mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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Moved status condition common animation names into the definitions of statuses
This commit is contained in:
@@ -13,7 +13,7 @@ module Settings
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# generations 5 and later are reasonably supported.
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MECHANICS_GENERATION = 7
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#===============================================================================
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#=============================================================================
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# The default screen width (at a scale of 1.0).
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SCREEN_WIDTH = 512
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@@ -24,7 +24,7 @@ module Settings
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# Map view mode (0=original, 1=custom, 2=perspective).
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MAP_VIEW_MODE = 1
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#===============================================================================
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#=============================================================================
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# The maximum level Pokémon can reach.
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MAXIMUM_LEVEL = 100
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@@ -41,7 +41,7 @@ module Settings
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# always inherit egg moves from its father.
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BREEDING_CAN_INHERIT_EGG_MOVES_FROM_MOTHER = (MECHANICS_GENERATION >= 6)
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#===============================================================================
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#=============================================================================
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# The amount of money the player starts the game with.
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INITIAL_MONEY = 3000
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@@ -54,34 +54,34 @@ module Settings
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# The maximum number of Pokémon that can be in the party.
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MAX_PARTY_SIZE = 6
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#===============================================================================
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#=============================================================================
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# A set of arrays each containing a trainer type followed by a Global Variable
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# number. If the variable isn't set to 0, then all trainers with the associated
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# trainer type will be named as whatever is in that variable.
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# number. If the variable isn't set to 0, then all trainers with the
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# associated trainer type will be named as whatever is in that variable.
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RIVAL_NAMES = [
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[:RIVAL1, 12],
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[:RIVAL2, 12],
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[:RIVAL1, 12],
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[:RIVAL2, 12],
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[:CHAMPION, 12]
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]
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#===============================================================================
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#=============================================================================
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# Whether outdoor maps should be shaded according to the time of day.
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TIME_SHADING = true
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#===============================================================================
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#=============================================================================
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# Whether poisoned Pokémon will lose HP while walking around in the field.
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POISON_IN_FIELD = (MECHANICS_GENERATION <= 4)
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# Whether poisoned Pokémon will faint while walking around in the field (true),
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# or survive the poisoning with 1 HP (false).
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# Whether poisoned Pokémon will faint while walking around in the field
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# (true), or survive the poisoning with 1 HP (false).
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POISON_FAINT_IN_FIELD = (MECHANICS_GENERATION <= 3)
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# Whether planted berries grow according to Gen 4 mechanics (true) or Gen 3
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# mechanics (false).
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NEW_BERRY_PLANTS = (MECHANICS_GENERATION >= 4)
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# Whether fishing automatically hooks the Pokémon (if false, there is a reaction
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# test first).
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# Whether fishing automatically hooks the Pokémon (true), or whether there is
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# a reaction test first (false).
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FISHING_AUTO_HOOK = false
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# The ID of the common event that runs when the player starts fishing (runs
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# instead of showing the casting animation).
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@@ -90,33 +90,35 @@ module Settings
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# instead of showing the reeling in animation).
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FISHING_END_COMMON_EVENT = -1
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#===============================================================================
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#=============================================================================
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# The number of steps allowed before a Safari Zone game is over (0=infinite).
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SAFARI_STEPS = 600
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# The number of seconds a Bug Catching Contest lasts for (0=infinite).
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BUG_CONTEST_TIME = 1200
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BUG_CONTEST_TIME = 20 * 60 # 20 minutes
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#===============================================================================
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#=============================================================================
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# Pairs of map IDs, where the location signpost isn't shown when moving from one
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# of the maps in a pair to the other (and vice versa). Useful for single long
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# routes/towns that are spread over multiple maps.
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# e.g. [4,5,16,17,42,43] will be map pairs 4,5 and 16,17 and 42,43.
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# Moving between two maps that have the exact same name won't show the location
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# signpost anyway, so you don't need to list those maps here.
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# Pairs of map IDs, where the location signpost isn't shown when moving from
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# one of the maps in a pair to the other (and vice versa). Useful for single
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# long routes/towns that are spread over multiple maps.
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# e.g. [4,5,16,17,42,43] will be map pairs 4,5 and 16,17 and 42,43.
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# Moving between two maps that have the exact same name won't show the
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# location signpost anyway, so you don't need to list those maps here.
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NO_SIGNPOSTS = []
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#===============================================================================
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#=============================================================================
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# Whether the badge restriction on using certain hidden moves is owning at least
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# a certain number of badges (true), or owning a particular badge (false).
