mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 22:24:58 +00:00
More tweaks from the Rubocop overlord
This commit is contained in:
@@ -64,11 +64,11 @@ class Battle::Scene
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# Shift depending on index (no shifting needed for sideSize of 1)
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case sideSize
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when 2
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ret[0] += [-48, 48, 32, -32][2 * index + side]
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ret[1] += [ 0, 0, 0, -16][2 * index + side]
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ret[0] += [-48, 48, 32, -32][(2 * index) + side]
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ret[1] += [ 0, 0, 0, -16][(2 * index) + side]
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when 3
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ret[0] += [-80, 80, 0, 0, 80, -80][2 * index + side]
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ret[1] += [ 0, 0, 0, -8, 0, -16][2 * index + side]
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ret[0] += [-80, 80, 0, 0, 80, -80][(2 * index) + side]
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ret[1] += [ 0, 0, 0, -8, 0, -16][(2 * index) + side]
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end
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return ret
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end
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@@ -83,7 +83,7 @@ class Battle::Scene
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# Wild battle, so set up the Pokémon sprite(s) accordingly
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if @battle.wildBattle?
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@battle.pbParty(1).each_with_index do |pkmn, i|
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index = i * 2 + 1
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index = (i * 2) + 1
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pbChangePokemon(index, pkmn)
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pkmnSprite = @sprites["pokemon_#{index}"]
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pkmnSprite.tone = Tone.new(-80, -80, -80)
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@@ -6,11 +6,11 @@ class Battle::Scene
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def pbCommandMenu(idxBattler, firstAction)
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shadowTrainer = (GameData::Type.exists?(:SHADOW) && @battle.trainerBattle?)
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cmds = [
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_INTL("What will\n{1} do?", @battle.battlers[idxBattler].name),
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_INTL("Fight"),
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_INTL("Bag"),
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_INTL("Pokémon"),
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(shadowTrainer) ? _INTL("Call") : (firstAction) ? _INTL("Run") : _INTL("Cancel")
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_INTL("What will\n{1} do?", @battle.battlers[idxBattler].name),
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_INTL("Fight"),
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_INTL("Bag"),
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_INTL("Pokémon"),
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(shadowTrainer) ? _INTL("Call") : (firstAction) ? _INTL("Run") : _INTL("Cancel")
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]
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ret = pbCommandMenuEx(idxBattler, cmds, (shadowTrainer) ? 2 : (firstAction) ? 0 : 1)
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ret = 4 if ret == 3 && shadowTrainer # Convert "Run" to "Call"
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@@ -28,7 +28,7 @@ class Battle::Scene
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# shiny animation(s)
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# Set up data box animation
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for i in 0...@battle.sideSizes[1]
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idxBattler = 2 * i + 1
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idxBattler = (2 * i) + 1
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next if !@battle.battlers[idxBattler]
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dataBoxAnim = Animation::DataBoxAppear.new(@sprites, @viewport, idxBattler)
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@animations.push(dataBoxAnim)
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@@ -43,7 +43,7 @@ class Battle::Scene
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# Show shiny animation for wild Pokémon
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if @battle.showAnims
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for i in 0...@battle.sideSizes[1]
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idxBattler = 2 * i + 1
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idxBattler = (2 * i) + 1
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next if !@battle.battlers[idxBattler] || !@battle.battlers[idxBattler].shiny?
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if Settings::SUPER_SHINY && @battle.battlers[idxBattler].super_shiny?
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pbCommonAnimation("SuperShiny", @battle.battlers[idxBattler])
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@@ -58,13 +58,14 @@ class Battle::Scene
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# Animates a party lineup appearing for the given side
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#=============================================================================
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def pbShowPartyLineup(side, fullAnim = false)
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@animations.push(Animation::LineupAppear.new(
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@sprites, @viewport, side, @battle.pbParty(side), @battle.pbPartyStarts(side), fullAnim
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))
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if !fullAnim
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while inPartyAnimation?
