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Refactored ability/item/ball battle handlers, added "UltraBeast" species flag for Beast Ball
This commit is contained in:
473
Data/Scripts/011_Battle/001_Battle/005_Battle_ActionSwitching.rb
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473
Data/Scripts/011_Battle/001_Battle/005_Battle_ActionSwitching.rb
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class Battle
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#=============================================================================
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# Choosing Pokémon to switch
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#=============================================================================
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# Checks whether the replacement Pokémon (at party index idxParty) can enter
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# battle.
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# NOTE: Messages are only shown while in the party screen when choosing a
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# command for the next round.
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def pbCanSwitchLax?(idxBattler,idxParty,partyScene=nil)
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return true if idxParty<0
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party = pbParty(idxBattler)
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return false if idxParty>=party.length
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return false if !party[idxParty]
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if party[idxParty].egg?
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partyScene.pbDisplay(_INTL("An Egg can't battle!")) if partyScene
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return false
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end
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if !pbIsOwner?(idxBattler,idxParty)
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if partyScene
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owner = pbGetOwnerFromPartyIndex(idxBattler,idxParty)
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partyScene.pbDisplay(_INTL("You can't switch {1}'s Pokémon with one of yours!",
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owner.name))
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end
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return false
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end
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if party[idxParty].fainted?
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partyScene.pbDisplay(_INTL("{1} has no energy left to battle!",
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party[idxParty].name)) if partyScene
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return false
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end
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if pbFindBattler(idxParty,idxBattler)
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partyScene.pbDisplay(_INTL("{1} is already in battle!",
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party[idxParty].name)) if partyScene
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return false
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end
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return true
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end
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# Check whether the currently active Pokémon (at battler index idxBattler) can
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# switch out (and that its replacement at party index idxParty can switch in).
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# NOTE: Messages are only shown while in the party screen when choosing a
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# command for the next round.
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def pbCanSwitch?(idxBattler,idxParty=-1,partyScene=nil)
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# Check whether party Pokémon can switch in
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return false if !pbCanSwitchLax?(idxBattler,idxParty,partyScene)
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# Make sure another battler isn't already choosing to switch to the party
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# Pokémon
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allSameSideBattlers(idxBattler).each do |b|
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next if choices[b.index][0]!=:SwitchOut || choices[b.index][1]!=idxParty
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partyScene.pbDisplay(_INTL("{1} has already been selected.",
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pbParty(idxBattler)[idxParty].name)) if partyScene
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return false
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end
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# Check whether battler can switch out
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battler = @battlers[idxBattler]
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return true if battler.fainted?
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# Ability/item effects that allow switching no matter what
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if battler.abilityActive?
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if Battle::AbilityEffects.triggerCertainSwitching(battler.ability, battler, self)
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return true
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end
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end
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if battler.itemActive?
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if Battle::ItemEffects.triggerCertainSwitching(battler.item, battler, self)
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return true
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end
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end
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# Other certain switching effects
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return true if Settings::MORE_TYPE_EFFECTS && battler.pbHasType?(:GHOST)
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# Other certain trapping effects
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if battler.trappedInBattle?
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partyScene.pbDisplay(_INTL("{1} can't be switched out!",battler.pbThis)) if partyScene
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return false
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end
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# Trapping abilities/items
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allOtherSideBattlers(idxBattler).each do |b|
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next if !b.abilityActive?
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if Battle::AbilityEffects.triggerTrappingByTarget(b.ability, battler, b, self)
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partyScene.pbDisplay(_INTL("{1}'s {2} prevents switching!",
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b.pbThis,b.abilityName)) if partyScene
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return false
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end
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end
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allOtherSideBattlers(idxBattler).each do |b|
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next if !b.itemActive?
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if Battle::ItemEffects.triggerTrappingByTarget(b.item,battler,b,self)
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partyScene.pbDisplay(_INTL("{1}'s {2} prevents switching!",
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b.pbThis,b.itemName)) if partyScene
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return false
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end
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end
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return true
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end
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def pbCanChooseNonActive?(idxBattler)
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pbParty(idxBattler).each_with_index do |_pkmn,i|
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return true if pbCanSwitchLax?(idxBattler,i)
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end
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return false
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end
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def pbRegisterSwitch(idxBattler,idxParty)
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return false if !pbCanSwitch?(idxBattler,idxParty)
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@choices[idxBattler][0] = :SwitchOut
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@choices[idxBattler][1] = idxParty # Party index of Pokémon to switch in
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@choices[idxBattler][2] = nil
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return true
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end
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#=============================================================================
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# Open the party screen and potentially pick a replacement Pokémon (or AI
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# chooses replacement)
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#=============================================================================
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# Open party screen and potentially choose a Pokémon to switch with. Used in
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# all instances where the party screen is opened.
