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Maruno17
2020-09-04 22:00:59 +01:00
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class PokeBattle_Battler
# Fundamental to this object
attr_reader :battle
attr_accessor :index
# The Pokémon and its properties
attr_reader :pokemon
attr_accessor :pokemonIndex
attr_accessor :species
attr_accessor :type1
attr_accessor :type2
attr_accessor :ability
attr_accessor :moves
attr_accessor :gender
attr_accessor :iv
attr_accessor :attack
attr_accessor :spatk
attr_accessor :speed
attr_accessor :stages
attr_reader :totalhp
attr_reader :fainted # Boolean to mark whether self has fainted properly
attr_accessor :captured # Boolean to mark whether self was captured
attr_reader :dummy
attr_accessor :effects
# Things the battler has done in battle
attr_accessor :turnCount
attr_accessor :participants
attr_accessor :lastAttacker
attr_accessor :lastFoeAttacker
attr_accessor :lastHPLost
attr_accessor :lastHPLostFromFoe
attr_accessor :lastMoveUsed
attr_accessor :lastMoveUsedType
attr_accessor :lastRegularMoveUsed
attr_accessor :lastRegularMoveTarget # For Instruct
attr_accessor :lastRoundMoved
attr_accessor :lastMoveFailed # For Stomping Tantrum
attr_accessor :lastRoundMoveFailed # For Stomping Tantrum
attr_accessor :movesUsed
attr_accessor :currentMove # ID of multi-turn move currently being used
attr_accessor :tookDamage # Boolean for whether self took damage this round
attr_accessor :tookPhysicalHit
attr_accessor :damageState
attr_accessor :initialHP # Set at the start of each move's usage
#=============================================================================
# Complex accessors
#=============================================================================
attr_reader :level
def level=(value)
@level = value
@pokemon.level = value if @pokemon
end
attr_reader :form
def form=(value)
@form = value
@pokemon.form = value if @pokemon
end
attr_reader :item
def item=(value)
@item = value
@pokemon.setItem(value) if @pokemon
end
def defense
return @spdef if @battle.field.effects[PBEffects::WonderRoom]>0
return @defense
end
attr_writer :defense
def spdef
return @defense if @battle.field.effects[PBEffects::WonderRoom]>0
return @spdef
end
attr_writer :spdef
attr_reader :hp
def hp=(value)
@hp = value.to_i
@pokemon.hp = value.to_i if @pokemon
end
def fainted?; return @hp<=0; end
alias isFainted? fainted?
attr_reader :status
def status=(value)
@effects[PBEffects::Truant] = false if @status==PBStatuses::SLEEP && value!=PBStatuses::SLEEP
@effects[PBEffects::Toxic] = 0 if value!=PBStatuses::POISON
@status = value
@pokemon.status = value if @pokemon
self.statusCount = 0 if value!=PBStatuses::POISON && value!=PBStatuses::SLEEP
@battle.scene.pbRefreshOne(@index)
end
attr_reader :statusCount
def statusCount=(value)
@statusCount = value
@pokemon.statusCount = value if @pokemon
end
#=============================================================================
# Properties from Pokémon
#=============================================================================
def happiness; return @pokemon ? @pokemon.happiness : 0; end
def nature; return @pokemon ? @pokemon.nature : 0; end
def pokerusStage; return @pokemon ? @pokemon.pokerusStage : 0; end
#=============================================================================
# Mega Evolution, Primal Reversion, Shadow Pokémon
#=============================================================================
def hasMega?
return false if @effects[PBEffects::Transform]
return @pokemon && @pokemon.hasMegaForm?
end
def mega?; return @pokemon && @pokemon.mega?; end
alias isMega? mega?
def hasPrimal?
return false if @effects[PBEffects::Transform]
return @pokemon && @pokemon.hasPrimalForm?
end
def primal?; return @pokemon && @pokemon.primal?; end
alias isPrimal? primal?
def shadowPokemon?; return false; end
alias isShadow? shadowPokemon?
def inHyperMode?; return false; end
#=============================================================================
# Display-only properties
#=============================================================================
def name
return @effects[PBEffects::Illusion].name if @effects[PBEffects::Illusion]
return @name
end
attr_writer :name
def displayPokemon
return @effects[PBEffects::Illusion] if @effects[PBEffects::Illusion]
return self.pokemon
end
def displaySpecies
return @effects[PBEffects::Illusion].species if @effects[PBEffects::Illusion]
return self.species
end
def displayGender
return @effects[PBEffects::Illusion].gender if @effects[PBEffects::Illusion]
return self.gender
end
def displayForm
return @effects[PBEffects::Illusion].form if @effects[PBEffects::Illusion]
return self.form
end
def shiny?
return @effects[PBEffects::Illusion].shiny? if @effects[PBEffects::Illusion]
return @pokemon && @pokemon.shiny?
end
alias isShiny? shiny?
def owned?
return false if !@battle.wildBattle?
return $Trainer.owned[displaySpecies]
end
alias owned owned?
def abilityName; return PBAbilities.getName(@ability); end
def itemName; return PBItems.getName(@item); end
def pbThis(lowerCase=false)
if opposes?
if @battle.trainerBattle?
return lowerCase ? _INTL("the opposing {1}",name) : _INTL("The opposing {1}",name)
else
return lowerCase ? _INTL("the wild {1}",name) : _INTL("The wild {1}",name)
end
elsif !pbOwnedByPlayer?
return lowerCase ? _INTL("the ally {1}",name) : _INTL("The ally {1}",name)
end
return name
end
def pbTeam(lowerCase=false)
if opposes?
return lowerCase ? _INTL("the opposing team") : _INTL("The opposing team")
end
return lowerCase ? _INTL("your team") : _INTL("Your team")
end
def pbOpposingTeam(lowerCase=false)
if opposes?
return lowerCase ? _INTL("your team") : _INTL("Your team")
end
return lowerCase ? _INTL("the opposing team") : _INTL("The opposing team")
end
#=============================================================================
# Calculated properties
#=============================================================================
def pbSpeed
return 1 if fainted?
stageMul = [2,2,2,2,2,2, 2, 3,4,5,6,7,8]
stageDiv = [8,7,6,5,4,3, 2, 2,2,2,2,2,2]
stage = @stages[PBStats::SPEED] + 6
speed = @speed*stageMul[stage]/stageDiv[stage]
speedMult = 0x1000
# Ability effects that alter calculated Speed
if abilityActive?
speedMult = BattleHandlers.triggerSpeedCalcAbility(@ability,self,speedMult)
end
# Item effects that alter calculated Speed
if itemActive?
speedMult = BattleHandlers.triggerSpeedCalcItem(@item,self,speedMult)
end
# Other effects
speedMult *= 2 if pbOwnSide.effects[PBEffects::Tailwind]>0
speedMult /= 2 if pbOwnSide.effects[PBEffects::Swamp]>0
# Paralysis
if status==PBStatuses::PARALYSIS && !hasActiveAbility?(:QUICKFEET)
speedMult /= (NEWEST_BATTLE_MECHANICS) ? 2 : 4
end
# Badge multiplier
if @battle.internalBattle && pbOwnedByPlayer? &&
@battle.pbPlayer.numbadges>=NUM_BADGES_BOOST_SPEED
speedMult *= 1.1
end
# Calculation
return [(speed.to_f*speedMult/0x1000).round,1].max
end
def pbWeight
ret = (@pokemon) ? @pokemon.weight : 500
ret += @effects[PBEffects::WeightChange]
ret = 1 if ret<1
if abilityActive? && !@battle.moldBreaker
ret = BattleHandlers.triggerWeightCalcAbility(@ability,self,ret)
end
if itemActive?
ret = BattleHandlers.triggerWeightCalcItem(@item,self,ret)
end
return [ret,1].max
end
#=============================================================================
# Queries about what the battler has
#=============================================================================
def plainStats
ret = []
ret[PBStats::ATTACK] = self.attack
ret[PBStats::DEFENSE] = self.defense
ret[PBStats::SPATK] = self.spatk
ret[PBStats::SPDEF] = self.spdef
ret[PBStats::SPEED] = self.speed
return ret
end
# Returns the active types of this Pokémon. The array should not include the
# same type more than once, and should not include any invalid type numbers
# (e.g. -1).
def pbTypes(withType3=false)
ret = [@type1]
ret.push(@type2) if @type2!=@type1
# Burn Up erases the Fire-type.
if @effects[PBEffects::BurnUp]
ret.reject! { |type| isConst?(type,PBTypes,:FIRE) }
end
# Roost erases the Flying-type. If there are no types left, adds the Normal-
# type.
if @effects[PBEffects::Roost]
ret.reject! { |type| isConst?(type,PBTypes,:FLYING) }
ret.push(getConst(PBTypes,:NORMAL) || 0) if ret.length==0
end
# Add the third type specially.
if withType3 && @effects[PBEffects::Type3]>=0
ret.push(@effects[PBEffects::Type3]) if !ret.include?(@effects[PBEffects::Type3])
end
return ret
end
def pbHasType?(type)
type = getConst(PBTypes,type) if type.is_a?(Symbol) || type.is_a?(String)
return false if !type || type<0
activeTypes = pbTypes(true)
return activeTypes.include?(type)
end
def pbHasOtherType?(type)
type = getConst(PBTypes,type) if type.is_a?(Symbol) || type.is_a?(String)
return false if !type || type<0
activeTypes = pbTypes(true)
activeTypes.reject! { |t| t==type }
return activeTypes.length>0
end
# NOTE: Do not create any held item which affects whether a Pokémon's ability
# is active. The ability Klutz affects whether a Pokémon's item is
# active, and the code for the two combined would cause an infinite loop
# (regardless of whether any Pokémon actualy has either the ability or
# the item - the code existing is enough to cause the loop).
def abilityActive?(ignoreFainted=false)
return false if fainted? && !ignoreFainted
return false if @effects[PBEffects::GastroAcid]
return true
end
def hasActiveAbility?(ability,ignoreFainted=false)
return false if !abilityActive?(ignoreFainted)
if ability.is_a?(Array)
ability.each do |a|
a = getID(PBAbilities,a)
return true if a!=0 && a==@ability
end
return false
end
ability = getID(PBAbilities,ability)
return ability!=0 && ability==@ability
end
alias hasWorkingAbility hasActiveAbility?
def nonNegatableAbility?
abilityBlacklist = [
# Form-changing abilities
:BATTLEBOND,
:DISGUISE,
# :FLOWERGIFT, # This can be negated
# :FORECAST, # This can be negated
:MULTITYPE,
:POWERCONSTRUCT,
:SCHOOLING,
:SHIELDSDOWN,
:STANCECHANGE,
:ZENMODE,
# Abilities intended to be inherent properties of a certain species
:COMATOSE,
:RKSSYSTEM
]
failed = false
abilityBlacklist.each do |abil|
return true if isConst?(@ability,PBAbilities,abil)
end
return false
end
def itemActive?(ignoreFainted=false)
return false if fainted? && !ignoreFainted
return false if @effects[PBEffects::Embargo]>0
return false if @battle.field.effects[PBEffects::MagicRoom]>0
return false if hasActiveAbility?(:KLUTZ,ignoreFainted)
return true
end
def hasActiveItem?(item,ignoreFainted=false)
return false if !itemActive?(ignoreFainted)
if item.is_a?(Array)
item.each do |i|
i = getID(PBItems,i)
return true if i!=0 && i==@item
end
return false
end
item = getID(PBItems,item)
return item!=0 && item==@item
end
alias hasWorkingItem hasActiveItem?
# Returns whether the specified item will be unlosable for this Pokémon.
def unlosableItem?(item)
return false if item<=0
return true if pbIsMail?(item)
return false if @effects[PBEffects::Transform]
# Items that change a Pokémon's form
return true if @pokemon && @pokemon.getMegaForm(true)>0 # Mega Stone
return pbIsUnlosableItem?(item,@species,@ability)
end
def eachMove
@moves.each { |m| yield m if m && m.id!=0 }
end
def eachMoveWithIndex
@moves.each_with_index { |m,i| yield m,i if m && m.id!=0 }
end
def pbHasMove?(id)
id = getID(PBMoves,id)
return false if !id || id<=0
eachMove { |m| return true if m.id==id }
return false
end
def pbHasMoveType?(type)
type = getConst(PBTypes,type)
return false if !type || type<0
eachMove { |m| return true if m.type==type }
return false
end
def pbHasMoveFunction?(*arg)
return false if !code
eachMove do |m|
arg.each { |code| return true if m.function==code }
end
return false
end
def hasMoldBreaker?
return hasActiveAbility?([:MOLDBREAKER,:TERAVOLT,:TURBOBLAZE])
end
def canChangeType?
return false if isConst?(@ability,PBAbilities,:MULTITYPE) ||
isConst?(@ability,PBAbilities,:RKSSYSTEM)
return true
end
def airborne?
return false if hasActiveItem?(:IRONBALL)
return false if @effects[PBEffects::Ingrain]
return false if @effects[PBEffects::SmackDown]
return false if @battle.field.effects[PBEffects::Gravity]>0
return true if pbHasType?(:FLYING)
return true if hasActiveAbility?(:LEVITATE) && !@battle.moldBreaker
return true if hasActiveItem?(:AIRBALLOON)
return true if @effects[PBEffects::MagnetRise]>0
return true if @effects[PBEffects::Telekinesis]>0
return false
end
def affectedByTerrain?
return false if airborne?
return false if semiInvulnerable?
return true
end
def takesIndirectDamage?(showMsg=false)
return false if fainted?
if hasActiveAbility?(:MAGICGUARD)
if showMsg
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis))
else
@battle.pbDisplay(_INTL("{1} is unaffected because of its {2}!",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return false
end
return true
end
def takesSandstormDamage?
return false if !takesIndirectDamage?
return false if pbHasType?(:GROUND) || pbHasType?(:ROCK) || pbHasType?(:STEEL)
return false if inTwoTurnAttack?("0CA","0CB") # Dig, Dive
return false if hasActiveAbility?([:OVERCOAT,:SANDFORCE,:SANDRUSH,:SANDVEIL])
return false if hasActiveItem?(:SAFETYGOGGLES)
return true
end
def takesHailDamage?
return false if !takesIndirectDamage?
return false if pbHasType?(:ICE)
return false if inTwoTurnAttack?("0CA","0CB") # Dig, Dive
return false if hasActiveAbility?([:OVERCOAT,:ICEBODY,:SNOWCLOAK])
return false if hasActiveItem?(:SAFETYGOGGLES)
return true
end
def takesShadowSkyDamage?
return false if fainted?
return false if shadowPokemon?
return true
end
def affectedByPowder?(showMsg=false)
return false if fainted?
return true if !NEWEST_BATTLE_MECHANICS
if pbHasType?(:GRASS)
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis)) if showMsg
return false
end
if hasActiveAbility?(:OVERCOAT) && !@battle.moldBreaker
if showMsg
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis))
else
@battle.pbDisplay(_INTL("{1} is unaffected because of its {2}!",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return false
end
if hasActiveItem?(:SAFETYGOGGLES)
if showMsg
@battle.pbDisplay(_INTL("{1} is unaffected because of its {2}!",pbThis,itemName))
end
return false
end
return true
end
def canHeal?
return false if fainted? || @hp>=@totalhp
return false if @effects[PBEffects::HealBlock]>0
return true
end
def affectedByContactEffect?(showMsg=false)
return false if fainted?
if hasActiveItem?(:PROTECTIVEPADS)
@battle.pbDisplay(_INTL("{1} protected itself with the {2}!",pbThis,itemName)) if showMsg
return false
end
return true
end
def movedThisRound?
return @lastRoundMoved && @lastRoundMoved==@battle.turnCount
end
def usingMultiTurnAttack?
return true if @effects[PBEffects::TwoTurnAttack]>0
return true if @effects[PBEffects::HyperBeam]>0
return true if @effects[PBEffects::Rollout]>0
return true if @effects[PBEffects::Outrage]>0
return true if @effects[PBEffects::Uproar]>0
return true if @effects[PBEffects::Bide]>0
return false
end
def inTwoTurnAttack?(*arg)
return false if @effects[PBEffects::TwoTurnAttack]==0
ttaFunction = pbGetMoveData(@effects[PBEffects::TwoTurnAttack],MOVE_FUNCTION_CODE)
arg.each { |a| return true if a==ttaFunction }
return false
end
def semiInvulnerable?
return inTwoTurnAttack?("0C9","0CA","0CB","0CC","0CD","0CE","14D")
end
def pbEncoredMoveIndex
return -1 if @effects[PBEffects::Encore]==0 || @effects[PBEffects::EncoreMove]==0
ret = -1
eachMoveWithIndex do |m,i|
next if m.id!=@effects[PBEffects::EncoreMove]
ret = i
break
end
return ret
end
def initialItem
return @battle.initialItems[@index&1][@pokemonIndex]
end
def setInitialItem(newItem)
@battle.initialItems[@index&1][@pokemonIndex] = newItem
end
def recycleItem
return @battle.recycleItems[@index&1][@pokemonIndex]
end
def setRecycleItem(newItem)
@battle.recycleItems[@index&1][@pokemonIndex] = newItem
end
def belched?
return @battle.belch[@index&1][@pokemonIndex]
end
def setBelched
@battle.belch[@index&1][@pokemonIndex] = true
end
#=============================================================================
# Methods relating to this battler's position on the battlefield
#=============================================================================
# Returns whether the given position belongs to the opposing Pokémon's side.
def opposes?(i=0)
i = i.index if i.respond_to?("index")
return (@index&1)!=(i&1)
end
# Returns whether the given position/battler is near to self.
def near?(i)
i = i.index if i.respond_to?("index")
return @battle.nearBattlers?(@index,i)
end
# Returns whether self is owned by the player.
def pbOwnedByPlayer?
return @battle.pbOwnedByPlayer?(@index)
end
# Returns 0 if self is on the player's side, or 1 if self is on the opposing
# side.
def idxOwnSide
return @index&1
end
# Returns 1 if self is on the player's side, or 0 if self is on the opposing
# side.
def idxOpposingSide
return (@index&1)^1
end
# Returns the data structure for this battler's side.
def pbOwnSide
return @battle.sides[idxOwnSide]
end
# Returns the data structure for the opposing Pokémon's side.
def pbOpposingSide
return @battle.sides[idxOpposingSide]
end
# Yields each unfainted ally Pokémon.
def eachAlly
@battle.battlers.each do |b|
yield b if b && !b.fainted? && !b.opposes?(@index) && b.index!=@index
end
end
# Yields each unfainted opposing Pokémon.
def eachOpposing
@battle.battlers.each { |b| yield b if b && !b.fainted? && b.opposes?(@index) }
end
# Returns the battler that is most directly opposite to self. unfaintedOnly is
# whether it should prefer to return a non-fainted battler.
def pbDirectOpposing(unfaintedOnly=false)
@battle.pbGetOpposingIndicesInOrder(@index).each do |i|
next if !@battle.battlers[i]
break if unfaintedOnly && @battle.battlers[i].fainted?
return @battle.battlers[i]
end
# Wanted an unfainted battler but couldn't find one; make do with a fainted
# battler
@battle.pbGetOpposingIndicesInOrder(@index).each do |i|
return @battle.battlers[i] if @battle.battlers[i]
end
return @battle.battlers[(@index^1)]
end
end

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class PokeBattle_Battler
#=============================================================================
# Creating a battler
#=============================================================================
def initialize(btl,idxBattler)
@battle = btl
@index = idxBattler
@captured = false
@dummy = false
@stages = []
@effects = []
@damageState = PokeBattle_DamageState.new
pbInitBlank
pbInitEffects(false)
end
def pbInitBlank
@name = ""
@species = 0
@form = 0
@level = 0
@hp = @totalhp = 0
@type1 = @type2 = 0
@ability = 0
@item = 0
@gender = 0
@attack = @defense = @spatk = @spdef = @speed = 0
@status = PBStatuses::NONE
@statusCount = 0
@pokemon = nil
@pokemonIndex = -1
@participants = []
@moves = []
@iv = [0,0,0,0,0,0]
end
# Used by Future Sight only, when Future Sight's user is no longer in battle.
def pbInitDummyPokemon(pkmn,idxParty)
raise _INTL("An egg can't be an active Pokémon.") if pkmn.egg?
