update 6.7

This commit is contained in:
chardub
2025-09-28 15:53:01 -04:00
parent ef5e023ae0
commit 318ff90d8d
696 changed files with 111759 additions and 198230 deletions

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class PokeBattle_Battler
attr_accessor :ability_id
attr_accessor :ability2_id
#Primary ability utility methods for battlers class
def ability
return GameData::Ability.try_get(@ability_id)
end
def ability=(value)
new_ability = GameData::Ability.try_get(value)
@ability_id = (new_ability) ? new_ability.id : nil
end
def abilityName
abil = self.ability
return (abil) ? abil.name : ""
end
#Secondary ability utility methods for battlers class
def ability2
return nil if !$game_switches[SWITCH_DOUBLE_ABILITIES]
return GameData::Ability.try_get(@ability2_id)
end
def ability2=(value)
return if !$game_switches[SWITCH_DOUBLE_ABILITIES]
new_ability = GameData::Ability.try_get(value)
@ability2_id = (new_ability) ? new_ability.id : nil
end
def ability2Name
abil = self.ability2
return (abil) ? abil.name : ""
end
#Ability logic overrides
def hasActiveAbility?(check_ability, ignore_fainted = false)
return hasActiveAbilityDouble?(check_ability, ignore_fainted) if $game_switches[SWITCH_DOUBLE_ABILITIES]
return false if !abilityActive?(ignore_fainted)
return check_ability.include?(@ability_id) if check_ability.is_a?(Array)
return self.ability == check_ability
end
def hasActiveAbilityDouble?(check_ability, ignore_fainted = false)
return false if !$game_switches[SWITCH_DOUBLE_ABILITIES]
return false if !abilityActive?(ignore_fainted)
if check_ability.is_a?(Array)
return check_ability.include?(@ability_id) || check_ability.include?(@ability2_id)
end
return self.ability == check_ability || self.ability2 == check_ability
end
def triggerAbilityEffectsOnHit(move, user, target)
# Target's ability
if target.abilityActive?(true)
oldHP = user.hp
BattleHandlers.triggerTargetAbilityOnHit(target.ability, user, target, move, @battle)
BattleHandlers.triggerTargetAbilityOnHit(target.ability2, user, target, move, @battle) if $game_switches[SWITCH_DOUBLE_ABILITIES] && target.ability2
user.pbItemHPHealCheck if user.hp < oldHP
end
# User's ability
if user.abilityActive?(true)
BattleHandlers.triggerUserAbilityOnHit(user.ability, user, target, move, @battle)
BattleHandlers.triggerUserAbilityOnHit(user.ability2, user, target, move, @battle) if $game_switches[SWITCH_DOUBLE_ABILITIES] && user.ability2
user.pbItemHPHealCheck
end
end
def pbCheckDamageAbsorption(user, target)
# Substitute will take the damage
if target.effects[PBEffects::Substitute] > 0 && !ignoresSubstitute?(user) &&
(!user || user.index != target.index)
target.damageState.substitute = true
return
end
# Disguise will take the damage
if !@battle.moldBreaker && target.isFusionOf(:MIMIKYU) &&
target.form == 0 && (target.ability == :DISGUISE || target.ability2 == :DISGUISE)
target.damageState.disguise = true
return
end
end
# Called when a Pokémon (self) enters battle, at the end of each move used,
# and at the end of each round.
def pbContinualAbilityChecks(onSwitchIn = false)
# Check for end of primordial weather
@battle.pbEndPrimordialWeather
# Trace
if $game_switches[SWITCH_DOUBLE_ABILITIES] && onSwitchIn
displayOpponentDoubleAbilities()
else
if hasActiveAbility?(:TRACE)
# NOTE: In Gen 5 only, Trace only triggers upon the Trace bearer switching
# in and not at any later times, even if a traceable ability turns
# up later. Essentials ignores this, and allows Trace to trigger
# whenever it can even in the old battle mechanics.
choices = []
@battle.eachOtherSideBattler(@index) do |b|
next if b.ungainableAbility? ||
[:POWEROFALCHEMY, :RECEIVER, :TRACE].include?(b.ability_id)
choices.push(b)
end
if choices.length > 0
choice = choices[@battle.pbRandom(choices.length)]
@battle.pbShowAbilitySplash(self)
self.ability = choice.ability
@battle.pbDisplay(_INTL("{1} traced {2}'s {3}!", pbThis, choice.pbThis(true), choice.abilityName))
@battle.pbHideAbilitySplash(self)
if !onSwitchIn && (unstoppableAbility? || abilityActive?)
