mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-08 13:44:59 +00:00
Deleted rubyscreen.dll, eradicated semicolons from when... statements, compiling is now before setting up the system, appeased vocal dissenters
This commit is contained in:
@@ -170,9 +170,9 @@ class PokeBattle_Battler
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if hasActiveAbility?(:FORECAST)
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newForm = 0
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case @battle.pbWeather
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when PBWeather::Sun, PBWeather::HarshSun; newForm = 1
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when PBWeather::Rain, PBWeather::HeavyRain; newForm = 2
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when PBWeather::Hail; newForm = 3
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when PBWeather::Sun, PBWeather::HarshSun then newForm = 1
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when PBWeather::Rain, PBWeather::HeavyRain then newForm = 2
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when PBWeather::Hail then newForm = 3
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end
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if @form!=newForm
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@battle.pbShowAbilitySplash(self,true)
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@@ -187,9 +187,7 @@ class PokeBattle_Battler
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if isSpecies?(:CHERRIM)
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if hasActiveAbility?(:FLOWERGIFT)
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newForm = 0
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case @battle.pbWeather
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when PBWeather::Sun, PBWeather::HarshSun; newForm = 1
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end
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newForm = 1 if [PBWeather::Sun, PBWeather::HarshSun].include?(@battle.pbWeather)
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if @form!=newForm
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@battle.pbShowAbilitySplash(self,true)
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@battle.pbHideAbilitySplash(self)
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@@ -30,11 +30,11 @@ class PokeBattle_Battler
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if showMessages
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msg = ""
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case self.status
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when PBStatuses::SLEEP; msg = _INTL("{1} is already asleep!",pbThis)
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when PBStatuses::POISON; msg = _INTL("{1} is already poisoned!",pbThis)
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when PBStatuses::BURN; msg = _INTL("{1} already has a burn!",pbThis)
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when PBStatuses::PARALYSIS; msg = _INTL("{1} is already paralyzed!",pbThis)
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when PBStatuses::FROZEN; msg = _INTL("{1} is already frozen solid!",pbThis)
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when PBStatuses::SLEEP then msg = _INTL("{1} is already asleep!",pbThis)
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when PBStatuses::POISON then msg = _INTL("{1} is already poisoned!",pbThis)
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when PBStatuses::BURN then msg = _INTL("{1} already has a burn!",pbThis)
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when PBStatuses::PARALYSIS then msg = _INTL("{1} is already paralyzed!",pbThis)
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when PBStatuses::FROZEN then msg = _INTL("{1} is already frozen solid!",pbThis)
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end
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@battle.pbDisplay(msg)
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end
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@@ -124,11 +124,11 @@ class PokeBattle_Battler
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msg = ""
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if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
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case newStatus
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when PBStatuses::SLEEP; msg = _INTL("{1} stays awake!",pbThis)
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when PBStatuses::POISON; msg = _INTL("{1} cannot be poisoned!",pbThis)
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when PBStatuses::BURN; msg = _INTL("{1} cannot be burned!",pbThis)
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when PBStatuses::PARALYSIS; msg = _INTL("{1} cannot be paralyzed!",pbThis)
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when PBStatuses::FROZEN; msg = _INTL("{1} cannot be frozen solid!",pbThis)
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when PBStatuses::SLEEP then msg = _INTL("{1} stays awake!",pbThis)
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when PBStatuses::POISON then msg = _INTL("{1} cannot be poisoned!",pbThis)
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when PBStatuses::BURN then msg = _INTL("{1} cannot be burned!",pbThis)
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when PBStatuses::PARALYSIS then msg = _INTL("{1} cannot be paralyzed!",pbThis)
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when PBStatuses::FROZEN then msg = _INTL("{1} cannot be frozen solid!",pbThis)
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end
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elsif immAlly
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case newStatus
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@@ -150,11 +150,11 @@ class PokeBattle_Battler
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end
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else
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case newStatus
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when PBStatuses::SLEEP; msg = _INTL("{1} stays awake because of its {2}!",pbThis,abilityName)
