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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@@ -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