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Coded some Gen 9 ability/item/move effects
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@@ -73,7 +73,7 @@ class Battle::Move::OHKO < Battle::Move::FixedDamageMove
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@battle.pbDisplay(_INTL("{1} is unaffected!", target.pbThis)) if show_message
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return true
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end
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if target.hasActiveAbility?(:STURDY) && !@battle.moldBreaker
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if target.hasActiveAbility?(:STURDY) && !target.beingMoldBroken?
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if show_message
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@battle.pbShowAbilitySplash(target)
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if Battle::Scene::USE_ABILITY_SPLASH
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@@ -190,10 +190,19 @@ class Battle::Move::PowerLowerWithUserHP < Battle::Move
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end
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end
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#===============================================================================
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# Power increases with the target's HP. (Hard Press)
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#===============================================================================
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class Battle::Move::PowerHigherWithTargetHP100 < Battle::Move
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def pbBaseDamage(baseDmg, user, target)
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return [100 * target.hp / target.totalhp, 1].max
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end
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end
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#===============================================================================
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# Power increases with the target's HP. (Crush Grip, Wring Out)
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#===============================================================================
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class Battle::Move::PowerHigherWithTargetHP < Battle::Move
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class Battle::Move::PowerHigherWithTargetHP120 < Battle::Move
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def pbBaseDamage(baseDmg, user, target)
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return [120 * target.hp / target.totalhp, 1].max
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end
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@@ -395,6 +404,23 @@ class Battle::Move::RandomPowerDoublePowerIfTargetUnderground < Battle::Move
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end
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end
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#===============================================================================
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# Power is increased by 50% in sunny weather. (Hydro Steam)
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#===============================================================================
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class Battle::Move::IncreasePowerInSun < Battle::Move
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# NOTE: No code needed here. Effect is coded in def pbCalcDamageMultipliers.
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end
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#===============================================================================
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# Power is increased by 50% if Electric Terrain applies. (Psyblade)
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#===============================================================================
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class Battle::Move::IncreasePowerInElectricTerrain < Battle::Move
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def pbBaseDamage(baseDmg, user, target)
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baseDmg = (baseDmg * 1.5).floor if @battle.field.terrain == :Electric && target.affectedByTerrain?
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return baseDmg
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end
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end
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#===============================================================================
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# Power is doubled if the target's HP is down to 1/2 or less. (Brine)
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#===============================================================================
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@@ -1090,6 +1116,15 @@ class Battle::Move::RecoilHalfOfDamageDealt < Battle::Move::RecoilMove
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end
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end
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#===============================================================================
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# User takes recoil damage equal to 1/2 of is maximum HP. (Chloroblast)
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#===============================================================================
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class Battle::Move::RecoilHalfOfTotalHP < Battle::Move::RecoilMove
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def pbRecoilDamage(user, target)
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return (user.totalhp / 2.0).round
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end
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end
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#===============================================================================
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# Type effectiveness is multiplied by the Flying-type's effectiveness against
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# the target. (Flying Press)
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