BattleHandlers.triggerAbilityOnSwitchIn(self.ability, self, @battle)
end
end
end
end
end
def displayOpponentDoubleAbilities()
@battle.eachOtherSideBattler(@index) do |battler|
@battle.pbShowPrimaryAbilitySplash(battler,true)
@battle.pbShowSecondaryAbilitySplash(battler,true) if battler.isFusion?()
@battle.pbHideAbilitySplash(battler)
end
end
end
class Pokemon
attr_writer :ability_index
attr_writer :ability2_index
#Primary ability utility methods for pokemon class
def ability_index
@ability_index = (@personalID & 1) if !@ability_index
return @ability_index
end
def ability
return GameData::Ability.try_get(ability_id())
end
def ability=(value)
return if value && !GameData::Ability.exists?(value)
@ability = (value) ? GameData::Ability.get(value).id : value
end
#Secondary ability utility methods for pokemon class
def ability2_index
return nil if !$game_switches[SWITCH_DOUBLE_ABILITIES]
@ability2_index = (@personalID & 1) if !@ability2_index
return @ability2_index
end
def ability2
return nil if !$game_switches[SWITCH_DOUBLE_ABILITIES]
return GameData::Ability.try_get(ability2_id())
end
def ability2=(value)
return if !$game_switches[SWITCH_DOUBLE_ABILITIES]
return if value && !GameData::Ability.exists?(value)
@ability2 = (value) ? GameData::Ability.get(value).id : value
end
def ability_id
if !@ability
sp_data = species_data
abil_index = ability_index
#echoln abil_index
if abil_index >= 2 # Hidden ability
@ability = sp_data.hidden_abilities[abil_index - 2]
abil_index = (@personalID & 1) if !@ability
end
if !@ability # Natural ability or no hidden ability defined
if $game_switches[SWITCH_NO_LEVELS_MODE]
@ability = sp_data.abilities[0] || sp_data.abilities[0]
@ability2 = sp_data.abilities[1] || sp_data.abilities[0]
else
@ability = sp_data.abilities[abil_index] || sp_data.abilities[0]
end
end
end
return @ability
end
def ability2_id
return nil if !$game_switches[SWITCH_DOUBLE_ABILITIES]
if !@ability2
sp_data = species_data
abil_index = ability_index
if abil_index >= 2 # Hidden ability
@ability2 = sp_data.hidden_abilities[abil_index - 2]
abil_index = (@personalID & 1) if !@ability2
end
if !@ability2 # Natural ability or no hidden ability defined
@ability2 = sp_data.abilities[abil_index] || sp_data.abilities[0]
end
end
return @ability2
end
def adjustHPForWonderGuard(stats)
return self.ability == :WONDERGUARD ? 1 : stats[:HP] || ($game_switches[SWITCH_DOUBLE_ABILITIES] && self.ability2 == :WONDERGUARD)
end
end
class PokemonFusionScene
def pbChooseAbility(ability1Id,ability2Id)
ability1 = GameData::Ability.get(ability1Id)
ability2 = GameData::Ability.get(ability2Id)
availableNatures = []
availableNatures << @pokemon1.nature
availableNatures << @pokemon2.nature
setAbilityAndNatureAndNickname([ability1,ability2], availableNatures)
end
def setAbilityAndNatureAndNickname(abilitiesList, naturesList)
clearUIForMoves
if $game_switches[SWITCH_DOUBLE_ABILITIES]
scene = FusionSelectOptionsScene.new(nil, naturesList, @pokemon1, @pokemon2)
screen = PokemonOptionScreen.new(scene)
screen.pbStartScreen
@pokemon1.ability = abilitiesList[0]
@pokemon1.ability2 = abilitiesList[1]
else
scene = FusionSelectOptionsScene.new(abilitiesList, naturesList, @pokemon1, @pokemon2)
screen = PokemonOptionScreen.new(scene)
screen.pbStartScreen
selectedAbility = scene.selectedAbility
@pokemon1.body_original_ability_index = @pokemon1.ability_index
@pokemon1.head_original_ability_index = @pokemon2.ability_index
@pokemon1.ability = selectedAbility
@pokemon1.ability_index = getAbilityIndexFromID(selectedAbility.id,@pokemon1)
end
@pokemon1.nature = scene.selectedNature
if scene.hasNickname
@pokemon1.name = scene.nickname
