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Misc tidying
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@@ -347,11 +347,11 @@ class Battle::Scene
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return if @battle.opponent
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return if @battle.opponent
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@briefMessage = false
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@briefMessage = false
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pbMEPlay(pbGetWildCaptureME)
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pbMEPlay(pbGetWildCaptureME)
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i = 0
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timer = 0.0
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loop do
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loop do
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pbUpdate
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pbUpdate
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break if i >= Graphics.frame_rate * 3.5 # 3.5 seconds
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timer += Graphics.delta_s
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i += 1
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break if timer >= 3.5
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end
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end
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pbMEStop
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pbMEStop
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end
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end
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@@ -1,205 +0,0 @@
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=begin
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#===============================================================================
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# To do
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#===============================================================================
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Other notes:
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- Emergency Exit/Wimp Out should NOT trigger if the bearer gained that ability
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part-way through the move's usage (i.e. via Wandering Spirit swapping
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abilities).
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- The messages for a held item boosting stats are slightly different to what
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they currently are:
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"The Weakness Policy sharply raised {1}'s Attack!"
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"The Weakness Policy sharply raised {1}'s Sp. Atk!"
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"The Weakness Policy was used up..."
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#===============================================================================
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# Low priority or ignorable
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#===============================================================================
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Marks, which are symbols randomly given to wild Pokémon which append a title to
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its name when sent out in battle. A Pokémon can only have 0 or 1 marks. The
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title can be toggled. Ribbons also provide a title, and can similarly be
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toggled. (Probably don't bother implementing.)
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Bicycle that can work on water.
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New evolution methods:
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- Milcery: spinning while holding an item. (Doesn't suit our control scheme.
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We're not adding a way to easily spin on the spot just for this, cf.
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not having to turn your computer upside-down to evolve Inkay.)
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I think there are some alternate forms which don't have a hidden ability while
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their base forms do. I don't think the compiler supports this, and instead
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treats Abilities and HiddenAbilities separately. Can work around this by setting
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HiddenAbilities to be the same as Abilities. I'm not too happy with this.
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Look at Sweet Scent's out of battle effect, namely whether it should try to
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cause a horde battle (and what does that mean in Essentials? Maybe 1v3).
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Maybe have multiple sets of Pickup items for multiple Gens. Probably not. Gens
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7+ seem to have different item probability calculations - investigate.
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Add a newer type of berry tree mechanics? Have a separate setting that prevents
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deterioration?
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Some abilities have changed effects:
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- If another Pokémon faints before a Pokémon with Analytic makes its move,
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Analytic calculates whether it would have moved before or after the fainted
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Pokémon. In Gen 8, speed- and priority-modifying effects aren't considered,
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but in earlier Gens they are. Ignoring as this would be far too complicated to
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care about.
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If a Battle Facility battle ends because of Rocky Helmet damage, the side that
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the Rocky Helmet holder is on should lose (Gen 7+) or win (Gen 6-). In other
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words, a decision should be reached as soon as main attack damage is dealt and
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before additional effects (in Gen 7+).
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#===============================================================================
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# Implemented
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#===============================================================================
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Pokémon sent to storage aren't healed - see Settings::HEAL_STORED_POKEMON.
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Super shininess. Only difference is an alternate shiny common animation with
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square sparkles; a mon is super shiny if the calculated number that is compared
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to Settings::SHINY_POKEMON_CHANCE is exactly 0 - see Settings::SUPER_SHINY.
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Can now give a Rare Candy to a max level Pokémon, which will trigger its
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evolution (presumably the item isn't consumed if it can't at least try to evolve
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it) - see Settings::RARE_CANDY_USABLE_AT_MAX_LEVEL.
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In Gen 8+, a taught TR should be added to the Pokémon's first_moves array. This
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is done regardless of Generation, and doesn't need to be limited to Gen 8+.
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New evolution methods:
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- Kubfu (triggered by an event; Kubfu's form can be set beforehand by the event,
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so don't worry about the multiple forms it can evolve into)
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- Galarian Farfetch'd (performing 3 critical hits in a single battle)
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- Galarian Yamask: going to a particular spot after a battle in which it lost
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49+ HP in a single battle from direct attacks and hasn't
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fainted since then; healing with Potions doesn't affect this.
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Added AI for new moves/items/abilities.
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Can use Fly from within the Town Map if possible.
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Town Map added to the pause menu.
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Ability Effect Changes
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- Intimidate now triggers Rattled. Rattled needs a new ability handler just for
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triggering this way.
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Move Effect Changes
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- Teleport switches the user out. If the user is a wild Pokémon, ends the battle
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instead.
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- Look at the moves Nature Power turns into. (Unchanged since Gen 7)
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- Curse's Ghost effect now targets a random foe (don't know if it can be non-
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adjacent); the target cannot be chosen by the player (it appears to target the
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user).
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- Multiple Quashed Pokémon now move in order from fastest to slowest, rather
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than the order in which they were Quashed.
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- Ensure that Choice items cause different moves to fail (without subtracting
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PP) if they were forced to be used by Instruct/Dancer.
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- Rapid Spin now raises the user's Speed by 1 stage (100% additional effect
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chance).
