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https://github.com/infinitefusion/infinitefusion-e18.git
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Created and implemented GameData::Type
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@@ -384,7 +384,7 @@ class FightMenuDisplay < BattleMenuBase
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def refreshMoveData(move)
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# Write PP and type of the selected move
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if !USE_GRAPHICS
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moveType = PBTypes.getName(move.type)
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moveType = GameData::Type.get(move.type).name
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if move.total_pp<=0
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@msgBox.text = _INTL("PP: ---<br>TYPE/{1}",moveType)
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else
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@@ -400,7 +400,8 @@ class FightMenuDisplay < BattleMenuBase
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end
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@visibility["typeIcon"] = true
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# Type icon
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@typeIcon.src_rect.y = move.type*TYPE_ICON_HEIGHT
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type_number = GameData::Type.get(move.type).id_number
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@typeIcon.src_rect.y = type_number * TYPE_ICON_HEIGHT
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# PP text
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if move.total_pp>0
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ppFraction = [(4.0*move.pp/move.total_pp).ceil,3].min
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@@ -4,7 +4,7 @@ class PokeBattle_Scene
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# Return values: -1=Cancel, 0=Fight, 1=Bag, 2=Pokémon, 3=Run, 4=Call
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#=============================================================================
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def pbCommandMenu(idxBattler,firstAction)
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shadowTrainer = (hasConst?(PBTypes,:SHADOW) && @battle.trainerBattle?)
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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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@@ -437,20 +437,17 @@ class PokeBattle_Scene
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:DARK => [:PURSUIT, :DARKPULSE, :HONECLAWS, nil, :SNARL, :EMBARGO],
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:FAIRY => [:TACKLE, :FAIRYWIND, :MOONLIGHT, nil, :SWIFT, :SWEETKISS]
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}
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typeDefaultAnim.each do |type, anims|
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next if !isConst?(moveType, PBTypes, type)
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if typeDefaultAnim[moveType]
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anims = typeDefaultAnim[moveType]
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if GameData::Move.exists?(anims[moveKind])
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anim = pbFindMoveAnimDetails(move2anim, anims[moveKind], idxUser)
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end
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break if anim
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if moveKind >= 3 && GameData::Move.exists?(anims[moveKind - 3])
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if !anim && moveKind >= 3 && GameData::Move.exists?(anims[moveKind - 3])
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anim = pbFindMoveAnimDetails(move2anim, anims[moveKind - 3], idxUser)
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end
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break if anim
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if GameData::Move.exists?(anims[2])
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if !anim && GameData::Move.exists?(anims[2])
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anim = pbFindMoveAnimDetails(move2anim, anims[2], idxUser)
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end
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break
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end
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return anim if anim
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# Default animation for the move's type not found, use Tackle's animation
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