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# Whether you need at least a certain number of badges to use some hidden
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# moves in the field (true), or whether you need one specific badge to use
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# them (false). The amounts/specific badges are defined below.
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FIELD_MOVES_COUNT_BADGES = true
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# Depending on FIELD_MOVES_COUNT_BADGES, either the number of badges required to
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# use each hidden move, or the specific badge number required to use each move.
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# Remember that badge 0 is the first badge, badge 1 is the second badge, etc.
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# e.g. To require the second badge, put false and 1.
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# To require at least 2 badges, put true and 2.
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# Depending on FIELD_MOVES_COUNT_BADGES, either the number of badges required
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# to use each hidden move in the field, or the specific badge number required
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# to use each move. Remember that badge 0 is the first badge, badge 1 is the
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# second badge, etc.
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# e.g. To require the second badge, put false and 1.
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# To require at least 2 badges, put true and 2.
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BADGE_FOR_CUT = 1
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BADGE_FOR_FLASH = 2
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BADGE_FOR_ROCKSMASH = 3
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@@ -126,22 +128,23 @@ module Settings
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BADGE_FOR_DIVE = 7
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BADGE_FOR_WATERFALL = 8
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#===============================================================================
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#=============================================================================
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# If a move taught by a TM/HM/TR replaces another move, this setting is whether
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# the machine's move retains the replaced move's PP (true) or whether the
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# machine's move has full PP (false).
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# If a move taught by a TM/HM/TR replaces another move, this setting is
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# whether the machine's move retains the replaced move's PP (true), or whether
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# the machine's move has full PP (false).
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TAUGHT_MACHINES_KEEP_OLD_PP = (MECHANICS_GENERATION == 5)
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# Whether Black/White Flute raise/lower the levels of wild Pokémon respectively
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# (true) or lower/raise the wild encounter rate respectively (false).
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# Whether the Black/White Flutes will raise/lower the levels of wild Pokémon
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# respectively (true), or will lower/raise the wild encounter rate
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# respectively (false).
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FLUTES_CHANGE_WILD_ENCOUNTER_LEVELS = (MECHANICS_GENERATION >= 6)
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# Whether Repel uses the level of the first Pokémon in the party regardless of
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# its HP (true) or uses the level of the first unfainted Pokémon (false)
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# its HP (true), or it uses the level of the first unfainted Pokémon (false).
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REPEL_COUNTS_FAINTED_POKEMON = (MECHANICS_GENERATION >= 6)
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# Whether Rage Candy Bar acts as a Full Heal (true) or a Potion (false).
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RAGE_CANDY_BAR_CURES_STATUS_PROBLEMS = (MECHANICS_GENERATION >= 7)
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#===============================================================================
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#=============================================================================
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# The name of the person who created the Pokémon storage system.
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def self.storage_creator_name
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@@ -150,9 +153,9 @@ module Settings
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# The number of boxes in Pokémon storage.
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NUM_STORAGE_BOXES = 30
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#===============================================================================
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#=============================================================================
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# The names of each pocket of the Bag. Leave the first entry blank.
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# The names of each pocket of the Bag. Ignore the first entry ("").
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def self.bag_pocket_names
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return ["",
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_INTL("Items"),
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@@ -165,8 +168,8 @@ module Settings
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_INTL("Key Items")
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]
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end
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# The maximum number of slots per pocket (-1 means infinite number). Ignore the
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# first number (0).
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# The maximum number of slots per pocket (-1 means infinite number). Ignore
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# the first number (0).
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BAG_MAX_POCKET_SIZE = [0, -1, -1, -1, -1, -1, -1, -1, -1]
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# The maximum number of items each slot in the Bag can hold.
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BAG_MAX_PER_SLOT = 999
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@@ -174,21 +177,23 @@ module Settings
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# first entry (the 0).
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BAG_POCKET_AUTO_SORT = [0, false, false, false, true, true, false, false, false]
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#===============================================================================
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#=============================================================================
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# Whether the Pokédex list shown is the one for the player's current region
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# (true), or whether a menu pops up for the player to manually choose which Dex
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# list to view if more than one is available (false).
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# (true), or whether a menu pops up for the player to manually choose which
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# Dex list to view if more than one is available (false).