@name = pkmn.name
@species = pkmn.species
@form = pkmn.form
@level = pkmn.level
@hp = pkmn.hp
@totalhp = pkmn.totalhp
@type1 = pkmn.type1
@type2 = pkmn.type2
# ability and item intentionally not copied across here
@gender = pkmn.gender
@attack = pkmn.attack
@defense = pkmn.defense
@spatk = pkmn.spatk
@spdef = pkmn.spdef
@speed = pkmn.speed
@status = pkmn.status
@statusCount = pkmn.statusCount
@pokemon = pkmn
@pokemonIndex = idxParty
@participants = []
# moves intentionally not copied across here
@iv = pkmn.iv.clone
@dummy = true
end
def pbInitialize(pkmn,idxParty,batonPass=false)
pbInitPokemon(pkmn,idxParty)
pbInitEffects(batonPass)
end
def pbInitPokemon(pkmn,idxParty)
raise _INTL("An egg can't be an active Pokémon.") if pkmn.egg?
@name = pkmn.name
@species = pkmn.species
@form = pkmn.form
@level = pkmn.level
@hp = pkmn.hp
@totalhp = pkmn.totalhp
@type1 = pkmn.type1
@type2 = pkmn.type2
@ability = pkmn.ability
@item = pkmn.item
@gender = pkmn.gender
@attack = pkmn.attack
@defense = pkmn.defense
@spatk = pkmn.spatk
@spdef = pkmn.spdef
@speed = pkmn.speed
@status = pkmn.status
@statusCount = pkmn.statusCount
@pokemon = pkmn
@pokemonIndex = idxParty
@participants = [] # Participants earn Exp. if this battler is defeated
@moves = []
pkmn.moves.each_with_index do |m,i|
@moves[i] = PokeBattle_Move.pbFromPBMove(@battle,m)
end
@iv = pkmn.iv.clone
end
def pbInitEffects(batonPass)
if batonPass
# These effects are passed on if Baton Pass is used, but they need to be
# reapplied
@effects[PBEffects::LaserFocus] = (@effects[PBEffects::LaserFocus]>0) ? 2 : 0
@effects[PBEffects::LockOn] = (@effects[PBEffects::LockOn]>0) ? 2 : 0
if @effects[PBEffects::PowerTrick]
@attack,@defense = @defense,@attack
end
# These effects are passed on if Baton Pass is used, but they need to be
# cancelled in certain circumstances anyway
@effects[PBEffects::Telekinesis] = 0 if isConst?(@species,PBSpecies,:GENGAR) && mega?
@effects[PBEffects::GastroAcid] = false if nonNegatableAbility?
else
# These effects are passed on if Baton Pass is used
@stages[PBStats::ATTACK] = 0
@stages[PBStats::DEFENSE] = 0
@stages[PBStats::SPEED] = 0
@stages[PBStats::SPATK] = 0
@stages[PBStats::SPDEF] = 0
@stages[PBStats::EVASION] = 0
@stages[PBStats::ACCURACY] = 0
@effects[PBEffects::AquaRing] = false
@effects[PBEffects::Confusion] = 0
@effects[PBEffects::Curse] = false
@effects[PBEffects::Embargo] = 0
@effects[PBEffects::FocusEnergy] = 0
@effects[PBEffects::GastroAcid] = false
@effects[PBEffects::HealBlock] = 0
@effects[PBEffects::Ingrain] = false
@effects[PBEffects::LaserFocus] = 0
@effects[PBEffects::LeechSeed] = -1
@effects[PBEffects::LockOn] = 0
@effects[PBEffects::LockOnPos] = -1
@effects[PBEffects::MagnetRise] = 0
@effects[PBEffects::PerishSong] = 0
@effects[PBEffects::PerishSongUser] = -1
@effects[PBEffects::PowerTrick] = false
@effects[PBEffects::Substitute] = 0
@effects[PBEffects::Telekinesis] = 0
end
@damageState.reset
@fainted = (@hp==0)
@initialHP = 0
@lastAttacker = []
@lastFoeAttacker = []
@lastHPLost = 0
@lastHPLostFromFoe = 0
@tookDamage = false
@tookPhysicalHit = false
@lastMoveUsed = -1
@lastMoveUsedType = -1
@lastRegularMoveUsed = -1
@lastRegularMoveTarget = -1
@lastRoundMoved = -1
@lastMoveFailed = false
@lastRoundMoveFailed = false
@movesUsed = []
@turnCount = 0
@effects[PBEffects::Attract] = -1
@battle.eachBattler do |b| # Other battlers no longer attracted to self
b.effects[PBEffects::Attract] = -1 if b.effects[PBEffects::Attract]==@index
end
@effects[PBEffects::BanefulBunker] = false
@effects[PBEffects::BeakBlast] = false
@effects[PBEffects::Bide] = 0
@effects[PBEffects::BideDamage] = 0
@effects[PBEffects::BideTarget] = -1
@effects[PBEffects::BurnUp] = false
@effects[PBEffects::Charge] = 0
@effects[PBEffects::ChoiceBand] = -1
@effects[PBEffects::Counter] = -1
@effects[PBEffects::CounterTarget] = -1
@effects[PBEffects::Dancer] = false
@effects[PBEffects::DefenseCurl] = false
@effects[PBEffects::DestinyBond] = false
@effects[PBEffects::DestinyBondPrevious] = false
@effects[PBEffects::DestinyBondTarget] = -1
@effects[PBEffects::Disable] = 0
@effects[PBEffects::DisableMove] = 0
@effects[PBEffects::Electrify] = false
@effects[PBEffects::Encore] = 0
@effects[PBEffects::EncoreMove] = 0
@effects[PBEffects::Endure] = false
@effects[PBEffects::FirstPledge] = 0
@effects[PBEffects::FlashFire] = false
@effects[PBEffects::Flinch] = false
@effects[PBEffects::FocusPunch] = false
@effects[PBEffects::FollowMe] = 0
@effects[PBEffects::Foresight] = false
@effects[PBEffects::FuryCutter] = 0
@effects[PBEffects::GemConsumed] = 0
@effects[PBEffects::Grudge] = false
@effects[PBEffects::HelpingHand] = false
@effects[PBEffects::HyperBeam] = 0
@effects[PBEffects::Illusion] = nil
if hasActiveAbility?(:ILLUSION)
idxLastParty = @battle.pbLastInTeam(@index)
if idxLastParty!=@pokemonIndex
@effects[PBEffects::Illusion] = @battle.pbParty(@index)[idxLastParty]
end
end
@effects[PBEffects::Imprison] = false
@effects[PBEffects::Instruct] = false
@effects[PBEffects::Instructed] = false
@effects[PBEffects::KingsShield] = false
@battle.eachBattler do |b| # Other battlers lose their lock-on against self
next if b.effects[PBEffects::LockOn]==0
next if b.effects[PBEffects::LockOnPos]!=@index
b.effects[PBEffects::LockOn] = 0
b.effects[PBEffects::LockOnPos] = -1
end
@effects[PBEffects::MagicBounce] = false
@effects[PBEffects::MagicCoat] = false
@effects[PBEffects::MeanLook] = -1
@battle.eachBattler do |b| # Other battlers no longer blocked by self
b.effects[PBEffects::MeanLook] = -1 if b.effects[PBEffects::MeanLook]==@index
end
@effects[PBEffects::MeFirst] = false
@effects[PBEffects::Metronome] = 0
@effects[PBEffects::MicleBerry] = false
@effects[PBEffects::Minimize] = false
@effects[PBEffects::MiracleEye] = false
@effects[PBEffects::MirrorCoat] = -1
@effects[PBEffects::MirrorCoatTarget] = -1
@effects[PBEffects::MoveNext] = false
@effects[PBEffects::MudSport] = false
@effects[PBEffects::Nightmare] = false
@effects[PBEffects::Outrage] = 0
@effects[PBEffects::ParentalBond] = 0
@effects[PBEffects::PickupItem] = 0
@effects[PBEffects::PickupUse] = 0
@effects[PBEffects::Pinch] = false
@effects[PBEffects::Powder] = false
@effects[PBEffects::Prankster] = false
@effects[PBEffects::PriorityAbility] = false
@effects[PBEffects::PriorityItem] = false
@effects[PBEffects::Protect] = false
@effects[PBEffects::ProtectRate] = 1
@effects[PBEffects::Pursuit] = false
@effects[PBEffects::Quash] = 0
@effects[PBEffects::Rage] = false
@effects[PBEffects::RagePowder] = false
@effects[PBEffects::Revenge] = 0
@effects[PBEffects::Rollout] = 0
@effects[PBEffects::Roost] = false
@effects[PBEffects::SkyDrop] = -1
@battle.eachBattler do |b| # Other battlers no longer Sky Dropped by self
b.effects[PBEffects::SkyDrop] = -1 if b.effects[PBEffects::SkyDrop]==@index
end
@effects[PBEffects::SlowStart] = 0
@effects[PBEffects::SmackDown] = false
@effects[PBEffects::Snatch] = 0
@effects[PBEffects::SpikyShield] = false
@effects[PBEffects::Spotlight] = 0
@effects[PBEffects::Stockpile] = 0
@effects[PBEffects::StockpileDef] = 0
@effects[PBEffects::StockpileSpDef] = 0
@effects[PBEffects::Taunt] = 0
@effects[PBEffects::ThroatChop] = 0
@effects[PBEffects::Torment] = false
@effects[PBEffects::Toxic] = 0
@effects[PBEffects::Transform] = false
@effects[PBEffects::TransformSpecies] = 0
@effects[PBEffects::Trapping] = 0
@effects[PBEffects::TrappingMove] = 0
@effects[PBEffects::TrappingUser] = -1
@battle.eachBattler do |b| # Other battlers no longer trapped by self
next if b.effects[PBEffects::TrappingUser]!=@index
b.effects[PBEffects::Trapping] = 0
b.effects[PBEffects::TrappingUser] = -1
end
@effects[PBEffects::Truant] = false
@effects[PBEffects::TwoTurnAttack] = 0
@effects[PBEffects::Type3] = -1
@effects[PBEffects::Unburden] = false
@effects[PBEffects::Uproar] = 0
@effects[PBEffects::WaterSport] = false
@effects[PBEffects::WeightChange] = 0
@effects[PBEffects::Yawn] = 0
end
#=============================================================================
# Refreshing a battler's properties
#=============================================================================
def pbUpdate(fullChange=false)
return if !@pokemon
@pokemon.calcStats
@level = @pokemon.level
@hp = @pokemon.hp
@totalhp = @pokemon.totalhp
if !@effects[PBEffects::Transform]
@attack = @pokemon.attack
@defense = @pokemon.defense
@spatk = @pokemon.spatk
@spdef = @pokemon.spdef
@speed = @pokemon.speed
if fullChange
@type1 = @pokemon.type1
@type2 = @pokemon.type2
@ability = @pokemon.ability
end
end
end
# Used only to erase the battler of a Shadow Pokémon that has been snagged.
def pbReset
@pokemon = nil
@pokemonIndex = -1
@hp = 0
pbInitEffects(false)
@participants = []
# Reset status
@status = PBStatuses::NONE
@statusCount = 0
# Reset choice
@battle.pbClearChoice(@index)
end
# Update which Pokémon will gain Exp if this battler is defeated.
def pbUpdateParticipants
return if fainted? || !@battle.opposes?(@index)
eachOpposing do |b|
@participants.push(b.pokemonIndex) if !@participants.include?(b.pokemonIndex)
end
end
end

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class PokeBattle_Battler
#=============================================================================
# Change HP
#=============================================================================
def pbReduceHP(amt,anim=true,registerDamage=true,anyAnim=true)
amt = amt.round
amt = @hp if amt>@hp
amt = 1 if amt<1 && !fainted?
oldHP = @hp
self.hp -= amt
PBDebug.log("[HP change] #{pbThis} lost #{amt} HP (#{oldHP}=>#{@hp})")
raise _INTL("HP less than 0") if @hp<0
raise _INTL("HP greater than total HP") if @hp>@totalhp
@battle.scene.pbHPChanged(self,oldHP,anim) if anyAnim && amt>0
@tookDamage = true if amt>0 && registerDamage
return amt
end
def pbRecoverHP(amt,anim=true,anyAnim=true)
amt = amt.round
amt = @totalhp-@hp if amt>@totalhp-@hp
amt = 1 if amt<1 && @hp<@totalhp
oldHP = @hp
self.hp += amt
PBDebug.log("[HP change] #{pbThis} gained #{amt} HP (#{oldHP}=>#{@hp})")
raise _INTL("HP less than 0") if @hp<0
raise _INTL("HP greater than total HP") if @hp>@totalhp
@battle.scene.pbHPChanged(self,oldHP,anim) if anyAnim && amt>0
return amt
end
def pbRecoverHPFromDrain(amt,target,msg=nil)
if target.hasActiveAbility?(:LIQUIDOOZE)
oldHP = @hp
@battle.pbShowAbilitySplash(target)
pbReduceHP(amt)
@battle.pbDisplay(_INTL("{1} sucked up the liquid ooze!",pbThis))
@battle.pbHideAbilitySplash(target)
pbItemHPHealCheck
else
msg = _INTL("{1} had its energy drained!",target.pbThis) if !msg || msg==""
@battle.pbDisplay(msg)
if canHeal?
amt = (amt*1.3).floor if hasActiveItem?(:BIGROOT)
pbRecoverHP(amt)
end
end
end
def pbFaint(showMessage=true)
if !fainted?
PBDebug.log("!!!***Can't faint with HP greater than 0")
return
end
return if @fainted # Has already fainted properly
@battle.pbDisplayBrief(_INTL("{1} fainted!",pbThis)) if showMessage
PBDebug.log("[Pokémon fainted] #{pbThis} (#{@index})") if !showMessage
@battle.scene.pbFaintBattler(self)
pbInitEffects(false)
# Reset status
self.status = PBStatuses::NONE
self.statusCount = 0
# Lose happiness
if @pokemon && @battle.internalBattle
badLoss = false
@battle.eachOtherSideBattler(@index) do |b|
badLoss = true if b.level>=self.level+30
end
@pokemon.changeHappiness((badLoss) ? "faintbad" : "faint")
end
# Reset form
@battle.peer.pbOnLeavingBattle(@battle,@pokemon,@battle.usedInBattle[idxOwnSide][@index/2])
@pokemon.makeUnmega if mega?
@pokemon.makeUnprimal if primal?
# Do other things
@battle.pbClearChoice(@index) # Reset choice
pbOwnSide.effects[PBEffects::LastRoundFainted] = @battle.turnCount
# Check other battlers' abilities that trigger upon a battler fainting
pbAbilitiesOnFainting
# Check for end of primordial weather
@battle.pbEndPrimordialWeather
end
#=============================================================================
# Move PP
#=============================================================================
def pbSetPP(move,pp)
move.pp = pp
# No need to care about @effects[PBEffects::Mimic], since Mimic can't copy
# Mimic
if move.realMove && move.id==move.realMove.id && !@effects[PBEffects::Transform]
move.realMove.pp = pp
end
end
def pbReducePP(move)
return true if usingMultiTurnAttack?
return true if move.pp<0 # Don't reduce PP for special calls of moves
return true if move.totalpp<=0 # Infinite PP, can always be used
return false if move.pp==0 # Ran out of PP, couldn't reduce
pbSetPP(move,move.pp-1) if move.pp>0
return true
end
def pbReducePPOther(move)
pbSetPP(move,move.pp-1) if move.pp>0
end
#=============================================================================
# Change type
#=============================================================================
def pbChangeTypes(newType)
if newType.is_a?(PokeBattle_Battler)
newTypes = newType.pbTypes
newTypes.push(getConst(PBTypes,:NORMAL) || 0) if newTypes.length==0
newType3 = newType.effects[PBEffects::Type3]
newType3 = -1 if newTypes.include?(newType3)
@type1 = newTypes[0]
@type2 = (newTypes.length==1) ? newTypes[0] : newTypes[1]
@effects[PBEffects::Type3] = newType3
else
newType = getConst(PBTypes,newType) if newType.is_a?(Symbol) || newType.is_a?(String)
@type1 = newType
@type2 = newType
@effects[PBEffects::Type3] = -1
end
@effects[PBEffects::BurnUp] = false
@effects[PBEffects::Roost] = false
end
#=============================================================================
# Forms
#=============================================================================
def pbChangeForm(newForm,msg)
return if fainted? || @effects[PBEffects::Transform] || @form==newForm
oldForm = @form
oldDmg = @totalhp-@hp
self.form = newForm
pbUpdate(true)
@hp = @totalhp-oldDmg
@effects[PBEffects::WeightChange] = 0 if NEWEST_BATTLE_MECHANICS
@battle.scene.pbChangePokemon(self,@pokemon)
@battle.scene.pbRefreshOne(@index)
@battle.pbDisplay(msg) if msg && msg!=""
PBDebug.log("[Form changed] #{pbThis} changed from form #{oldForm} to form #{newForm}")
@battle.pbSetSeen(self)
end
def pbCheckFormOnStatusChange
return if fainted? || @effects[PBEffects::Transform]
# Shaymin - reverts if frozen
if isConst?(@species,PBSpecies,:SHAYMIN) && frozen?
