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Fixed Liquid Ooze not applying if the bearer faints, fixed two-turn moves being used in one turn charging up after failing instead of before
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@@ -315,33 +315,41 @@ class Battle::Move::TwoTurnMove < Battle::Move
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return super
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end
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# Does the charging part of this move, for when this move only takes one round
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# to use.
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def pbQuickChargingMove(user, targets)
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return if !@chargingTurn || !@damagingTurn # Move only takes one turn to use
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pbChargingTurnMessage(user, targets)
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pbShowAnimation(@id, user, targets, 1) # Charging anim
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targets.each { |b| pbChargingTurnEffect(user, b) }
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if @powerHerb
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# Moves that would make the user semi-invulnerable will hide the user
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# after the charging animation, so the "UseItem" animation shouldn't show
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# for it
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if !["TwoTurnAttackInvulnerableInSky",
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"TwoTurnAttackInvulnerableUnderground",
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"TwoTurnAttackInvulnerableUnderwater",
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"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
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"TwoTurnAttackInvulnerableRemoveProtections",
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"TwoTurnAttackInvulnerableInSkyTargetCannotAct"].include?(@function)
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@battle.pbCommonAnimation("UseItem", user)
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end
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@battle.pbDisplay(_INTL("{1} became fully charged due to its Power Herb!", user.pbThis))
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user.pbConsumeItem
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end
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end
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def pbAccuracyCheck(user, target)
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return true if !@damagingTurn
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return super
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end
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def pbInitialEffect(user, targets, hitNum)
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pbChargingTurnMessage(user, targets) if @chargingTurn
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if @chargingTurn && @damagingTurn # Move only takes one turn to use
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pbShowAnimation(@id, user, targets, 1) # Charging anim
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targets.each { |b| pbChargingTurnEffect(user, b) }
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if @powerHerb
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# Moves that would make the user semi-invulnerable will hide the user
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# after the charging animation, so the "UseItem" animation shouldn't show
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# for it
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if !["TwoTurnAttackInvulnerableInSky",
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"TwoTurnAttackInvulnerableUnderground",
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"TwoTurnAttackInvulnerableUnderwater",
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"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
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"TwoTurnAttackInvulnerableRemoveProtections",
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"TwoTurnAttackInvulnerableInSkyTargetCannotAct"].include?(@function)
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@battle.pbCommonAnimation("UseItem", user)
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end
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@battle.pbDisplay(_INTL("{1} became fully charged due to its Power Herb!", user.pbThis))
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user.pbConsumeItem
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end
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if @damagingTurn
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pbAttackingTurnMessage(user, targets)
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elsif @chargingTurn
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pbChargingTurnMessage(user, targets)
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end
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pbAttackingTurnMessage(user, targets) if @damagingTurn
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end
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def pbChargingTurnMessage(user, targets)
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@@ -351,14 +359,6 @@ class Battle::Move::TwoTurnMove < Battle::Move
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def pbAttackingTurnMessage(user, targets)
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end
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def pbChargingTurnEffect(user, target)
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# Skull Bash/Sky Drop are the only two-turn moves with an effect here, and
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# the latter just records the target is being Sky Dropped
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end
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def pbAttackingTurnEffect(user, target)
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end
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def pbEffectAgainstTarget(user, target)
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if @damagingTurn
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pbAttackingTurnEffect(user, target)
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@@ -367,6 +367,14 @@ class Battle::Move::TwoTurnMove < Battle::Move
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end
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end
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def pbChargingTurnEffect(user, target)
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# Skull Bash/Sky Drop are the only two-turn moves with an effect here, and
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# the latter just records the target is being Sky Dropped
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end
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def pbAttackingTurnEffect(user, target)
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end
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def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true)
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hitNum = 1 if @chargingTurn && !@damagingTurn # Charging anim
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super
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