end
end
end

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#
# module BattleHandlers
# #
# # Speed calculation
# #
#
# def self.triggerSpeedCalcAbility(ability, battler, mult)
# ability1 = ability
# ability2 = battler.ability2
# calculateAbilitySpeedMultiplier(ability1, battler, mult)
# if $game_switches[SWITCH_DOUBLE_ABILITIES]
# calculateAbilitySpeedMultiplier(ability2, battler, mult)
# end
# return mult
# end
#
# def self.calculateAbilitySpeedMultiplier(ability, battler, mult)
# ability1 = ability
# ability2 = battler.ability2
# ret = SpeedCalcAbility.trigger(ability1, battler, mult) || SpeedCalcAbility.trigger(ability2, battler, mult)
# return (ret != nil) ? ret : mult
# end
#
# def self.triggerWeightCalcAbility(ability,battler,w)
# ability1 = ability
# ability2 = battler.ability2
# ret = WeightCalcAbility.trigger(ability1,battler,w) || WeightCalcAbility.trigger(ability2,battler,w)
# return (ret!=nil) ? ret : w
# end
#
#
#
#
# def self.triggerEOREffectAbility(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
#
# EOREffectAbility.trigger(ability1,battler,battle)
# EOREffectAbility.trigger(ability2,battler,battle)
# end
#
# def self.triggerEORGainItemAbility(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
#
# EORGainItemAbility.trigger(ability1,battler,battle)
# EORGainItemAbility.trigger(ability2,battler,battle)
# end
#
# def self.triggerCertainSwitchingUserAbility(ability,switcher,battle)
# ability1 = ability
# ability2 = switcher.ability2
#
# ret = CertainSwitchingUserAbility.trigger(ability1,switcher,battle) || CertainSwitchingUserAbility.trigger(ability2,switcher,battle)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerCertainSwitchingUserAbility(ability,switcher,battle)
# ability1 = ability
# ability2 = switcher.ability2
#
# ret = CertainSwitchingUserAbility.trigger(ability1,switcher,battle) || CertainSwitchingUserAbility.trigger(ability2,switcher,battle)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerTrappingTargetAbility(ability,switcher,bearer,battle)
# ability1 = ability
# ability2 = switcher.ability2
# ret = TrappingTargetAbility.trigger(ability1,switcher,bearer,battle) || TrappingTargetAbility.trigger(ability2,switcher,bearer,battle)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerAbilityOnSwitchIn(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnSwitchIn.trigger(ability1,battler,battle)
# AbilityOnSwitchIn.trigger(ability2,battler,battle)
# end
#
# def self.triggerAbilityOnSwitchOut(ability,battler,endOfBattle)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnSwitchOut.trigger(ability1,battler,endOfBattle)
# AbilityOnSwitchOut.trigger(ability2,battler,endOfBattle)
# end
#
# def self.triggerAbilityChangeOnBattlerFainting(ability,battler,fainted,battle)
# ability1 = ability
# ability2 = battler.ability2
# AbilityChangeOnBattlerFainting.trigger(ability1,battler,fainted,battle)
# AbilityChangeOnBattlerFainting.trigger(ability2,battler,fainted,battle)
#
# end
#
# def self.triggerAbilityOnBattlerFainting(ability,battler,fainted,battle)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnBattlerFainting.trigger(ability1,battler,fainted,battle)
# AbilityOnBattlerFainting.trigger(ability2,battler,fainted,battle)
# end
#
#
# def self.triggerRunFromBattleAbility(ability,battler)
# ability1 = ability
# ability2 = battler.ability2
# ret = RunFromBattleAbility.trigger(ability1,battler) || RunFromBattleAbility.trigger(ability2,battler)
# return (ret!