More bugfixes (and one Gen 8 addition) (#155)

* Added comment indicating unused method pbRefreshSceneMap
* Removed superfluous ending of Beak Blast's effect
* Fixed crash when playing an animation in the animation player
* Added SwSh Terrain effects
This commit is contained in:
Golisopod-User
2022-01-12 03:06:01 +05:30
committed by GitHub
parent 767a47d90f
commit ff465a78a6
6 changed files with 18 additions and 12 deletions

View File

@@ -177,6 +177,11 @@ module Settings
# Whether more abilities affect whether wild Pokémon appear, which Pokémon
# they are, etc.
MORE_ABILITIES_AFFECT_WILD_ENCOUNTERS = (MECHANICS_GENERATION >= 8)
# Whether weather effects set the default terrains in battle (true) or
# not (false). Eg.:
# * Storm weather sets Electric Terrain
# * Fog weather sets Misty Terrain
OVERWORLD_WEATHERS_SET_TERRAINS = (MECHANICS_GENERATION >= 8)
#=============================================================================

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@@ -10,6 +10,7 @@ def pbMapInterpreterRunning?
return interp&.running?
end
# Unused
def pbRefreshSceneMap
$scene.miniupdate if $scene.is_a?(Scene_Map)
end

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@@ -70,7 +70,6 @@ class Battle::Battler
#=============================================================================
def pbBeginTurn(_choice)
# Cancel some lingering effects which only apply until the user next moves
@effects[PBEffects::BeakBlast] = false
@effects[PBEffects::DestinyBondPrevious] = @effects[PBEffects::DestinyBond]
@effects[PBEffects::DestinyBond] = false
@effects[PBEffects::Grudge] = false

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@@ -730,31 +730,23 @@ class PBAnimationPlayerX
end
# Create background colour sprite
@bgColor = ColoredPlane.new(Color.new(0, 0, 0), @viewport)
@bgColor.borderX = 64 if @inEditor
@bgColor.borderY = 64 if @inEditor
@bgColor.z = 5
@bgColor.opacity = 0
@bgColor.refresh
# Create background graphic sprite
@bgGraphic = AnimatedPlane.new(@viewport)
@bgGraphic.setBitmap(nil)
@bgGraphic.borderX = 64 if @inEditor
@bgGraphic.borderY = 64 if @inEditor
@bgGraphic.z = 5
@bgGraphic.opacity = 0
@bgGraphic.refresh
# Create foreground colour sprite
@foColor = ColoredPlane.new(Color.new(0, 0, 0), @viewport)
@foColor.borderX = 64 if @inEditor
@foColor.borderY = 64 if @inEditor
@foColor.z = 85
@foColor.opacity = 0
@foColor.refresh
# Create foreground graphic sprite
@foGraphic = AnimatedPlane.new(@viewport)
@foGraphic.setBitmap(nil)
@foGraphic.borderX = 64 if @inEditor
@foGraphic.borderY = 64 if @inEditor
@foGraphic.z = 85
@foGraphic.opacity = 0
@foGraphic.refresh

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@@ -109,11 +109,20 @@ def pbPrepareBattle(battle)
battle.showAnims = ($PokemonSystem.battlescene == 0)
battle.showAnims = battleRules["battleAnims"] if !battleRules["battleAnims"].nil?
# Terrain
battle.defaultTerrain = battleRules["defaultTerrain"] if !battleRules["defaultTerrain"].nil?
if battleRules["defaultTerrain"].nil? && Settings::OVERWORLD_WEATHERS_SET_TERRAINS
case $game_screen.weather_type
when :Storm
battle.defaultTerrain = :Electric
when :Fog
battle.defaultTerrain = :Misty
end
else
battle.defaultTerrain = battleRules["defaultTerrain"]
end
# Weather
if battleRules["defaultWeather"].nil?
case GameData::Weather.get($game_screen.weather_type).category
when :Rain
when :Rain, :Storm
battle.defaultWeather = :Rain
when :Hail
battle.defaultWeather = :Hail

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@@ -352,7 +352,7 @@ class PokemonOption_Scene
end
pbDisposeMessageWindow(@sprites["textbox"])
pbDisposeSpriteHash(@sprites)
pbRefreshSceneMap
pbUpdateSceneMap
@viewport.dispose
end