pbChangeForm(0,_INTL("{1} transformed!",pbThis))
end
end
def pbCheckFormOnMovesetChange
return if fainted? || @effects[PBEffects::Transform]
# Keldeo - knowing Secret Sword
if isConst?(@species,PBSpecies,:KELDEO)
newForm = 0
newForm = 1 if pbHasMove?(:SECRETSWORD)
pbChangeForm(newForm,_INTL("{1} transformed!",pbThis))
end
end
def pbCheckFormOnWeatherChange
return if fainted? || @effects[PBEffects::Transform]
# Castform - Forecast
if isConst?(@species,PBSpecies,:CASTFORM)
if hasActiveAbility?(:FORECAST)
newForm = 0
case @battle.pbWeather
when PBWeather::Sun, PBWeather::HarshSun; newForm = 1
when PBWeather::Rain, PBWeather::HeavyRain; newForm = 2
when PBWeather::Hail; newForm = 3
end
if @form!=newForm
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(newForm,_INTL("{1} transformed!",pbThis))
end
else
pbChangeForm(0,_INTL("{1} transformed!",pbThis))
end
end
# Cherrim - Flower Gift
if isConst?(@species,PBSpecies,:CHERRIM)
if hasActiveAbility?(:FLOWERGIFT)
newForm = 0
case @battle.pbWeather
when PBWeather::Sun, PBWeather::HarshSun; newForm = 1
end
if @form!=newForm
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(newForm,_INTL("{1} transformed!",pbThis))
end
else
pbChangeForm(0,_INTL("{1} transformed!",pbThis))
end
end
end
# Checks the Pokémon's form and updates it if necessary. Used for when a
# Pokémon enters battle (endOfRound=false) and at the end of each round
# (endOfRound=true).
def pbCheckForm(endOfRound=false)
return if fainted? || @effects[PBEffects::Transform]
# Form changes upon entering battle and when the weather changes
pbCheckFormOnWeatherChange if !endOfRound
# Darmanitan - Zen Mode
if isConst?(@species,PBSpecies,:DARMANITAN) && isConst?(@ability,PBAbilities,:ZENMODE)
if @hp<=@totalhp/2
if @form!=1
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(1,_INTL("{1} triggered!",abilityName))
end
elsif @form!=0
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(0,_INTL("{1} triggered!",abilityName))
end
end
# Minior - Shields Down
if isConst?(@species,PBSpecies,:MINIOR) && isConst?(@ability,PBAbilities,:SHIELDSDOWN)
if @hp>@totalhp/2 # Turn into Meteor form
newForm = (@form>=7) ? @form-7 : @form
if @form!=newForm
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(newForm,_INTL("{1} deactivated!",abilityName))
elsif !endOfRound
@battle.pbDisplay(_INTL("{1} deactivated!",abilityName))
end
elsif @form<7 # Turn into Core form
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(@form+7,_INTL("{1} activated!",abilityName))
end
end
# Wishiwashi - Schooling
if isConst?(@species,PBSpecies,:WISHIWASHI) && isConst?(@ability,PBAbilities,:SCHOOLING)
if @level>=20 && @hp>@totalhp/4
if @form!=1
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(1,_INTL("{1} formed a school!",pbThis))
end
elsif @form!=0
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(0,_INTL("{1} stopped schooling!",pbThis))
end
end
# Zygarde - Power Construct
if isConst?(@species,PBSpecies,:ZYGARDE) && isConst?(@ability,PBAbilities,:POWERCONSTRUCT) &&
endOfRound
if @hp<=@totalhp/2 && @form<2 # Turn into Complete Forme
newForm = @form+2
@battle.pbDisplay(_INTL("You sense the presence of many!"))
@battle.pbShowAbilitySplash(self,true)
@battle.pbHideAbilitySplash(self)
pbChangeForm(newForm,_INTL("{1} transformed into its Complete Forme!",pbThis))
end
end
end
def pbTransform(target)
oldAbil = @ability
@effects[PBEffects::Transform] = true
@effects[PBEffects::TransformSpecies] = target.species
pbChangeTypes(target)
@ability = target.ability
@attack = target.attack
@defense = target.defense
@spatk = target.spatk
@spdef = target.spdef
@speed = target.speed
PBStats.eachBattleStat { |s| @stages[s] = target.stages[s] }
if NEWEST_BATTLE_MECHANICS
@effects[PBEffects::FocusEnergy] = target.effects[PBEffects::FocusEnergy]
@effects[PBEffects::LaserFocus] = target.effects[PBEffects::LaserFocus]
end
@moves.clear
target.moves.each_with_index do |m,i|
@moves[i] = PokeBattle_Move.pbFromPBMove(@battle,PBMove.new(m.id))
@moves[i].pp = 5
@moves[i].totalpp = 5
end
@effects[PBEffects::Disable] = 0
@effects[PBEffects::DisableMove] = 0
@effects[PBEffects::WeightChange] = target.effects[PBEffects::WeightChange]
@battle.scene.pbRefreshOne(@index)
@battle.pbDisplay(_INTL("{1} transformed into {2}!",pbThis,target.pbThis(true)))
pbOnAbilityChanged(oldAbil)
end
def pbHyperMode; end
end

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class PokeBattle_Battler
#=============================================================================
# Generalised checks for whether a status problem can be inflicted
#=============================================================================
# NOTE: Not all "does it have this status?" checks use this method. If the
# check is leading up to curing self of that status condition, then it
# will look at the value of @status directly instead - if it is that
# PBStatuses value then it is curable. This method only checks for
# "counts as having that status", which includes Comatose which can't be
# cured.
def pbHasStatus?(checkStatus)
if BattleHandlers.triggerStatusCheckAbilityNonIgnorable(@ability,self,checkStatus)
return true
end
return @status==checkStatus
end
def pbHasAnyStatus?
if BattleHandlers.triggerStatusCheckAbilityNonIgnorable(@ability,self,nil)
return true
end
return @status!=PBStatuses::NONE
end
def pbCanInflictStatus?(newStatus,user,showMessages,move=nil,ignoreStatus=false)
return false if fainted?
selfInflicted = (user && user.index==@index)
# Already have that status problem
if self.status==newStatus && !ignoreStatus
if showMessages
msg = ""
case self.status
when PBStatuses::SLEEP; msg = _INTL("{1} is already asleep!",pbThis)
when PBStatuses::POISON; msg = _INTL("{1} is already poisoned!",pbThis)
when PBStatuses::BURN; msg = _INTL("{1} already has a burn!",pbThis)
when PBStatuses::PARALYSIS; msg = _INTL("{1} is already paralyzed!",pbThis)
when PBStatuses::FROZEN; msg = _INTL("{1} is already frozen solid!",pbThis)
end
@battle.pbDisplay(msg)
end
return false
end
# Trying to replace a status problem with another one
if self.status!=PBStatuses::NONE && !ignoreStatus && !selfInflicted
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Trying to inflict a status problem on a Pokémon behind a substitute
if @effects[PBEffects::Substitute]>0 && !(move && move.ignoresSubstitute?(user)) &&
!selfInflicted
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Weather immunity
if newStatus==PBStatuses::FROZEN &&
(@battle.pbWeather==PBWeather::Sun || @battle.pbWeather==PBWeather::HarshSun)
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Terrains immunity
if affectedByTerrain?
case @battle.field.terrain
when PBBattleTerrains::Electric
if newStatus==PBStatuses::SLEEP
@battle.pbDisplay(_INTL("{1} surrounds itself with electrified terrain!",
pbThis(true))) if showMessages
return false
end
when PBBattleTerrains::Misty
@battle.pbDisplay(_INTL("{1} surrounds itself with misty terrain!",pbThis(true))) if showMessages
return false
end
end
# Uproar immunity
if newStatus==PBStatuses::SLEEP &&
!(hasActiveAbility?(:SOUNDPROOF) && !@battle.moldBreaker)
@battle.eachBattler do |b|
next if b.effects[PBEffects::Uproar]==0
@battle.pbDisplay(_INTL("But the uproar kept {1} awake!",pbThis(true))) if showMessages
return false
end
end
# Type immunities
hasImmuneType = false
case newStatus
when PBStatuses::SLEEP
# No type is immune to sleep
when PBStatuses::POISON
if !(user && user.hasActiveAbility?(:CORROSION))
hasImmuneType |= pbHasType?(:POISON)
hasImmuneType |= pbHasType?(:STEEL)
end
when PBStatuses::BURN
hasImmuneType |= pbHasType?(:FIRE)
when PBStatuses::PARALYSIS
hasImmuneType |= pbHasType?(:ELECTRIC) && NEWEST_BATTLE_MECHANICS
when PBStatuses::FROZEN
hasImmuneType |= pbHasType?(:ICE)
end
if hasImmuneType
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Ability immunity
immuneByAbility = false; immAlly = nil
if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(@ability,self,newStatus)
immuneByAbility = true
elsif selfInflicted || !@battle.moldBreaker
if abilityActive? && BattleHandlers.triggerStatusImmunityAbility(@ability,self,newStatus)
immuneByAbility = true
else
eachAlly do |b|
next if !b.abilityActive?
next if !BattleHandlers.triggerStatusImmunityAllyAbility(b.ability,self,newStatus)
immuneByAbility = true
immAlly = b
break
end
end
end
if immuneByAbility
if showMessages
@battle.pbShowAbilitySplash(immAlly || self)
msg = ""
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
case newStatus
when PBStatuses::SLEEP; msg = _INTL("{1} stays awake!",pbThis)
when PBStatuses::POISON; msg = _INTL("{1} cannot be poisoned!",pbThis)
when PBStatuses::BURN; msg = _INTL("{1} cannot be burned!",pbThis)
when PBStatuses::PARALYSIS; msg = _INTL("{1} cannot be paralyzed!",pbThis)
when PBStatuses::FROZEN; msg = _INTL("{1} cannot be frozen solid!",pbThis)
end
elsif immAlly
case newStatus
when PBStatuses::SLEEP
msg = _INTL("{1} stays awake because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::POISON
msg = _INTL("{1} cannot be poisoned because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::BURN
msg = _INTL("{1} cannot be burned because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::PARALYSIS
msg = _INTL("{1} cannot be paralyzed because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::FROZEN
msg = _INTL("{1} cannot be frozen solid because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
end
else
case newStatus
when PBStatuses::SLEEP; msg = _INTL("{1} stays awake because of its {2}!",pbThis,abilityName)
when PBStatuses::POISON; msg = _INTL("{1}'s {2} prevents poisoning!",pbThis,abilityName)
when PBStatuses::BURN; msg = _INTL("{1}'s {2} prevents burns!",pbThis,abilityName)
when PBStatuses::PARALYSIS; msg = _INTL("{1}'s {2} prevents paralysis!",pbThis,abilityName)
when PBStatuses::FROZEN; msg = _INTL("{1}'s {2} prevents freezing!",pbThis,abilityName)
end
end
@battle.pbDisplay(msg)
@battle.pbHideAbilitySplash(immAlly || self)
end
return false
end
# Safeguard immunity
if pbOwnSide.effects[PBEffects::Safeguard]>0 && !selfInflicted && move &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
@battle.pbDisplay(_INTL("{1}'s team is protected by Safeguard!",pbThis)) if showMessages
return false
end
return true
end
def pbCanSynchronizeStatus?(status,target)
return false if fainted?
# Trying to replace a status problem with another one
return false if self.status!=PBStatuses::NONE
# Terrain immunity
return false if @battle.field.terrain==PBBattleTerrains::Misty && affectedByTerrain?
# Type immunities
hasImmuneType = false
case self.status
when PBStatuses::POISON
# NOTE: target will have Synchronize, so it can't have Corrosion.
if !(target && target.hasActiveAbility?(:CORROSION))
hasImmuneType |= pbHasType?(:POISON)
hasImmuneType |= pbHasType?(:STEEL)
end
when PBStatuses::BURN
hasImmuneType |= pbHasType?(:FIRE)
when PBStatuses::PARALYSIS
hasImmuneType |= pbHasType?(:ELECTRIC) && NEWEST_BATTLE_MECHANICS
end
return false if hasImmuneType
# Ability immunity
if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(@ability,self,status)
return false
end
if abilityActive? && BattleHandlers.triggerStatusImmunityAbility(@ability,self,status)
return false
end
eachAlly do |b|
next if !b.abilityActive?
next if !BattleHandlers.triggerStatusImmunityAllyAbility(b.ability,self,status)
return false
end
# Safeguard immunity
if pbOwnSide.effects[PBEffects::Safeguard]>0 &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
return false
end
return true
end
#=============================================================================
# Generalised infliction of status problem
#=============================================================================
def pbInflictStatus(newStatus,newStatusCount=0,msg=nil,user=nil)
# Inflict the new status
self.status = newStatus
self.statusCount = newStatusCount
@effects[PBEffects::Toxic] = 0
# Record status change in debug log, generate default message, show animation
case newStatus
when PBStatuses::SLEEP
@battle.pbCommonAnimation("Sleep",self)
msg = _INTL("{1} fell asleep!",pbThis) if !msg || msg==""
when PBStatuses::POISON
if newStatusCount>0
@battle.pbCommonAnimation("Toxic",self)
msg = _INTL("{1} was badly poisoned!",pbThis) if !msg || msg==""
else
@battle.pbCommonAnimation("Poison",self)
msg = _INTL("{1} was poisoned!",pbThis) if !msg || msg==""
end
when PBStatuses::BURN
@battle.pbCommonAnimation("Burn",self)
msg = _INTL("{1} was burned!",pbThis) if !msg || msg==""
when PBStatuses::PARALYSIS
@battle.pbCommonAnimation("Paralysis",self)
msg = _INTL("{1} is paralyzed! It may be unable to move!",pbThis) if !msg || msg==""
when PBStatuses::FROZEN
@battle.pbCommonAnimation("Frozen",self)
msg = _INTL("{1} was frozen solid!",pbThis) if !msg || msg==""
end
# Show message
@battle.pbDisplay(msg) if msg && msg!=""
PBDebug.log("[Status change] #{pbThis}'s sleep count is #{newStatusCount}") if newStatus==PBStatuses::SLEEP
pbCheckFormOnStatusChange
# Synchronize
if abilityActive?
BattleHandlers.triggerAbilityOnStatusInflicted(@ability,self,user,newStatus)
end
# Status cures
pbItemStatusCureCheck
pbAbilityStatusCureCheck
# Petal Dance/Outrage/Thrash get cancelled immediately by falling asleep
# NOTE: I don't know why this applies only to Outrage and only to falling
# asleep (i.e. it doesn't cancel Rollout/Uproar/other multi-turn
# moves, and it doesn't cancel any moves if self becomes frozen/
# disabled/anything else). This behaviour was tested in Gen 5.
if @status==PBStatuses::SLEEP && @effects[PBEffects::Outrage]>0
@effects[PBEffects::Outrage] = 0
@currentMove = 0
end
end
#=============================================================================
# Sleep
#=============================================================================
def asleep?
return pbHasStatus?(PBStatuses::SLEEP)
end
def pbCanSleep?(user,showMessages,move=nil,ignoreStatus=false)
return pbCanInflictStatus?(PBStatuses::SLEEP,user,showMessages,move,ignoreStatus)
end
def pbCanSleepYawn?
return false if self.status!=PBStatuses::NONE
if affectedByTerrain?
return false if @battle.field.terrain==PBBattleTerrains::Electric
return false if @battle.field.terrain==PBBattleTerrains::Misty
end
if !hasActiveAbility?(:SOUNDPROOF)
@battle.eachBattler do |b|
return false if b.effects[PBEffects::Uproar]>0
end
end
if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(@ability,self,PBStatuses::SLEEP)
return false
end
# NOTE: Bulbapedia claims that Flower Veil shouldn't prevent sleep due to
# drowsiness, but I disagree because that makes no sense. Also, the
# comparable Sweet Veil does prevent sleep due to drowsiness.
if abilityActive? && BattleHandlers.triggerStatusImmunityAbility(@ability,self,PBStatuses::SLEEP)
return false
end
eachAlly do |b|
next if !b.abilityActive?
next if !BattleHandlers.triggerStatusImmunityAllyAbility(b.ability,self,PBStatuses::SLEEP)
return false
end
# NOTE: Bulbapedia claims that Safeguard shouldn't prevent sleep due to
# drowsiness. I disagree with this too. Compare with the other sided
# effects Misty/Electric Terrain, which do prevent it.
return false if pbOwnSide.effects[PBEffects::Safeguard]>0
return true
end
def pbSleep(msg=nil)
pbInflictStatus(PBStatuses::SLEEP,pbSleepDuration,msg)
end
def pbSleepSelf(msg=nil,duration=-1)
pbInflictStatus(PBStatuses::SLEEP,pbSleepDuration(duration),msg)
end
def pbSleepDuration(duration=-1)
duration = 2+@battle.pbRandom(3) if duration<=0
duration = (duration/2).floor if hasActiveAbility?(:EARLYBIRD)
return duration
end
#=============================================================================
# Poison
#=============================================================================
def poisoned?
return pbHasStatus?(PBStatuses::POISON)
end
def pbCanPoison?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::POISON,user,showMessages,move)
end
def pbCanPoisonSynchronize?(target)
return pbCanSynchronizeStatus?(PBStatuses::POISON,target)
end
def pbPoison(user=nil,msg=nil,toxic=false)
pbInflictStatus(PBStatuses::POISON,(toxic) ? 1 : 0,msg,user)
end
#=============================================================================
# Burn
#=============================================================================
def burned?
return pbHasStatus?(PBStatuses::BURN)
end
def pbCanBurn?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::BURN,user,showMessages,move)
end
def pbCanBurnSynchronize?(target)
return pbCanSynchronizeStatus?(PBStatuses::BURN,target)
end
def pbBurn(user=nil,msg=nil)
pbInflictStatus(PBStatuses::BURN,0,msg,user)
end
#=============================================================================
# Paralyze
#=============================================================================
def paralyzed?
return pbHasStatus?(PBStatuses::PARALYSIS)
end
def pbCanParalyze?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::PARALYSIS,user,showMessages,move)
end
def pbCanParalyzeSynchronize?(target)
return pbCanSynchronizeStatus?(PBStatuses::PARALYSIS,target)
end
def pbParalyze(user=nil,msg=nil)
pbInflictStatus(PBStatuses::PARALYSIS,0,msg,user)
end
#=============================================================================
# Freeze
#=============================================================================
def frozen?
return pbHasStatus?(PBStatuses::FROZEN)
end
def pbCanFreeze?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::FROZEN,user,showMessages,move)
end
def pbFreeze(msg=nil)
pbInflictStatus(PBStatuses::FROZEN,0,msg)
end
#=============================================================================
# Generalised status displays
#=============================================================================
def pbContinueStatus
anim = ""; msg = ""
case self.status
when PBStatuses::SLEEP
anim = "Sleep"; msg = _INTL("{1} is fast asleep.",pbThis)
when PBStatuses::POISON
anim = (@statusCount>0) ? "Toxic" : "Poison"
msg = _INTL("{1} was hurt by poison!",pbThis)
when PBStatuses::BURN
anim = "Burn"; msg = _INTL("{1} was hurt by its burn!",pbThis)
when PBStatuses::PARALYSIS
anim = "Paralysis"; msg = _INTL("{1} is paralyzed! It can't move!",pbThis)
when PBStatuses::FROZEN
anim = "Frozen"; msg = _INTL("{1} is frozen solid!",pbThis)
end
@battle.pbCommonAnimation(anim,self) if anim!=""
yield if block_given?
