Deleted rubyscreen.dll, eradicated semicolons from when... statements, compiling is now before setting up the system, appeased vocal dissenters

This commit is contained in:
Maruno17
2020-11-26 21:10:45 +00:00
parent 017cdb8d0f
commit eb22e49d9b
73 changed files with 905 additions and 817 deletions

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@@ -170,9 +170,9 @@ class PokeBattle_Battler
if hasActiveAbility?(:FORECAST)
newForm = 0
case @battle.pbWeather
when PBWeather::Sun, PBWeather::HarshSun; newForm = 1
when PBWeather::Rain, PBWeather::HeavyRain; newForm = 2
when PBWeather::Hail; newForm = 3
when PBWeather::Sun, PBWeather::HarshSun then newForm = 1
when PBWeather::Rain, PBWeather::HeavyRain then newForm = 2
when PBWeather::Hail then newForm = 3
end
if @form!=newForm
@battle.pbShowAbilitySplash(self,true)
@@ -187,9 +187,7 @@ class PokeBattle_Battler
if isSpecies?(:CHERRIM)
if hasActiveAbility?(:FLOWERGIFT)
newForm = 0
case @battle.pbWeather
when PBWeather::Sun, PBWeather::HarshSun; newForm = 1
end
newForm = 1 if [PBWeather::Sun, PBWeather::HarshSun].include?(@battle.pbWeather)
if @form!=newForm
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)