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pbUpdate
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end
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@animations.push(
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Animation::LineupAppear.new(@sprites, @viewport, side,
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@battle.pbParty(side), @battle.pbPartyStarts(side),
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fullAnim)
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)
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return if fullAnim
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while inPartyAnimation?
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pbUpdate
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end
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end
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@@ -298,13 +299,13 @@ class Battle::Scene
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#=============================================================================
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def pbLevelUp(pkmn, _battler, oldTotalHP, oldAttack, oldDefense, oldSpAtk, oldSpDef, oldSpeed)
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pbTopRightWindow(
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_INTL("Max. HP<r>+{1}\r\nAttack<r>+{2}\r\nDefense<r>+{3}\r\nSp. Atk<r>+{4}\r\nSp. Def<r>+{5}\r\nSpeed<r>+{6}",
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pkmn.totalhp - oldTotalHP, pkmn.attack - oldAttack, pkmn.defense - oldDefense,
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pkmn.spatk - oldSpAtk, pkmn.spdef - oldSpDef, pkmn.speed - oldSpeed)
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_INTL("Max. HP<r>+{1}\r\nAttack<r>+{2}\r\nDefense<r>+{3}\r\nSp. Atk<r>+{4}\r\nSp. Def<r>+{5}\r\nSpeed<r>+{6}",
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pkmn.totalhp - oldTotalHP, pkmn.attack - oldAttack, pkmn.defense - oldDefense,
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pkmn.spatk - oldSpAtk, pkmn.spdef - oldSpDef, pkmn.speed - oldSpeed)
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)
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pbTopRightWindow(
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_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
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pkmn.totalhp, pkmn.attack, pkmn.defense, pkmn.spatk, pkmn.spdef, pkmn.speed)
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_INTL("Max. HP<r>{1}\r\nAttack<r>{2}\r\nDefense<r>{3}\r\nSp. Atk<r>{4}\r\nSp. Def<r>{5}\r\nSpeed<r>{6}",
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pkmn.totalhp, pkmn.attack, pkmn.defense, pkmn.spatk, pkmn.spdef, pkmn.speed)
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)
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end
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@@ -541,7 +542,7 @@ class Battle::Scene
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end
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animPlayer.setLineTransform(
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FOCUSUSER_X, FOCUSUSER_Y, FOCUSTARGET_X, FOCUSTARGET_Y,
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oldUserX, oldUserY - userHeight / 2, oldTargetX, oldTargetY - targetHeight / 2
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oldUserX, oldUserY - (userHeight / 2), oldTargetX, oldTargetY - (targetHeight / 2)
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)
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# Play the animation
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animPlayer.start
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@@ -106,11 +106,11 @@ class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
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USE_GRAPHICS = true
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# Lists of which button graphics to use in different situations/types of battle.