@battle.pbDisplay(msg) if msg!=""
PBDebug.log("[Status continues] #{pbThis}'s sleep count is #{@statusCount}") if self.status==PBStatuses::SLEEP
end
def pbCureStatus(showMessages=true)
oldStatus = status
self.status = PBStatuses::NONE
if showMessages
case oldStatus
when PBStatuses::SLEEP; @battle.pbDisplay(_INTL("{1} woke up!",pbThis))
when PBStatuses::POISON; @battle.pbDisplay(_INTL("{1} was cured of its poisoning.",pbThis))
when PBStatuses::BURN; @battle.pbDisplay(_INTL("{1}'s burn was healed.",pbThis))
when PBStatuses::PARALYSIS; @battle.pbDisplay(_INTL("{1} was cured of paralysis.",pbThis))
when PBStatuses::FROZEN; @battle.pbDisplay(_INTL("{1} thawed out!",pbThis))
end
end
PBDebug.log("[Status change] #{pbThis}'s status was cured") if !showMessages
end
#=============================================================================
# Confusion
#=============================================================================
def pbCanConfuse?(user=nil,showMessages=true,move=nil,selfInflicted=false)
return false if fainted?
if @effects[PBEffects::Confusion]>0
@battle.pbDisplay(_INTL("{1} is already confused.",pbThis)) if showMessages
return false
end
if @effects[PBEffects::Substitute]>0 && !(move && move.ignoresSubstitute?(user)) &&
!selfInflicted
@battle.pbDisplay(_INTL("But it failed!")) if showMessages
return false
end
# Terrains immunity
if affectedByTerrain? && @battle.field.terrain==PBBattleTerrains::Misty
@battle.pbDisplay(_INTL("{1} surrounds itself with misty terrain!",pbThis(true))) if showMessages
return false
end
if selfInflicted || !@battle.moldBreaker
if hasActiveAbility?(:OWNTEMPO)
if showMessages
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} doesn't become confused!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} prevents confusion!",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return false
end
end
if pbOwnSide.effects[PBEffects::Safeguard]>0 && !selfInflicted &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
@battle.pbDisplay(_INTL("{1}'s team is protected by Safeguard!",pbThis)) if showMessages
return false
end
return true
end
def pbCanConfuseSelf?(showMessages)
return pbCanConfuse?(nil,showMessages,nil,true)
end
def pbConfuse(msg=nil)
@effects[PBEffects::Confusion] = pbConfusionDuration
@battle.pbCommonAnimation("Confusion",self)
msg = _INTL("{1} became confused!",pbThis) if !msg || msg==""
@battle.pbDisplay(msg)
PBDebug.log("[Lingering effect] #{pbThis}'s confusion count is #{@effects[PBEffects::Confusion]}")
# Confusion cures
pbItemStatusCureCheck
pbAbilityStatusCureCheck
end
def pbConfusionDuration(duration=-1)
duration = 2+@battle.pbRandom(4) if duration<=0
return duration
end
def pbCureConfusion
@effects[PBEffects::Confusion] = 0
end
#=============================================================================
# Attraction
#=============================================================================
def pbCanAttract?(user,showMessages=true)
return false if fainted?
return false if !user || user.fainted?
if @effects[PBEffects::Attract]>=0
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis)) if showMessages
return false
end
agender = user.gender
ogender = gender
if agender==2 || ogender==2 || agender==ogender
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis)) if showMessages
return false
end
if !@battle.moldBreaker
if hasActiveAbility?([:AROMAVEIL,:OBLIVIOUS])
if showMessages
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} prevents romance!",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return false
else
eachAlly do |b|
next if !b.hasActiveAbility?(:AROMAVEIL)
if showMessages
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} prevents romance!",b.pbThis,b.abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return true
end
end
end
return true
end
def pbAttract(user,msg=nil)
@effects[PBEffects::Attract] = user.index
@battle.pbCommonAnimation("Attract",self)
msg = _INTL("{1} fell in love!",pbThis) if !msg || msg==""
@battle.pbDisplay(msg)
# Destiny Knot
if hasActiveItem?(:DESTINYKNOT) && user.pbCanAttract?(self,false)
user.pbAttract(self,_INTL("{1} fell in love from the {2}!",user.pbThis(true),itemName))
end
# Attraction cures
pbItemStatusCureCheck
pbAbilityStatusCureCheck
end
def pbCureAttract
@effects[PBEffects::Attract] = -1
end
#=============================================================================
# Flinching
#=============================================================================
def pbFlinch(user=nil)
return if hasActiveAbility?(:INNERFOCUS) && !@battle.moldBreaker
@effects[PBEffects::Flinch] = true
end
end

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class PokeBattle_Battler
#=============================================================================
# Increase stat stages
#=============================================================================
def statStageAtMax?(stat)
return @stages[stat]>=6
end
def pbCanRaiseStatStage?(stat,user=nil,move=nil,showFailMsg=false,ignoreContrary=false)
return false if fainted?
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary && !@battle.moldBreaker
return pbCanLowerStatStage?(stat,user,move,showFailMsg,true)
end
# Check the stat stage
if statStageAtMax?(stat)
@battle.pbDisplay(_INTL("{1}'s {2} won't go any higher!",
pbThis,PBStats.getName(stat))) if showFailMsg
return false
end
return true
end
def pbRaiseStatStageBasic(stat,increment,ignoreContrary=false)
if !@battle.moldBreaker
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary
return pbLowerStatStageBasic(stat,increment,true)
end
# Simple
increment *= 2 if hasActiveAbility?(:SIMPLE)
end
# Change the stat stage
increment = [increment,6-@stages[stat]].min
if increment>0
s = PBStats.getName(stat); new = @stages[stat]+increment
PBDebug.log("[Stat change] #{pbThis}'s #{s}: #{@stages[stat]} -> #{new} (+#{increment})")
@stages[stat] += increment
end
return increment
end
def pbRaiseStatStage(stat,increment,user,showAnim=true,ignoreContrary=false)
return false if !PBStats.validBattleStat?(stat)
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary && !@battle.moldBreaker
return pbLowerStatStage(stat,increment,user,showAnim,true)
end
# Perform the stat stage change
increment = pbRaiseStatStageBasic(stat,increment,ignoreContrary)
return false if increment<=0
# Stat up animation and message
@battle.pbCommonAnimation("StatUp",self) if showAnim
arrStatTexts = [
_INTL("{1}'s {2} rose!",pbThis,PBStats.getName(stat)),
_INTL("{1}'s {2} rose sharply!",pbThis,PBStats.getName(stat)),
_INTL("{1}'s {2} rose drastically!",pbThis,PBStats.getName(stat))]
@battle.pbDisplay(arrStatTexts[[increment-1,2].min])
# Trigger abilities upon stat gain
if abilityActive?
BattleHandlers.triggerAbilityOnStatGain(@ability,self,stat,user)
end
return true
end
def pbRaiseStatStageByCause(stat,increment,user,cause,showAnim=true,ignoreContrary=false)
return false if !PBStats.validBattleStat?(stat)
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary && !@battle.moldBreaker
return pbLowerStatStageByCause(stat,increment,user,cause,showAnim,true)
end
# Perform the stat stage change
increment = pbRaiseStatStageBasic(stat,increment,ignoreContrary)
return false if increment<=0
# Stat up animation and message
@battle.pbCommonAnimation("StatUp",self) if showAnim
if user.index==@index
arrStatTexts = [
_INTL("{1}'s {2} raised its {3}!",pbThis,cause,PBStats.getName(stat)),
_INTL("{1}'s {2} sharply raised its {3}!",pbThis,cause,PBStats.getName(stat)),
_INTL("{1}'s {2} drastically raised its {3}!",pbThis,cause,PBStats.getName(stat))]
else
arrStatTexts = [
_INTL("{1}'s {2} raised {3}'s {4}!",user.pbThis,cause,pbThis(true),PBStats.getName(stat)),
_INTL("{1}'s {2} sharply raised {3}'s {4}!",user.pbThis,cause,pbThis(true),PBStats.getName(stat)),
_INTL("{1}'s {2} drastically raised {3}'s {4}!",user.pbThis,cause,pbThis(true),PBStats.getName(stat))]
end
@battle.pbDisplay(arrStatTexts[[increment-1,2].min])
# Trigger abilities upon stat gain
if abilityActive?
BattleHandlers.triggerAbilityOnStatGain(@ability,self,stat,user)
end
return true
end
def pbRaiseStatStageByAbility(stat,increment,user,splashAnim=true)
return false if fainted?
ret = false
@battle.pbShowAbilitySplash(user) if splashAnim
if pbCanRaiseStatStage?(stat,user,nil,PokeBattle_SceneConstants::USE_ABILITY_SPLASH)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
ret = pbRaiseStatStage(stat,increment,user)
else
ret = pbRaiseStatStageByCause(stat,increment,user,user.abilityName)
end
end
@battle.pbHideAbilitySplash(user) if splashAnim
return ret
end
#=============================================================================
# Decrease stat stages
#=============================================================================
def statStageAtMin?(stat)
return @stages[stat]<=-6
end
def pbCanLowerStatStage?(stat,user=nil,move=nil,showFailMsg=false,ignoreContrary=false)
return false if fainted?
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary && !@battle.moldBreaker
return pbCanRaiseStatStage?(stat,user,move,showFailMsg,true)
end
if !user || user.index!=@index # Not self-inflicted
if @effects[PBEffects::Substitute]>0 && !(move && move.ignoresSubstitute?(user))
@battle.pbDisplay(_INTL("{1} is protected by its substitute!",pbThis)) if showFailMsg
return false
end
if pbOwnSide.effects[PBEffects::Mist]>0 &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
@battle.pbDisplay(_INTL("{1} is protected by Mist!",pbThis)) if showFailMsg
return false
end
if abilityActive?
return false if BattleHandlers.triggerStatLossImmunityAbility(
@ability,self,stat,@battle,showFailMsg) if !@battle.moldBreaker
return false if BattleHandlers.triggerStatLossImmunityAbilityNonIgnorable(
@ability,self,stat,@battle,showFailMsg)
end
if !@battle.moldBreaker
eachAlly do |b|
next if !b.abilityActive?
return false if BattleHandlers.triggerStatLossImmunityAllyAbility(
b.ability,b,self,stat,@battle,showFailMsg)
end
end
end
# Check the stat stage
if statStageAtMin?(stat)
@battle.pbDisplay(_INTL("{1}'s {2} won't go any lower!",
pbThis,PBStats.getName(stat))) if showFailMsg
return false
end
return true
end
def pbLowerStatStageBasic(stat,increment,ignoreContrary=false)
if !@battle.moldBreaker
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary
return pbRaiseStatStageBasic(stat,increment,true)
end
# Simple
increment *= 2 if hasActiveAbility?(:SIMPLE)
end
# Change the stat stage
increment = [increment,6+@stages[stat]].min
if increment>0
s = PBStats.getName(stat); new = @stages[stat]-increment
PBDebug.log("[Stat change] #{pbThis}'s #{s}: #{@stages[stat]} -> #{new} (-#{increment})")
@stages[stat] -= increment
end
return increment
end
def pbLowerStatStage(stat,increment,user,showAnim=true,ignoreContrary=false)
return false if !PBStats.validBattleStat?(stat)
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary && !@battle.moldBreaker
return pbRaiseStatStage(stat,increment,user,showAnim,true)
end
# Perform the stat stage change
increment = pbLowerStatStageBasic(stat,increment,ignoreContrary)
return false if increment<=0
# Stat down animation and message
@battle.pbCommonAnimation("StatDown",self) if showAnim
arrStatTexts = [
_INTL("{1}'s {2} fell!",pbThis,PBStats.getName(stat)),
_INTL("{1}'s {2} harshly fell!",pbThis,PBStats.getName(stat)),
_INTL("{1}'s {2} severely fell!",pbThis,PBStats.getName(stat))]
@battle.pbDisplay(arrStatTexts[[increment-1,2].min])
# Trigger abilities upon stat loss
if abilityActive?
BattleHandlers.triggerAbilityOnStatLoss(@ability,self,stat,user)
end
return true
end
def pbLowerStatStageByCause(stat,increment,user,cause,showAnim=true,ignoreContrary=false)
return false if !PBStats.validBattleStat?(stat)
# Contrary
if hasActiveAbility?(:CONTRARY) && !ignoreContrary && !@battle.moldBreaker
return pbRaiseStatStageByCause(stat,increment,user,cause,showAnim,true)
end
# Perform the stat stage change
increment = pbLowerStatStageBasic(stat,increment,ignoreContrary)
return false if increment<=0
# Stat down animation and message
@battle.pbCommonAnimation("StatDown",self) if showAnim
if user.index==@index
arrStatTexts = [
_INTL("{1}'s {2} lowered its {3}!",pbThis,cause,PBStats.getName(stat)),
_INTL("{1}'s {2} harshly lowered its {3}!",pbThis,cause,PBStats.getName(stat)),
_INTL("{1}'s {2} severely lowered its {3}!",pbThis,cause,PBStats.getName(stat))]
else
arrStatTexts = [
_INTL("{1}'s {2} lowered {3}'s {4}!",user.pbThis,cause,pbThis(true),PBStats.getName(stat)),
_INTL("{1}'s {2} harshly lowered {3}'s {4}!",user.pbThis,cause,pbThis(true),PBStats.getName(stat)),
_INTL("{1}'s {2} severely lowered {3}'s {4}!",user.pbThis,cause,pbThis(true),PBStats.getName(stat))]
end
@battle.pbDisplay(arrStatTexts[[increment-1,2].min])
# Trigger abilities upon stat loss
if abilityActive?
BattleHandlers.triggerAbilityOnStatLoss(@ability,self,stat,user)
end
return true
end
def pbLowerStatStageByAbility(stat,increment,user,splashAnim=true,checkContact=false)
ret = false
@battle.pbShowAbilitySplash(user) if splashAnim
if pbCanLowerStatStage?(stat,user,nil,PokeBattle_SceneConstants::USE_ABILITY_SPLASH) &&
(!checkContact || affectedByContactEffect?(PokeBattle_SceneConstants::USE_ABILITY_SPLASH))
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
ret = pbLowerStatStage(stat,increment,user)
else
ret = pbLowerStatStageByCause(stat,increment,user,user.abilityName)
end
end
@battle.pbHideAbilitySplash(user) if splashAnim
return ret
end
def pbLowerAttackStatStageIntimidate(user)
return false if fainted?
# NOTE: Substitute intentially blocks Intimidate even if self has Contrary.
if @effects[PBEffects::Substitute]>0
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is protected by its substitute!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s substitute protected it from {2}'s {3}!",
pbThis,user.pbThis(true),user.abilityName))
end
return false
end
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
return pbLowerStatStageByAbility(PBStats::ATTACK,1,user,false)
end
# NOTE: These checks exist to ensure appropriate messages are shown if
# Intimidate is blocked somehow (i.e. the messages should mention the
# Intimidate ability by name).
if !hasActiveAbility?(:CONTRARY)
if pbOwnSide.effects[PBEffects::Mist]>0
@battle.pbDisplay(_INTL("{1} is protected from {2}'s {3} by Mist!",
pbThis,user.pbThis(true),user.abilityName))
return false
end
if abilityActive?
if BattleHandlers.triggerStatLossImmunityAbility(@ability,self,PBStats::ATTACK,@battle,false) ||
BattleHandlers.triggerStatLossImmunityAbilityNonIgnorable(@ability,self,PBStats::ATTACK,@battle,false)
@battle.pbDisplay(_INTL("{1}'s {2} prevented {3}'s {4} from working!",
pbThis,abilityName,user.pbThis(true),user.abilityName))
return false
end
end
eachAlly do |b|
next if !b.abilityActive?
if BattleHandlers.triggerStatLossImmunityAllyAbility(b.ability,b,self,PBStats::ATTACK,@battle,false)
@battle.pbDisplay(_INTL("{1} is protected from {2}'s {3} by {4}'s {5}!",
pbThis,user.pbThis(true),user.abilityName,b.pbThis(true),b.abilityName))
return false
end
end
end
return false if !pbCanLowerStatStage?(PBStats::ATTACK,user)
return pbLowerStatStageByCause(PBStats::ATTACK,1,user,user.abilityName)
end
#=============================================================================
# Reset stat stages
#=============================================================================
def hasAlteredStatStages?
PBStats.eachBattleStat { |s| return true if @stages[s]!=0 }
return false
end
def hasRaisedStatStages?
PBStats.eachBattleStat { |s| return true if @stages[s]>0 }
return false
end
def hasLoweredStatStages?
PBStats.eachBattleStat { |s| return true if @stages[s]<0 }
return false
end
def pbResetStatStages
PBStats.eachBattleStat { |s| @stages[s] = 0 }
end
end

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class PokeBattle_Battler
#=============================================================================
# Called when a Pokémon (self) is sent into battle or its ability changes.
#=============================================================================
def pbEffectsOnSwitchIn(switchIn=false)
# Healing Wish/Lunar Dance/entry hazards
@battle.pbOnActiveOne(self) if switchIn
# Primal Revert upon entering battle
@battle.pbPrimalReversion(@index) if !fainted?
# Ending primordial weather, checking Trace
pbContinualAbilityChecks(true)
# Abilities that trigger upon switching in
if (!fainted? && nonNegatableAbility?) || abilityActive?
BattleHandlers.triggerAbilityOnSwitchIn(@ability,self,@battle)
end
# Check for end of primordial weather
@battle.pbEndPrimordialWeather
# Items that trigger upon switching in (Air Balloon message)
if switchIn && itemActive?
BattleHandlers.triggerItemOnSwitchIn(@item,self,@battle)
end
# Berry check, status-curing ability check
pbHeldItemTriggerCheck if switchIn
pbAbilityStatusCureCheck
end
#=============================================================================
# Ability effects
#=============================================================================
def pbAbilitiesOnSwitchOut
if abilityActive?
