 if that
# Pokémon is owned by another trainer.
MORE_EXP_FROM_TRAINER_POKEMON = (MECHANICS_GENERATION <= 6)
# Whether a Pokémon holding a Power item gains 8 (true) or 4 (false) EVs in
# the relevant stat.
MORE_EVS_FROM_POWER_ITEMS = (MECHANICS_GENERATION >= 7)
# Whether Pokémon gain Exp for capturing a Pokémon.
GAIN_EXP_FOR_CAPTURE = (MECHANICS_GENERATION >= 6)
#-----------------------------------------------------------------------------
# End of battle
#-----------------------------------------------------------------------------
# The Game Switch which, whie ON, prevents the player from losing money if
# they lose a battle (they can still gain money from trainers for winning).
@@ -105,7 +129,9 @@ module Settings
# Whether fainted Pokémon can try to evolve after a battle.
CHECK_EVOLUTION_FOR_FAINTED_POKEMON = true
#=============================================================================
#-----------------------------------------------------------------------------
# AI
#-----------------------------------------------------------------------------
# Whether wild Pokémon with the "Legendary", "Mythical" or "UltraBeast" flag
# (as defined in pokemon.txt) have a smarter AI. Their skill level is set to