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Deleted rubyscreen.dll, eradicated semicolons from when... statements, compiling is now before setting up the system, appeased vocal dissenters
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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!"))
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when PBWeather::HarshSun then pbDisplay(_INTL("The sunlight turned extremely harsh!"))
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when PBWeather::HeavyRain then pbDisplay(_INTL("A heavy rain began to fall!"))
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when PBWeather::StrongWinds then pbDisplay(_INTL("Mysterious strong winds are protecting Flying-type Pokémon!"))
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when PBWeather::ShadowSky then pbDisplay(_INTL("A shadow sky appeared!"))
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end
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# Check for end of primordial weather, and weather-triggered form changes
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eachBattler { |b| b.pbCheckFormOnWeatherChange }
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@@ -273,14 +273,14 @@ class PokeBattle_Battle
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# Weather announcement
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pbCommonAnimation(PBWeather.animationName(@field.weather))
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case @field.weather
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when PBWeather::Sun; pbDisplay(_INTL("The sunlight is strong."))
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when PBWeather::Rain; pbDisplay(_INTL("It is raining."))
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when PBWeather::Sandstorm; pbDisplay(_INTL("A sandstorm is raging."))
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when PBWeather::Hail; pbDisplay(_INTL("Hail is falling."))
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when PBWeather::HarshSun; pbDisplay(_INTL("The sunlight is extremely harsh."))
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when PBWeather::HeavyRain; pbDisplay(_INTL("It is raining heavily."))
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when PBWeather::StrongWinds; pbDisplay(_INTL("The wind is strong."))
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when PBWeather::ShadowSky; pbDisplay(_INTL("The sky is shadowy."))
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when PBWeather::Sun then pbDisplay(_INTL("The sunlight is strong."))
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when PBWeather::Rain then pbDisplay(_INTL("It is raining."))
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when PBWeather::Sandstorm then pbDisplay(_INTL("A sandstorm is raging."))
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when PBWeather::Hail then pbDisplay(_INTL("Hail is falling."))
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when PBWeather::HarshSun then pbDisplay(_INTL("The sunlight is extremely harsh."))
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when PBWeather::HeavyRain then pbDisplay(_INTL("It is raining heavily."))
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when PBWeather::StrongWinds then pbDisplay(_INTL("The wind is strong."))
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when PBWeather::ShadowSky then pbDisplay(_INTL("The sky is shadowy."))
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end
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# Terrain announcement
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pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
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@@ -61,14 +61,14 @@ class PokeBattle_Battle
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# Weather continues
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pbCommonAnimation(PBWeather.animationName(@field.weather))
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case @field.weather
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# when PBWeather::Sun; pbDisplay(_INTL("The sunlight is strong."))
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# when PBWeather::Rain; pbDisplay(_INTL("Rain continues to fall."))
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when PBWeather::Sandstorm; pbDisplay(_INTL("The sandstorm is raging."))
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when PBWeather::Hail; pbDisplay(_INTL("The hail is crashing down."))
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# when PBWeather::HarshSun; pbDisplay(_INTL("The sunlight is extremely harsh."))
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# when PBWeather::HeavyRain; pbDisplay(_INTL("It is raining heavily."))
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# when PBWeather::StrongWinds; pbDisplay(_INTL("The wind is strong."))
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when PBWeather::ShadowSky; pbDisplay(_INTL("The shadow sky continues."));
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# when PBWeather::Sun then pbDisplay(_INTL("The sunlight is strong."))
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# when PBWeather::Rain then pbDisplay(_INTL("Rain continues to fall."))
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when PBWeather::Sandstorm then pbDisplay(_INTL("The sandstorm is raging."))
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when PBWeather::Hail then pbDisplay(_INTL("The hail is crashing down."))
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# when PBWeather::HarshSun then pbDisplay(_INTL("The sunlight is extremely harsh."))
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# when PBWeather::HeavyRain then pbDisplay(_INTL("It is raining heavily."))
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# when PBWeather::StrongWinds then pbDisplay(_INTL("The wind is strong."))
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when PBWeather::ShadowSky then pbDisplay(_INTL("The shadow sky continues."))
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end
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# Effects due to weather
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curWeather = pbWeather
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@@ -132,10 +132,10 @@ class PokeBattle_Battle
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# Terrain continues
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pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
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case @field.terrain
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when PBBattleTerrains::Electric; pbDisplay(_INTL("An electric current is running across the battlefield."))
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when PBBattleTerrains::Grassy; pbDisplay(_INTL("Grass is covering the battlefield."))
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when PBBattleTerrains::Misty; pbDisplay(_INTL("Mist is swirling about the battlefield."))
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when PBBattleTerrains::Psychic; pbDisplay(_INTL("The battlefield is weird."))
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when PBBattleTerrains::Electric then pbDisplay(_INTL("An electric current is running across the battlefield."))
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when PBBattleTerrains::Grassy then pbDisplay(_INTL("Grass is covering the battlefield."))
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when PBBattleTerrains::Misty then pbDisplay(_INTL("Mist is swirling about the battlefield."))
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when PBBattleTerrains::Psychic then pbDisplay(_INTL("The battlefield is weird."))
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end
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end
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@@ -174,8 +174,8 @@ class PokeBattle_Battle
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# Get the position to move to
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pos = -1
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case pbSideSize(side)
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when 2; pos = [2,3,0,1][b.index] # The unoccupied position
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when 3; pos = (side==0) ? 2 : 3 # The centre position
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when 2 then pos = [2,3,0,1][b.index] # The unoccupied position
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when 3 then pos = (side==0) ? 2 : 3 # The centre position
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end
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next if pos<0
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# Can't move if the same trainer doesn't control both positions
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