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- Howl's target changed to UserAndAllies, and is now a sound move. It is now
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blocked by Soundproof (I don't know if it should be checking the allies for
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pbImmunityByAbility, but leaning towards yes; will Volt Absorb block an
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Electrified Howl?). Needs a new function code, since it now affects targets
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rather than the user.
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- Healing Wish's effect and Lunar Dance's effect are no longer used up if a
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Pokémon that switches to the targeted position can't make use of it. Each
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position can only have one of each effect applied at once.
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Item Effect Changes
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- Escape Rope's code now supports both consumable and non-consumable versions,
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depending on its definition in items.txt.
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- If Leppa Berry is forced to be consumed, it will first try to work on a move
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with 0 PP left (preferring the earliest such move in the list of moves), and
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failing that, the earliest move in the list of moves which has any PP missing
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(no matter how much).
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- Ability Capsule/Ability Patch should fail if used on Zygarde.
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- Iron Ball shouldn't modify the effectiveness of Ground moves against a Flying
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holder if the holder is grounded by another effect that isn't Iron Ball.
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Opted to ignore this effect, and to modify the holder's effectiveness no matter
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what.
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Other changes:
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- Multi-Attack's power changed to 120.
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- Rapid Spin's power changed to 50.
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- Vice Grip renamed to Vise Grip.
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- King's Rock/Razor Fang should probably stop using a flag to determine if a
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move is boosted by it, and instead check def flinchingMove?.
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- Moveset changes.
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- Some (12) existing species changed egg groups:
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Ralts, Kirlia, Gardevoir, and Gallade: Amorphous to Humanlike/Amorphous
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Trapinch, Vibrava, and Flygon: Bug to Bug/Dragon
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Hawlucha: Human-Like to Flying/Humanlike
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Bergmite and Avalugg: Monster to Monster/Mineral
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Noibat and Noivern: Flying to Flying/Dragon
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- Aegislash's stats changed.
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- Koffing/Weezing gained new abilities.
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- Some items change names (Stick -> Leek, Bicycle -> Bike in Gen 6+, etc.). Only
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Stick changed.
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- Changes to evolutions due to removal of moss rock/ice rock/magnetic field.
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- Form differences.
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- Maybe the DNA Splicers/N-Solarizer/N-Lunarizer/Reins of Unity should actually
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be two items each (one that combines, one that splits) and they alternate upon
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use. No reasonable game would have multiple sets of Pokémon to fuse at once,
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so allowing just one of each fusion at a time is probably fine.
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- Zygarde Cube now changes a Zygarde's form/ability.
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- If Neutralizing Gas switches in and negates Unnerve, should it cause an
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immediate triggering of held berries? Yes.
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- Imposter should only trigger upon being sent in, and not by any re-triggering
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of switch-in abilities.
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What happens to the PP of Iron Head when turned into/from Behemoth Blade/Bash
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for Zacian/Zamazenta? It gets decreased to the total PP if it is higher than the
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total PP of the new move, but cannot increase. This is already what happens.
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In Gen 7+, Shaymin/Hoopa revert their form when withdrawn from storage rather
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than when deposited. It still also reverts under other conditions. Shaymin
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reverts its form when deposited in the Day Care (all Gens).
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The game records, for each species, how many have been caught or defeated
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(counts both wild and trainer battles), and the shiny chance increases for that
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species because of this. This value is also shown in the Pokédex entry screen.
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Some moves have changed properties/effects:
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- Parting Shot is able to make the user switch out if its effect is redirected
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by Mirror Armor. Throat Spray is triggered and applies before the switch.
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(The Throat Spray part is done by default). All this already works this way.
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Remote access to storage boxes via the party screen if you have the Pokémon Box
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Link item (and it's allowed to be used - in Gyms and some other places it's
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forbidden).
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Make example event that combines the Gen 8 fossils.
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The happiness evolution threshold value has lowered from 220 to 160. This is
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because, in Gen 8, you have to use Pokémon Camp or berries to raise a Pokémon's
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happiness above 179, which in turn is because affection effects have been added
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(chance of resisting a KO, chance of shaking off a status problem, etc.) that
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apply above 179 happiness. Pokémon Camp will not be added. Affection effects and
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the 179 soft cap/160 evolution threshold may be added (the latter two should be
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treated as related rather than separate settings).
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If two Pokémon of the same species are in the Day Care, and one knows an egg
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move(s) the other doesn't, and the other has an empty move slot(s), the other
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will learn the egg move(s) from the one after a time. Egg moves are checked in
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the order they're known by the one Pokémon. No egg moves are learned if the
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other Pokémon doesn't have an empty move slot. Volt Tackle cannot be learned
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this way. Gender is irrelevant. This is a feature of a Pokémon Nursery, which
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is like the Day Care but is only for breeding and the deposited Pokémon don't
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gain Exp (the fee is $500 per Pokémon up-front). The time it takes to do this
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is apparently the same as egg generation (e.g. a chance every 255 steps), but
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the parents don't need to be able to breed in order to learn egg moves.
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Ask whether a captured Pokémon, or an added Pokémon, should be put in storage
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or added to the party if the party is full. Also provide the option to look at
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its Pokédex entry. Have a way to force adding it to the party for plot
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purposes (battle rule?).
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=end
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