=nil) ? ret : false
# end
# ########
# # FROM HERE
# #
#
# def self.triggerAbilityOnHPDroppedBelowHalf(ability,user,battle)
# ability1 = ability
# ability2 = user.ability2
# ret = AbilityOnHPDroppedBelowHalf.trigger(ability1,user,battle) || AbilityOnHPDroppedBelowHalf.trigger(ability2,user,battle)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerStatusCheckAbilityNonIgnorable(ability,battler,status)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatusCheckAbilityNonIgnorable.trigger(ability1,battler,status) || StatusCheckAbilityNonIgnorable.trigger(ability2,battler,status)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerStatusImmunityAbility(ability,battler,status)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatusImmunityAbility.trigger(ability1,battler,status) || StatusImmunityAbility.trigger(ability2,battler,status)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerStatusImmunityAbilityNonIgnorable(ability,battler,status)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatusImmunityAbilityNonIgnorable.trigger(ability1,battler,status) || StatusImmunityAbilityNonIgnorable.trigger(ability2,battler,status)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerStatusImmunityAllyAbility(ability,battler,status)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatusImmunityAllyAbility.trigger(ability1,battler,status) || StatusImmunityAllyAbility.trigger(ability2,battler,status)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerAbilityOnStatusInflicted(ability,battler,user,status)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnStatusInflicted.trigger(ability1,battler,user,status)
# AbilityOnStatusInflicted.trigger(ability2,battler,user,status)
# end
#
# def self.triggerStatusCureAbility(ability,battler)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatusCureAbility.trigger(ability1,battler) || StatusCureAbility.trigger(ability2,battler)
# return (ret!=nil) ? ret : false
# end
#
#
# def self.triggerStatLossImmunityAbility(ability,battler,stat,battle,showMessages)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatLossImmunityAbility.trigger(ability1,battler,stat,battle,showMessages) || StatLossImmunityAbility.trigger(ability2,battler,stat,battle,showMessages)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerStatLossImmunityAbilityNonIgnorable(ability,battler,stat,battle,showMessages)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatLossImmunityAbilityNonIgnorable.trigger(ability1,battler,stat,battle,showMessages) || StatLossImmunityAbilityNonIgnorable.trigger(ability2,battler,stat,battle,showMessages)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerStatLossImmunityAllyAbility(ability,bearer,battler,stat,battle,showMessages)
# ability1 = ability
# ability2 = battler.ability2
# ret = StatLossImmunityAllyAbility.trigger(ability1,bearer,battler,stat,battle,showMessages) || StatLossImmunityAllyAbility.trigger(ability2,bearer,battler,stat,battle,showMessages)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerAbilityOnStatGain(ability,battler,stat,user)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnStatGain.trigger(ability1,battler,stat,user)
# AbilityOnStatGain.trigger(ability2,battler,stat,user)
# end
#
# def self.triggerAbilityOnStatLoss(ability,battler,stat,user)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnStatLoss.trigger(ability1,battler,stat,user)
# AbilityOnStatLoss.trigger(ability2,battler,stat,user)
# end
#
# #=============================================================================
#
#
# def self.triggerPriorityChangeAbility(ability,battler,move,pri)
# ability1 = ability
# ability2 = battler.ability2
# ret = PriorityChangeAbility.trigger(ability1,battler,move,pri) || PriorityChangeAbility.trigger(ability2,battler,move,pri)
# return (ret!