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

View File

@@ -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