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USE_CURRENT_REGION_DEX = false
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# The names of each Dex list in the game, in order and with National Dex at the
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# end. This is also the order that $PokemonGlobal.pokedexUnlocked is in, which
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# records which Dexes have been unlocked (first is unlocked by default).
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# You can define which region a particular Dex list is linked to. This means the
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# area map shown while viewing that Dex list will ALWAYS be that of the defined
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# region, rather than whichever region the player is currently in. To define
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# this, put the Dex name and the region number in an array, like the Kanto and
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# Johto Dexes are. The National Dex isn't in an array with a region number,
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# therefore its area map is whichever region the player is currently in.
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# The names of the Pokédex lists, in the order they are defined in the PBS
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# file "regionaldexes.txt". The last name is for the National Dex and is added
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# onto the end of this array (remember that you don't need to use it). This
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# array's order is also the order of $PokemonGlobal.pokedexUnlocked, which
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# records which Dexes have been unlocked (the first is unlocked by default).
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# If an entry is just a name, then the region map shown in the Area page while
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# viewing that Dex list will be the region map of the region the player is
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# currently in. The National Dex entry should always behave like this.
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# If an entry is of the form [name, number], then the number is a region
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# number. That region's map will appear in the Area page while viewing that
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# Dex list, no matter which region the player is currently in.
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def self.pokedex_names
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return [
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[_INTL("Kanto Pokédex"), 0],
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@@ -196,36 +201,35 @@ module Settings
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_INTL("National Pokédex")
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]
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end
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# Whether all forms of a given species will be immediately available to view in
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# the Pokédex so long as that species has been seen at all (true), or whether
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# each form needs to be seen specifically before that form appears in the
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# Pokédex (false).
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# Whether all forms of a given species will be immediately available to view
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# in the Pokédex so long as that species has been seen at all (true), or
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# whether each form needs to be seen specifically before that form appears in
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# the Pokédex (false).
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DEX_SHOWS_ALL_FORMS = false
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# An array of numbers, where each number is that of a Dex list (National Dex is
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# -1). All Dex lists included here have the species numbers in them reduced by
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# 1, thus making the first listed species have a species number of 0 (e.g.
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# Victini in Unova's Dex).
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# An array of numbers, where each number is that of a Dex list (in the same
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# order as above, except the National Dex is -1). All Dex lists included here
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# will begin their numbering at 0 rather than 1 (e.g. Victini in Unova's Dex).
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DEXES_WITH_OFFSETS = []
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#===============================================================================
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#=============================================================================
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# A set of arrays each containing details of a graphic to be shown on the region
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# map if appropriate. The values for each array are as follows:
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# - Region number.
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# - Global Switch; the graphic is shown if this is ON (non-wall maps only).
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# - X coordinate of the graphic on the map, in squares.
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# - Y coordinate of the graphic on the map, in squares.
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# - Name of the graphic, found in the Graphics/Pictures folder.
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# - The graphic will always (true) or never (false) be shown on a wall map.
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# A set of arrays, each containing details of a graphic to be shown on the
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# region map if appropriate. The values for each array are as follows:
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# * Region number.
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# * Game Switch; the graphic is shown if this is ON (non-wall maps only).
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# * X coordinate of the graphic on the map, in squares.
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# * Y coordinate of the graphic on the map, in squares.
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# * Name of the graphic, found in the Graphics/Pictures folder.
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# * The graphic will always (true) or never (false) be shown on a wall map.
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REGION_MAP_EXTRAS = [
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[0, 51, 16, 15, "mapHiddenBerth", false],
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[0, 52, 20, 14, "mapHiddenFaraday", false]
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]
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#===============================================================================
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#=============================================================================
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# A list of maps used by roaming Pokémon. Each map has an array of other maps it
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# can lead to.
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# A list of maps used by roaming Pokémon. Each map has an array of other maps
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# it can lead to.
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ROAMING_AREAS = {
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5 => [ 21, 28, 31, 39, 41, 44, 47, 66, 69],
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21 => [5, 28, 31, 39, 41, 44, 47, 66, 69],
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@@ -238,15 +242,15 @@ module Settings
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66 => [5, 21, 28, 31, 39, 41, 44, 47, 69],
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69 => [5, 21, 28, 31, 39, 41, 44, 47, 66 ]
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}
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# A set of arrays each containing the details of a roaming Pokémon. The
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# information within is as follows:
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# - Species.
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# - Level.
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# - Global Switch; the Pokémon roams while this is ON.
