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