=nil) ? ret : pri
# end
#
# def self.triggerPriorityBracketChangeAbility(ability,battler,subPri,battle)
# ability1 = ability
# ability2 = battler.ability2
# ret = PriorityBracketChangeAbility.trigger(ability1,battler,subPri,battle) || PriorityBracketChangeAbility.trigger(ability2,battler,subPri,battle)
# return (ret!=nil) ? ret : subPri
# end
#
# def self.triggerPriorityBracketUseAbility(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# PriorityBracketUseAbility.trigger(ability1,battler,battle)
# PriorityBracketUseAbility.trigger(ability2,battler,battle)
# end
#
# #=============================================================================
#
# def self.triggerAbilityOnFlinch(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# AbilityOnFlinch.trigger(ability1,battler,battle)
# AbilityOnFlinch.trigger(ability2,battler,battle)
# end
#
# def self.triggerMoveBlockingAbility(ability,bearer,user,targets,move,battle)
# ability1 = ability
# ability2 = bearer.ability2
# ret = MoveBlockingAbility.trigger(ability1,bearer,user,targets,move,battle) || MoveBlockingAbility.trigger(ability2,bearer,user,targets,move,battle)
# return (ret!=nil) ? ret : false
# end
#
# def self.triggerMoveImmunityTargetAbility(ability,user,target,move,type,battle)
# ability1 = ability
# ability2 = user.ability2
# ret = MoveImmunityTargetAbility.trigger(ability1,user,target,move,type,battle) || MoveImmunityTargetAbility.trigger(ability2,user,target,move,type,battle)
# return (ret!=nil) ? ret : false
# end
#
# #=============================================================================
#
# def self.triggerMoveBaseTypeModifierAbility(ability,user,move,type)
# ability1 = ability
# ability2 = user.ability2
# ret = MoveBaseTypeModifierAbility.trigger(ability1,user,move,type) || MoveBaseTypeModifierAbility.trigger(ability2,user,move,type)
# return (ret!=nil) ? ret : type
# end
#
# #=============================================================================
#
# def self.triggerAccuracyCalcUserAbility(ability,mods,user,target,move,type)
# ability1 = ability
# ability2 = user.ability2
# AccuracyCalcUserAbility.trigger(ability1,mods,user,target,move,type)
# AccuracyCalcUserAbility.trigger(ability2,mods,user,target,move,type)
# end
#
# def self.triggerAccuracyCalcUserAllyAbility(ability,mods,user,target,move,type)
# ability1 = ability
# ability2 = user.ability2
# AccuracyCalcUserAllyAbility.trigger(ability1,mods,user,target,move,type)
# AccuracyCalcUserAllyAbility.trigger(ability2,mods,user,target,move,type)
# end
#
# def self.triggerAccuracyCalcTargetAbility(ability,mods,user,target,move,type)
# ability1 = ability
# ability2 = user.ability2
# AccuracyCalcTargetAbility.trigger(ability1,mods,user,target,move,type)
# AccuracyCalcTargetAbility.trigger(ability2,mods,user,target,move,type)
# end
# #=============================================================================
#
# def self.triggerDamageCalcUserAbility(ability,user,target,move,mults,baseDmg,type)
# ability1 = ability
# ability2 = user.ability2
# DamageCalcUserAbility.trigger(ability1,user,target,move,mults,baseDmg,type)
# DamageCalcUserAbility.trigger(ability2,user,target,move,mults,baseDmg,type)
# end
#
# def self.triggerDamageCalcUserAllyAbility(ability,user,target,move,mults,baseDmg,type)
# ability1 = ability
# ability2 = target.ability2
# DamageCalcUserAllyAbility.trigger(ability1,user,target,move,mults,baseDmg,type)
# DamageCalcUserAllyAbility.trigger(ability2,user,target,move,mults,baseDmg,type)
# end
#
# def self.triggerDamageCalcTargetAbility(ability,user,target,move,mults,baseDmg,type)
# ability1 = ability
# ability2 = target.ability2
# DamageCalcTargetAbility.trigger(ability1,user,target,move,mults,baseDmg,type)
# DamageCalcTargetAbility.trigger(ability2,user,target,move,mults,baseDmg,type)
# end
#
# def self.triggerDamageCalcTargetAbilityNonIgnorable(ability,user,target,move,mults,baseDmg,type)
# ability1 = ability
# ability2 = target.ability2
# DamageCalcTargetAbilityNonIgnorable.trigger(ability1,user,target,move,mults,baseDmg,type)
# DamageCalcTargetAbilityNonIgnorable.trigger(ability2,user,target,move,mults,baseDmg,type)
# end
#
# def self.triggerDamageCalcTargetAllyAbility(ability,user,target,move,mults,baseDmg,type)
# ability1 = ability
# ability2 = target.ability2
# DamageCalcTargetAllyAbility.trigger(ability1,user,target,move,mults,baseDmg,type)
# DamageCalcTargetAllyAbility.trigger(ability2,user,target,move,mults,baseDmg,type)
# end
#
# #=============================================================================
#
# def self.triggerCriticalCalcUserAbility(ability,user,target,c)
# ability1 = ability
# ability2 = user.ability2
# ret = CriticalCalcUserAbility.trigger(ability1,user,target,c) || CriticalCalcUserAbility.trigger(ability2,user,target,c)
# return (ret!=nil) ? ret : c
# end
#
# def self.triggerCriticalCalcTargetAbility(ability,user,target,c)
# ability1 = ability
# ability2 = target.ability2
# ret = CriticalCalcTargetAbility.trigger(ability1,user,target,c) || CriticalCalcTargetAbility.trigger(ability2,user,target,c)
# return (ret!=nil) ? ret : c
# end
# #=============================================================================
#
# def self.triggerTargetAbilityOnHit(ability,user,target,move,battle)
# ability1 = ability
# ability2 = target.ability2
# TargetAbilityOnHit.trigger(ability1,user,target,move,battle)
# TargetAbilityOnHit.trigger(ability2,user,target,move,battle)
# end
#
# def self.triggerUserAbilityOnHit(ability,user,target,move,battle)
# ability1 = ability
# ability2 = user.ability2
# UserAbilityOnHit.trigger(ability1,user,target,move,battle)
# UserAbilityOnHit.trigger(ability2,user,target,move,battle)
# end
# #=============================================================================
#
# def self.triggerUserAbilityEndOfMove(ability,user,targets,move,battle)
# ability1 = ability
# ability2 = user.ability2
# UserAbilityEndOfMove.trigger(ability1,user,targets,move,battle)
# UserAbilityEndOfMove.trigger(ability2,user,targets,move,battle)
# end
#
# def self.triggerTargetAbilityAfterMoveUse(ability,target,user,move,switched,battle)
# ability1 = ability
# ability2 = target.ability2
# TargetAbilityAfterMoveUse.trigger(ability1,target,user,move,switched,battle)
# TargetAbilityAfterMoveUse.trigger(ability2,target,user,move,switched,battle)
# end
#
# #=============================================================================
#
# def self.triggerEORWeatherAbility(ability,weather,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# EORWeatherAbility.trigger(ability1,weather,battler,battle)
# EORWeatherAbility.trigger(ability2,weather,battler,battle)
# end
#
# def self.triggerEORHealingAbility(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# EORHealingAbility.trigger(ability1,battler,battle)
# EORHealingAbility.trigger(ability2,battler,battle)
# end
#
# def self.triggerEOREffectAbility(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# EOREffectAbility.trigger(ability1,battler,battle)
# EOREffectAbility.trigger(ability2,battler,battle)
# end
#
# def self.triggerEORGainItemAbility(ability,battler,battle)
# ability1 = ability
# ability2 = battler.ability2
# EORGainItemAbility.trigger(ability1,battler,battle)
# EORGainItemAbility.trigger(ability2,battler,battle)
# end
#
# end

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#
