mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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Tidied up semicolon use, refactored random dungeon generation code, fixed visual bug in Day Care debug screen
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@@ -100,7 +100,8 @@ class PokeBattle_Battler
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return false
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end
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# Ability immunity
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immuneByAbility = false; immAlly = nil
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immuneByAbility = false
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immAlly = nil
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if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(self.ability,self,newStatus)
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immuneByAbility = true
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elsif selfInflicted || !@battle.moldBreaker
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@@ -10,7 +10,8 @@ class PokeBattle_Battler
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# Snatch
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move.snatched = false
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if move.statusMove? && move.canSnatch?
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newUser = nil; strength = 100
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newUser = nil
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strength = 100
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@battle.eachBattler do |b|
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next if b.effects[PBEffects::Snatch]==0 ||
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b.effects[PBEffects::Snatch]>=strength
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@@ -101,7 +102,8 @@ class PokeBattle_Battler
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priority = @battle.pbPriority(true)
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nearOnly = !target_data.can_choose_distant_target?
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# Spotlight (takes priority over Follow Me/Rage Powder/Lightning Rod/Storm Drain)
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newTarget = nil; strength = 100 # Lower strength takes priority
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newTarget = nil
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strength = 100 # Lower strength takes priority
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priority.each do |b|
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next if b.fainted? || b.effects[PBEffects::SkyDrop]>=0
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next if b.effects[PBEffects::Spotlight]==0 ||
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@@ -118,7 +120,8 @@ class PokeBattle_Battler
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return targets
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end
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# Follow Me/Rage Powder (takes priority over Lightning Rod/Storm Drain)
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newTarget = nil; strength = 100 # Lower strength takes priority
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newTarget = nil
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strength = 100 # Lower strength takes priority
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priority.each do |b|
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next if b.fainted? || b.effects[PBEffects::SkyDrop]>=0
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next if b.effects[PBEffects::RagePowder] && !user.affectedByPowder?
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@@ -506,7 +506,8 @@ class PokeBattle_Battler
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user.effects[PBEffects::LockOnPos]==target.index
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# Toxic
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return true if move.pbOverrideSuccessCheckPerHit(user,target)
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miss = false; hitsInvul = false
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miss = false
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hitsInvul = false
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# No Guard
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hitsInvul = true if user.hasActiveAbility?(:NOGUARD) ||
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target.hasActiveAbility?(:NOGUARD)
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