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https://github.com/infinitefusion/infinitefusion-e18.git
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Added def count to all GameData variants, and one that returns the number of species for Species, removed all uses of ID numbers for GameData::Status, made more use of GameData::X.keys
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@@ -1665,7 +1665,7 @@ class PokeBattle_Move_0B6 < PokeBattle_Move
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def pbMoveFailed?(user,targets)
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@metronomeMove = nil
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move_keys = GameData::Move::DATA.keys
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move_keys = GameData::Move.keys
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# NOTE: You could be really unlucky and roll blacklisted moves 1000 times in
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# a row. This is too unlikely to care about, though.
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1000.times do
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@@ -247,12 +247,13 @@ class PokemonDataBox < SpriteWrapper
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end
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# Draw status icon
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if @battler.status != :NONE
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s = GameData::Status.get(@battler.status).id_number
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if s == :POISON && @battler.statusCount > 0 # Badly poisoned
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s = GameData::Status::DATA.keys.length / 2
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if @battler.status == :POISON && @battler.statusCount > 0 # Badly poisoned
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s = GameData::Status.count
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else
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s = GameData::Status.get(@battler.status).icon_position
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end
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imagePos.push(["Graphics/Pictures/Battle/icon_statuses",@spriteBaseX+24,36,
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0,(s-1)*STATUS_ICON_HEIGHT,-1,STATUS_ICON_HEIGHT])
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0,(s-1)*STATUS_ICON_HEIGHT,-1,STATUS_ICON_HEIGHT]) if s >= 0
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end
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pbDrawImagePositions(self.bitmap,imagePos)
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refreshHP
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