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def pbPartyScreen(idxBattler,checkLaxOnly=false,canCancel=false,shouldRegister=false)
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ret = -1
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@scene.pbPartyScreen(idxBattler,canCancel) { |idxParty,partyScene|
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if checkLaxOnly
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next false if !pbCanSwitchLax?(idxBattler,idxParty,partyScene)
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else
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next false if !pbCanSwitch?(idxBattler,idxParty,partyScene)
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end
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if shouldRegister
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next false if idxParty<0 || !pbRegisterSwitch(idxBattler,idxParty)
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end
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ret = idxParty
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next true
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}
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return ret
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end
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# For choosing a replacement Pokémon when prompted in the middle of other
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# things happening (U-turn, Baton Pass, in def pbEORSwitch).
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def pbSwitchInBetween(idxBattler,checkLaxOnly=false,canCancel=false)
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return pbPartyScreen(idxBattler,checkLaxOnly,canCancel) if pbOwnedByPlayer?(idxBattler)
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return @battleAI.pbDefaultChooseNewEnemy(idxBattler,pbParty(idxBattler))
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end
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#=============================================================================
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# Switching Pokémon
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#=============================================================================
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# General switching method that checks if any Pokémon need to be sent out and,
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# if so, does. Called at the end of each round.
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def pbEORSwitch(favorDraws=false)
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return if @decision>0 && !favorDraws
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return if @decision==5 && favorDraws
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pbJudge
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return if @decision>0
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# Check through each fainted battler to see if that spot can be filled.
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switched = []
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loop do
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switched.clear
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@battlers.each do |b|
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next if !b || !b.fainted?
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idxBattler = b.index
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next if !pbCanChooseNonActive?(idxBattler)
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if !pbOwnedByPlayer?(idxBattler) # Opponent/ally is switching in
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next if b.wild? # Wild Pokémon can't switch
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idxPartyNew = pbSwitchInBetween(idxBattler)
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opponent = pbGetOwnerFromBattlerIndex(idxBattler)
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# NOTE: The player is only offered the chance to switch their own
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# Pokémon when an opponent replaces a fainted Pokémon in single
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# battles. In double battles, etc. there is no such offer.
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if @internalBattle && @switchStyle && trainerBattle? && pbSideSize(0)==1 &&
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opposes?(idxBattler) && !@battlers[0].fainted? && !switched.include?(0) &&
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pbCanChooseNonActive?(0) && @battlers[0].effects[PBEffects::Outrage]==0
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idxPartyForName = idxPartyNew
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enemyParty = pbParty(idxBattler)
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if enemyParty[idxPartyNew].ability == :ILLUSION && !pbCheckGlobalAbility(:NEUTRALIZINGGAS)
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new_index = pbLastInTeam(idxBattler)
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idxPartyForName = new_index if new_index >= 0 && new_index != idxPartyNew
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end
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if pbDisplayConfirm(_INTL("{1} is about to send in {2}. Will you switch your Pokémon?",
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opponent.full_name, enemyParty[idxPartyForName].name))
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idxPlayerPartyNew = pbSwitchInBetween(0,false,true)
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if idxPlayerPartyNew>=0
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pbMessageOnRecall(@battlers[0])
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pbRecallAndReplace(0,idxPlayerPartyNew)
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switched.push(0)
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end
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end
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end
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pbRecallAndReplace(idxBattler,idxPartyNew)
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switched.push(idxBattler)
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elsif trainerBattle? # Player switches in in a trainer battle
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idxPlayerPartyNew = pbGetReplacementPokemonIndex(idxBattler) # Owner chooses
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pbRecallAndReplace(idxBattler,idxPlayerPartyNew)
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switched.push(idxBattler)
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else # Player's Pokémon has fainted in a wild battle
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switch = false
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if !pbDisplayConfirm(_INTL("Use next Pokémon?"))