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@@ -30,11 +30,11 @@ class PokeBattle_Battler
if showMessages
msg = ""
case self.status
when PBStatuses::SLEEP; msg = _INTL("{1} is already asleep!",pbThis)
when PBStatuses::POISON; msg = _INTL("{1} is already poisoned!",pbThis)
when PBStatuses::BURN; msg = _INTL("{1} already has a burn!",pbThis)
when PBStatuses::PARALYSIS; msg = _INTL("{1} is already paralyzed!",pbThis)
when PBStatuses::FROZEN; msg = _INTL("{1} is already frozen solid!",pbThis)
when PBStatuses::SLEEP then msg = _INTL("{1} is already asleep!",pbThis)
when PBStatuses::POISON then msg = _INTL("{1} is already poisoned!",pbThis)
when PBStatuses::BURN then msg = _INTL("{1} already has a burn!",pbThis)
when PBStatuses::PARALYSIS then msg = _INTL("{1} is already paralyzed!",pbThis)
when PBStatuses::FROZEN then msg = _INTL("{1} is already frozen solid!",pbThis)
end
@battle.pbDisplay(msg)
end
@@ -124,11 +124,11 @@ class PokeBattle_Battler
msg = ""
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
case newStatus
when PBStatuses::SLEEP; msg = _INTL("{1} stays awake!",pbThis)
when PBStatuses::POISON; msg = _INTL("{1} cannot be poisoned!",pbThis)
when PBStatuses::BURN; msg = _INTL("{1} cannot be burned!",pbThis)
when PBStatuses::PARALYSIS; msg = _INTL("{1} cannot be paralyzed!",pbThis)
when PBStatuses::FROZEN; msg = _INTL("{1} cannot be frozen solid!",pbThis)
when PBStatuses::SLEEP then msg = _INTL("{1} stays awake!",pbThis)
when PBStatuses::POISON then msg = _INTL("{1} cannot be poisoned!",pbThis)
when PBStatuses::BURN then msg = _INTL("{1} cannot be burned!",pbThis)
when PBStatuses::PARALYSIS then msg = _INTL("{1} cannot be paralyzed!",pbThis)
when PBStatuses::FROZEN then msg = _INTL("{1} cannot be frozen solid!",pbThis)
end
elsif immAlly
case newStatus
@@ -150,11 +150,11 @@ class PokeBattle_Battler
end
else
case newStatus
when PBStatuses::SLEEP; msg = _INTL("{1} stays awake because of its {2}!",pbThis,abilityName)
when PBStatuses::POISON; msg = _INTL("{1}'s {2} prevents poisoning!",pbThis,abilityName)
when PBStatuses::BURN; msg = _INTL("{1}'s {2} prevents burns!",pbThis,abilityName)
when PBStatuses::PARALYSIS; msg = _INTL("{1}'s {2} prevents paralysis!",pbThis,abilityName)
when PBStatuses::FROZEN; msg = _INTL("{1}'s {2} prevents freezing!",pbThis,abilityName)
when PBStatuses::SLEEP then msg = _INTL("{1} stays awake because of its {2}!",pbThis,abilityName)
when PBStatuses::POISON then msg = _INTL("{1}'s {2} prevents poisoning!",pbThis,abilityName)
when PBStatuses::BURN then msg = _INTL("{1}'s {2} prevents burns!",pbThis,abilityName)
when PBStatuses::PARALYSIS then msg = _INTL("{1}'s {2} prevents paralysis!",pbThis,abilityName)
when PBStatuses::FROZEN then msg = _INTL("{1}'s {2} prevents freezing!",pbThis,abilityName)
end
end
@battle.pbDisplay(msg)
@@ -401,16 +401,20 @@ class PokeBattle_Battler
anim = ""; msg = ""
case self.status
when PBStatuses::SLEEP
anim = "Sleep"; msg = _INTL("{1} is fast asleep.",pbThis)
anim = "Sleep"
msg = _INTL("{1} is fast asleep.", pbThis)
when PBStatuses::POISON
anim = (@statusCount>0) ? "Toxic" : "Poison"
msg = _INTL("{1} was hurt by poison!",pbThis)
msg = _INTL("{1} was hurt by poison!", pbThis)
when PBStatuses::BURN
anim = "Burn"; msg = _INTL("{1} was hurt by its burn!",pbThis)
anim = "Burn"
msg = _INTL("{1} was hurt by its burn!", pbThis)
when PBStatuses::PARALYSIS
anim = "Paralysis"; msg = _INTL("{1} is paralyzed! It can't move!",pbThis)
anim = "Paralysis"
msg = _INTL("{1} is paralyzed! It can't move!", pbThis)
when PBStatuses::FROZEN
anim = "Frozen"; msg = _INTL("{1} is frozen solid!",pbThis)
anim = "Frozen"
msg = _INTL("{1} is frozen solid!", pbThis)
end
@battle.pbCommonAnimation(anim,self) if anim!=""
yield if block_given?
@@ -423,11 +427,11 @@ class PokeBattle_Battler
self.status = PBStatuses::NONE
if showMessages
case oldStatus
when PBStatuses::SLEEP; @battle.pbDisplay(_INTL("{1} woke up!",pbThis))
when PBStatuses::POISON; @battle.pbDisplay(_INTL("{1} was cured of its poisoning.",pbThis))
when PBStatuses::BURN; @battle.pbDisplay(_INTL("{1}'s burn was healed.",pbThis))
when PBStatuses::PARALYSIS; @battle.pbDisplay(_INTL("{1} was cured of paralysis.",pbThis))
when PBStatuses::FROZEN; @battle.pbDisplay(_INTL("{1} thawed out!",pbThis))
when PBStatuses::SLEEP then @battle.pbDisplay(_INTL("{1} woke up!",pbThis))
when PBStatuses::POISON then @battle.pbDisplay(_INTL("{1} was cured of its poisoning.",pbThis))
when PBStatuses::BURN then @battle.pbDisplay(_INTL("{1}'s burn was healed.",pbThis))
when PBStatuses::PARALYSIS then @battle.pbDisplay(_INTL("{1} was cured of paralysis.",pbThis))
when PBStatuses::FROZEN then @battle.pbDisplay(_INTL("{1} thawed out!",pbThis))
end
end
PBDebug.log("[Status change] #{pbThis}'s status was cured") if !showMessages

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@@ -162,10 +162,10 @@ class PokeBattle_Battler
end
# Show refusal message and do nothing
case @battle.pbRandom(4)
when 0; @battle.pbDisplay(_INTL("{1} won't obey!",pbThis))
when 1; @battle.pbDisplay(_INTL("{1} turned away!",pbThis))
when 2; @battle.pbDisplay(_INTL("{1} is loafing around!",pbThis))
when 3; @battle.pbDisplay(_INTL("{1} pretended not to notice!",pbThis))
when 0 then @battle.pbDisplay(_INTL("{1} won't obey!",pbThis))
when 1 then @battle.pbDisplay(_INTL("{1} turned away!",pbThis))
when 2 then @battle.pbDisplay(_INTL("{1} is loafing around!",pbThis))
when 3 then @battle.pbDisplay(_INTL("{1} pretended not to notice!",pbThis))
end
return false
end