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MODES = [
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[0, 2, 1, 3], # 0 = Regular battle
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[0, 2, 1, 9], # 1 = Regular battle with "Cancel" instead of "Run"
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[0, 2, 1, 4], # 2 = Regular battle with "Call" instead of "Run"
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[5, 7, 6, 3], # 3 = Safari Zone
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[0, 8, 1, 3] # 4 = Bug Catching Contest
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[0, 2, 1, 3], # 0 = Regular battle
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[0, 2, 1, 9], # 1 = Regular battle with "Cancel" instead of "Run"
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[0, 2, 1, 4], # 2 = Regular battle with "Call" instead of "Run"
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[5, 7, 6, 3], # 3 = Safari Zone
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[0, 8, 1, 3] # 4 = Bug Catching Contest
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]
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def initialize(viewport, z)
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@@ -137,7 +137,7 @@ class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
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button = SpriteWrapper.new(viewport)
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button.bitmap = @buttonBitmap.bitmap
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button.x = self.x + Graphics.width - 260
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button.x += (i.even? ? 0 : @buttonBitmap.width / 2 - 4)
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button.x += (i.even? ? 0 : (@buttonBitmap.width / 2) - 4)
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button.y = self.y + 6
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button.y += (((i / 2) == 0) ? 0 : BUTTON_HEIGHT - 4)
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button.src_rect.width = @buttonBitmap.width / 2
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@@ -218,10 +218,10 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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TYPE_ICON_HEIGHT = 28
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# Text colours of PP of selected move
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PP_COLORS = [
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Color.new(248, 72, 72), Color.new(136, 48, 48), # Red, zero PP
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Color.new(248, 136, 32), Color.new(144, 72, 24), # Orange, 1/4 of total PP or less
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Color.new(248, 192, 0), Color.new(144, 104, 0), # Yellow, 1/2 of total PP or less
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TEXT_BASE_COLOR, TEXT_SHADOW_COLOR # Black, more than 1/2 of total PP
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Color.new(248, 72, 72), Color.new(136, 48, 48), # Red, zero PP
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Color.new(248, 136, 32), Color.new(144, 72, 24), # Orange, 1/4 of total PP or less
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Color.new(248, 192, 0), Color.new(144, 104, 0), # Yellow, 1/2 of total PP or less
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TEXT_BASE_COLOR, TEXT_SHADOW_COLOR # Black, more than 1/2 of total PP
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]
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def initialize(viewport, z)
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@@ -247,7 +247,7 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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button = SpriteWrapper.new(viewport)
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button.bitmap = @buttonBitmap.bitmap
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button.x = self.x + 4
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button.x += (i.even? ? 0 : @buttonBitmap.width / 2 - 4)
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button.x += (i.even? ? 0 : (@buttonBitmap.width / 2) - 4)
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button.y = self.y + 6
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button.y += (((i / 2) == 0) ? 0 : BUTTON_HEIGHT - 4)
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button.src_rect.width = @buttonBitmap.width / 2
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@@ -278,7 +278,7 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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@megaButton = SpriteWrapper.new(viewport)
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@megaButton.bitmap = @megaEvoBitmap.bitmap
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@megaButton.x = self.x + 120
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@megaButton.y = self.y - @megaEvoBitmap.height / 2
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@megaButton.y = self.y - (@megaEvoBitmap.height / 2)
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@megaButton.src_rect.height = @megaEvoBitmap.height / 2
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addSprite("megaButton", @megaButton)
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# Create Shift button
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@@ -354,7 +354,7 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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textPos = []
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@buttons.each_with_index do |button, i|
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next if !@visibility["button_#{i}"]
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x = button.x - self.x + button.src_rect.width / 2
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x = button.x - self.x + (button.src_rect.width / 2)
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y = button.y - self.y + 2
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moveNameBase = TEXT_BASE_COLOR
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if GET_MOVE_TEXT_COLOR_FROM_MOVE_BUTTON && moves[i].display_type(@battler)
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@@ -414,7 +414,7 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
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ppFraction = [(4.0 * move.pp / move.total_pp).ceil, 3].min
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textPos = []
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textPos.push([_INTL("PP: {1}/{2}", move.pp, move.total_pp),
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448, 44, 2, PP_COLORS[ppFraction * 2], PP_COLORS[ppFraction * 2 + 1]])
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448, 44, 2, PP_COLORS[ppFraction * 2], PP_COLORS[(ppFraction * 2) + 1]])
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pbDrawTextPositions(@infoOverlay.bitmap, textPos)
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end
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end
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@@ -454,11 +454,11 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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# Lists of which button graphics to use in different situations/types of battle.