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when PBStatuses::POISON; msg = _INTL("{1}'s {2} prevents poisoning!",pbThis,abilityName)
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when PBStatuses::BURN; msg = _INTL("{1}'s {2} prevents burns!",pbThis,abilityName)
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when PBStatuses::PARALYSIS; msg = _INTL("{1}'s {2} prevents paralysis!",pbThis,abilityName)
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when PBStatuses::FROZEN; msg = _INTL("{1}'s {2} prevents freezing!",pbThis,abilityName)
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when PBStatuses::SLEEP then msg = _INTL("{1} stays awake because of its {2}!",pbThis,abilityName)
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when PBStatuses::POISON then msg = _INTL("{1}'s {2} prevents poisoning!",pbThis,abilityName)
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when PBStatuses::BURN then msg = _INTL("{1}'s {2} prevents burns!",pbThis,abilityName)
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when PBStatuses::PARALYSIS then msg = _INTL("{1}'s {2} prevents paralysis!",pbThis,abilityName)
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when PBStatuses::FROZEN then msg = _INTL("{1}'s {2} prevents freezing!",pbThis,abilityName)
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end
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end
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@battle.pbDisplay(msg)
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@@ -401,16 +401,20 @@ class PokeBattle_Battler
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anim = ""; msg = ""
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case self.status
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when PBStatuses::SLEEP
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anim = "Sleep"; msg = _INTL("{1} is fast asleep.",pbThis)
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anim = "Sleep"
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msg = _INTL("{1} is fast asleep.", pbThis)
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when PBStatuses::POISON
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anim = (@statusCount>0) ? "Toxic" : "Poison"
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msg = _INTL("{1} was hurt by poison!",pbThis)
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msg = _INTL("{1} was hurt by poison!", pbThis)
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when PBStatuses::BURN
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anim = "Burn"; msg = _INTL("{1} was hurt by its burn!",pbThis)
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anim = "Burn"
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msg = _INTL("{1} was hurt by its burn!", pbThis)
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when PBStatuses::PARALYSIS
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anim = "Paralysis"; msg = _INTL("{1} is paralyzed! It can't move!",pbThis)
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anim = "Paralysis"
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msg = _INTL("{1} is paralyzed! It can't move!", pbThis)
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when PBStatuses::FROZEN
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anim = "Frozen"; msg = _INTL("{1} is frozen solid!",pbThis)
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anim = "Frozen"
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msg = _INTL("{1} is frozen solid!", pbThis)
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end
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@battle.pbCommonAnimation(anim,self) if anim!=""
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yield if block_given?
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@@ -423,11 +427,11 @@ class PokeBattle_Battler
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self.status = PBStatuses::NONE
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if showMessages
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case oldStatus
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when PBStatuses::SLEEP; @battle.pbDisplay(_INTL("{1} woke up!",pbThis))
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when PBStatuses::POISON; @battle.pbDisplay(_INTL("{1} was cured of its poisoning.",pbThis))
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when PBStatuses::BURN; @battle.pbDisplay(_INTL("{1}'s burn was healed.",pbThis))
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when PBStatuses::PARALYSIS; @battle.pbDisplay(_INTL("{1} was cured of paralysis.",pbThis))
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when PBStatuses::FROZEN; @battle.pbDisplay(_INTL("{1} thawed out!",pbThis))
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when PBStatuses::SLEEP then @battle.pbDisplay(_INTL("{1} woke up!",pbThis))
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when PBStatuses::POISON then @battle.pbDisplay(_INTL("{1} was cured of its poisoning.",pbThis))
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when PBStatuses::BURN then @battle.pbDisplay(_INTL("{1}'s burn was healed.",pbThis))
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when PBStatuses::PARALYSIS then @battle.pbDisplay(_INTL("{1} was cured of paralysis.",pbThis))
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when PBStatuses::FROZEN then @battle.pbDisplay(_INTL("{1} thawed out!",pbThis))
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end
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end
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PBDebug.log("[Status change] #{pbThis}'s status was cured") if !showMessages
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@@ -162,10 +162,10 @@ class PokeBattle_Battler
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end
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# Show refusal message and do nothing
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case @battle.pbRandom(4)
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when 0; @battle.pbDisplay(_INTL("{1} won't obey!",pbThis))
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when 1; @battle.pbDisplay(_INTL("{1} turned away!",pbThis))
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when 2; @battle.pbDisplay(_INTL("{1} is loafing around!",pbThis))