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@@ -182,8 +182,8 @@ class PokeBattle_Move
return false if c<0
# Move-specific "always/never a critical hit" effects
case pbCritialOverride(user,target)
when 1; return true
when -1; return false
when 1 then return true
when -1 then return false
end
# Other effects
return true if c>50 # Merciless

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@@ -366,9 +366,9 @@ class PokeBattle_Move_017 < PokeBattle_Move
def pbAdditionalEffect(user,target)
return if target.damageState.substitute
case @battle.pbRandom(3)
when 0; target.pbBurn(user) if target.pbCanBurn?(user,false,self)
when 1; target.pbFreeze if target.pbCanFreeze?(user,false,self)
when 2; target.pbParalyze(user) if target.pbCanParalyze?(user,false,self)
when 0 then target.pbBurn(user) if target.pbCanBurn?(user, false, self)
when 1 then target.pbFreeze if target.pbCanFreeze?(user, false, self)
when 2 then target.pbParalyze(user) if target.pbCanParalyze?(user, false, self)
end
end
end
@@ -1893,24 +1893,24 @@ class PokeBattle_Move_060 < PokeBattle_Move
end
if !checkedTerrain
case @battle.environment
when PBEnvironment::Grass; @newType = getID(PBTypes,:GRASS)
when PBEnvironment::TallGrass; @newType = getID(PBTypes,:GRASS)
when PBEnvironment::MovingWater; @newType = getID(PBTypes,:WATER)
when PBEnvironment::StillWater; @newType = getID(PBTypes,:WATER)
when PBEnvironment::Puddle; @newType = getID(PBTypes,:WATER)
when PBEnvironment::Underwater; @newType = getID(PBTypes,:WATER)
when PBEnvironment::Cave; @newType = getID(PBTypes,:ROCK)
when PBEnvironment::Rock; @newType = getID(PBTypes,:GROUND)
when PBEnvironment::Sand; @newType = getID(PBTypes,:GROUND)
when PBEnvironment::Forest; @newType = getID(PBTypes,:BUG)
when PBEnvironment::ForestGrass; @newType = getID(PBTypes,:BUG)
when PBEnvironment::Snow; @newType = getID(PBTypes,:ICE)
when PBEnvironment::Ice; @newType = getID(PBTypes,:ICE)
when PBEnvironment::Volcano; @newType = getID(PBTypes,:FIRE)
when PBEnvironment::Graveyard; @newType = getID(PBTypes,:GHOST)
when PBEnvironment::Sky; @newType = getID(PBTypes,:FLYING)
when PBEnvironment::Space; @newType = getID(PBTypes,:DRAGON)
when PBEnvironment::UltraSpace; @newType = getID(PBTypes,:PSYCHIC)
when PBEnvironment::Grass then @newType = getID(PBTypes,:GRASS)
when PBEnvironment::TallGrass then @newType = getID(PBTypes,:GRASS)
when PBEnvironment::MovingWater then @newType = getID(PBTypes,:WATER)
when PBEnvironment::StillWater then @newType = getID(PBTypes,:WATER)
when PBEnvironment::Puddle then @newType = getID(PBTypes,:WATER)
when PBEnvironment::Underwater then @newType = getID(PBTypes,:WATER)
when PBEnvironment::Cave then @newType = getID(PBTypes,:ROCK)
when PBEnvironment::Rock then @newType = getID(PBTypes,:GROUND)
when PBEnvironment::Sand then @newType = getID(PBTypes,:GROUND)
when PBEnvironment::Forest then @newType = getID(PBTypes,:BUG)
when PBEnvironment::ForestGrass then @newType = getID(PBTypes,:BUG)
when PBEnvironment::Snow then @newType = getID(PBTypes,:ICE)
when PBEnvironment::Ice then @newType = getID(PBTypes,:ICE)
when PBEnvironment::Volcano then @newType = getID(PBTypes,:FIRE)
when PBEnvironment::Graveyard then @newType = getID(PBTypes,:GHOST)
when PBEnvironment::Sky then @newType = getID(PBTypes,:FLYING)
when PBEnvironment::Space then @newType = getID(PBTypes,:DRAGON)
when PBEnvironment::UltraSpace then @newType = getID(PBTypes,:PSYCHIC)
end
end
if !user.pbHasOtherType?(@newType)