BattleHandlers.triggerAbilityOnSwitchOut(@ability,self,false)
end
# Reset form
@battle.peer.pbOnLeavingBattle(@battle,@pokemon,@battle.usedInBattle[idxOwnSide][@index/2])
# Treat self as fainted
@hp = 0
@fainted = true
# Check for end of primordial weather
@battle.pbEndPrimordialWeather
end
def pbAbilitiesOnFainting
# Self fainted; check all other battlers to see if their abilities trigger
@battle.pbPriority(true).each do |b|
next if !b || !b.abilityActive?
BattleHandlers.triggerAbilityChangeOnBattlerFainting(b.ability,b,self,@battle)
end
@battle.pbPriority(true).each do |b|
next if !b || !b.abilityActive?
BattleHandlers.triggerAbilityOnBattlerFainting(b.ability,b,self,@battle)
end
end
# Used for Emergency Exit/Wimp Out.
def pbAbilitiesOnDamageTaken(oldHP,newHP=-1)
return false if !abilityActive?
newHP = @hp if newHP<0
return false if oldHP<@totalhp/2 || newHP>=@totalhp/2 # Didn't drop below half
ret = BattleHandlers.triggerAbilityOnHPDroppedBelowHalf(@ability,self,@battle)
return ret # Whether self has switched out
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 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.
abilityBlacklist = [
# Replaces self with another ability
:POWEROFALCHEMY,
:RECEIVER,
:TRACE,
# Form-changing abilities
:BATTLEBOND,
:DISGUISE,
:FLOWERGIFT,
:FORECAST,
:MULTITYPE,
:POWERCONSTRUCT,
:SCHOOLING,
:SHIELDSDOWN,
:STANCECHANGE,
:ZENMODE,
# Appearance-changing abilities
:ILLUSION,
:IMPOSTER,
# Abilities intended to be inherent properties of a certain species
:COMATOSE,
:RKSSYSTEM
]
choices = []
@battle.eachOtherSideBattler(@index) do |b|
abilityBlacklist.each do |abil|
next if !isConst?(b.ability,PBAbilities,abil)
choices.push(b)
break
end
end
if choices.length>0
choice = choices[@battle.pbRandom(choices.length)]
@battle.pbShowAbilitySplash(self)
@ability = choice.ability
@battle.pbDisplay(_INTL("{1} traced {2}'s {3}!",pbThis,choice.pbThis(true),choice.abilityName))
@battle.pbHideAbilitySplash(self)
if !onSwitchIn && (nonNegatableAbility? || abilityActive?)
BattleHandlers.triggerAbilityOnSwitchIn(@ability,self,@battle)
end
end
end
end
#=============================================================================
# Ability curing
#=============================================================================
# Cures status conditions, confusion and infatuation.
def pbAbilityStatusCureCheck
if abilityActive?
BattleHandlers.triggerStatusCureAbility(@ability,self)
end
end
#=============================================================================
# Ability change
#=============================================================================
def pbOnAbilityChanged(oldAbil)
if @effects[PBEffects::Illusion] && isConst?(oldAbil,PBAbilities,:ILLUSION)
@effects[PBEffects::Illusion] = nil
if !@effects[PBEffects::Transform]
@battle.scene.pbChangePokemon(self,@pokemon)
@battle.pbDisplay(_INTL("{1}'s {2} wore off!",pbThis,PBAbilities.getName(oldAbil)))
@battle.pbSetSeen(self)
end
end
@effects[PBEffects::GastroAcid] = false if nonNegatableAbility?
@effects[PBEffects::SlowStart] = 0 if !isConst?(@ability,PBAbilities,:SLOWSTART)
# Revert form if Flower Gift/Forecast was lost
pbCheckFormOnWeatherChange
# Check for end of primordial weather
@battle.pbEndPrimordialWeather
end
#=============================================================================
# Held item consuming/removing
#=============================================================================
def pbCanConsumeBerry?(item,alwaysCheckGluttony=true)
return false if @battle.pbCheckOpposingAbility(:UNNERVE,@index)
return true if @hp<=@totalhp/4
if alwaysCheckGluttony || NEWEST_BATTLE_MECHANICS
return true if @hp<=@totalhp/2 && hasActiveAbility?(:GLUTTONY)
end
return false
end
# permanent is whether the item is lost even after battle. Is false for Knock
# Off.
def pbRemoveItem(permanent=true)
@effects[PBEffects::ChoiceBand] = -1
@effects[PBEffects::Unburden] = true if @item>0
setInitialItem(0) if self.initialItem==@item && permanent
self.item = 0
end
def pbConsumeItem(recoverable=true,symbiosis=true,belch=true)
PBDebug.log("[Item consumed] #{pbThis} consumed its held #{PBItems.getName(@item)}")
if recoverable
setRecycleItem(@item)
@effects[PBEffects::PickupItem] = @item
@effects[PBEffects::PickupUse] = @battle.nextPickupUse
end
setBelched if belch && pbIsBerry?(@item)
pbRemoveItem
pbSymbiosis if symbiosis
end
def pbSymbiosis
return if fainted?
return if @item!=0
@battle.pbPriority(true).each do |b|
next if b.opposes?
next if !b.hasActiveAbility?(:SYMBIOSIS)
next if b.item==0 || b.unlosableItem?(b.item)
next if unlosableItem?(b.item)
@battle.pbShowAbilitySplash(b)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} shared its {2} with {3}!",
b.pbThis,b.itemName,pbThis(true)))
else
@battle.pbDisplay(_INTL("{1}'s {2} let it share its {3} with {4}!",
b.pbThis,b.abilityName,b.itemName,pbThis(true)))
end
self.item = b.item
b.item = 0
b.effects[PBEffects::Unburden] = true
@battle.pbHideAbilitySplash(b)
pbHeldItemTriggerCheck
break
end
end
def pbHeldItemTriggered(thisItem,forcedItem=0,fling=false)
# Cheek Pouch
if hasActiveAbility?(:CHEEKPOUCH) && pbIsBerry?(thisItem) && canHeal?
@battle.pbShowAbilitySplash(self)
pbRecoverHP(@totalhp/3)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1}'s HP was restored.",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} restored its HP.",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
pbConsumeItem if forcedItem<=0
pbSymbiosis if forcedItem>0 && !fling # Bug Bite/Pluck users trigger Symbiosis
end
#=============================================================================
# Held item trigger checks
#=============================================================================
# NOTE: A Pokémon using Bug Bite/Pluck, and a Pokémon having an item thrown at
# it via Fling, will gain the effect of the item even if the Pokémon is
# affected by item-negating effects.
# If forcedItem is -1, the Pokémon's held item is forced to be consumed. If it
# is greater than 0, a different item (of that ID) is forced to be consumed
# (not the Pokémon's held one).
def pbHeldItemTriggerCheck(forcedItem=0,fling=false)
return if fainted?
return if forcedItem==0 && !itemActive?
pbItemHPHealCheck(forcedItem,fling)
pbItemStatusCureCheck(forcedItem,fling)
pbItemEndOfMoveCheck(forcedItem,fling)
# For Enigma Berry, Kee Berry and Maranga Berry, which have their effects
# when forcibly consumed by Pluck/Fling.
if forcedItem!=0
thisItem = (forcedItem>0) ? forcedItem : @item
if BattleHandlers.triggerTargetItemOnHitPositiveBerry(thisItem,self,@battle,true)
pbHeldItemTriggered(thisItem,forcedItem,fling)
end
end
end
# forcedItem is an item ID for Pluck/Fling, and 0 otherwise. fling is for
# Fling only.
def pbItemHPHealCheck(forcedItem=0,fling=false)
return if !canHeal?
return if forcedItem==0 && !itemActive?
thisItem = (forcedItem>0) ? forcedItem : @item
if BattleHandlers.triggerHPHealItem(thisItem,self,@battle,(forcedItem!=0))
pbHeldItemTriggered(thisItem,forcedItem,fling)
elsif forcedItem==0
pbItemTerrainStatBoostCheck
end
end
# Cures status conditions, confusion, infatuation and the other effects cured
# by Mental Herb.
# forcedItem is an item ID for Pluck/Fling, and 0 otherwise. fling is for
# Fling only.
def pbItemStatusCureCheck(forcedItem=0,fling=false)
return if fainted?
return if forcedItem==0 && !itemActive?
thisItem = (forcedItem>0) ? forcedItem : @item
if BattleHandlers.triggerStatusCureItem(thisItem,self,@battle,(forcedItem!=0))
pbHeldItemTriggered(thisItem,forcedItem,fling)
end
end
# Called at the end of using a move.
# forcedItem is an item ID for Pluck/Fling, and 0 otherwise. fling is for
# Fling only.
def pbItemEndOfMoveCheck(forcedItem=0,fling=false)
return if fainted?
return if forcedItem==0 && !itemActive?
thisItem = (forcedItem>0) ? forcedItem : @item
if BattleHandlers.triggerEndOfMoveItem(thisItem,self,@battle,(forcedItem!=0))
pbHeldItemTriggered(thisItem,forcedItem,fling)
elsif BattleHandlers.triggerEndOfMoveStatRestoreItem(thisItem,self,@battle,(forcedItem!=0))
pbHeldItemTriggered(thisItem,forcedItem,fling)
end
end
# Used for White Herb (restore lowered stats). Only called by Moody and Sticky
# Web, as all other stat reduction happens because of/during move usage and
# this handler is also called at the end of each move's usage.
# forcedItem is an item ID for Pluck/Fling, and 0 otherwise. fling is for
# Fling only.
def pbItemStatRestoreCheck(forcedItem=0,fling=false)
return if fainted?
return if forcedItem==0 && !itemActive?
thisItem = (forcedItem>0) ? forcedItem : @item
if BattleHandlers.triggerEndOfMoveStatRestoreItem(thisItem,self,@battle,(forcedItem!=0))
pbHeldItemTriggered(thisItem,forcedItem,fling)
end
end
# Called when the battle terrain changes and when a Pokémon loses HP.
# forcedItem is an item ID for Pluck/Fling, and 0 otherwise. fling is for
# Fling only.
def pbItemTerrainStatBoostCheck
return if !itemActive?
if BattleHandlers.triggerTerrainStatBoostItem(@item,self,@battle)
pbHeldItemTriggered(@item)
end
end
# Used for Adrenaline Orb. Called when Intimidate is triggered (even if
# Intimidate has no effect on the Pokémon).
# forcedItem is an item ID for Pluck/Fling, and 0 otherwise. fling is for
# Fling only.
def pbItemOnIntimidatedCheck
return if !itemActive?
if BattleHandlers.triggerItemOnIntimidated(@item,self,@battle)
pbHeldItemTriggered(@item)
end
end
end

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class PokeBattle_Battler
#=============================================================================
# Turn processing
#=============================================================================
def pbProcessTurn(choice,tryFlee=true)
return false if fainted?
# Wild roaming Pokémon always flee if possible
if tryFlee && @battle.wildBattle? && opposes? &&
@battle.rules["alwaysflee"] && @battle.pbCanRun?(@index)
pbBeginTurn(choice)
@battle.pbDisplay(_INTL("{1} fled from battle!",pbThis)) { pbSEPlay("Battle flee") }
@battle.decision = 3
pbEndTurn(choice)
return true
end
# Shift with the battler next to this one
if choice[0]==:Shift
idxOther = -1
case @battle.pbSideSize(@index)
when 2
idxOther = (@index+2)%4
when 3
if @index!=2 && @index!=3 # If not in middle spot already
idxOther = ((@index%2)==0) ? 2 : 3
end
end
if idxOther>=0
@battle.pbSwapBattlers(@index,idxOther)
case @battle.pbSideSize(@index)
when 2
@battle.pbDisplay(_INTL("{1} moved across!",pbThis))
when 3
@battle.pbDisplay(_INTL("{1} moved to the center!",pbThis))
end
end
pbBeginTurn(choice)
pbCancelMoves
@lastRoundMoved = @battle.turnCount # Done something this round
return true
end
# If this battler's action for this round wasn't "use a move"
if choice[0]!=:UseMove
# Clean up effects that end at battler's turn
pbBeginTurn(choice)
pbEndTurn(choice)
return false
end
# Turn is skipped if Pursuit was used during switch
if @effects[PBEffects::Pursuit]
@effects[PBEffects::Pursuit] = false
pbCancelMoves
pbEndTurn(choice)
@battle.pbJudge
return false
end
# Use the move
PBDebug.log("[Move usage] #{pbThis} started using #{choice[2].name}")
PBDebug.logonerr{
pbUseMove(choice,choice[2]==@battle.struggle)
}
@battle.pbJudge
# Update priority order
# @battle.pbCalculatePriority if NEWEST_BATTLE_MECHANICS
return true
end
#=============================================================================
#
#=============================================================================
def pbBeginTurn(choice)
# Cancel some lingering effects which only apply until the user next moves
@effects[PBEffects::BeakBlast] = false
@effects[PBEffects::DestinyBondPrevious] = @effects[PBEffects::DestinyBond]
@effects[PBEffects::DestinyBond] = false
@effects[PBEffects::Grudge] = false
@effects[PBEffects::MoveNext] = false
@effects[PBEffects::Quash] = 0
@effects[PBEffects::ShellTrap] = false
# Encore's effect ends if the encored move is no longer available
if @effects[PBEffects::Encore]>0 && pbEncoredMoveIndex<0
@effects[PBEffects::Encore] = 0
@effects[PBEffects::EncoreMove] = 0
end
end
# Called when the usage of various multi-turn moves is disrupted due to
# failing pbTryUseMove, being ineffective against all targets, or because
# Pursuit was used specially to intercept a switching foe.
# Cancels the use of multi-turn moves and counters thereof. Note that Hyper
# Beam's effect is NOT cancelled.
def pbCancelMoves
# Outragers get confused anyway if they are disrupted during their final
# turn of using the move
if @effects[PBEffects::Outrage]==1 && pbCanConfuseSelf?(false)
pbConfuse(_INTL("{1} became confused due to fatigue!",pbThis))
end
# Cancel usage of most multi-turn moves
@effects[PBEffects::TwoTurnAttack] = 0
@effects[PBEffects::Rollout] = 0
@effects[PBEffects::Outrage] = 0
@effects[PBEffects::Uproar] = 0
@effects[PBEffects::Bide] = 0
@currentMove = 0
# Reset counters for moves which increase them when used in succession
@effects[PBEffects::FuryCutter] = 0
end
def pbEndTurn(choice)
@lastRoundMoved = @battle.turnCount # Done something this round
if @effects[PBEffects::ChoiceBand]<0 &&
hasActiveItem?([:CHOICEBAND,:CHOICESPECS,:CHOICESCARF])
if @lastMoveUsed>=0 && pbHasMove?(@lastMoveUsed)
@effects[PBEffects::ChoiceBand] = @lastMoveUsed
elsif @lastRegularMoveUsed>=0 && pbHasMove?(@lastRegularMoveUsed)
@effects[PBEffects::ChoiceBand] = @lastRegularMoveUsed
end
end
@effects[PBEffects::Charge] = 0 if @effects[PBEffects::Charge]==1
@effects[PBEffects::GemConsumed] = 0
@battle.eachBattler { |b| b.pbContinualAbilityChecks } # Trace, end primordial weathers
end
def pbConfusionDamage(msg)
@damageState.reset
@damageState.initialHP = @hp
confusionMove = PokeBattle_Confusion.new(@battle,nil)
confusionMove.calcType = confusionMove.pbCalcType(self) # -1
@damageState.typeMod = confusionMove.pbCalcTypeMod(confusionMove.calcType,self,self) # 8
confusionMove.pbCheckDamageAbsorption(self,self)
confusionMove.pbCalcDamage(self,self)
confusionMove.pbReduceDamage(self,self)
self.hp -= @damageState.hpLost
confusionMove.pbAnimateHitAndHPLost(self,[self])
@battle.pbDisplay(msg) # "It hurt itself in its confusion!"
confusionMove.pbRecordDamageLost(self,self)
confusionMove.pbEndureKOMessage(self)
pbFaint if fainted?
pbItemHPHealCheck
end
#=============================================================================
# Simple "use move" method, used when a move calls another move and for Future
# Sight's attack
#=============================================================================
def pbUseMoveSimple(moveID,target=-1,idxMove=-1,specialUsage=true)
choice = []
choice[0] = :UseMove # "Use move"
choice[1] = idxMove # Index of move to be used in user's moveset
if idxMove>=0
choice[2] = @moves[idxMove]
else
choice[2] = PokeBattle_Move.pbFromPBMove(@battle,PBMove.new(moveID)) # PokeBattle_Move object
choice[2].pp = -1
end
choice[3] = target # Target (-1 means no target yet)
PBDebug.log("[Move usage] #{pbThis} started using the called/simple move #{choice[2].name}")
pbUseMove(choice,specialUsage)
end
#=============================================================================
# Master "use move" method
#=============================================================================
def pbUseMove(choice,specialUsage=false)
# NOTE: This is intentionally determined before a multi-turn attack can
# set specialUsage to true.
skipAccuracyCheck = (specialUsage && choice[2]!=@battle.struggle)
# Start using the move
pbBeginTurn(choice)
# Force the use of certain moves if they're already being used
if usingMultiTurnAttack?
choice[2] = PokeBattle_Move.pbFromPBMove(@battle,PBMove.new(@currentMove))
specialUsage = true
elsif @effects[PBEffects::Encore]>0 && choice[1]>=0 &&
@battle.pbCanShowCommands?(@index)
idxEncoredMove = pbEncoredMoveIndex
if idxEncoredMove>=0 && @battle.pbCanChooseMove?(@index,idxEncoredMove,false)
if choice[1]!=idxEncoredMove # Change move if battler was Encored mid-round
choice[1] = idxEncoredMove
choice[2] = @moves[idxEncoredMove]
choice[3] = -1 # No target chosen
end
end
end
# Labels the move being used as "move"
move = choice[2]
return if !move || move.id==0 # if move was not chosen somehow
# Try to use the move (inc. disobedience)
@lastMoveFailed = false
if !pbTryUseMove(choice,move,specialUsage,skipAccuracyCheck)
@lastMoveUsed = -1
@lastMoveUsedType = -1
if !specialUsage
@lastRegularMoveUsed = -1
@lastRegularMoveTarget = -1
end
@battle.pbGainExp # In case self is KO'd due to confusion
pbCancelMoves
pbEndTurn(choice)
return
end
move = choice[2] # In case disobedience changed the move to be used
return if !move || move.id==0 # if move was not chosen somehow
# Subtract PP
if !specialUsage
if !pbReducePP(move)
@battle.pbDisplay(_INTL("{1} used {2}!",pbThis,move.name))
@battle.pbDisplay(_INTL("But there was no PP left for the move!"))