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switch = (pbRun(idxBattler,true)<=0)
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else
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switch = true
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end
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if switch
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idxPlayerPartyNew = pbGetReplacementPokemonIndex(idxBattler) # Owner chooses
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pbRecallAndReplace(idxBattler,idxPlayerPartyNew)
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switched.push(idxBattler)
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end
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end
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end
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break if switched.length==0
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pbOnBattlerEnteringBattle(switched)
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end
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end
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def pbGetReplacementPokemonIndex(idxBattler,random=false)
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if random
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choices = [] # Find all Pokémon that can switch in
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eachInTeamFromBattlerIndex(idxBattler) do |_pkmn,i|
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choices.push(i) if pbCanSwitchLax?(idxBattler,i)
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end
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return -1 if choices.length==0
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return choices[pbRandom(choices.length)]
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else
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return pbSwitchInBetween(idxBattler,true)
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end
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end
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# Actually performs the recalling and sending out in all situations.
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def pbRecallAndReplace(idxBattler,idxParty,randomReplacement=false,batonPass=false)
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@scene.pbRecall(idxBattler) if !@battlers[idxBattler].fainted?
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@battlers[idxBattler].pbAbilitiesOnSwitchOut # Inc. primordial weather check
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@scene.pbShowPartyLineup(idxBattler&1) if pbSideSize(idxBattler)==1
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pbMessagesOnReplace(idxBattler,idxParty) if !randomReplacement
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pbReplace(idxBattler,idxParty,batonPass)
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end
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def pbMessageOnRecall(battler)
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if battler.pbOwnedByPlayer?
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if battler.hp<=battler.totalhp/4
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pbDisplayBrief(_INTL("Good job, {1}! Come back!",battler.name))
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elsif battler.hp<=battler.totalhp/2
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pbDisplayBrief(_INTL("OK, {1}! Come back!",battler.name))
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elsif battler.turnCount>=5
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pbDisplayBrief(_INTL("{1}, that's enough! Come back!",battler.name))
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elsif battler.turnCount>=2
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pbDisplayBrief(_INTL("{1}, come back!",battler.name))
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else
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pbDisplayBrief(_INTL("{1}, switch out! Come back!",battler.name))
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end
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else
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owner = pbGetOwnerName(battler.index)
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pbDisplayBrief(_INTL("{1} withdrew {2}!",owner,battler.name))
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end
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end
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# Only called from def pbRecallAndReplace and Battle Arena's def pbSwitch.
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def pbMessagesOnReplace(idxBattler,idxParty)
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party = pbParty(idxBattler)
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newPkmnName = party[idxParty].name
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if party[idxParty].ability == :ILLUSION && !pbCheckGlobalAbility(:NEUTRALIZINGGAS)
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new_index = pbLastInTeam(idxBattler)
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newPkmnName = party[new_index].name if new_index >= 0 && new_index != idxParty
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end
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if pbOwnedByPlayer?(idxBattler)
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opposing = @battlers[idxBattler].pbDirectOpposing
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if opposing.fainted? || opposing.hp==opposing.totalhp
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pbDisplayBrief(_INTL("You're in charge, {1}!",newPkmnName))
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elsif opposing.hp>=opposing.totalhp/2
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pbDisplayBrief(_INTL("Go for it, {1}!",newPkmnName))
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elsif opposing.hp>=opposing.totalhp/4
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pbDisplayBrief(_INTL("Just a little more! Hang in there, {1}!",newPkmnName))
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else
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pbDisplayBrief(_INTL("Your opponent's weak! Get 'em, {1}!",newPkmnName))
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end
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else
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owner = pbGetOwnerFromBattlerIndex(idxBattler)
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pbDisplayBrief(_INTL("{1} sent out {2}!",owner.full_name,newPkmnName))
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end
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end
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# Only called from def pbRecallAndReplace above and Battle Arena's def
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# pbSwitch.
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def pbReplace(idxBattler,idxParty,batonPass=false)
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party = pbParty(idxBattler)
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idxPartyOld = @battlers[idxBattler].pokemonIndex
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# Initialise the new Pokémon
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@battlers[idxBattler].pbInitialize(party[idxParty],idxParty,batonPass)
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# Reorder the party for this battle
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partyOrder = pbPartyOrder(idxBattler)
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partyOrder[idxParty],partyOrder[idxPartyOld] = partyOrder[idxPartyOld],partyOrder[idxParty]
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# Send out the new Pokémon
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pbSendOut([[idxBattler,party[idxParty]]])
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pbCalculatePriority(false,[idxBattler]) if Settings::RECALCULATE_TURN_ORDER_AFTER_SPEED_CHANGES
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end
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# Called from def pbReplace above and at the start of battle.