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when 3; @battle.pbDisplay(_INTL("{1} pretended not to notice!",pbThis))
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when 0 then @battle.pbDisplay(_INTL("{1} won't obey!",pbThis))
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when 1 then @battle.pbDisplay(_INTL("{1} turned away!",pbThis))
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when 2 then @battle.pbDisplay(_INTL("{1} is loafing around!",pbThis))
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when 3 then @battle.pbDisplay(_INTL("{1} pretended not to notice!",pbThis))
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end
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return false
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end
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@@ -182,8 +182,8 @@ class PokeBattle_Move
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return false if c<0
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# Move-specific "always/never a critical hit" effects
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case pbCritialOverride(user,target)
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when 1; return true
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when -1; return false
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when 1 then return true
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when -1 then return false
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end
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# Other effects
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return true if c>50 # Merciless
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@@ -366,9 +366,9 @@ class PokeBattle_Move_017 < PokeBattle_Move
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def pbAdditionalEffect(user,target)
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return if target.damageState.substitute
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case @battle.pbRandom(3)
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when 0; target.pbBurn(user) if target.pbCanBurn?(user,false,self)
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when 1; target.pbFreeze if target.pbCanFreeze?(user,false,self)
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when 2; target.pbParalyze(user) if target.pbCanParalyze?(user,false,self)
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when 0 then target.pbBurn(user) if target.pbCanBurn?(user, false, self)
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when 1 then target.pbFreeze if target.pbCanFreeze?(user, false, self)
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when 2 then target.pbParalyze(user) if target.pbCanParalyze?(user, false, self)
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end
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end
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end
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@@ -1893,24 +1893,24 @@ class PokeBattle_Move_060 < PokeBattle_Move
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end
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if !checkedTerrain
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case @battle.environment
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when PBEnvironment::Grass; @newType = getID(PBTypes,:GRASS)
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when PBEnvironment::TallGrass; @newType = getID(PBTypes,:GRASS)
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when PBEnvironment::MovingWater; @newType = getID(PBTypes,:WATER)
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when PBEnvironment::StillWater; @newType = getID(PBTypes,:WATER)
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when PBEnvironment::Puddle; @newType = getID(PBTypes,:WATER)
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when PBEnvironment::Underwater; @newType = getID(PBTypes,:WATER)
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when PBEnvironment::Cave; @newType = getID(PBTypes,:ROCK)
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when PBEnvironment::Rock; @newType = getID(PBTypes,:GROUND)
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when PBEnvironment::Sand; @newType = getID(PBTypes,:GROUND)
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when PBEnvironment::Forest; @newType = getID(PBTypes,:BUG)
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when PBEnvironment::ForestGrass; @newType = getID(PBTypes,:BUG)
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when PBEnvironment::Snow; @newType = getID(PBTypes,:ICE)
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when PBEnvironment::Ice; @newType = getID(PBTypes,:ICE)
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when PBEnvironment::Volcano; @newType = getID(PBTypes,:FIRE)
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when PBEnvironment::Graveyard; @newType = getID(PBTypes,:GHOST)
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when PBEnvironment::Sky; @newType = getID(PBTypes,:FLYING)
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when PBEnvironment::Space; @newType = getID(PBTypes,:DRAGON)
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when PBEnvironment::UltraSpace; @newType = getID(PBTypes,:PSYCHIC)
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when PBEnvironment::Grass then @newType = getID(PBTypes,:GRASS)
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when PBEnvironment::TallGrass then @newType = getID(PBTypes,:GRASS)
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when PBEnvironment::MovingWater then @newType = getID(PBTypes,:WATER)
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when PBEnvironment::StillWater then @newType = getID(PBTypes,:WATER)
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when PBEnvironment::Puddle then @newType = getID(PBTypes,:WATER)
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when PBEnvironment::Underwater then @newType = getID(PBTypes,:WATER)
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when PBEnvironment::Cave then @newType = getID(PBTypes,:ROCK)
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when PBEnvironment::Rock then @newType = getID(PBTypes,:GROUND)
