Added decent spacing to all scripts thanks to Rubocop

This commit is contained in:
Maruno17
2021-12-18 15:25:40 +00:00
parent f7b76ae62e
commit d17fc40a47
207 changed files with 18577 additions and 18587 deletions

View File

@@ -2,27 +2,27 @@ class Battle
#=============================================================================
# Decrement effect counters
#=============================================================================
def pbEORCountDownBattlerEffect(priority,effect)
def pbEORCountDownBattlerEffect(priority, effect)
priority.each do |b|
next if b.fainted? || b.effects[effect]==0
next if b.fainted? || b.effects[effect] == 0
b.effects[effect] -= 1
yield b if block_given? && b.effects[effect]==0
yield b if block_given? && b.effects[effect] == 0
end
end
def pbEORCountDownSideEffect(side,effect,msg)
if @sides[side].effects[effect]>0
def pbEORCountDownSideEffect(side, effect, msg)
if @sides[side].effects[effect] > 0
@sides[side].effects[effect] -= 1
pbDisplay(msg) if @sides[side].effects[effect]==0
pbDisplay(msg) if @sides[side].effects[effect] == 0
end
end
def pbEORCountDownFieldEffect(effect,msg)
if @field.effects[effect]>0
def pbEORCountDownFieldEffect(effect, msg)
if @field.effects[effect] > 0
@field.effects[effect] -= 1
if @field.effects[effect]==0
if @field.effects[effect] == 0
pbDisplay(msg)
if effect==PBEffects::MagicRoom
if effect == PBEffects::MagicRoom
pbPriority(true).each { |b| b.pbItemTerrainStatBoostCheck }
end
end
@@ -36,9 +36,9 @@ class Battle
# NOTE: Primordial weather doesn't need to be checked here, because if it
# could wear off here, it will have worn off already.
# Count down weather duration
@field.weatherDuration -= 1 if @field.weatherDuration>0
@field.weatherDuration -= 1 if @field.weatherDuration > 0
# Weather wears off
if @field.weatherDuration==0
if @field.weatherDuration == 0
case @field.weather
when :Sun then pbDisplay(_INTL("The sunlight faded."))
when :Rain then pbDisplay(_INTL("The rain stopped."))
@@ -50,7 +50,7 @@ class Battle
# Check for form changes caused by the weather changing
allBattlers.each { |b| b.pbCheckFormOnWeatherChange }
# Start up the default weather
pbStartWeather(nil,@field.defaultWeather) if @field.defaultWeather != :None
pbStartWeather(nil, @field.defaultWeather) if @field.defaultWeather != :None
return if @field.weather == :None
end
# Weather continues
@@ -77,23 +77,23 @@ class Battle
case b.effectiveWeather
when :Sandstorm
next if !b.takesSandstormDamage?
pbDisplay(_INTL("{1} is buffeted by the sandstorm!",b.pbThis))
pbDisplay(_INTL("{1} is buffeted by the sandstorm!", b.pbThis))
@scene.pbDamageAnimation(b)
b.pbReduceHP(b.totalhp/16,false)
b.pbReduceHP(b.totalhp / 16, false)
b.pbItemHPHealCheck
b.pbFaint if b.fainted?
when :Hail
next if !b.takesHailDamage?
pbDisplay(_INTL("{1} is buffeted by the hail!",b.pbThis))
pbDisplay(_INTL("{1} is buffeted by the hail!", b.pbThis))
@scene.pbDamageAnimation(b)
b.pbReduceHP(b.totalhp/16,false)
b.pbReduceHP(b.totalhp / 16, false)
b.pbItemHPHealCheck
b.pbFaint if b.fainted?
when :ShadowSky
next if !b.takesShadowSkyDamage?
pbDisplay(_INTL("{1} is hurt by the shadow sky!",b.pbThis))
pbDisplay(_INTL("{1} is hurt by the shadow sky!", b.pbThis))
@scene.pbDamageAnimation(b)
b.pbReduceHP(b.totalhp/16,false)
b.pbReduceHP(b.totalhp / 16, false)
b.pbItemHPHealCheck
b.pbFaint if b.fainted?
end
@@ -105,7 +105,7 @@ class Battle
#=============================================================================
def pbEORTerrain
# Count down terrain duration
@field.terrainDuration -= 1 if @field.terrainDuration>0
@field.terrainDuration -= 1 if @field.terrainDuration > 0
# Terrain wears off
if @field.terrain != :None && @field.terrainDuration == 0
case @field.terrain
@@ -149,7 +149,7 @@ class Battle
if !singleBattle?
swaps = [] # Each element is an array of two battler indices to swap
for side in 0...2
next if pbSideSize(side)==1 # Only battlers on sides of size 2+ need to move