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# sendOuts is an array; each element is itself an array: [idxBattler,pkmn]
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def pbSendOut(sendOuts,startBattle=false)
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sendOuts.each { |b| @peer.pbOnEnteringBattle(self, @battlers[b[0]], b[1]) }
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@scene.pbSendOutBattlers(sendOuts,startBattle)
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sendOuts.each do |b|
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@scene.pbResetMoveIndex(b[0])
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pbSetSeen(@battlers[b[0]])
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@usedInBattle[b[0]&1][b[0]/2] = true
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end
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end
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#=============================================================================
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# Effects upon a Pokémon entering battle
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#=============================================================================
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# Called at the start of battle only.
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def pbOnAllBattlersEnteringBattle
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pbCalculatePriority(true)
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battler_indices = []
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allBattlers.each { |b| battler_indices.push(b.index) }
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pbOnBattlerEnteringBattle(battler_indices)
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pbCalculatePriority
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# Check forms are correct
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allBattlers.each { |b| b.pbCheckForm }
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end
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# Called when one or more Pokémon switch in. Does a lot of things, including
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# entry hazards, form changes and items/abilities that trigger upon switching
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# in.
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def pbOnBattlerEnteringBattle(battler_index, skip_event_reset = false)
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battler_index = [battler_index] if !battler_index.is_a?(Array)
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battler_index.flatten!
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# NOTE: This isn't done for switch commands, because they previously call
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# pbRecallAndReplace, which could cause Neutralizing Gas to end, which
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# in turn could cause Intimidate to trigger another Pokémon's Eject
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# Pack. That Eject Pack should trigger at the end of this method, but
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# this resetting would prevent that from happening, so it is skipped
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# and instead done earlier in def pbAttackPhaseSwitch.
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if !skip_event_reset
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allBattlers.each do |b|
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b.droppedBelowHalfHP = false
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b.statsDropped = false
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end
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end
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# For each battler that entered battle, in speed order
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pbPriority(true).each do |b|
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next if !battler_index.include?(b.index) || b.fainted?
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pbRecordBattlerAsParticipated(b)
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pbMessagesOnBattlerEnteringBattle(b)
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# Position/field effects triggered by the battler appearing
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pbEffectsOnBattlerEnteringPosition(b) # Healing Wish/Lunar Dance
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pbEntryHazards(b)
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# Battler faints if it is knocked out because of an entry hazard above
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if b.fainted?
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b.pbFaint
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pbGainExp
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pbJudge
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next
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end
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b.pbCheckForm
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# Primal Revert upon entering battle
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pbPrimalReversion(b.index)
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# Ending primordial weather, checking Trace
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b.pbContinualAbilityChecks(true)
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# Abilities that trigger upon switching in
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if (!b.fainted? && b.unstoppableAbility?) || b.abilityActive?
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Battle::AbilityEffects.triggerOnSwitchIn(b.ability, b, self)
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end
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pbEndPrimordialWeather # Checking this again just in case
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# Items that trigger upon switching in (Air Balloon message)
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if b.itemActive?
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Battle::ItemEffects.triggerOnSwitchIn(b.item, b, self)
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end
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# Berry check, status-curing ability check
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b.pbHeldItemTriggerCheck
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b.pbAbilityStatusCureCheck
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end
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# Check for triggering of Emergency Exit/Wimp Out/Eject Pack (only one will
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# be triggered)
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pbPriority(true).each do |b|
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break if b.pbItemOnStatDropped
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break if b.pbAbilitiesOnDamageTaken
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end
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allBattlers.each do |b|
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b.droppedBelowHalfHP = false
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b.statsDropped = false
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end
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end
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def pbRecordBattlerAsParticipated(battler)
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# Record money-doubling effect of Amulet Coin/Luck Incense
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if !battler.opposes? && [:AMULETCOIN, :LUCKINCENSE].include?(battler.item_id)
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@field.effects[PBEffects::AmuletCoin] = true
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end
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# Update battlers' participants (who will gain Exp/EVs when a battler faints)
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allBattlers.each { |b| b.pbUpdateParticipants }
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end
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def pbMessagesOnBattlerEnteringBattle(battler)
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# Introduce Shadow Pokémon
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if battler.shadowPokemon?
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pbCommonAnimation("Shadow", battler)
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pbDisplay(_INTL("Oh!\nA Shadow Pokémon!")) if battler.opposes?
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end
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end
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# Called when a Pokémon enters battle, and when Ally Switch is used.