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when PBEnvironment::Sand then @newType = getID(PBTypes,:GROUND)
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when PBEnvironment::Forest then @newType = getID(PBTypes,:BUG)
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when PBEnvironment::ForestGrass then @newType = getID(PBTypes,:BUG)
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when PBEnvironment::Snow then @newType = getID(PBTypes,:ICE)
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when PBEnvironment::Ice then @newType = getID(PBTypes,:ICE)
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when PBEnvironment::Volcano then @newType = getID(PBTypes,:FIRE)
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when PBEnvironment::Graveyard then @newType = getID(PBTypes,:GHOST)
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when PBEnvironment::Sky then @newType = getID(PBTypes,:FLYING)
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when PBEnvironment::Space then @newType = getID(PBTypes,:DRAGON)
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when PBEnvironment::UltraSpace then @newType = getID(PBTypes,:PSYCHIC)
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end
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end
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if !user.pbHasOtherType?(@newType)
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@@ -958,20 +958,20 @@ class PokeBattle_Move_0A4 < PokeBattle_Move
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def pbShowAnimation(id,user,targets,hitNum=0,showAnimation=true)
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id = :BODYSLAM # Environment-specific anim
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case @secretPower
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when 1; id = :THUNDERSHOCK if GameData::Move.exists?(:THUNDERSHOCK)
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when 2; id = :VINEWHIP if GameData::Move.exists?(:VINEWHIP)
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when 3; id = :FAIRYWIND if GameData::Move.exists?(:FAIRYWIND)
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when 4; id = :CONFUSIO if GameData::Move.exists?(:CONFUSION)
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when 5; id = :WATERPULSE if GameData::Move.exists?(:WATERPULSE)
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when 6; id = :MUDSHOT if GameData::Move.exists?(:MUDSHOT)
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when 7; id = :ROCKTHROW if GameData::Move.exists?(:ROCKTHROW)
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when 8; id = :MUDSLAP if GameData::Move.exists?(:MUDSLAP)
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when 9; id = :ICESHARD if GameData::Move.exists?(:ICESHARD)
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when 10; id = :INCINERATE if GameData::Move.exists?(:INCINERATE)
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when 11; id = :SHADOWSNEAK if GameData::Move.exists?(:SHADOWSNEAK)
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when 12; id = :GUST if GameData::Move.exists?(:GUST)
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when 13; id = :SWIFT if GameData::Move.exists?(:SWIFT)
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when 14; id = :PSYWAVE if GameData::Move.exists?(:PSYWAVE)
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when 1 then id = :THUNDERSHOCK if GameData::Move.exists?(:THUNDERSHOCK)
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when 2 then id = :VINEWHIP if GameData::Move.exists?(:VINEWHIP)
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when 3 then id = :FAIRYWIND if GameData::Move.exists?(:FAIRYWIND)
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when 4 then id = :CONFUSIO if GameData::Move.exists?(:CONFUSION)
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when 5 then id = :WATERPULSE if GameData::Move.exists?(:WATERPULSE)
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when 6 then id = :MUDSHOT if GameData::Move.exists?(:MUDSHOT)
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when 7 then id = :ROCKTHROW if GameData::Move.exists?(:ROCKTHROW)
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when 8 then id = :MUDSLAP if GameData::Move.exists?(:MUDSLAP)
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when 9 then id = :ICESHARD if GameData::Move.exists?(:ICESHARD)
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when 10 then id = :INCINERATE if GameData::Move.exists?(:INCINERATE)
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when 11 then id = :SHADOWSNEAK if GameData::Move.exists?(:SHADOWSNEAK)
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when 12 then id = :GUST if GameData::Move.exists?(:GUST)
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when 13 then id = :SWIFT if GameData::Move.exists?(:SWIFT)
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when 14 then id = :PSYWAVE if GameData::Move.exists?(:PSYWAVE)
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end
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super
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end
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@@ -563,9 +563,9 @@ class PokeBattle_Move_114 < PokeBattle_Move
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def pbEffectGeneral(user)
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hpGain = 0
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case [user.effects[PBEffects::Stockpile],1].max
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when 1; hpGain = user.totalhp/4
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when 2; hpGain = user.totalhp/2
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when 3; hpGain = user.totalhp
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when 1 then hpGain = user.totalhp/4
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when 2 then hpGain = user.totalhp/2
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when 3 then hpGain = user.totalhp
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end
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if user.pbRecoverHP(hpGain)>0
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@battle.pbDisplay(_INTL("{1}'s HP was restored.",user.pbThis))
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@@ -12,14 +12,14 @@ begin