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MODES = [
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[0, 2, 1, 3], # 0 = Regular battle
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[0, 2, 1, 9], # 1 = Regular battle with "Cancel" instead of "Run"
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[0, 2, 1, 4], # 2 = Regular battle with "Call" instead of "Run"
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[5, 7, 6, 3], # 3 = Safari Zone
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[0, 8, 1, 3] # 4 = Bug Catching Contest
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[0, 2, 1, 3], # 0 = Regular battle
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[0, 2, 1, 9], # 1 = Regular battle with "Cancel" instead of "Run"
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[0, 2, 1, 4], # 2 = Regular battle with "Call" instead of "Run"
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[5, 7, 6, 3], # 3 = Safari Zone
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[0, 8, 1, 3] # 4 = Bug Catching Contest
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]
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CMD_BUTTON_WIDTH_SMALL = 170
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TEXT_BASE_COLOR = Color.new(240, 248, 224)
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@@ -467,7 +467,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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def initialize(viewport, z, sideSizes)
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super(viewport)
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@sideSizes = sideSizes
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maxIndex = (@sideSizes[0] > @sideSizes[1]) ? (@sideSizes[0] - 1) * 2 : @sideSizes[1] * 2 - 1
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maxIndex = (@sideSizes[0] > @sideSizes[1]) ? (@sideSizes[0] - 1) * 2 : (@sideSizes[1] * 2) - 1
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@smallButtons = (@sideSizes.max > 2)
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self.x = 0
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self.y = Graphics.height - 96
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@@ -483,7 +483,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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# NOTE: Battler indexes go from left to right from the perspective of
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# that side's trainer, so inc is different for each side for the
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# same value of i/2.
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inc = (i.even?) ? i / 2 : numButtons - 1 - i / 2
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inc = (i.even?) ? i / 2 : numButtons - 1 - (i / 2)
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button = SpriteWrapper.new(viewport)
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button.bitmap = @buttonBitmap.bitmap
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button.src_rect.width = (@smallButtons) ? CMD_BUTTON_WIDTH_SMALL : @buttonBitmap.width / 2
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@@ -536,7 +536,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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sel ||= (@mode == 1)
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buttonType = (i.even?) ? 1 : 2
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end
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buttonType = 2 * buttonType + ((@smallButtons) ? 1 : 0)
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buttonType = (2 * buttonType) + ((@smallButtons) ? 1 : 0)
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button.src_rect.x = (sel) ? @buttonBitmap.width / 2 : 0
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button.src_rect.y = buttonType * BUTTON_HEIGHT
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button.z = self.z + ((sel) ? 3 : 2)
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@@ -546,7 +546,7 @@ class Battle::Scene::TargetMenu < Battle::Scene::MenuBase
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textpos = []
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@buttons.each_with_index do |button, i|
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next if !button || nil_or_empty?(@texts[i])
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x = button.x - self.x + button.src_rect.width / 2
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x = button.x - self.x + (button.src_rect.width / 2)
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y = button.y - self.y + 2
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textpos.push([@texts[i], x, y, 2, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR])
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end
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@@ -96,7 +96,7 @@ class Battle::Scene::PokemonDataBox < SpriteWrapper
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@contents = BitmapWrapper.new(@databoxBitmap.width, @databoxBitmap.height)
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self.bitmap = @contents
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self.visible = false
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self.z = 150 + ((@battler.index) / 2) * 5
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self.z = 150 + ((@battler.index / 2) * 5)
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pbSetSystemFont(self.bitmap)
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end
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@@ -538,9 +538,9 @@ class Battle::Scene::BattlerSprite < RPG::Sprite
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return if !@_iconBitmap
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pbSetOrigin
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if @index.even?
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self.z = 50 + 5 * @index / 2
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self.z = 50 + (5 * @index / 2)
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else
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self.z = 50 - 5 * (@index + 1) / 2
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self.z = 50 - (5 * (@index + 1) / 2)
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end
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# Set original position
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p = Battle::Scene.pbBattlerPosition(@index, @sideSize)
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@@ -102,7 +102,7 @@ module Battle::Scene::Animation::BallAnimationMixin
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ball.setVisible(7, true)
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ballStartX = traSprite.x
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ballStartX -= ball.totalDuration * (Graphics.width / (2 * 16)) if !safariThrow
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ballStartY = traSprite.y - traSprite.bitmap.height / 2
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ballStartY = traSprite.y - (traSprite.bitmap.height / 2)
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return ballStartX, ballStartY
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end
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# Back sprite is animated, make the Poké Ball track the trainer's hand
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@@ -166,13 +166,13 @@ module Battle::Scene::Animation::BallAnimationMixin
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# throw). Instead, that throw animation and initialDelay are designed
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# to make sure the Ball's trajectory starts at the same position.
