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Yet more script rearranging
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141
Data/Scripts/011_Battle/002_Move/001_PokeBattle_Move.rb
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141
Data/Scripts/011_Battle/002_Move/001_PokeBattle_Move.rb
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class PokeBattle_Move
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attr_reader :battle
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attr_reader :realMove
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attr_accessor :id
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attr_reader :name
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attr_reader :function
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attr_reader :baseDamage
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attr_reader :type
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attr_reader :category
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attr_reader :accuracy
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attr_accessor :pp
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attr_writer :total_pp
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attr_reader :addlEffect
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attr_reader :target
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attr_reader :priority
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attr_reader :flags
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attr_accessor :calcType
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attr_accessor :powerBoost
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attr_accessor :snatched
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def to_int; return @id; end
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#=============================================================================
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# Creating a move
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#=============================================================================
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def initialize(battle, move)
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@battle = battle
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@realMove = move
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@id = move.id
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@name = move.name # Get the move's name
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# Get data on the move
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@function = move.function_code
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@baseDamage = move.base_damage
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@type = move.type
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@category = move.category
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@accuracy = move.accuracy
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@pp = move.pp # Can be changed with Mimic/Transform
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@addlEffect = move.effect_chance
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@target = move.target
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@priority = move.priority
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@flags = move.flags
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@calcType = nil
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@powerBoost = false # For Aerilate, Pixilate, Refrigerate, Galvanize
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@snatched = false
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end
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# This is the code actually used to generate a PokeBattle_Move object. The
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# object generated is a subclass of this one which depends on the move's
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# function code (found in the script section PokeBattle_MoveEffect).
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def PokeBattle_Move.from_pokemon_move(battle, move)
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validate move => Pokemon::Move
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moveFunction = move.function_code || "000"
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className = sprintf("PokeBattle_Move_%s", moveFunction)
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if Object.const_defined?(className)
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return Object.const_get(className).new(battle, move)
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end
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return PokeBattle_UnimplementedMove.new(battle, move)
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end
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#=============================================================================
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# About the move
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#=============================================================================
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def pbTarget(_user); return GameData::Target.get(@target); end
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def total_pp
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return @total_pp if @total_pp && @total_pp>0 # Usually undefined
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return @realMove.total_pp if @realMove
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return 0
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end
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# NOTE: This method is only ever called while using a move (and also by the
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# AI), so using @calcType here is acceptable.
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def physicalMove?(thisType=nil)
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return (@category==0) if Settings::MOVE_CATEGORY_PER_MOVE
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thisType ||= @calcType
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thisType ||= @type
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return true if !thisType
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return GameData::Type.get(thisType).physical?
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end
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# NOTE: This method is only ever called while using a move (and also by the
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# AI), so using @calcType here is acceptable.
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def specialMove?(thisType=nil)
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return (@category==1) if Settings::MOVE_CATEGORY_PER_MOVE
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thisType ||= @calcType
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thisType ||= @type
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return false if !thisType
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return GameData::Type.get(thisType).special?
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end
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def damagingMove?; return @category!=2; end
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def statusMove?; return @category==2; end
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def usableWhenAsleep?; return false; end
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def unusableInGravity?; return false; end
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def healingMove?; return false; end
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def recoilMove?; return false; end
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def flinchingMove?; return false; end
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def callsAnotherMove?; return false; end
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# Whether the move can/will hit more than once in the same turn (including
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# Beat Up which may instead hit just once). Not the same as pbNumHits>1.
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def multiHitMove?; return false; end
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def chargingTurnMove?; return false; end
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def successCheckPerHit?; return false; end
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def hitsFlyingTargets?; return false; end
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def hitsDiggingTargets?; return false; end
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def hitsDivingTargets?; return false; end
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def ignoresReflect?; return false; end # For Brick Break
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def cannotRedirect?; return false; end # For Future Sight/Doom Desire
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def worksWithNoTargets?; return false; end # For Explosion
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def damageReducedByBurn?; return true; end # For Facade
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def triggersHyperMode?; return false; end
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def contactMove?; return @flags[/a/]; end
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def canProtectAgainst?; return @flags[/b/]; end
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def canMagicCoat?; return @flags[/c/]; end
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def canSnatch?; return @flags[/d/]; end
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def canMirrorMove?; return @flags[/e/]; end
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def canKingsRock?; return @flags[/f/]; end
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def thawsUser?; return @flags[/g/]; end
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def highCriticalRate?; return @flags[/h/]; end
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def bitingMove?; return @flags[/i/]; end
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def punchingMove?; return @flags[/j/]; end
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def soundMove?; return @flags[/k/]; end
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def powderMove?; return @flags[/l/]; end
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def pulseMove?; return @flags[/m/]; end
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def bombMove?; return @flags[/n/]; end
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def danceMove?; return @flags[/o/]; end
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# Causes perfect accuracy (param=1) and double damage (param=2).
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def tramplesMinimize?(_param=1); return false; end
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def nonLethal?(_user,_target); return false; end # For False Swipe
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def ignoresSubstitute?(user) # user is the Pokémon using this move
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if Settings::MECHANICS_GENERATION >= 6
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return true if soundMove?
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return true if user && user.hasActiveAbility?(:INFILTRATOR)
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end
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return false
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end
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end
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