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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-12 07:35:00 +00:00
Deleted rubyscreen.dll, eradicated semicolons from when... statements, compiling is now before setting up the system, appeased vocal dissenters
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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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