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@@ -958,20 +958,20 @@ class PokeBattle_Move_0A4 < PokeBattle_Move
def pbShowAnimation(id,user,targets,hitNum=0,showAnimation=true)
id = :BODYSLAM # Environment-specific anim
case @secretPower
when 1; id = :THUNDERSHOCK if GameData::Move.exists?(:THUNDERSHOCK)
when 2; id = :VINEWHIP if GameData::Move.exists?(:VINEWHIP)
when 3; id = :FAIRYWIND if GameData::Move.exists?(:FAIRYWIND)
when 4; id = :CONFUSIO if GameData::Move.exists?(:CONFUSION)
when 5; id = :WATERPULSE if GameData::Move.exists?(:WATERPULSE)
when 6; id = :MUDSHOT if GameData::Move.exists?(:MUDSHOT)
when 7; id = :ROCKTHROW if GameData::Move.exists?(:ROCKTHROW)
when 8; id = :MUDSLAP if GameData::Move.exists?(:MUDSLAP)
when 9; id = :ICESHARD if GameData::Move.exists?(:ICESHARD)
when 10; id = :INCINERATE if GameData::Move.exists?(:INCINERATE)
when 11; id = :SHADOWSNEAK if GameData::Move.exists?(:SHADOWSNEAK)
when 12; id = :GUST if GameData::Move.exists?(:GUST)
when 13; id = :SWIFT if GameData::Move.exists?(:SWIFT)
when 14; id = :PSYWAVE if GameData::Move.exists?(:PSYWAVE)
when 1 then id = :THUNDERSHOCK if GameData::Move.exists?(:THUNDERSHOCK)
when 2 then id = :VINEWHIP if GameData::Move.exists?(:VINEWHIP)
when 3 then id = :FAIRYWIND if GameData::Move.exists?(:FAIRYWIND)
when 4 then id = :CONFUSIO if GameData::Move.exists?(:CONFUSION)
when 5 then id = :WATERPULSE if GameData::Move.exists?(:WATERPULSE)
when 6 then id = :MUDSHOT if GameData::Move.exists?(:MUDSHOT)
when 7 then id = :ROCKTHROW if GameData::Move.exists?(:ROCKTHROW)
when 8 then id = :MUDSLAP if GameData::Move.exists?(:MUDSLAP)
when 9 then id = :ICESHARD if GameData::Move.exists?(:ICESHARD)
when 10 then id = :INCINERATE if GameData::Move.exists?(:INCINERATE)
when 11 then id = :SHADOWSNEAK if GameData::Move.exists?(:SHADOWSNEAK)
when 12 then id = :GUST if GameData::Move.exists?(:GUST)
when 13 then id = :SWIFT if GameData::Move.exists?(:SWIFT)
when 14 then id = :PSYWAVE if GameData::Move.exists?(:PSYWAVE)
end
super
end

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@@ -563,9 +563,9 @@ class PokeBattle_Move_114 < PokeBattle_Move
def pbEffectGeneral(user)
hpGain = 0
case [user.effects[PBEffects::Stockpile],1].max
when 1; hpGain = user.totalhp/4
when 2; hpGain = user.totalhp/2
when 3; hpGain = user.totalhp
when 1 then hpGain = user.totalhp/4
when 2 then hpGain = user.totalhp/2
when 3 then hpGain = user.totalhp
end
if user.pbRecoverHP(hpGain)>0
@battle.pbDisplay(_INTL("{1}'s HP was restored.",user.pbThis))

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@@ -12,14 +12,14 @@ begin
def self.animationName(weather)
case weather
when Sun; return "Sun"
when Rain; return "Rain"
when Sandstorm; return "Sandstorm"
when Hail; return "Hail"
when HarshSun; return "HarshSun"
when HeavyRain; return "HeavyRain"
when StrongWinds; return "StrongWinds"
when ShadowSky; return "ShadowSky"
when Sun then return "Sun"
when Rain then return "Rain"
when Sandstorm then return "Sandstorm"
when Hail then return "Hail"
when HarshSun then return "HarshSun"
when HeavyRain then return "HeavyRain"
when StrongWinds then return "StrongWinds"
when ShadowSky then return "ShadowSky"
end
return nil
end