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ball.setVisible(delay, true)
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a = 2 * startY - 4 * midY + 2 * endY
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b = 4 * midY - 3 * startY - endY
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a = (2 * startY) - (4 * midY) + (2 * endY)
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b = (4 * midY) - (3 * startY) - endY
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c = startY
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for i in 1..duration
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t = i.to_f / duration # t ranges from 0 to 1
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x = startX + (endX - startX) * t # Linear in t
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y = a * t**2 + b * t + c # Quadratic in t
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t = i.to_f / duration # t ranges from 0 to 1
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x = startX + ((endX - startX) * t) # Linear in t
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y = (a * (t**2)) + (b * t) + c # Quadratic in t
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ball.moveXY(delay + i - 1, 1, x, y)
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end
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createBallTumbling(ball, delay, duration)
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@@ -28,7 +28,7 @@ class Battle::Scene::Animation::Intro < Battle::Scene::Animation
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end
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else # Wild battle
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@battle.pbParty(1).each_with_index do |_pkmn, i|
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idxBattler = 2 * i + 1
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idxBattler = (2 * i) + 1
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makeSlideSprite("pokemon_#{idxBattler}", -1, appearTime, PictureOrigin::Bottom)
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end
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end
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@@ -71,7 +71,7 @@ class Battle::Scene::Animation::Intro2 < Battle::Scene::Animation
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def createProcesses
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for i in 0...@sideSize
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idxBattler = 2 * i + 1
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idxBattler = (2 * i) + 1
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next if !@sprites["pokemon_#{idxBattler}"]
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battler = addSprite(@sprites["pokemon_#{idxBattler}"], PictureOrigin::Bottom)
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battler.moveTone(0, 4, Tone.new(0, 0, 0, 0))
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@@ -112,7 +112,7 @@ class Battle::Scene::Animation::LineupAppear < Battle::Scene::Animation
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ballY = barY - 30
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barX -= bar.bitmap.width
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end
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ballXdiff = 32 * (1 - 2 * @side)
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ballXdiff = 32 * (1 - (2 * @side))
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bar.x = barX
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bar.y = barY
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bar.opacity = 255
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@@ -155,7 +155,7 @@ class Battle::Scene::Animation::LineupAppear < Battle::Scene::Animation
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bar.moveDelta(0, 8, -dir * Graphics.width / 2, 0)
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delay = bar.totalDuration
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for i in 0...Battle::Scene::NUM_BALLS
