mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Fixed Focus Band only triggering at full HP, made more text translatable
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@@ -571,7 +571,6 @@ class Window_AdvancedTextPokemon < SpriteWindow_Base
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end
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end
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end
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end
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# TODO: Why is this called 4 times per loop in pbMessageDisplay?
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def update
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def update
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super
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super
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@pausesprite.update if @pausesprite&.visible
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@pausesprite.update if @pausesprite&.visible
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@@ -785,17 +785,17 @@ class Battle
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when :HarshSun
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when :HarshSun
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if !pbCheckGlobalAbility(:DESOLATELAND)
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if !pbCheckGlobalAbility(:DESOLATELAND)
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@field.weather = :None
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@field.weather = :None
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pbDisplay("The harsh sunlight faded!")
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pbDisplay(_INTL("The harsh sunlight faded!"))
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end
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end
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when :HeavyRain
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when :HeavyRain
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if !pbCheckGlobalAbility(:PRIMORDIALSEA)
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if !pbCheckGlobalAbility(:PRIMORDIALSEA)
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@field.weather = :None
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@field.weather = :None
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pbDisplay("The heavy rain has lifted!")
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pbDisplay(_INTL("The heavy rain has lifted!"))
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end
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end
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when :StrongWinds
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when :StrongWinds
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if !pbCheckGlobalAbility(:DELTASTREAM)
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if !pbCheckGlobalAbility(:DELTASTREAM)
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@field.weather = :None
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@field.weather = :None
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pbDisplay("The mysterious air current has dissipated!")
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pbDisplay(_INTL("The mysterious air current has dissipated!"))
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end
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end
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end
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end
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if @field.weather != oldWeather
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if @field.weather != oldWeather
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@@ -209,23 +209,21 @@ class Battle::Move
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elsif target.effects[PBEffects::Endure]
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elsif target.effects[PBEffects::Endure]
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target.damageState.endured = true
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target.damageState.endured = true
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damage -= 1
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damage -= 1
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elsif damage == target.totalhp
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elsif target.hasActiveAbility?(:STURDY) && !target.beingMoldBroken? && target.hp == target.totalhp
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if target.hasActiveAbility?(:STURDY) && !target.beingMoldBroken?
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target.damageState.sturdy = true
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target.damageState.sturdy = true
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damage -= 1
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elsif target.hasActiveItem?(:FOCUSSASH) && target.hp == target.totalhp
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target.damageState.focusSash = true
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damage -= 1
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elsif target.hasActiveItem?(:FOCUSBAND) && @battle.pbRandom(100) < 10
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target.damageState.focusBand = true
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damage -= 1
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elsif Settings::AFFECTION_EFFECTS && @battle.internalBattle &&
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target.pbOwnedByPlayer? && !target.mega?
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chance = [0, 0, 0, 10, 15, 25][target.affection_level]
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if chance > 0 && @battle.pbRandom(100) < chance
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target.damageState.affection_endured = true
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damage -= 1
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damage -= 1
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elsif target.hasActiveItem?(:FOCUSSASH) && target.hp == target.totalhp
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target.damageState.focusSash = true
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damage -= 1
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elsif target.hasActiveItem?(:FOCUSBAND) && @battle.pbRandom(100) < 10
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target.damageState.focusBand = true
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damage -= 1
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elsif Settings::AFFECTION_EFFECTS && @battle.internalBattle &&
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target.pbOwnedByPlayer? && !target.mega?
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chance = [0, 0, 0, 10, 15, 25][target.affection_level]
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if chance > 0 && @battle.pbRandom(100) < chance
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target.damageState.affection_endured = true
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damage -= 1
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end
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end
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end
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end
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end
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end
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end
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