@lastMoveUsed = -1
@lastMoveUsedType = -1
@lastRegularMoveUsed = -1
@lastRegularMoveTarget = -1
@lastMoveFailed = true
pbCancelMoves
pbEndTurn(choice)
return
end
end
# Stance Change
if isConst?(@species,PBSpecies,:AEGISLASH) && isConst?(@ability,PBAbilities,:STANCECHANGE)
if move.damagingMove?
pbChangeForm(1,_INTL("{1} changed to Blade Forme!",pbThis))
elsif isConst?(move.id,PBMoves,:KINGSSHIELD)
pbChangeForm(0,_INTL("{1} changed to Shield Forme!",pbThis))
end
end
# Calculate the move's type during this usage
move.calcType = move.pbCalcType(self)
# Start effect of Mold Breaker
@battle.moldBreaker = hasMoldBreaker?
# Remember that user chose a two-turn move
if move.pbIsChargingTurn?(self)
# Beginning the use of a two-turn attack
@effects[PBEffects::TwoTurnAttack] = move.id
@currentMove = move.id
else
@effects[PBEffects::TwoTurnAttack] = 0 # Cancel use of two-turn attack
end
# Add to counters for moves which increase them when used in succession
move.pbChangeUsageCounters(self,specialUsage)
# Charge up Metronome item
if hasActiveItem?(:METRONOME) && !move.callsAnotherMove?
if @lastMoveUsed==move.id && !@lastMoveFailed
@effects[PBEffects::Metronome] += 1
else
@effects[PBEffects::Metronome] = 0
end
end
# Record move as having been used
@lastMoveUsed = move.id
@lastMoveUsedType = move.calcType # For Conversion 2
if !specialUsage
@lastRegularMoveUsed = move.id # For Disable, Encore, Instruct, Mimic, Mirror Move, Sketch, Spite
@lastRegularMoveTarget = choice[3] # For Instruct (remembering original target is fine)
@movesUsed.push(move.id) if !@movesUsed.include?(move.id) # For Last Resort
end
@battle.lastMoveUsed = move.id # For Copycat
@battle.lastMoveUser = @index # For "self KO" battle clause to avoid draws
@battle.successStates[@index].useState = 1 # Battle Arena - assume failure
# Find the default user (self or Snatcher) and target(s)
user = pbFindUser(choice,move)
user = pbChangeUser(choice,move,user)
targets = pbFindTargets(choice,move,user)
targets = pbChangeTargets(move,user,targets)
# Pressure
if !specialUsage
targets.each do |b|
next unless b.opposes?(user) && b.hasActiveAbility?(:PRESSURE)
PBDebug.log("[Ability triggered] #{b.pbThis}'s #{b.abilityName}")
user.pbReducePP(move)
end
if PBTargets.targetsFoeSide?(move.pbTarget(user))
@battle.eachOtherSideBattler(user) do |b|
next unless b.hasActiveAbility?(:PRESSURE)
PBDebug.log("[Ability triggered] #{b.pbThis}'s #{b.abilityName}")
user.pbReducePP(move)
end
end
end
# Dazzling/Queenly Majesty make the move fail here
@battle.pbPriority(true).each do |b|
next if !b || !b.abilityActive?
if BattleHandlers.triggerMoveBlockingAbility(b.ability,b,user,targets,move,@battle)
@battle.pbDisplayBrief(_INTL("{1} used {2}!",user.pbThis,move.name))
@battle.pbShowAbilitySplash(b)
@battle.pbDisplay(_INTL("{1} cannot use {2}!",user.pbThis,move.name))
@battle.pbHideAbilitySplash(b)
user.lastMoveFailed = true
pbCancelMoves
pbEndTurn(choice)
return
end
end
# "X used Y!" message
# Can be different for Bide, Fling, Focus Punch and Future Sight
# NOTE: This intentionally passes self rather than user. The user is always
# self except if Snatched, but this message should state the original
# user (self) even if the move is Snatched.
move.pbDisplayUseMessage(self)
# Snatch's message (user is the new user, self is the original user)
if move.snatched
@lastMoveFailed = true # Intentionally applies to self, not user
@battle.pbDisplay(_INTL("{1} snatched {2}'s move!",user.pbThis,pbThis(true)))
end
# "But it failed!" checks
if move.pbMoveFailed?(user,targets)
PBDebug.log(sprintf("[Move failed] In function code %s's def pbMoveFailed?",move.function))
user.lastMoveFailed = true
pbCancelMoves
pbEndTurn(choice)
return
end
# Perform set-up actions and display messages
# Messages include Magnitude's number and Pledge moves' "it's a combo!"
move.pbOnStartUse(user,targets)
# Self-thawing due to the move
if user.status==PBStatuses::FROZEN && move.thawsUser?
user.pbCureStatus(false)
@battle.pbDisplay(_INTL("{1} melted the ice!",user.pbThis))
end
# Powder
if user.effects[PBEffects::Powder] && isConst?(move.calcType,PBTypes,:FIRE)
@battle.pbCommonAnimation("Powder",user)
@battle.pbDisplay(_INTL("When the flame touched the powder on the Pokémon, it exploded!"))
user.lastMoveFailed = true
w = @battle.pbWeather
if w!=PBWeather.RAINDANCE && w!=PBWeather.HEAVYRAIN && user.takesIndirectDamage?
oldHP = user.hp
user.pbReduceHP((user.totalhp/4.0).round,false)
user.pbFaint if user.fainted?
@battle.pbGainExp # In case user is KO'd by this
user.pbItemHPHealCheck
if user.pbAbilitiesOnDamageTaken(oldHP)
user.pbEffectsOnSwitchIn(true)
end
end
pbCancelMoves
pbEndTurn(choice)
return
end
# Primordial Sea, Desolate Land
if move.damagingMove?
case @battle.pbWeather
when PBWeather::HeavyRain
if isConst?(move.calcType,PBTypes,:FIRE)
@battle.pbDisplay(_INTL("The Fire-type attack fizzled out in the heavy rain!"))
user.lastMoveFailed = true
pbCancelMoves
pbEndTurn(choice)
return
end
when PBWeather::HarshSun
if isConst?(move.calcType,PBTypes,:WATER)
@battle.pbDisplay(_INTL("The Water-type attack evaporated in the harsh sunlight!"))
user.lastMoveFailed = true
pbCancelMoves
pbEndTurn(choice)
return
end
end
end
# Protean
if user.hasActiveAbility?(:PROTEAN) && !move.callsAnotherMove? && !move.snatched
if user.pbHasOtherType?(moveType) && !PBTypes.isPseudoType?(move.calcType)
@battle.pbShowAbilitySplash(user)
user.pbChangeTypes(move.calcType)
typeName = PBTypes.getName(move.calcType)
@battle.pbDisplay(_INTL("{1} transformed into the {2} type!",user.pbThis,typeName))
@battle.pbHideAbilitySplash(user)
# NOTE: The GF games say that if Curse is used by a non-Ghost-type
# Pokémon which becomes Ghost-type because of Protean, it should
# target and curse itself. I think this is silly, so I'm making it
# choose a random opponent to curse instead.
if move.function=="10D" && targets.length==0 # Curse
choice[3] = -1
targets = pbFindTargets(choice,move,user)
end
end
end
#---------------------------------------------------------------------------
magicCoater = -1
magicBouncer = -1
if targets.length==0 && !PBTargets.noTargets?(move.pbTarget(user)) &&
!move.worksWithNoTargets?
# def pbFindTargets should have found a target(s), but it didn't because
# they were all fainted
# All target types except: None, User, UserSide, FoeSide, BothSides
@battle.pbDisplay(_INTL("But there was no target..."))
user.lastMoveFailed = true
else # We have targets, or move doesn't use targets
# Reset whole damage state, perform various success checks (not accuracy)
user.initialHP = user.hp
targets.each do |b|
b.damageState.reset
b.damageState.initialHP = b.hp
if !pbSuccessCheckAgainstTarget(move,user,b)
b.damageState.unaffected = true
end
end
# Magic Coat/Magic Bounce checks (for moves which don't target Pokémon)
if targets.length==0 && move.canMagicCoat?
@battle.pbPriority(true).each do |b|
next if b.fainted? || !b.opposes?(user)
next if b.semiInvulnerable?
if b.effects[PBEffects::MagicCoat]
magicCoater = b.index
b.effects[PBEffects::MagicCoat] = false
break
elsif b.hasActiveAbility?(:MAGICBOUNCE) && !@battle.moldBreaker &&
!b.effects[PBEffects::MagicBounce]
magicBouncer = b.index
b.effects[PBEffects::MagicBounce] = true
break
end
end
end
# Get the number of hits
numHits = move.pbNumHits(user,targets)
# Process each hit in turn
realNumHits = 0
for i in 0...numHits
break if magicCoater>=0 || magicBouncer>=0
success = pbProcessMoveHit(move,user,targets,i,skipAccuracyCheck)
if !success
if i==0 && targets.length>0
hasFailed = false
targets.each do |t|
next if t.damageState.protected
hasFailed = t.damageState.unaffected
break if !t.damageState.unaffected
end
user.lastMoveFailed = hasFailed
end
break
end
realNumHits += 1
break if user.fainted?
break if user.status==PBStatuses::SLEEP || user.status==PBStatuses::FROZEN
# NOTE: If a multi-hit move becomes disabled partway through doing those
# hits (e.g. by Cursed Body), the rest of the hits continue as
# normal.
notFainted = false
break if !targets.any? { |t| !t.fainted? } # All targets are fainted
end
# Battle Arena only - attack is successful
@battle.successStates[user.index].useState = 2
if targets.length>0
@battle.successStates[user.index].typeMod = 0
targets.each do |b|
next if b.damageState.unaffected
@battle.successStates[user.index].typeMod += b.damageState.typeMod
end
end
# Effectiveness message for multi-hit moves
# NOTE: No move is both multi-hit and multi-target, and the messages below
# aren't quite right for such a hypothetical move.
if numHits>1
if move.damagingMove?
targets.each do |b|
next if b.damageState.unaffected || b.damageState.substitute
move.pbEffectivenessMessage(user,b,targets.length)
end
end
if realNumHits==1
@battle.pbDisplay(_INTL("Hit 1 time!"))
elsif realNumHits>1
@battle.pbDisplay(_INTL("Hit {1} times!",realNumHits))
end
end
# Magic Coat's bouncing back (move has targets)
targets.each do |b|
next if b.fainted?
next if !b.damageState.magicCoat && !b.damageState.magicBounce
@battle.pbShowAbilitySplash(b) if b.damageState.magicBounce
@battle.pbDisplay(_INTL("{1} bounced the {2} back!",b.pbThis,move.name))
@battle.pbHideAbilitySplash(b) if b.damageState.magicBounce
newChoice = choice.clone
newChoice[3] = user.index
newTargets = pbFindTargets(newChoice,move,b)
newTargets = pbChangeTargets(move,b,newTargets)
success = pbProcessMoveHit(move,b,newTargets,0,false)
b.lastMoveFailed = true if !success
targets.each { |b| b.pbFaint if b && b.fainted? }
user.pbFaint if user.fainted?
end
# Magic Coat's bouncing back (move has no targets)
if magicCoater>=0 || magicBouncer>=0
mc = @battle.battlers[(magicCoater>=0) ? magicCoater : magicBouncer]
if !mc.fainted?
user.lastMoveFailed = true
@battle.pbShowAbilitySplash(mc) if magicBouncer>=0
@battle.pbDisplay(_INTL("{1} bounced the {2} back!",mc.pbThis,move.name))
@battle.pbHideAbilitySplash(mc) if magicBouncer>=0
success = pbProcessMoveHit(move,mc,[],0,false)
mc.lastMoveFailed = true if !success
targets.each { |b| b.pbFaint if b && b.fainted? }
user.pbFaint if user.fainted?
end
end
# Move-specific effects after all hits
targets.each { |b| move.pbEffectAfterAllHits(user,b) }
# Faint if 0 HP
targets.each { |b| b.pbFaint if b && b.fainted? }
user.pbFaint if user.fainted?
# External/general effects after all hits. Eject Button, Shell Bell, etc.
pbEffectsAfterMove(user,targets,move,realNumHits)
end
# End effect of Mold Breaker
@battle.moldBreaker = false
# Gain Exp
@battle.pbGainExp
# Battle Arena only - update skills
@battle.eachBattler { |b| @battle.successStates[b.index].updateSkill }
# Shadow Pokémon triggering Hyper Mode
pbHyperMode if @battle.choices[@index][0]!=:None # Not if self is replaced
# End of move usage
pbEndTurn(choice)
# Instruct
@battle.eachBattler do |b|
next if !b.effects[PBEffects::Instruct]
b.effects[PBEffects::Instruct] = false
idxMove = -1
b.eachMoveWithIndex { |m,i| idxMove = i if m.id==b.lastMoveUsed }
next if idxMove<0
oldLastRoundMoved = b.lastRoundMoved
@battle.pbDisplay(_INTL("{1} used the move instructed by {2}!",b.pbThis,user.pbThis(true)))
PBDebug.logonerr{
b.effects[PBEffects::Instructed] = true
b.pbUseMoveSimple(b.lastMoveUsed,b.lastRegularMoveTarget,idxMove,false)
b.effects[PBEffects::Instructed] = false
}
b.lastRoundMoved = oldLastRoundMoved
@battle.pbJudge
return if @battle.decision>0
end
# Dancer
if !@effects[PBEffects::Dancer] && !user.lastMoveFailed && realNumHits>0 &&
!move.snatched && magicCoater<0 && @battle.pbCheckGlobalAbility(:DANCER)
dancers = []
@battle.pbPriority(true).each do |b|
dancers.push(b) if b.index!=user.index && b.hasActiveAbility?(:DANCER)
end
while dancers.length>0
nextUser = dancers.pop
oldLastRoundMoved = nextUser.lastRoundMoved
# NOTE: Petal Dance being used because of Dancer shouldn't lock the
# Dancer into using that move, and shouldn't contribute to its
# turn counter if it's already locked into Petal Dance.
oldOutrage = nextUser.effects[PBEffects::Outrage]
nextUser.effects[PBEffects::Outrage] += 1 if nextUser.effects[PBEffects::Outrage]>0
oldCurrentMove = nextUser.currentMove
preTarget = choice[3]
preTarget = user.index if nextUser.opposes?(user) || !nextUser.opposes?(preTarget)
@battle.pbShowAbilitySplash(nextUser,true)
@battle.pbHideAbilitySplash(nextUser)
if !PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} kept the dance going with {2}!",
nextUser.pbThis,nextUser.abilityName))
end
PBDebug.logonerr{
nextUser.effects[PBEffects::Dancer] = true
nextUser.pbUseMoveSimple(move.id,preTarget)
nextUser.effects[PBEffects::Dancer] = false
}
nextUser.lastRoundMoved = oldLastRoundMoved
nextUser.effects[PBEffects::Outrage] = oldOutrage
nextUser.currentMove = oldCurrentMove
@battle.pbJudge
return if @battle.decision>0
end
end
end
#=============================================================================
# Attack a single target
#=============================================================================
def pbProcessMoveHit(move,user,targets,hitNum,skipAccuracyCheck)
return false if user.fainted?
# For two-turn attacks being used in a single turn
move.pbInitialEffect(user,targets,hitNum)
numTargets = 0 # Number of targets that are affected by this hit
targets.each { |b| b.damageState.resetPerHit }
# Count a hit for Parental Bond (if it applies)
user.effects[PBEffects::ParentalBond] -= 1 if user.effects[PBEffects::ParentalBond]>0
# Accuracy check (accuracy/evasion calc)
if hitNum==0 || move.successCheckPerHit?
targets.each do |b|
next if b.damageState.unaffected
if pbSuccessCheckPerHit(move,user,b,skipAccuracyCheck)
numTargets += 1
else
b.damageState.missed = true
b.damageState.unaffected = true
end
end
# If failed against all targets
if targets.length>0 && numTargets==0 && !move.worksWithNoTargets?
targets.each do |b|
next if !b.damageState.missed || b.damageState.magicCoat
pbMissMessage(move,user,b)
end
move.pbCrashDamage(user)
user.pbItemHPHealCheck
pbCancelMoves
return false
end
end
# If we get here, this hit will happen and do something
#---------------------------------------------------------------------------
# Calculate damage to deal
if move.pbDamagingMove?
targets.each do |b|
next if b.damageState.unaffected
# Check whether Substitute/Disguise will absorb the damage
move.pbCheckDamageAbsorption(user,b)
# Calculate the damage against b
# pbCalcDamage shows the "eat berry" animation for SE-weakening
# berries, although the message about it comes after the additional
# effect below
move.pbCalcDamage(user,b,targets.length) # Stored in damageState.calcDamage
# Lessen damage dealt because of False Swipe/Endure/etc.
move.pbReduceDamage(user,b) # Stored in damageState.hpLost
end
end
# Show move animation (for this hit)
move.pbShowAnimation(move.id,user,targets,hitNum)
# Type-boosting Gem consume animation/message
if user.effects[PBEffects::GemConsumed]>0 && hitNum==0
# NOTE: The consume animation and message for Gems are shown now, but the
# actual removal of the item happens in def pbEffectsAfterMove.
@battle.pbCommonAnimation("UseItem",user)
@battle.pbDisplay(_INTL("The {1} strengthened {2}'s power!",
PBItems.getName(user.effects[PBEffects::GemConsumed]),move.name))
end
# Messages about missed target(s) (relevant for multi-target moves only)
targets.each do |b|
next if !b.damageState.missed
pbMissMessage(move,user,b)
end
# Deal the damage (to all allies first simultaneously, then all foes
# simultaneously)
if move.pbDamagingMove?
# This just changes the HP amounts and does nothing else
targets.each do |b|
next if b.damageState.unaffected
move.pbInflictHPDamage(b)
end
# Animate the hit flashing and HP bar changes
move.pbAnimateHitAndHPLost(user,targets)
end
# Self-Destruct/Explosion's damaging and fainting of user
move.pbSelfKO(user) if hitNum==0
user.pbFaint if user.fainted?
if move.pbDamagingMove?
targets.each do |b|
next if b.damageState.unaffected
# NOTE: This method is also used for the OKHO special message.
move.pbHitEffectivenessMessages(user,b,targets.length)
# Record data about the hit for various effects' purposes
move.pbRecordDamageLost(user,b)
end
# Close Combat/Superpower's stat-lowering, Flame Burst's splash damage,
# and Incinerate's berry destruction
targets.each do |b|
next if b.damageState.unaffected
move.pbEffectWhenDealingDamage(user,b)
end
# Ability/item effects such as Static/Rocky Helmet, and Grudge, etc.
targets.each do |b|
next if b.damageState.unaffected
pbEffectsOnMakingHit(move,user,b)
end
# Disguise/Endure/Sturdy/Focus Sash/Focus Band messages
targets.each do |b|
next if b.damageState.unaffected
move.pbEndureKOMessage(b)
end
# HP-healing held items (checks all battlers rather than just targets
# because Flame Burst's splash damage affects non-targets)
@battle.pbPriority(true).each { |b| b.pbItemHPHealCheck }
# Animate battlers fainting (checks all battlers rather than just targets
# because Flame Burst's splash damage affects non-targets)
@battle.pbPriority(true).each { |b| b.pbFaint if b && b.fainted? }
end
@battle.pbJudgeCheckpoint(user,move)
# Main effect (recoil/drain, etc.)
targets.each do |b|
next if b.damageState.unaffected
move.pbEffectAgainstTarget(user,b)
end
move.pbEffectGeneral(user)
targets.each { |b| b.pbFaint if b && b.fainted? }
user.pbFaint if user.fainted?