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def self.animationName(weather)
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case weather
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when Sun; return "Sun"
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when Rain; return "Rain"
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when Sandstorm; return "Sandstorm"
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when Hail; return "Hail"
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when HarshSun; return "HarshSun"
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when HeavyRain; return "HeavyRain"
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when StrongWinds; return "StrongWinds"
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when ShadowSky; return "ShadowSky"
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when Sun then return "Sun"
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when Rain then return "Rain"
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when Sandstorm then return "Sandstorm"
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when Hail then return "Hail"
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when HarshSun then return "HarshSun"
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when HeavyRain then return "HeavyRain"
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when StrongWinds then return "StrongWinds"
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when ShadowSky then return "ShadowSky"
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end
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return nil
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end
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@@ -179,15 +179,15 @@ class PokeBattle_Battle
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def setBattleMode(mode)
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@sideSizes =
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case mode
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when "triple", "3v3"; [3,3]
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when "3v2"; [3,2]
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when "3v1"; [3,1]
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when "2v3"; [2,3]
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when "double", "2v2"; [2,2]
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when "2v1"; [2,1]
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when "1v3"; [1,3]
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when "1v2"; [1,2]
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else; [1,1] # Single, 1v1 (default)
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when "triple", "3v3" then [3, 3]
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when "3v2" then [3, 2]
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when "3v1" then [3, 1]
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when "2v3" then [2, 3]
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when "double", "2v2" then [2, 2]
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when "2v1" then [2, 1]
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when "1v3" then [1, 3]
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when "1v2" then [1, 2]
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else [1, 1] # Single, 1v1 (default)
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end
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end
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@@ -220,7 +220,8 @@ class PokeBattle_Battle
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n = pbSideSize(idxBattler%2)
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return [0,0,1][idxBattler/2] if n==3
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return idxBattler/2 # Same as [0,1][idxBattler/2], i.e. 2 battler slots
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when 3; return idxBattler/2
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when 3
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return idxBattler/2
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end
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return 0
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end
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@@ -658,14 +659,14 @@ class PokeBattle_Battle
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pbCommonAnimation(PBWeather.animationName(@field.weather)) if showAnim
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pbHideAbilitySplash(user) if user
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case @field.weather
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when PBWeather::Sun; pbDisplay(_INTL("The sunlight turned harsh!"))
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when PBWeather::Rain; pbDisplay(_INTL("It started to rain!"))
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when PBWeather::Sandstorm; pbDisplay(_INTL("A sandstorm brewed!"))
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when PBWeather::Hail; pbDisplay(_INTL("It started to hail!"))
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when PBWeather::HarshSun; pbDisplay(_INTL("The sunlight turned extremely harsh!"))
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when PBWeather::HeavyRain; pbDisplay(_INTL("A heavy rain began to fall!"))
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when PBWeather::StrongWinds; pbDisplay(_INTL("Mysterious strong winds are protecting Flying-type Pokémon!"))
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when PBWeather::ShadowSky; pbDisplay(_INTL("A shadow sky appeared!"))
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when PBWeather::Sun then pbDisplay(_INTL("The sunlight turned harsh!"))
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when PBWeather::Rain then pbDisplay(_INTL("It started to rain!"))
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when PBWeather::Sandstorm then pbDisplay(_INTL("A sandstorm brewed!"))
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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 }
|
||||
|
||||
@@ -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))
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user