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@@ -179,15 +179,15 @@ class PokeBattle_Battle
def setBattleMode(mode)
@sideSizes =
case mode
when "triple", "3v3"; [3,3]
when "3v2"; [3,2]
when "3v1"; [3,1]
when "2v3"; [2,3]
when "double", "2v2"; [2,2]
when "2v1"; [2,1]
when "1v3"; [1,3]
when "1v2"; [1,2]
else; [1,1] # Single, 1v1 (default)
when "triple", "3v3" then [3, 3]
when "3v2" then [3, 2]
when "3v1" then [3, 1]
when "2v3" then [2, 3]
when "double", "2v2" then [2, 2]
when "2v1" then [2, 1]
when "1v3" then [1, 3]
when "1v2" then [1, 2]
else [1, 1] # Single, 1v1 (default)
end
end
@@ -220,7 +220,8 @@ class PokeBattle_Battle
n = pbSideSize(idxBattler%2)
return [0,0,1][idxBattler/2] if n==3
return idxBattler/2 # Same as [0,1][idxBattler/2], i.e. 2 battler slots
when 3; return idxBattler/2
when 3
return idxBattler/2
end
return 0
end
@@ -658,14 +659,14 @@ class PokeBattle_Battle
pbCommonAnimation(PBWeather.animationName(@field.weather)) if showAnim
pbHideAbilitySplash(user) if user
case @field.weather
when PBWeather::Sun; pbDisplay(_INTL("The sunlight turned harsh!"))
when PBWeather::Rain; pbDisplay(_INTL("It started to rain!"))
when PBWeather::Sandstorm; pbDisplay(_INTL("A sandstorm brewed!"))
when PBWeather::Hail; pbDisplay(_INTL("It started to hail!"))
when PBWeather::HarshSun; pbDisplay(_INTL("The sunlight turned extremely harsh!"))
when PBWeather::HeavyRain; pbDisplay(_INTL("A heavy rain began to fall!"))
when PBWeather::StrongWinds; pbDisplay(_INTL("Mysterious strong winds are protecting Flying-type Pokémon!"))
when PBWeather::ShadowSky; pbDisplay(_INTL("A shadow sky appeared!"))
when PBWeather::Sun then pbDisplay(_INTL("The sunlight turned harsh!"))
when PBWeather::Rain then pbDisplay(_INTL("It started to rain!"))
when PBWeather::Sandstorm then pbDisplay(_INTL("A sandstorm brewed!"))
when PBWeather::Hail then pbDisplay(_INTL("It started to hail!"))
when PBWeather::HarshSun then pbDisplay(_INTL("The sunlight turned extremely harsh!"))
when PBWeather::HeavyRain then pbDisplay(_INTL("A heavy rain began to fall!"))
when PBWeather::StrongWinds then pbDisplay(_INTL("Mysterious strong winds are protecting Flying-type Pokémon!"))
when PBWeather::ShadowSky then pbDisplay(_INTL("A shadow sky appeared!"))
end
# Check for end of primordial weather, and weather-triggered form changes
eachBattler { |b| b.pbCheckFormOnWeatherChange }

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@@ -273,14 +273,14 @@ class PokeBattle_Battle
# Weather announcement
pbCommonAnimation(PBWeather.animationName(@field.weather))
case @field.weather
when PBWeather::Sun; pbDisplay(_INTL("The sunlight is strong."))
when PBWeather::Rain; pbDisplay(_INTL("It is raining."))
when PBWeather::Sandstorm; pbDisplay(_INTL("A sandstorm is raging."))
when PBWeather::Hail; pbDisplay(_INTL("Hail is falling."))
when PBWeather::HarshSun; pbDisplay(_INTL("The sunlight is extremely harsh."))
when PBWeather::HeavyRain; pbDisplay(_INTL("It is raining heavily."))
when PBWeather::StrongWinds; pbDisplay(_INTL("The wind is strong."))
when PBWeather::ShadowSky; pbDisplay(_INTL("The sky is shadowy."))
when PBWeather::Sun then pbDisplay(_INTL("The sunlight is strong."))
when PBWeather::Rain then pbDisplay(_INTL("It is raining."))
when PBWeather::Sandstorm then pbDisplay(_INTL("A sandstorm is raging."))
when PBWeather::Hail then pbDisplay(_INTL("Hail is falling."))
when PBWeather::HarshSun then pbDisplay(_INTL("The sunlight is extremely harsh."))
when PBWeather::HeavyRain then pbDisplay(_INTL("It is raining heavily."))
when PBWeather::StrongWinds then pbDisplay(_INTL("The wind is strong."))
when PBWeather::ShadowSky then pbDisplay(_INTL("The sky is shadowy."))
end
# Terrain announcement
pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))