# Additional effect
if !user.hasActiveAbility?(:SHEERFORCE)
targets.each do |b|
next if b.damageState.calcDamage==0
chance = move.pbAdditionalEffectChance(user,b)
next if chance<=0
if @battle.pbRandom(100)<chance
move.pbAdditionalEffect(user,b)
end
end
end
# Make the target flinch (because of an item/ability)
targets.each do |b|
next if b.fainted?
next if b.damageState.calcDamage==0 || b.damageState.substitute
chance = move.pbFlinchChance(user,b)
next if chance<=0
if @battle.pbRandom(100)<chance
PBDebug.log("[Item/ability triggered] #{user.pbThis}'s King's Rock/Razor Fang or Stench")
b.pbFlinch(user)
end
end
# Message for and consuming of type-weakening berries
# NOTE: The "consume held item" animation for type-weakening berries occurs
# during pbCalcDamage above (before the move's animation), but the
# message about it only shows here.
targets.each do |b|
next if b.damageState.unaffected
next if !b.damageState.berryWeakened
@battle.pbDisplay(_INTL("The {1} weakened the damage to {2}!",b.itemName,b.pbThis(true)))
b.pbConsumeItem
end
targets.each { |b| b.pbFaint if b && b.fainted? }
user.pbFaint if user.fainted?
return true
end
end

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@@ -0,0 +1,193 @@
class PokeBattle_Battler
#=============================================================================
# Get move's user
#=============================================================================
def pbFindUser(choice,move)
return self
end
def pbChangeUser(choice,move,user)
# Snatch
move.snatched = false
if move.canSnatch?
newUser = nil; strength = 100
@battle.eachBattler do |b|
next if b.effects[PBEffects::Snatch]==0 ||
b.effects[PBEffects::Snatch]>=strength
next if b.effects[PBEffects::SkyDrop]>=0
newUser = b
strength = b.effects[PBEffects::Snatch]
end
if newUser
user = newUser
user.effects[PBEffects::Snatch] = 0
move.snatched = true
@battle.moldBreaker = user.hasMoldBreaker?
choice[3] = -1 # Clear pre-chosen target
end
end
return user
end
#=============================================================================
# Get move's default target(s)
#=============================================================================
def pbFindTargets(choice,move,user)
preTarget = choice[3] # A target that was already chosen
targets = []
# Get list of targets
case move.pbTarget(user) # Curse can change its target type
when PBTargets::NearAlly
targetBattler = (preTarget>=0) ? @battle.battlers[preTarget] : nil
if !pbAddTarget(targets,user,targetBattler,move)
pbAddTargetRandomAlly(targets,user,move)
end
when PBTargets::UserOrNearAlly
targetBattler = (preTarget>=0) ? @battle.battlers[preTarget] : nil
if !pbAddTarget(targets,user,targetBattler,move,true,true)
pbAddTarget(targets,user,user,move,true,true)
end
when PBTargets::NearFoe, PBTargets::NearOther
targetBattler = (preTarget>=0) ? @battle.battlers[preTarget] : nil
if !pbAddTarget(targets,user,targetBattler,move)
if preTarget>=0 && !user.opposes?(preTarget)
pbAddTargetRandomAlly(targets,user,move)
else
pbAddTargetRandomFoe(targets,user,move)
end
end
when PBTargets::AllNearFoes
@battle.eachOtherSideBattler(user.index) { |b| pbAddTarget(targets,user,b,move) }
when PBTargets::RandomNearFoe
pbAddTargetRandomFoe(targets,user,move)
when PBTargets::AllNearOthers
@battle.eachBattler { |b| pbAddTarget(targets,user,b,move) }
when PBTargets::Other
targetBattler = (preTarget>=0) ? @battle.battlers[preTarget] : nil
if !pbAddTarget(targets,user,targetBattler,move,false)
if preTarget>=0 && !user.opposes?(preTarget)
pbAddTargetRandomAlly(targets,user,move,false)
else
pbAddTargetRandomFoe(targets,user,move,false)
end
end
when PBTargets::UserAndAllies
pbAddTarget(targets,user,user,move,true,true)
@battle.eachSameSideBattler(user.index) { |b| pbAddTarget(targets,user,b,move,false,true) }
when PBTargets::AllFoes
@battle.eachOtherSideBattler(user.index) { |b| pbAddTarget(targets,user,b,move,false) }
when PBTargets::AllBattlers
@battle.eachBattler { |b| pbAddTarget(targets,user,b,move,false,true) }
else
# Used by Counter/Mirror Coat/Metal Burst/Bide
move.pbAddTarget(targets,user) # Move-specific pbAddTarget, not the def below
end
return targets
end
#=============================================================================
# Redirect attack to another target
#=============================================================================
def pbChangeTargets(move,user,targets)
targetType = move.pbTarget(user)
return targets if @battle.switching # For Pursuit interrupting a switch
return targets if move.cannotRedirect?
return targets if !PBTargets.canChooseOneFoeTarget?(targetType) || targets.length!=1
priority = @battle.pbPriority(true)
nearOnly = !PBTargets.canChooseDistantTarget?(move.target)
# Spotlight (takes priority over Follow Me/Rage Powder/Lightning Rod/Storm Drain)
newTarget = nil; strength = 100 # Lower strength takes priority
priority.each do |b|
next if b.fainted? || b.effects[PBEffects::SkyDrop]>=0
next if b.effects[PBEffects::Spotlight]==0 ||
b.effects[PBEffects::Spotlight]>=strength
next if !b.opposes?(user)
next if nearOnly && !b.near?(user)
newTarget = b
strength = b.effects[PBEffects::Spotlight]
end
if newTarget
PBDebug.log("[Move target changed] #{newTarget.pbThis}'s Spotlight made it the target")
targets = []
pbAddTarget(targets,user,newTarget,move,nearOnly)
return targets
end
# Follow Me/Rage Powder (takes priority over Lightning Rod/Storm Drain)
newTarget = nil; strength = 100 # Lower strength takes priority
priority.each do |b|
next if b.fainted? || b.effects[PBEffects::SkyDrop]>=0
next if b.effects[PBEffects::RagePowder] && !user.affectedByPowder?
next if b.effects[PBEffects::FollowMe]==0 ||
b.effects[PBEffects::FollowMe]>=strength
next if !b.opposes?(user)
next if nearOnly && !b.near?(user)
newTarget = b
strength = b.effects[PBEffects::FollowMe]
end
if newTarget
PBDebug.log("[Move target changed] #{newTarget.pbThis}'s Follow Me/Rage Powder made it the target")
targets = []
pbAddTarget(targets,user,newTarget,move,nearOnly)
return targets
end
# Lightning Rod
targets = pbChangeTargetByAbility(:LIGHTNINGROD,:ELECTRIC,move,user,targets,priority,nearOnly)
# Storm Drain
targets = pbChangeTargetByAbility(:STORMDRAIN,:WATER,move,user,targets,priority,nearOnly)
return targets
end
def pbChangeTargetByAbility(drawingAbility,drawnType,move,user,targets,priority,nearOnly)
return targets if !isConst?(move.calcType,PBTypes,drawnType)
return targets if targets[0].hasActiveAbility?(drawingAbility)
priority.each do |b|
next if b.index==user.index || b.index==targets[0].index
next if !b.hasActiveAbility?(drawingAbility)
next if nearOnly && !b.near?(user)
@battle.pbShowAbilitySplash(b)
targets.clear
pbAddTarget(targets,user,b,move,nearOnly)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} took the attack!",b.pbThis))
else
@battle.pbDisplay(_INTL("{1} took the attack with its {2}!",b.pbThis,b.abilityName))
end
@battle.pbHideAbilitySplash(b)
break
end
return targets
end
#=============================================================================
# Register target
#=============================================================================
def pbAddTarget(targets,user,target,move,nearOnly=true,allowUser=false)
return false if !target || (target.fainted? && !move.cannotRedirect?)
return false if !(allowUser && user==target) && nearOnly && !user.near?(target)
targets.each { |b| return true if b.index==target.index } # Already added
targets.push(target)
return true
end
def pbAddTargetRandomAlly(targets,user,move,nearOnly=true)
choices = []
user.eachAlly do |b|
next if nearOnly && !user.near?(b)
pbAddTarget(choices,user,b,nearOnly)
end
if choices.length>0
pbAddTarget(targets,user,choices[@battle.pbRandom(choices.length)],nearOnly)
end
end
def pbAddTargetRandomFoe(targets,user,move,nearOnly=true)
choices = []
user.eachOpposing do |b|
next if nearOnly && !user.near?(b)
pbAddTarget(choices,user,b,nearOnly)
end
if choices.length>0
pbAddTarget(targets,user,choices[@battle.pbRandom(choices.length)],nearOnly)
end
end
end

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class PokeBattle_Battler
#=============================================================================
# Decide whether the trainer is allowed to tell the Pokémon to use the given
# move. Called when choosing a command for the round.
# Also called when processing the Pokémon's action, because these effects also
# prevent Pokémon action. Relevant because these effects can become active
# earlier in the same round (after choosing the command but before using the
# move) or an unusable move may be called by another move such as Metronome.
#=============================================================================
def pbCanChooseMove?(move,commandPhase,showMessages=true,specialUsage=false)
# Disable
if @effects[PBEffects::DisableMove]==move.id && !specialUsage
if showMessages
msg = _INTL("{1}'s {2} is disabled!",pbThis,move.name)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Heal Block
if @effects[PBEffects::HealBlock]>0 && move.healingMove?
if showMessages
msg = _INTL("{1} can't use {2} because of Heal Block!",pbThis,move.name)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Gravity
if @battle.field.effects[PBEffects::Gravity]>0 && move.unusableInGravity?
if showMessages
msg = _INTL("{1} can't use {2} because of gravity!",pbThis,move.name)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Throat Chop
if @effects[PBEffects::ThroatChop]>0 && move.soundMove?
if showMessages
msg = _INTL("{1} can't use {2} because of Throat Chop!",pbThis,move.name)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Choice Band
if @effects[PBEffects::ChoiceBand]>=0
if hasActiveItem?([:CHOICEBAND,:CHOICESPECS,:CHOICESCARF]) &&
pbHasMove?(@effects[PBEffects::ChoiceBand])
if move.id!=@effects[PBEffects::ChoiceBand]
if showMessages
msg = _INTL("{1} allows the use of only {2}!",itemName,
PBMoves.getName(@effects[PBEffects::ChoiceBand]))
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
else
@effects[PBEffects::ChoiceBand] = -1
end
end
# Taunt
if @effects[PBEffects::Taunt]>0 && move.statusMove?
if showMessages
msg = _INTL("{1} can't use {2} after the taunt!",pbThis,move.name)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Torment
if @effects[PBEffects::Torment] && !@effects[PBEffects::Instructed] &&
move.id==@lastMoveUsed && move.id!=@battle.struggle.id
if showMessages
msg = _INTL("{1} can't use the same move twice in a row due to the torment!",pbThis)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Imprison
@battle.eachOtherSideBattler(@index) do |b|
next if !b.effects[PBEffects::Imprison] || !b.pbHasMove?(move.id)
if showMessages
msg = _INTL("{1} can't use its sealed {2}!",pbThis,move.name)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Assault Vest (prevents choosing status moves but doesn't prevent
# executing them)
if hasActiveItem?(:ASSAULTVEST) && move.statusMove? && commandPhase
if showMessages
msg = _INTL("The effects of the {1} prevent status moves from being used!",
itemName)
(commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg)
end
return false
end
# Belch
return false if !move.pbCanChooseMove?(self,commandPhase,showMessages)
return true
end
#=============================================================================
# Obedience check
#=============================================================================
# Return true if Pokémon continues attacking (although it may have chosen to
# use a different move in disobedience), or false if attack stops.
def pbObedienceCheck?(choice)
return true if usingMultiTurnAttack?
return true if choice[0]!=:UseMove
return true if !@battle.internalBattle
return true if !@battle.pbOwnedByPlayer?(@index)
disobedient = false
# Pokémon may be disobedient; calculate if it is
badgeLevel = 10*(@battle.pbPlayer.numbadges+1)
badgeLevel = PBExperience.maxLevel if @battle.pbPlayer.numbadges>=8
if @pokemon.foreign?(@battle.pbPlayer) && @level>badgeLevel
a = ((@level+badgeLevel)*@battle.pbRandom(256)/256).floor
disobedient |= (a>=badgeLevel)
end
disobedient |= !pbHyperModeObedience(choice[2])
return true if !disobedient
# Pokémon is disobedient; make it do something else
return pbDisobey(choice,badgeLevel)
end
def pbDisobey(choice,badgeLevel)
move = choice[2]
PBDebug.log("[Disobedience] #{pbThis} disobeyed")
@effects[PBEffects::Rage] = false
# Do nothing if using Snore/Sleep Talk
if @status==PBStatuses::SLEEP && move.usableWhenAsleep?
@battle.pbDisplay(_INTL("{1} ignored orders and kept sleeping!",pbThis))
return false
end
b = ((@level+badgeLevel)*@battle.pbRandom(256)/256).floor
# Use another move
if b<badgeLevel
@battle.pbDisplay(_INTL("{1} ignored orders!",pbThis))
return false if !@battle.pbCanShowFightMenu?(@index)
otherMoves = []
eachMoveWithIndex do |m,i|
next if i==choice[1]
otherMoves[otherMoves.length] = i if @battle.pbCanChooseMove?(@index,i,false)
end
return false if otherMoves.length==0 # No other move to use; do nothing
newChoice = otherMoves[@battle.pbRandom(otherMoves.length)]
choice[1] = newChoice
choice[2] = @moves[newChoice]
choice[3] = -1
return true
end
c = @level-badgeLevel
r = @battle.pbRandom(256)
# Fall asleep
if r<c && pbCanSleep?(self,false)
pbSleepSelf(_INTL("{1} began to nap!",pbThis))
return false
end
# Hurt self in confusion
r -= c
if r<c && @status!=PBStatuses::SLEEP
pbConfusionDamage(_INTL("{1} won't obey! It hurt itself in its confusion!",pbThis))
return false
end
# Show refusal message and do nothing
case @battle.pbRandom(4)
when 0; @battle.pbDisplay(_INTL("{1} won't obey!",pbThis))
when 1; @battle.pbDisplay(_INTL("{1} turned away!",pbThis))
when 2; @battle.pbDisplay(_INTL("{1} is loafing around!",pbThis))
when 3; @battle.pbDisplay(_INTL("{1} pretended not to notice!",pbThis))
end
return false
end
#=============================================================================
# Check whether the user (self) is able to take action at all.
# If this returns true, and if PP isn't a problem, the move will be considered
# to have been used (even if it then fails for whatever reason).
#=============================================================================
def pbTryUseMove(choice,move,specialUsage,skipAccuracyCheck)
# Check whether it's possible for self to use the given move
# NOTE: Encore has already changed the move being used, no need to have a
# check for it here.
if !pbCanChooseMove?(move,false,true,specialUsage)
@lastMoveFailed = true
return false
end
# Check whether it's possible for self to do anything at all
if @effects[PBEffects::SkyDrop]>=0 # Intentionally no message here
PBDebug.log("[Move failed] #{pbThis} can't use #{move.name} because of being Sky Dropped")
return false
end
if @effects[PBEffects::HyperBeam]>0 # Intentionally before Truant
@battle.pbDisplay(_INTL("{1} must recharge!",pbThis))
return false
end
if choice[1]==-2 # Battle Palace
@battle.pbDisplay(_INTL("{1} appears incapable of using its power!",pbThis))
return false
end
# Skip checking all applied effects that could make self fail doing something
return true if skipAccuracyCheck
# Check status problems and continue their effects/cure them
case @status
when PBStatuses::SLEEP
self.statusCount -= 1
if @statusCount<=0
pbCureStatus
else
pbContinueStatus
if !move.usableWhenAsleep? # Snore/Sleep Talk
@lastMoveFailed = true
return false
end
end
when PBStatuses::FROZEN
if !move.thawsUser?
if @battle.pbRandom(100)<20
pbCureStatus
else
pbContinueStatus
@lastMoveFailed = true
return false
end
end
end
# Obedience check
return false if !pbObedienceCheck?(choice)
# Truant
if hasActiveAbility?(:TRUANT)
@effects[PBEffects::Truant] = !@effects[PBEffects::Truant]
if !@effects[PBEffects::Truant] # True means loafing, but was just inverted
@battle.pbShowAbilitySplash(self)
@battle.pbDisplay(_INTL("{1} is loafing around!",pbThis))
@lastMoveFailed = true
@battle.pbHideAbilitySplash(self)
return false
end
end
# Flinching
if @effects[PBEffects::Flinch]
@battle.pbDisplay(_INTL("{1} flinched and couldn't move!",pbThis))
if abilityActive?
BattleHandlers.triggerAbilityOnFlinch(@ability,self,@battle)
end
@lastMoveFailed = true
return false
end
# Confusion
if @effects[PBEffects::Confusion]>0
@effects[PBEffects::Confusion] -= 1
if @effects[PBEffects::Confusion]<=0
pbCureConfusion
@battle.pbDisplay(_INTL("{1} snapped out of its confusion.",pbThis))
else
@battle.pbCommonAnimation("Confusion",self)
@battle.pbDisplay(_INTL("{1} is confused!",pbThis))
threshold = (NEWEST_BATTLE_MECHANICS) ? 33 : 50 # % chance
if @battle.pbRandom(100)<threshold
pbConfusionDamage(_INTL("It hurt itself in its confusion!"))