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createBall(i, (@fullAnim) ? delay + i * 2 : 0, dir)
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createBall(i, (@fullAnim) ? delay + (i * 2) : 0, dir)
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end
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end
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@@ -287,7 +287,7 @@ class Battle::Scene::Animation::TrainerAppear < Battle::Scene::Animation
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# Make new trainer sprite move on-screen
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if @sprites["trainer_#{@idxTrainer + 1}"]
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trainerX, trainerY = Battle::Scene.pbTrainerPosition(1)
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trainerX += 64 + Graphics.width / 4
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trainerX += 64 + (Graphics.width / 4)
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newTrainer = addSprite(@sprites["trainer_#{@idxTrainer + 1}"], PictureOrigin::Bottom)
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newTrainer.setVisible(delay, true)
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newTrainer.setXY(delay, trainerX, trainerY)
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@@ -342,7 +342,7 @@ class Battle::Scene::Animation::PlayerFade < Battle::Scene::Animation
|
||||
for i in 0...Battle::Scene::NUM_BALLS
|
||||
next if !@sprites["partyBall_0_#{i}"] || !@sprites["partyBall_0_#{i}"].visible
|
||||
partyBall = addSprite(@sprites["partyBall_0_#{i}"])
|
||||
partyBall.moveDelta(delay + 2 * i, 16, -Graphics.width, 0) if @fullAnim
|
||||
partyBall.moveDelta(delay + (2 * i), 16, -Graphics.width, 0) if @fullAnim
|
||||
partyBall.moveOpacity(delay, 12, 0)
|
||||
partyBall.setVisible(delay + 12, false)
|
||||
partyBall.setOpacity(delay + 12, 255)
|
||||
@@ -387,7 +387,7 @@ class Battle::Scene::Animation::TrainerFade < Battle::Scene::Animation
|
||||
for i in 0...Battle::Scene::NUM_BALLS
|
||||
next if !@sprites["partyBall_1_#{i}"] || !@sprites["partyBall_1_#{i}"].visible
|
||||
partyBall = addSprite(@sprites["partyBall_1_#{i}"])
|
||||
partyBall.moveDelta(delay + 2 * i, 16, Graphics.width, 0) if @fullAnim
|
||||
partyBall.moveDelta(delay + (2 * i), 16, Graphics.width, 0) if @fullAnim
|
||||
partyBall.moveOpacity(delay, 12, 0)
|
||||
partyBall.setVisible(delay + 12, false)
|
||||
partyBall.setOpacity(delay + 12, 255)
|
||||
@@ -782,12 +782,12 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
|
||||
d = [1, 2, 4, 8][i] # Fraction of the starting height each bounce rises to
|
||||
delay -= t if i == 0
|
||||
if i > 0
|
||||
ball.setZoomXY(delay, 100 + 5 * (5 - i), 100 - 5 * (5 - i)) # Squish
|
||||
ball.setZoomXY(delay, 100 + (5 * (5 - i)), 100 - (5 * (5 - i))) # Squish
|
||||
ball.moveZoom(delay, 2, 100) # Unsquish
|
||||
ball.moveXY(delay, t, ballEndX, ballGroundY - (ballGroundY - ballEndY) / d)
|
||||
ball.moveXY(delay, t, ballEndX, ballGroundY - ((ballGroundY - ballEndY) / d))
|
||||
end
|
||||
ball.moveXY(delay + t, t, ballEndX, ballGroundY)
|
||||
ball.setSE(delay + 2 * t, "Battle ball drop", 100 - i * 7)
|
||||
ball.setSE(delay + (2 * t), "Battle ball drop", 100 - (i * 7))
|
||||
delay = ball.totalDuration
|
||||
end
|
||||
battler.setXY(ball.totalDuration, ballEndX, ballGroundY)
|
||||
@@ -795,9 +795,9 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
|
||||
delay = ball.totalDuration + 12
|
||||
for i in 0...[@numShakes, 3].min
|
||||
ball.setSE(delay, "Battle ball shake")
|
||||
ball.moveXY(delay, 2, ballEndX - 2 * (4 - i), ballGroundY)
|
||||
ball.moveXY(delay, 2, ballEndX - (2 * (4 - i)), ballGroundY)
|
||||
ball.moveAngle(delay, 2, 5 * (4 - i)) # positive means counterclockwise
|
||||
ball.moveXY(delay + 2, 4, ballEndX + 2 * (4 - i), ballGroundY)
|
||||
ball.moveXY(delay + 2, 4, ballEndX + (2 * (4 - i)), ballGroundY)
|
||||
ball.moveAngle(delay + 2, 4, -5 * (4 - i)) # negative means clockwise
|
||||
ball.moveXY(delay + 6, 2, ballEndX, ballGroundY)
|
||||
ball.moveAngle(delay + 6, 2, 0)
|
||||
|
||||
Reference in New Issue
Block a user