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https://github.com/infinitefusion/infinitefusion-e18.git
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Added classes GameData::Environment and GameData::BattleTerrain
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@@ -109,7 +109,7 @@ class PokeBattle_Battle
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@backdrop = ""
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@backdropBase = nil
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@time = 0
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@environment = PBEnvironment::None # e.g. Tall grass, cave, still water
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@environment = :None # e.g. Tall grass, cave, still water
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@turnCount = 0
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@decision = 0
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@caughtPokemon = []
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@@ -716,16 +716,17 @@ class PokeBattle_Battle
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newTerrain,duration,user,self)
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end
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@field.terrainDuration = duration
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pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
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terrain_data = GameData::BattleTerrain.try_get(@field.terrain)
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pbCommonAnimation(terrain_data.animation) if terrain_data
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pbHideAbilitySplash(user) if user
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case @field.terrain
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when PBBattleTerrains::Electric
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when :Electric
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pbDisplay(_INTL("An electric current runs across the battlefield!"))
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when PBBattleTerrains::Grassy
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when :Grassy
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pbDisplay(_INTL("Grass grew to cover the battlefield!"))
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when PBBattleTerrains::Misty
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when :Misty
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pbDisplay(_INTL("Mist swirled about the battlefield!"))
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when PBBattleTerrains::Psychic
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when :Psychic
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pbDisplay(_INTL("The battlefield got weird!"))
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end
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# Check for terrain seeds that boost stats in a terrain
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@@ -283,15 +283,16 @@ class PokeBattle_Battle
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when PBWeather::ShadowSky then pbDisplay(_INTL("The sky is shadowy."))
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end
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# Terrain announcement
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pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
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terrain_data = GameData::BattleTerrain.try_get(@field.terrain)
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pbCommonAnimation(terrain_data.animation) if terrain_data
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case @field.terrain
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when PBBattleTerrains::Electric
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when :Electric
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pbDisplay(_INTL("An electric current runs across the battlefield!"))
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when PBBattleTerrains::Grassy
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when :Grassy
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pbDisplay(_INTL("Grass is covering the battlefield!"))
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when PBBattleTerrains::Misty
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when :Misty
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pbDisplay(_INTL("Mist swirls about the battlefield!"))
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when PBBattleTerrains::Psychic
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when :Psychic
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pbDisplay(_INTL("The battlefield is weird!"))
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end
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# Abilities upon entering battle
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@@ -113,29 +113,30 @@ class PokeBattle_Battle
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# Count down terrain duration
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@field.terrainDuration -= 1 if @field.terrainDuration>0
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# Terrain wears off
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if @field.terrain!=PBBattleTerrains::None && @field.terrainDuration==0
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if @field.terrain != :None && @field.terrainDuration == 0
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case @field.terrain
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when PBBattleTerrains::Electric
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when :Electric
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pbDisplay(_INTL("The electric current disappeared from the battlefield!"))
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when PBBattleTerrains::Grassy
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when :Grassy
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pbDisplay(_INTL("The grass disappeared from the battlefield!"))
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when PBBattleTerrains::Misty
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when :Misty
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pbDisplay(_INTL("The mist disappeared from the battlefield!"))
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when PBBattleTerrains::Psychic
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when :Psychic
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pbDisplay(_INTL("The weirdness disappeared from the battlefield!"))
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end
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@field.terrain = PBBattleTerrains::None
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@field.terrain = :None
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# Start up the default terrain
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pbStartTerrain(nil,@field.defaultTerrain,false) if @field.defaultTerrain!=PBBattleTerrains::None
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return if @field.terrain==PBBattleTerrains::None
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pbStartTerrain(nil, @field.defaultTerrain, false) if @field.defaultTerrain != :None
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return if @field.terrain == :None
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end
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# Terrain continues
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pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
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terrain_data = GameData::BattleTerrain.try_get(@field.terrain)
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pbCommonAnimation(terrain_data.animation) if terrain_data
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case @field.terrain
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when PBBattleTerrains::Electric then pbDisplay(_INTL("An electric current is running across the battlefield."))
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when PBBattleTerrains::Grassy then pbDisplay(_INTL("Grass is covering the battlefield."))
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when PBBattleTerrains::Misty then pbDisplay(_INTL("Mist is swirling about the battlefield."))
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when PBBattleTerrains::Psychic then pbDisplay(_INTL("The battlefield is weird."))
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when :Electric then pbDisplay(_INTL("An electric current is running across the battlefield."))
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when :Grassy then pbDisplay(_INTL("Grass is covering the battlefield."))
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when :Misty then pbDisplay(_INTL("Mist is swirling about the battlefield."))
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when :Psychic then pbDisplay(_INTL("The battlefield is weird."))
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end
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end
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@@ -282,7 +283,7 @@ class PokeBattle_Battle
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priority.each do |b|
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next if b.fainted?
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# Grassy Terrain (healing)
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if @field.terrain==PBBattleTerrains::Grassy && b.affectedByTerrain? && b.canHeal?
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if @field.terrain == :Grassy && b.affectedByTerrain? && b.canHeal?
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PBDebug.log("[Lingering effect] Grassy Terrain heals #{b.pbThis(true)}")
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b.pbRecoverHP(b.totalhp/16)
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pbDisplay(_INTL("{1}'s HP was restored.",b.pbThis))
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