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Added "Consumable" property to items.txt, light effects now properly centre themselves on the event regardless of graphic size, Disguise/Double Iron Bash Gen 8 changes
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@@ -221,26 +221,21 @@ class PokeBattle_Scene
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next unless cmdUse>=0 && command==cmdUse # Use
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# Use types:
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# 0 = not usable in battle
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# 1 = use on Pokémon (lots of items), consumed
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# 2 = use on Pokémon's move (Ethers), consumed
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# 3 = use on battler (X items, Persim Berry), consumed
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# 4 = use on opposing battler (Poké Balls), consumed
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# 5 = use no target (Poké Doll, Guard Spec., Launcher items), consumed
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# 6 = use on Pokémon (Blue Flute), not consumed
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# 7 = use on Pokémon's move, not consumed
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# 8 = use on battler (Red/Yellow Flutes), not consumed
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# 9 = use on opposing battler, not consumed
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# 10 = use no target (Poké Flute), not consumed
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# 1 = use on Pokémon (lots of items, Blue Flute)
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# 2 = use on Pokémon's move (Ethers)
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# 3 = use on battler (X items, Persim Berry, Red/Yellow Flutes)
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# 4 = use on opposing battler (Poké Balls)
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# 5 = use no target (Poké Doll, Guard Spec., Poké Flute, Launcher items)
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case useType
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when 1, 2, 3, 6, 7, 8 # Use on Pokémon/Pokémon's move/battler
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when 1, 2, 3 # Use on Pokémon/Pokémon's move/battler
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# Auto-choose the Pokémon/battler whose action is being decided if they
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# are the only available Pokémon/battler to use the item on
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case useType
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when 1, 6 # Use on Pokémon
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when 1 # Use on Pokémon
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if @battle.pbTeamLengthFromBattlerIndex(idxBattler)==1
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break if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, itemScene
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end
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when 3, 8 # Use on battler
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when 3 # Use on battler
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if @battle.pbPlayerBattlerCount==1
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break if yield item.id, useType, @battle.battlers[idxBattler].pokemonIndex, -1, itemScene
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end
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@@ -273,7 +268,7 @@ class PokeBattle_Scene
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pkmn = party[idxPartyRet]
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next if !pkmn || pkmn.egg?
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idxMove = -1
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if useType==2 || useType==7 # Use on Pokémon's move
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if useType==2 # Use on Pokémon's move
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idxMove = pkmnScreen.pbChooseMove(pkmn,_INTL("Restore which move?"))
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next if idxMove<0
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end
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@@ -283,7 +278,7 @@ class PokeBattle_Scene
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break if idxParty>=0
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# Cancelled choosing a Pokémon; show the Bag screen again
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itemScene.pbFadeInScene
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when 4, 9 # Use on opposing battler (Poké Balls)
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when 4 # Use on opposing battler (Poké Balls)
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idxTarget = -1
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if @battle.pbOpposingBattlerCount(idxBattler)==1
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@battle.eachOtherSideBattler(idxBattler) { |b| idxTarget = b.index }
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@@ -305,7 +300,7 @@ class PokeBattle_Scene
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pbFadeOutAndHide(@sprites)
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itemScene.pbFadeInScene
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end
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when 5, 10 # Use with no target
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when 5 # Use with no target
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break if yield item.id, useType, idxBattler, -1, itemScene
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end
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end
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