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https://github.com/infinitefusion/infinitefusion-e18.git
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Fixed "cannotRun" battle rule not applying to Roar/Circle Throw/Poké Dolls, commented out compiler code that edits what it thinks are supposed to be doors
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@@ -698,8 +698,14 @@ module Compiler
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moves = { 0 => "" }
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items = { 0 => "" }
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natures = {}
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# TODO: Stat change (rewrite this).
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evs = ["HP", "ATK", "DEF", "SPD", "SA", "SD"]
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evs = {
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:HP => "HP",
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:ATTACK => "ATK",
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:DEFENSE => "DEF",
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:SPECIAL_ATTACK => "SA",
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:SPECIAL_DEFENSE => "SD",
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:SPEED => "SPD"
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}
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File.open(filename,"wb") { |f|
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add_PBS_header_to_file(f)
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f.write("\#-------------------------------\r\n")
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@@ -709,15 +715,11 @@ module Compiler
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c1 = (species[pkmn.species]) ? species[pkmn.species] : (species[pkmn.species] = GameData::Species.get(pkmn.species).species.to_s)
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c2 = (items[pkmn.item]) ? items[pkmn.item] : (items[pkmn.item] = GameData::Item.get(pkmn.item).id.to_s)
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c3 = (natures[pkmn.nature]) ? natures[pkmn.nature] : (natures[pkmn.nature] = GameData::Nature.get(pkmn.nature).id.to_s)
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# TODO: Stat change (rewrite this).
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evlist = ""
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ev = pkmn.ev
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for i in 0...evs.length
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if (ev & (1 << i)) != 0
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evlist += "," if evlist.length > 0
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evlist += evs[i]
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end
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end
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pkmn.ev.each do |stat|
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evlist += "," if evlist.length > 0
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evlist += evs[stat]
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}
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c4 = (moves[pkmn.move1]) ? moves[pkmn.move1] : (moves[pkmn.move1] = GameData::Move.get(pkmn.move1).id.to_s)
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c5 = (moves[pkmn.move2]) ? moves[pkmn.move2] : (moves[pkmn.move2] = GameData::Move.get(pkmn.move2).id.to_s)
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c6 = (moves[pkmn.move3]) ? moves[pkmn.move3] : (moves[pkmn.move3] = GameData::Move.get(pkmn.move3).id.to_s)
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@@ -942,6 +942,7 @@ module Compiler
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end
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when 201 # Transfer Player
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if list.length<=8
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=begin
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if params[0]==0
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# Look for another event just above the position this Transfer
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# Player command will transfer to - it may be a door, in which case
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@@ -1075,6 +1076,7 @@ module Compiler
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end
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end
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end
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=end
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# If this is the only event command, convert to a full event
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if list.length==2 || (list.length==3 && (list[0].code==250 || list[1].code==250)) # Play SE
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params[5] = 1 # No fade
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