# class AbilitySplashBar < SpriteWrapper
# def refresh
# self.bitmap.clear
# return if !@battler
# textPos = []
# textX = (@side==0) ? 10 : self.bitmap.width-8
# # Draw Pokémon's name
# textPos.push(["{1}'s",@battler.name,textX,-4,@side==1,
# TEXT_BASE_COLOR,TEXT_SHADOW_COLOR,true])
# # Draw Pokémon's ability
# textPos.push([@battler.abilityName,textX,26,@side==1,
# TEXT_BASE_COLOR,TEXT_SHADOW_COLOR,true])
# pbDrawTextPositions(self.bitmap,textPos)
#
# #2nd ability
# if $game_switches[SWITCH_DOUBLE_ABILITIES]
# textPos.push([@battler.ability2Name,textX,26,@side==1,
# TEXT_BASE_COLOR,TEXT_SHADOW_COLOR,true])
# pbDrawTextPositions(self.bitmap,textPos)
# end
# end
# end
class AbilitySplashDisappearAnimation < PokeBattle_Animation
def initialize(sprites,viewport,side)
@side = side
super(sprites,viewport)
end
def createProcesses
return if !@sprites["abilityBar_#{@side}"]
bar = addSprite(@sprites["abilityBar_#{@side}"])
bar2 = addSprite(@sprites["ability2Bar_#{@side}"]) if @sprites["ability2Bar_#{@side}"]
dir = (@side==0) ? -1 : 1
bar.moveDelta(0,8,dir*Graphics.width/2,0)
bar2.moveDelta(0,8,dir*Graphics.width/2,0) if bar2
bar.setVisible(8,false)
bar2.setVisible(8,false) if bar2
end
end
class PokeBattle_Scene
def pbShowAbilitySplash(battler,secondAbility=false, abilityName=nil)
return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
side = battler.index%2
if secondAbility
pbHideAbilitySplash(battler) if @sprites["ability2Bar_#{side}"].visible
else
pbHideAbilitySplash(battler) if @sprites["abilityBar_#{side}"].visible
end
if abilityName
@sprites["abilityBar_#{side}"].ability_name = abilityName if !secondAbility
@sprites["ability2Bar_#{side}"].ability_name = abilityName if secondAbility
end
@sprites["abilityBar_#{side}"].battler = battler
@sprites["ability2Bar_#{side}"].battler = battler if @sprites["ability2Bar_#{side}"]
abilitySplashAnim = AbilitySplashAppearAnimation.new(@sprites,@viewport,side,secondAbility)
loop do
abilitySplashAnim.update
pbUpdate
break if abilitySplashAnim.animDone?
end
abilitySplashAnim.dispose
end
end
class PokeBattle_Battle
def pbShowSecondaryAbilitySplash(battler,delay=false,logTrigger=true)
return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@scene.pbShowAbilitySplash(battler,true)
if delay
Graphics.frame_rate.times { @scene.pbUpdate } # 1 second
end
end
def pbShowPrimaryAbilitySplash(battler,delay=false,logTrigger=true)
return if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@scene.pbShowAbilitySplash(battler,false)
if delay
Graphics.frame_rate.times { @scene.pbUpdate } # 1 second
end
end
end
class FusionSelectOptionsScene < PokemonOption_Scene
def pbGetOptions(inloadscreen = false)
options = []
if shouldSelectNickname
options << EnumOption.new(_INTL("Nickname"), [_INTL(@pokemon1.name), _INTL(@pokemon2.name)],
proc { 0 },
proc { |value|
if value ==0
@nickname = @pokemon1.name
else
@nickname = @pokemon2.name
end
}, _INTL("Select the Pokémon's nickname"))
end
if @abilityList != nil
options << EnumOption.new(_INTL("Ability"), [_INTL(getAbilityName(@abilityList[0])), _INTL(getAbilityName(@abilityList[1]))],
proc { 0 },
proc { |value|
@selectedAbility=@abilityList[value]
}, [getAbilityDescription(@abilityList[0]), getAbilityDescription(@abilityList[1])]
)
end
options << EnumOption.new(_INTL("Nature"), [_INTL(getNatureName(@natureList[0])), _INTL(getNatureName(@natureList[1]))],
proc { 0 },
proc { |value|
@selectedNature=@natureList[value]
}, [getNatureDescription(@natureList[0]), getNatureDescription(@natureList[1])]
)
return options
end
end