mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Stopped U-turn switching if the battle is over, ensured animation spritesheet file extensions are removed from animation data, added Debug function to reload system cache, Pokémon debug menu now shows the Pokémon's status problem, changed mkxp.json to fix uncommon rendering problems
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@@ -3157,7 +3157,7 @@ end
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#===============================================================================
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class PokeBattle_Move_0EE < PokeBattle_Move
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def pbEndOfMoveUsageEffect(user,targets,numHits,switchedBattlers)
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return if user.fainted? || numHits==0
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return if user.fainted? || numHits==0 || @battle.pbAllFainted?(user.idxOpposingSide)
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targetSwitched = true
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targets.each do |b|
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targetSwitched = false if !switchedBattlers.include?(b.index)
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@@ -47,8 +47,9 @@ def pbSelectAnim(canvas,animwin)
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ctlwin.update
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bmpwin.hue=ctlwin.value(0) if ctlwin.changed?(0)
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if Input.trigger?(Input::USE) && animfiles.length>0
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bitmap=AnimatedBitmap.new("Graphics/Animations/"+cmdwin.commands[cmdwin.index],ctlwin.value(0)).deanimate
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canvas.animation.graphic=cmdwin.commands[cmdwin.index]
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filename = cmdwin.commands[cmdwin.index]
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bitmap=AnimatedBitmap.new("Graphics/Animations/" + filename, ctlwin.value(0)).deanimate
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canvas.animation.graphic = File.basename(filename, ".png")
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canvas.animation.hue=ctlwin.value(0)
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canvas.animbitmap=bitmap
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animwin.animbitmap=bitmap
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@@ -1153,3 +1153,14 @@ DebugMenuCommands.register("invalidtiles", {
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pbDebugFixInvalidTiles
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}
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})
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DebugMenuCommands.register("reloadsystemcache", {
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"parent" => "othermenu",
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"name" => _INTL("Reload System Cache"),
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"description" => _INTL("Refreshes the system's file cache. Use if you change a file while playing."),
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"always_show" => true,
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"effect" => proc {
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System.reload_cache
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pbMessage(_INTL("Done."))
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}
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})
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@@ -83,16 +83,20 @@ PokemonDebugMenuCommands.register("setstatus", {
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ids = [:NONE]
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GameData::Status.each do |s|
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next if s.id == :NONE
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commands.push(s.name)
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commands.push(_INTL("Set {1}", s.name))
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ids.push(s.id)
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end
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loop do
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cmd = screen.pbShowCommands(_INTL("Set {1}'s status.", pkmn.name), commands, cmd)
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msg = _INTL("Current status: {1}", GameData::Status.get(pkmn.status).name)
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if pkmn.status == :SLEEP
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msg = _INTL("Current status: {1} (turns: {2})",
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GameData::Status.get(pkmn.status).name, pkmn.statusCount)
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end
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cmd = screen.pbShowCommands(msg, commands, cmd)
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break if cmd < 0
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case cmd
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when 0 # Cure
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pkmn.heal_status
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screen.pbDisplay(_INTL("{1}'s status was cured.", pkmn.name))
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screen.pbRefreshSingle(pkmnid)
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else # Give status problem
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count = 0
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@@ -132,7 +132,7 @@
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// tileset doesn't render at all
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// (default: disabled)
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//
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// "subImageFix": false,
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"subImageFix": true,
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// Enable framebuffer blitting if the driver is
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@@ -141,7 +141,7 @@
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// disabling it can be used as a workaround
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// (default: enabled)
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//
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// "enableBlitting": true,
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"enableBlitting": false,
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// Limit the maximum size (width, height) of
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