@lastMoveFailed = true
return false
end
end
end
# Paralysis
if @status==PBStatuses::PARALYSIS
if @battle.pbRandom(100)<25
pbContinueStatus
@lastMoveFailed = true
return false
end
end
# Infatuation
if @effects[PBEffects::Attract]>=0
@battle.pbCommonAnimation("Attract",self)
@battle.pbDisplay(_INTL("{1} is in love with {2}!",pbThis,
@battle.battlers[@effects[PBEffects::Attract]].pbThis(true)))
if @battle.pbRandom(100)<50
@battle.pbDisplay(_INTL("{1} is immobilized by love!",pbThis))
@lastMoveFailed = true
return false
end
end
return true
end
#=============================================================================
# Initial success check against the target. Done once before the first hit.
# Includes move-specific failure conditions, protections and type immunities.
#=============================================================================
def pbSuccessCheckAgainstTarget(move,user,target)
typeMod = move.pbCalcTypeMod(move.calcType,user,target)
target.damageState.typeMod = typeMod
# Two-turn attacks can't fail here in the charging turn
return true if user.effects[PBEffects::TwoTurnAttack]>0
# Move-specific failures
return false if move.pbFailsAgainstTarget?(user,target)
# Immunity to priority moves because of Psychic Terrain
if @battle.field.terrain==PBBattleTerrains::Psychic && target.affectedByTerrain? &&
target.opposes?(user) &&
@battle.choices[user.index][4]>0 # Move priority saved from pbCalculatePriority
@battle.pbDisplay(_INTL("{1} surrounds itself with psychic terrain!",target.pbThis))
return false
end
# Crafty Shield
if target.pbOwnSide.effects[PBEffects::CraftyShield] && user.index!=target.index &&
move.statusMove? && move.pbTarget(user)!=PBTargets::AllBattlers
@battle.pbCommonAnimation("CraftyShield",target)
@battle.pbDisplay(_INTL("Crafty Shield protected {1}!",target.pbThis(true)))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
return false
end
# Wide Guard
if target.pbOwnSide.effects[PBEffects::WideGuard] && user.index!=target.index &&
PBTargets.multipleTargets?(move.pbTarget(user)) &&
(NEWEST_BATTLE_MECHANICS || move.damagingMove?)
@battle.pbCommonAnimation("WideGuard",target)
@battle.pbDisplay(_INTL("Wide Guard protected {1}!",target.pbThis(true)))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
return false
end
if move.canProtectAgainst?
# Quick Guard
if target.pbOwnSide.effects[PBEffects::QuickGuard] &&
@battle.choices[user.index][4]>0 # Move priority saved from pbCalculatePriority
@battle.pbCommonAnimation("QuickGuard",target)
@battle.pbDisplay(_INTL("Quick Guard protected {1}!",target.pbThis(true)))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
return false
end
# Protect
if target.effects[PBEffects::Protect]
@battle.pbCommonAnimation("Protect",target)
@battle.pbDisplay(_INTL("{1} protected itself!",target.pbThis))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
return false
end
# King's Shield
if target.effects[PBEffects::KingsShield] && move.damagingMove?
@battle.pbCommonAnimation("KingsShield",target)
@battle.pbDisplay(_INTL("{1} protected itself!",target.pbThis))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
if move.pbContactMove?(user) && user.affectedByContactEffect?
if user.pbCanLowerStatStage?(PBStats::ATTACK)
user.pbLowerStatStage(PBStats::ATTACK,2,nil)
end
end
return false
end
# Spiky Shield
if target.effects[PBEffects::SpikyShield]
@battle.pbCommonAnimation("SpikyShield",target)
@battle.pbDisplay(_INTL("{1} protected itself!",target.pbThis))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
if move.pbContactMove?(user) && user.affectedByContactEffect?
@battle.scene.pbDamageAnimation(user)
user.pbReduceHP(user.totalhp/8,false)
@battle.pbDisplay(_INTL("{1} was hurt!",user.pbThis))
user.pbItemHPHealCheck
end
return false
end
# Baneful Bunker
if target.effects[PBEffects::BanefulBunker]
@battle.pbCommonAnimation("BanefulBunker",target)
@battle.pbDisplay(_INTL("{1} protected itself!",target.pbThis))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
if move.pbContactMove?(user) && user.affectedByContactEffect?
user.pbPoison(target) if user.pbCanPoison?(target,false)
end
return false
end
# Mat Block
if target.pbOwnSide.effects[PBEffects::MatBlock] && move.damagingMove?
# NOTE: Confirmed no common animation for this effect.
@battle.pbDisplay(_INTL("{1} was blocked by the kicked-up mat!",move.name))
target.damageState.protected = true
@battle.successStates[user.index].protected = true
return false
end
end
# Magic Coat/Magic Bounce
if move.canMagicCoat? && !target.semiInvulnerable? && target.opposes?(user)
if target.effects[PBEffects::MagicCoat]
target.damageState.magicCoat = true
target.effects[PBEffects::MagicCoat] = false
return false
end
if target.hasActiveAbility?(:MAGICBOUNCE) && !@battle.moldBreaker &&
!target.effects[PBEffects::MagicBounce]
target.damageState.magicBounce = true
target.effects[PBEffects::MagicBounce] = true
return false
end
end
# Immunity because of ability (intentionally before type immunity check)
return false if move.pbImmunityByAbility(user,target)
# Type immunity
if move.pbDamagingMove? && PBTypes.ineffective?(typeMod)
PBDebug.log("[Target immune] #{target.pbThis}'s type immunity")
@battle.pbDisplay(_INTL("It doesn't affect {1}...",target.pbThis(true)))
return false
end
# Dark-type immunity to moves made faster by Prankster
if NEWEST_BATTLE_MECHANICS && user.effects[PBEffects::Prankster] &&
target.pbHasType?(:DARK) && target.opposes?(user)
PBDebug.log("[Target immune] #{target.pbThis} is Dark-type and immune to Prankster-boosted moves")
@battle.pbDisplay(_INTL("It doesn't affect {1}...",target.pbThis(true)))
return false
end
# Airborne-based immunity to Ground moves
if move.damagingMove? && isConst?(move.calcType,PBTypes,:GROUND) &&
target.airborne? && !move.hitsFlyingTargets?
if target.hasActiveAbility?(:LEVITATE) && !@battle.moldBreaker
@battle.pbShowAbilitySplash(target)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} avoided the attack!",target.pbThis))
else
@battle.pbDisplay(_INTL("{1} avoided the attack with {2}!",target.pbThis,target.abilityName))
end
@battle.pbHideAbilitySplash(target)
return false
end
if target.hasActiveItem?(:AIRBALLOON)
@battle.pbDisplay(_INTL("{1}'s {2} makes Ground moves miss!",target.pbThis,target.itemName))
return false
end
if target.effects[PBEffects::MagnetRise]>0
@battle.pbDisplay(_INTL("{1} makes Ground moves miss with Magnet Rise!",target.pbThis))
return false
end
if target.effects[PBEffects::Telekinesis]>0
@battle.pbDisplay(_INTL("{1} makes Ground moves miss with Telekinesis!",target.pbThis))
return false
end
end
# Immunity to powder-based moves
if NEWEST_BATTLE_MECHANICS && move.powderMove?
if target.pbHasType?(:GRASS)
PBDebug.log("[Target immune] #{target.pbThis} is Grass-type and immune to powder-based moves")
@battle.pbDisplay(_INTL("It doesn't affect {1}...",target.pbThis(true)))
return false
end
if target.hasActiveAbility?(:OVERCOAT) && !@battle.moldBreaker
@battle.pbShowAbilitySplash(target)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("It doesn't affect {1}...",target.pbThis(true)))
else
@battle.pbDisplay(_INTL("It doesn't affect {1} because of its {2}.",target.pbThis(true),target.abilityName))
end
@battle.pbHideAbilitySplash(target)
return false
end
if target.hasActiveItem?(:SAFETYGOGGLES)
PBDebug.log("[Item triggered] #{target.pbThis} has Safety Goggles and is immune to powder-based moves")
@battle.pbDisplay(_INTL("It doesn't affect {1}...",target.pbThis(true)))
return false
end
end
# Substitute
if target.effects[PBEffects::Substitute]>0 && move.statusMove? &&
!move.ignoresSubstitute?(user) && user.index!=target.index
PBDebug.log("[Target immune] #{target.pbThis} is protected by its Substitute")
@battle.pbDisplay(_INTL("{1} avoided the attack!",target.pbThis(true)))
return false
end
return true
end
#=============================================================================
# Per-hit success check against the target.
# Includes semi-invulnerable move use and accuracy calculation.
#=============================================================================
def pbSuccessCheckPerHit(move,user,target,skipAccuracyCheck)
# Two-turn attacks can't fail here in the charging turn
return true if user.effects[PBEffects::TwoTurnAttack]>0
# Lock-On
return true if user.effects[PBEffects::LockOn]>0 &&
user.effects[PBEffects::LockOnPos]==target.index
# Toxic
return true if move.pbOverrideSuccessCheckPerHit(user,target)
miss = false; hitsInvul = false
# No Guard
hitsInvul = true if user.hasActiveAbility?(:NOGUARD) ||
target.hasActiveAbility?(:NOGUARD)
# Future Sight
hitsInvul = true if @battle.futureSight
# Helping Hand
hitsInvul = true if move.function=="09C"
if !hitsInvul
# Semi-invulnerable moves
if target.effects[PBEffects::TwoTurnAttack]>0
if target.inTwoTurnAttack?("0C9","0CC","0CE") # Fly, Bounce, Sky Drop
miss = true if !move.hitsFlyingTargets?
elsif target.inTwoTurnAttack?("0CA") # Dig
miss = true if !move.hitsDiggingTargets?
elsif target.inTwoTurnAttack?("0CB") # Dive
miss = true if !move.hitsDivingTargets?
elsif target.inTwoTurnAttack?("0CD","14D") # Shadow Force, Phantom Force
miss = true
end
end
if target.effects[PBEffects::SkyDrop]>=0 &&
target.effects[PBEffects::SkyDrop]!=user.index
miss = true if !move.hitsFlyingTargets?
end
end
if !miss
# Called by another move
return true if skipAccuracyCheck
# Accuracy check
return true if move.pbAccuracyCheck(user,target) # Includes Counter/Mirror Coat
end
# Missed
PBDebug.log("[Move failed] Failed pbAccuracyCheck or target is semi-invulnerable")
return false
end
#=============================================================================
# Message shown when a move fails the per-hit success check above.
#=============================================================================
def pbMissMessage(move,user,target)
tar = move.pbTarget(user)
if PBTargets.multipleTargets?(tar)
@battle.pbDisplay(_INTL("{1} avoided the attack!",target.pbThis))
elsif target.effects[PBEffects::TwoTurnAttack]>0
@battle.pbDisplay(_INTL("{1} avoided the attack!",target.pbThis))
elsif !move.pbMissMessage(user,target)
@battle.pbDisplay(_INTL("{1}'s attack missed!",user.pbThis))
end
end
end

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class PokeBattle_Battler
#=============================================================================
# Effect per hit
#=============================================================================
def pbEffectsOnMakingHit(move,user,target)
if target.damageState.calcDamage>0 && !target.damageState.substitute
# Target's ability
if target.abilityActive?(true)
oldHP = user.hp
BattleHandlers.triggerTargetAbilityOnHit(target.ability,user,target,move,@battle)
user.pbItemHPHealCheck if user.hp<oldHP
end
# User's ability
if user.abilityActive?(true)
BattleHandlers.triggerUserAbilityOnHit(user.ability,user,target,move,@battle)
user.pbItemHPHealCheck
end
# Target's item
if target.itemActive?(true)
oldHP = user.hp
BattleHandlers.triggerTargetItemOnHit(target.item,user,target,move,@battle)
user.pbItemHPHealCheck if user.hp<oldHP
end
end
if target.opposes?(user)
# Rage
if target.effects[PBEffects::Rage] && !target.fainted?
if target.pbCanRaiseStatStage?(PBStats::ATTACK,target)
@battle.pbDisplay(_INTL("{1}'s rage is building!",target.pbThis))
target.pbRaiseStatStage(PBStats::ATTACK,1,target)
end
end
# Beak Blast
if target.effects[PBEffects::BeakBlast]
PBDebug.log("[Lingering effect] #{target.pbThis}'s Beak Blast")
if move.pbContactMove?(user) && user.affectedByContactEffect?
target.pbBurn(user) if target.pbCanBurn?(user,false,self)
end
end
# Shell Trap (make the trapper move next if the trap was triggered)
if target.effects[PBEffects::ShellTrap] &&
@battle.choices[target.index][0]==:UseMove && !target.movedThisRound?
if target.damageState.hpLost>0 && !target.damageState.substitute && move.physicalMove?
target.tookPhysicalHit = true
target.effects[PBEffects::MoveNext] = true
target.effects[PBEffects::Quash] = 0
end
end
# Grudge
if target.effects[PBEffects::Grudge] && target.fainted?
move.pp = 0
@battle.pbDisplay(_INTL("{1}'s {2} lost all of its PP due to the grudge!",
user.pbThis,move.name))
end
# Destiny Bond (recording that it should apply)
if target.effects[PBEffects::DestinyBond] && target.fainted?
if user.effects[PBEffects::DestinyBondTarget]<0
user.effects[PBEffects::DestinyBondTarget] = target.index
end
end
end
end
#=============================================================================
# Effects after all hits (i.e. at end of move usage)
#=============================================================================
def pbEffectsAfterMove(user,targets,move,numHits)
# Defrost
if move.damagingMove?
targets.each do |b|
next if b.damageState.unaffected || b.damageState.substitute
next if b.status!=PBStatuses::FROZEN
# NOTE: Non-Fire-type moves that thaw the user will also thaw the
# target (in Gen 6+).
if isConst?(move.calcType,PBTypes,:FIRE) ||
(NEWEST_BATTLE_MECHANICS && move.thawsUser?)
b.pbCureStatus
end
end
end
# Destiny Bond
# NOTE: Although Destiny Bond is similar to Grudge, they don't apply at
# the same time (although Destiny Bond does check whether it's going
# to trigger at the same time as Grudge).
if user.effects[PBEffects::DestinyBondTarget]>=0 && !user.fainted?
dbName = @battle.battlers[user.effects[PBEffects::DestinyBondTarget]].pbThis
@battle.pbDisplay(_INTL("{1} took its attacker down with it!",dbName))
user.pbReduceHP(user.hp,false)
user.pbItemHPHealCheck
user.pbFaint
@battle.pbJudgeCheckpoint(user)
end
# User's ability
if user.abilityActive?
BattleHandlers.triggerUserAbilityEndOfMove(user.ability,user,targets,move,@battle)
end
# Greninja - Battle Bond
if !user.fainted? && !user.effects[PBEffects::Transform] &&
isConst?(user.species,PBSpecies,:GRENINJA) &&
isConst?(user.ability,PBAbilities,:BATTLEBOND)
if !@battle.pbAllFainted?(user.idxOpposingSide) &&
!@battle.battleBond[user.index&1][user.pokemonIndex]
numFainted = 0
targets.each { |b| numFainted += 1 if b.damageState.fainted }
if numFainted>0 && user.form!=1
@battle.battleBond[user.index&1][user.pokemonIndex] = true
@battle.pbDisplay(_INTL("{1} became fully charged due to its bond with its Trainer!",user.pbThis))
@battle.pbShowAbilitySplash(user,true)
@battle.pbHideAbilitySplash(user)
user.pbChangeForm(1,_INTL("{1} became Ash-Greninja!",user.pbThis))
end
end
end
# Consume user's Gem
if user.effects[PBEffects::GemConsumed]>0
# NOTE: The consume animation and message for Gems are shown immediately
# after the move's animation, but the item is only consumed now.
user.pbConsumeItem
end
# Pokémon switching caused by Roar, Whirlwind, Circle Throw, Dragon Tail
switchedBattlers = []
move.pbSwitchOutTargetsEffect(user,targets,numHits,switchedBattlers)
# Target's item, user's item, target's ability (all negated by Sheer Force)
if move.addlEffect==0 || !user.hasActiveAbility?(:SHEERFORCE)
pbEffectsAfterMove2(user,targets,move,numHits,switchedBattlers)
end
# Some move effects that need to happen here, i.e. U-turn/Volt Switch
# switching, Baton Pass switching, Parting Shot switching, Relic Song's form
# changing, Fling/Natural Gift consuming item.
if !switchedBattlers.include?(user.index)
move.pbEndOfMoveUsageEffect(user,targets,numHits,switchedBattlers)
end
if numHits>0
@battle.eachBattler { |b| b.pbItemEndOfMoveCheck }
end
end
# Everything in this method is negated by Sheer Force.
def pbEffectsAfterMove2(user,targets,move,numHits,switchedBattlers)
hpNow = user.hp # Intentionally determined now, before Shell Bell
# Target's held item (Eject Button, Red Card)
switchByItem = []
@battle.pbPriority(true).each do |b|
next if !targets.any? { |targetB| targetB.index==b.index }
next if b.damageState.unaffected || b.damageState.calcDamage==0 ||
switchedBattlers.include?(b.index)
next if !b.itemActive?
BattleHandlers.triggerTargetItemAfterMoveUse(b.item,b,user,move,switchByItem,@battle)
end
@battle.moldBreaker = false if switchByItem.include?(user.index)
@battle.pbPriority(true).each do |b|
b.pbEffectsOnSwitchIn(true) if switchByItem.include?(b.index)
end
switchByItem.each { |idxB| switchedBattlers.push(idxB) }
# User's held item (Life Orb, Shell Bell)
if !switchedBattlers.include?(user.index) && user.itemActive?
BattleHandlers.triggerUserItemAfterMoveUse(user.item,user,targets,move,numHits,@battle)
end
# Target's ability (Berserk, Color Change, Emergency Exit, Pickpocket, Wimp Out)
switchWimpOut = []
@battle.pbPriority(true).each do |b|
next if !targets.any? { |targetB| targetB.index==b.index }
next if b.damageState.unaffected || switchedBattlers.include?(b.index)
next if !b.abilityActive?
BattleHandlers.triggerTargetAbilityAfterMoveUse(b.ability,b,user,move,switchedBattlers,@battle)
if !switchedBattlers.include?(b.index) && move.damagingMove?
if b.pbAbilitiesOnDamageTaken(b.damageState.initialHP) # Emergency Exit, Wimp Out
switchWimpOut.push(b.index)
end
end
end
@battle.moldBreaker = false if switchWimpOut.include?(user.index)
@battle.pbPriority(true).each do |b|
next if b.index==user.index
b.pbEffectsOnSwitchIn(true) if switchWimpOut.include?(b.index)
end
switchWimpOut.each { |idxB| switchedBattlers.push(idxB) }
# User's ability (Emergency Exit, Wimp Out)
if !switchedBattlers.include?(user.index) && move.damagingMove?
hpNow = user.hp if user.hp<hpNow # In case HP was lost because of Life Orb
if user.pbAbilitiesOnDamageTaken(user.initialHP,hpNow)
@battle.moldBreaker = false
user.pbEffectsOnSwitchIn(true)
switchedBattlers.push(user.index)
end
end
end
end