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@@ -61,14 +61,14 @@ class PokeBattle_Battle
# Weather continues
pbCommonAnimation(PBWeather.animationName(@field.weather))
case @field.weather
# when PBWeather::Sun; pbDisplay(_INTL("The sunlight is strong."))
# when PBWeather::Rain; pbDisplay(_INTL("Rain continues to fall."))
when PBWeather::Sandstorm; pbDisplay(_INTL("The sandstorm is raging."))
when PBWeather::Hail; pbDisplay(_INTL("The hail is crashing down."))
# when PBWeather::HarshSun; pbDisplay(_INTL("The sunlight is extremely harsh."))
# when PBWeather::HeavyRain; pbDisplay(_INTL("It is raining heavily."))
# when PBWeather::StrongWinds; pbDisplay(_INTL("The wind is strong."))
when PBWeather::ShadowSky; pbDisplay(_INTL("The shadow sky continues."));
# when PBWeather::Sun then pbDisplay(_INTL("The sunlight is strong."))
# when PBWeather::Rain then pbDisplay(_INTL("Rain continues to fall."))
when PBWeather::Sandstorm then pbDisplay(_INTL("The sandstorm is raging."))
when PBWeather::Hail then pbDisplay(_INTL("The hail is crashing down."))
# when PBWeather::HarshSun then pbDisplay(_INTL("The sunlight is extremely harsh."))
# when PBWeather::HeavyRain then pbDisplay(_INTL("It is raining heavily."))
# when PBWeather::StrongWinds then pbDisplay(_INTL("The wind is strong."))
when PBWeather::ShadowSky then pbDisplay(_INTL("The shadow sky continues."))
end
# Effects due to weather
curWeather = pbWeather
@@ -132,10 +132,10 @@ class PokeBattle_Battle
# Terrain continues
pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
case @field.terrain
when PBBattleTerrains::Electric; pbDisplay(_INTL("An electric current is running across the battlefield."))
when PBBattleTerrains::Grassy; pbDisplay(_INTL("Grass is covering the battlefield."))
when PBBattleTerrains::Misty; pbDisplay(_INTL("Mist is swirling about the battlefield."))
when PBBattleTerrains::Psychic; pbDisplay(_INTL("The battlefield is weird."))
when PBBattleTerrains::Electric then pbDisplay(_INTL("An electric current is running across the battlefield."))
when PBBattleTerrains::Grassy then pbDisplay(_INTL("Grass is covering the battlefield."))
when PBBattleTerrains::Misty then pbDisplay(_INTL("Mist is swirling about the battlefield."))
when PBBattleTerrains::Psychic then pbDisplay(_INTL("The battlefield is weird."))
end
end
@@ -174,8 +174,8 @@ class PokeBattle_Battle
# Get the position to move to
pos = -1
case pbSideSize(side)
when 2; pos = [2,3,0,1][b.index] # The unoccupied position
when 3; pos = (side==0) ? 2 : 3 # The centre position
when 2 then pos = [2,3,0,1][b.index] # The unoccupied position
when 3 then pos = (side==0) ? 2 : 3 # The centre position
end
next if pos<0
# Can't move if the same trainer doesn't control both positions

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@@ -9,10 +9,10 @@ begin
def self.animationName(terrain)
case terrain
when Electric; return "ElectricTerrain"
when Grassy; return "GrassyTerrain"
when Misty; return "MistyTerrain"
when Psychic; return "PsychicTerrain"
when Electric then return "ElectricTerrain"
when Grassy then return "GrassyTerrain"
when Misty then return "MistyTerrain"
when Psychic then return "PsychicTerrain"
end
return nil
end

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@@ -146,11 +146,11 @@ class PokeBattle_AI
stage = battler.stages[stat]+6
value = 0
case stat
when PBStats::ATTACK; value = battler.attack
when PBStats::DEFENSE; value = battler.defense
when PBStats::SPATK; value = battler.spatk
when PBStats::SPDEF; value = battler.spdef
when PBStats::SPEED; value = battler.speed
when PBStats::ATTACK then value = battler.attack
when PBStats::DEFENSE then value = battler.defense
when PBStats::SPATK then value = battler.spatk
when PBStats::SPDEF then value = battler.spdef
when PBStats::SPEED then value = battler.speed
end
return (value.to_f*stageMul[stage]/stageDiv[stage]).floor
end

