Fixed additional effect issues with Eerie Spell/Jaw Lock/Thousand Waves

This commit is contained in:
Maruno17
2023-03-09 20:37:26 +00:00
parent e93c3c69ac
commit 5a18f7fd65
7 changed files with 36 additions and 13 deletions

View File

@@ -306,7 +306,8 @@ end
#===============================================================================
# Target can no longer switch out or flee, as long as the user remains active.
# (Anchor Shot, Block, Mean Look, Spider Web, Spirit Shackle, Thousand Waves)
# Trapping is considered an additional effect for damaging moves.
# (Anchor Shot, Block, Mean Look, Spider Web, Spirit Shackle)
#===============================================================================
class Battle::Move::TrapTargetInBattle < Battle::Move
def canMagicCoat?; return true; end
@@ -339,6 +340,22 @@ class Battle::Move::TrapTargetInBattle < Battle::Move
end
end
#===============================================================================
# Target can no longer switch out or flee, as long as the user remains active.
# Trapping is not considered an additional effect. (Thousand Waves)
#===============================================================================
class Battle::Move::TrapTargetInBattleMainEffect < Battle::Move
def canMagicCoat?; return true; end
def pbEffectAgainstTarget(user, target)
return if target.fainted? || target.damageState.substitute
return if target.effects[PBEffects::MeanLook] >= 0
return if Settings::MORE_TYPE_EFFECTS && target.pbHasType?(:GHOST)
target.effects[PBEffects::MeanLook] = user.index
@battle.pbDisplay(_INTL("{1} can no longer escape!", target.pbThis))
end
end
#===============================================================================
# The target can no longer switch out or flee, while the user remains in battle.
# At the end of each round, the target's Defense and Special Defense are lowered
@@ -370,7 +387,7 @@ end
# fleeing. (Jaw Lock)
#===============================================================================
class Battle::Move::TrapUserAndTargetInBattle < Battle::Move
def pbAdditionalEffect(user, target)
def pbEffectAgainstTarget(user, target)
return if user.fainted? || target.fainted? || target.damageState.substitute
return if Settings::MORE_TYPE_EFFECTS && target.pbHasType?(:GHOST)
return if user.trappedInBattle? || target.trappedInBattle?
@@ -660,8 +677,8 @@ end
# Target's last move used loses 3 PP. Damaging move. (Eerie Spell)
#===============================================================================
class Battle::Move::LowerPPOfTargetLastMoveBy3 < Battle::Move
def pbEffectAgainstTarget(user, target)
return if target.fainted?
def pbAdditionalEffect(user, target)
return if target.fainted? || target.damageState.substitute
last_move = target.pbGetMoveWithID(target.lastRegularMoveUsed)
return if !last_move || last_move.pp == 0 || last_move.total_pp <= 0
reduction = [3, last_move.pp].min

View File

@@ -217,6 +217,12 @@ Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TrapTargetInBattle",
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("TrapTargetInBattle",
"TrapTargetInBattleMainEffect")
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================