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# - Encounter type (0=any, 1=grass/walking in cave, 2=surfing, 3=fishing,
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# 4=surfing/fishing). See bottom of PField_RoamingPokemon for lists.
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# - Name of BGM to play for that encounter (optional).
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# - Roaming areas specifically for this Pokémon (optional).
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# A set of arrays, each containing the details of a roaming Pokémon. The
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# information within each array is as follows:
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# * Species.
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# * Level.
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# * Game Switch; the Pokémon roams while this is ON.
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# * Encounter type (0=any, 1=grass/walking in cave, 2=surfing, 3=fishing,
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# 4=surfing/fishing). See the bottom of PField_RoamingPokemon for lists.
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# * Name of BGM to play for that encounter (optional).
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# * Roaming areas specifically for this Pokémon (optional).
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ROAMING_SPECIES = [
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[:LATIAS, 30, 53, 0, "Battle roaming"],
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[:LATIOS, 30, 53, 0, "Battle roaming"],
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@@ -259,15 +263,16 @@ module Settings
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[:ENTEI, 40, 55, 1, nil]
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]
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#===============================================================================
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#=============================================================================
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# A set of arrays each containing details of a wild encounter that can only
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# occur via using the Poké Radar. The information within is as follows:
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# - Map ID on which this encounter can occur.
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# - Probability that this encounter will occur (as a percentage).
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# - Species.
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# - Minimum possible level.
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# - Maximum possible level (optional).
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# A set of arrays, each containing the details of a wild encounter that can
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# only occur via using the Poké Radar. The information within each array is as
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# follows:
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# * Map ID on which this encounter can occur.
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# * Probability that this encounter will occur (as a percentage).
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# * Species.
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# * Minimum possible level.
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# * Maximum possible level (optional).
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POKE_RADAR_ENCOUNTERS = [
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[5, 20, :STARLY, 12, 15],
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[21, 10, :STANTLER, 14],
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@@ -275,12 +280,12 @@ module Settings
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[28, 20, :BEEDRILL, 15, 18]
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]
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#===============================================================================
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#=============================================================================
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# The Game Switch that is set to ON when the player blacks out.
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STARTING_OVER_SWITCH = 1
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# The Game Switch that is set to ON when the player has seen Pokérus in the Poké
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# Center, and doesn't need to be told about it again.
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# The Game Switch that is set to ON when the player has seen Pokérus in the
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# Poké Center (and doesn't need to be told about it again).
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SEEN_POKERUS_SWITCH = 2
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# The Game Switch which, while ON, makes all wild Pokémon created be shiny.
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SHINY_WILD_POKEMON_SWITCH = 31
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@@ -288,7 +293,7 @@ module Settings
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# met via a fateful encounter.
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FATEFUL_ENCOUNTER_SWITCH = 32
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#===============================================================================
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#=============================================================================
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# ID of the animation played when the player steps on grass (grass rustling).
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GRASS_ANIMATION_ID = 1
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@@ -298,8 +303,8 @@ module Settings
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# ID of the animation played when a trainer notices the player (an exclamation
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# bubble).
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EXCLAMATION_ANIMATION_ID = 3
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# ID of the animation played when a patch of grass rustles due to using the Poké
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# Radar.
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# ID of the animation played when a patch of grass rustles due to using the
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# Poké Radar.
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RUSTLE_NORMAL_ANIMATION_ID = 1
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# ID of the animation played when a patch of grass rustles vigorously due to
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# using the Poké Radar. (Rarer species)
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@@ -307,11 +312,11 @@ module Settings
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# ID of the animation played when a patch of grass rustles and shines due to
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# using the Poké Radar. (Shiny encounter)
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RUSTLE_SHINY_ANIMATION_ID = 6
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# ID of the animation played when a berry tree grows a stage while the player is
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# on the map (for new plant growth mechanics only).
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# ID of the animation played when a berry tree grows a stage while the player
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# is on the map (for new plant growth mechanics only).
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PLANT_SPARKLE_ANIMATION_ID = 7
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#===============================================================================
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#=============================================================================
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# An array of available languages in the game, and their corresponding message
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# file in the Data folder. Edit only if you have 2 or more languages to choose
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@@ -321,7 +326,7 @@ module Settings
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# ["Deutsch", "deutsch.dat"]
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]
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#===============================================================================
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#=============================================================================
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# Available speech frames. These are graphic files in "Graphics/Windowskins/".
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SPEECH_WINDOWSKINS = [
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