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@@ -65,21 +65,21 @@ module PokeBattle_BallAnimationMixin
# Poké Ball.
def getBattlerColorFromBallType(ballType)
case ballType
when 1; return Color.new(132, 189, 247) # Great Ball
when 2; return Color.new(189, 247, 165) # Safari Ball
when 3; return Color.new(255, 255, 123) # Ultra Ball
when 4; return Color.new(189, 165, 231) # Master Ball
when 5; return Color.new(173, 255, 206) # Net Ball
when 6; return Color.new( 99, 206, 247) # Dive Ball
when 7; return Color.new(247, 222, 82) # Nest Ball
when 8; return Color.new(255, 198, 132) # Repeat Ball
when 9; return Color.new(239, 247, 247) # Timer Ball
when 10; return Color.new(255, 140, 82) # Luxury Ball
when 11; return Color.new(255, 74, 82) # Premier Ball
when 12; return Color.new(115, 115, 140) # Dusk Ball
when 13; return Color.new(255, 198, 231) # Heal Ball
when 14; return Color.new(140, 214, 255) # Quick Ball
when 15; return Color.new(247, 66, 41) # Cherish Ball
when 1 then return Color.new(132, 189, 247) # Great Ball
when 2 then return Color.new(189, 247, 165) # Safari Ball
when 3 then return Color.new(255, 255, 123) # Ultra Ball
when 4 then return Color.new(189, 165, 231) # Master Ball
when 5 then return Color.new(173, 255, 206) # Net Ball
when 6 then return Color.new( 99, 206, 247) # Dive Ball
when 7 then return Color.new(247, 222, 82) # Nest Ball
when 8 then return Color.new(255, 198, 132) # Repeat Ball
when 9 then return Color.new(239, 247, 247) # Timer Ball
when 10 then return Color.new(255, 140, 82) # Luxury Ball
when 11 then return Color.new(255, 74, 82) # Premier Ball
when 12 then return Color.new(115, 115, 140) # Dusk Ball
when 13 then return Color.new(255, 198, 231) # Heal Ball
when 14 then return Color.new(140, 214, 255) # Quick Ball
when 15 then return Color.new(247, 66, 41) # Cherish Ball
end
return Color.new(255, 181, 247) # Poké Ball, Sport Ball, Apricorn Balls, others
end

View File

@@ -623,9 +623,9 @@ class BattlerDamageAnimation < PokeBattle_Animation
# Animation
delay = 0
case @effectiveness
when 0; battler.setSE(delay,"Battle damage normal")
when 1; battler.setSE(delay,"Battle damage weak")
when 2; battler.setSE(delay,"Battle damage super")
when 0 then battler.setSE(delay, "Battle damage normal")
when 1 then battler.setSE(delay, "Battle damage weak")
when 2 then battler.setSE(delay, "Battle damage super")
end
4.times do # 4 flashes, each lasting 0.2 (4/20) seconds
battler.setVisible(delay,false)

View File

@@ -350,8 +350,8 @@ class PokemonDataBox < SpriteWrapper
# Data box bobbing while Pokémon is selected
if @selected==1 || @selected==2 # Choosing commands/targeted or damaged
case (frameCounter/QUARTER_ANIM_PERIOD).floor
when 1; self.y = @spriteY-2
when 3; self.y = @spriteY+2
when 1 then self.y = @spriteY-2
when 3 then self.y = @spriteY+2
end
end
end
@@ -574,8 +574,8 @@ class PokemonBattlerSprite < RPG::Sprite
@spriteYExtra = 0
if @selected==1 # When choosing commands for this Pokémon
case (frameCounter/QUARTER_ANIM_PERIOD).floor
when 1; @spriteYExtra = 2
when 3; @spriteYExtra = -2
when 1 then @spriteYExtra = 2
when 3 then @spriteYExtra = -2
end
end
self.x = self.x
@@ -584,8 +584,8 @@ class PokemonBattlerSprite < RPG::Sprite
# Pokémon sprite blinking when targeted
if @selected==2 && @spriteVisible
case (frameCounter/SIXTH_ANIM_PERIOD).floor
when 2, 5; self.visible = false
else; self.visible = true
when 2, 5 then self.visible = false
else self.visible = true
end
end
@updating = false

View File

@@ -93,8 +93,8 @@ class PokeBattle_Scene
def pbCreateBackdropSprites
case @battle.time
when 1; time = "eve"
when 2; time = "night"
when 1 then time = "eve"
when 2 then time = "night"
end
# Put everything together into backdrop, bases and message bar filenames
backdropFilename = @battle.backdrop