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def pbEffectsOnBattlerEnteringPosition(battler)
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position = @positions[battler.index]
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# Healing Wish
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if position.effects[PBEffects::HealingWish]
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if battler.canHeal? || battler.status != :NONE
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pbCommonAnimation("HealingWish", battler)
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pbDisplay(_INTL("The healing wish came true for {1}!", battler.pbThis(true)))
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battler.pbRecoverHP(battler.totalhp)
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battler.pbCureStatus(false)
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position.effects[PBEffects::HealingWish] = false
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||||
elsif Settings::MECHANICS_GENERATION < 8
|
||||
position.effects[PBEffects::HealingWish] = false
|
||||
end
|
||||
end
|
||||
# Lunar Dance
|
||||
if position.effects[PBEffects::LunarDance]
|
||||
full_pp = true
|
||||
battler.eachMove { |m| full_pp = false if m.pp < m.total_pp }
|
||||
if battler.canHeal? || battler.status != :NONE || !full_pp
|
||||
pbCommonAnimation("LunarDance", battler)
|
||||
pbDisplay(_INTL("{1} became cloaked in mystical moonlight!", battler.pbThis))
|
||||
battler.pbRecoverHP(battler.totalhp)
|
||||
battler.pbCureStatus(false)
|
||||
battler.eachMove { |m| m.pp = m.total_pp }
|
||||
position.effects[PBEffects::LunarDance] = false
|
||||
elsif Settings::MECHANICS_GENERATION < 8
|
||||
position.effects[PBEffects::LunarDance] = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def pbEntryHazards(battler)
|
||||
battler_side = battler.pbOwnSide
|
||||
# Stealth Rock
|
||||
if battler_side.effects[PBEffects::StealthRock] && battler.takesIndirectDamage? &&
|
||||
GameData::Type.exists?(:ROCK) && !battler.hasActiveItem?(:HEAVYDUTYBOOTS)
|
||||
bTypes = battler.pbTypes(true)
|
||||
eff = Effectiveness.calculate(:ROCK, bTypes[0], bTypes[1], bTypes[2])
|
||||
if !Effectiveness.ineffective?(eff)
|
||||
eff = eff.to_f / Effectiveness::NORMAL_EFFECTIVE
|
||||
battler.pbReduceHP(battler.totalhp * eff / 8, false)
|
||||
pbDisplay(_INTL("Pointed stones dug into {1}!", battler.pbThis))
|
||||
battler.pbItemHPHealCheck
|
||||
end
|
||||
end
|
||||
# Spikes
|
||||
if battler_side.effects[PBEffects::Spikes] > 0 && battler.takesIndirectDamage? &&
|
||||
!battler.airborne? && !battler.hasActiveItem?(:HEAVYDUTYBOOTS)
|
||||
spikesDiv = [8, 6, 4][battler_side.effects[PBEffects::Spikes] - 1]
|
||||
battler.pbReduceHP(battler.totalhp / spikesDiv, false)
|
||||
pbDisplay(_INTL("{1} is hurt by the spikes!", battler.pbThis))
|
||||
battler.pbItemHPHealCheck
|
||||
end
|
||||
# Toxic Spikes
|
||||
if battler_side.effects[PBEffects::ToxicSpikes] > 0 && !battler.fainted? && !battler.airborne?
|
||||
if battler.pbHasType?(:POISON)
|
||||
battler_side.effects[PBEffects::ToxicSpikes] = 0
|
||||
pbDisplay(_INTL("{1} absorbed the poison spikes!", battler.pbThis))
|
||||
elsif battler.pbCanPoison?(nil, false) && !battler.hasActiveItem?(:HEAVYDUTYBOOTS)
|
||||
if battler_side.effects[PBEffects::ToxicSpikes] == 2
|
||||
battler.pbPoison(nil, _INTL("{1} was badly poisoned by the poison spikes!", battler.pbThis), true)
|
||||
else
|
||||
battler.pbPoison(nil, _INTL("{1} was poisoned by the poison spikes!", battler.pbThis))
|
||||
end
|
||||
end
|
||||
end
|
||||
# Sticky Web
|
||||
if battler_side.effects[PBEffects::StickyWeb] && !battler.fainted? && !battler.airborne? &&
|
||||
!battler.hasActiveItem?(:HEAVYDUTYBOOTS)
|
||||
pbDisplay(_INTL("{1} was caught in a sticky web!", battler.pbThis))
|
||||
if battler.pbCanLowerStatStage?(:SPEED)
|
||||
battler.pbLowerStatStage(:SPEED, 1, nil)
|
||||
battler.pbItemStatRestoreCheck
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user