next if pbSideSize(side) == 1 # Only battlers on sides of size 2+ need to move
# Check if any battler on this side is near any battler on the other side
anyNear = false
allSameSideBattlers(side).each do |b|
@@ -170,25 +170,25 @@ class Battle
# Get the position to move to
pos = -1
case pbSideSize(side)
when 2 then pos = [2,3,0,1][b.index] # The unoccupied position
when 3 then pos = (side==0) ? 2 : 3 # The centre position
when 2 then pos = [2, 3, 0, 1][b.index] # The unoccupied position
when 3 then pos = (side == 0) ? 2 : 3 # The centre position
end
next if pos<0
next if pos < 0
# Can't move if the same trainer doesn't control both positions
idxOwner = pbGetOwnerIndexFromBattlerIndex(b.index)
next if pbGetOwnerIndexFromBattlerIndex(pos)!=idxOwner
swaps.push([b.index,pos])
next if pbGetOwnerIndexFromBattlerIndex(pos) != idxOwner
swaps.push([b.index, pos])
end
end
# Move battlers around
swaps.each do |pair|
next if pbSideSize(pair[0])==2 && swaps.length>1
next if !pbSwapBattlers(pair[0],pair[1])
next if pbSideSize(pair[0]) == 2 && swaps.length > 1
next if !pbSwapBattlers(pair[0], pair[1])
case pbSideSize(side)
when 2
pbDisplay(_INTL("{1} moved across!",@battlers[pair[1]].pbThis))
pbDisplay(_INTL("{1} moved across!", @battlers[pair[1]].pbThis))
when 3
pbDisplay(_INTL("{1} moved to the center!",@battlers[pair[1]].pbThis))
pbDisplay(_INTL("{1} moved to the center!", @battlers[pair[1]].pbThis))
end
end
end
@@ -207,36 +207,36 @@ class Battle
# Weather
pbEORWeather(priority)
# Future Sight/Doom Desire
@positions.each_with_index do |pos,idxPos|
next if !pos || pos.effects[PBEffects::FutureSightCounter]==0
@positions.each_with_index do |pos, idxPos|
next if !pos || pos.effects[PBEffects::FutureSightCounter] == 0
pos.effects[PBEffects::FutureSightCounter] -= 1
next if pos.effects[PBEffects::FutureSightCounter]>0
next if pos.effects[PBEffects::FutureSightCounter] > 0
next if !@battlers[idxPos] || @battlers[idxPos].fainted? # No target
moveUser = nil
allBattlers.each do |b|
next if b.opposes?(pos.effects[PBEffects::FutureSightUserIndex])
next if b.pokemonIndex!=pos.effects[PBEffects::FutureSightUserPartyIndex]
next if b.pokemonIndex != pos.effects[PBEffects::FutureSightUserPartyIndex]
moveUser = b
break
end
next if moveUser && moveUser.index==idxPos # Target is the user
next if moveUser && moveUser.index == idxPos # Target is the user
if !moveUser # User isn't in battle, get it from the party
party = pbParty(pos.effects[PBEffects::FutureSightUserIndex])
pkmn = party[pos.effects[PBEffects::FutureSightUserPartyIndex]]
if pkmn && pkmn.able?
moveUser = Battler.new(self,pos.effects[PBEffects::FutureSightUserIndex])
moveUser.pbInitDummyPokemon(pkmn,pos.effects[PBEffects::FutureSightUserPartyIndex])
moveUser = Battler.new(self, pos.effects[PBEffects::FutureSightUserIndex])
moveUser.pbInitDummyPokemon(pkmn, pos.effects[PBEffects::FutureSightUserPartyIndex])
end
end
next if !moveUser # User is fainted
move = pos.effects[PBEffects::FutureSightMove]
pbDisplay(_INTL("{1} took the {2} attack!",@battlers[idxPos].pbThis,
pbDisplay(_INTL("{1} took the {2} attack!", @battlers[idxPos].pbThis,
GameData::Move.get(move).name))
# NOTE: Future Sight failing against the target here doesn't count towards
# Stomping Tantrum.
userLastMoveFailed = moveUser.lastMoveFailed
@futureSight = true
moveUser.pbUseMoveSimple(move,idxPos)
moveUser.pbUseMoveSimple(move, idxPos)
@futureSight = false
moveUser.lastMoveFailed = userLastMoveFailed
@battlers[idxPos].pbFaint if @battlers[idxPos].fainted?
@@ -246,20 +246,20 @@ class Battle
pos.effects[PBEffects::FutureSightUserPartyIndex] = -1
end
# Wish
@positions.each_with_index do |pos,idxPos|
next if !pos || pos.effects[PBEffects::Wish]==0
@positions.each_with_index do |pos, idxPos|
next if !pos || pos.effects[PBEffects::Wish] == 0
pos.effects[PBEffects::Wish] -= 1
next if pos.effects[PBEffects::Wish]>0
next if pos.effects[PBEffects::Wish] > 0
next if !@battlers[idxPos] || !@battlers[idxPos].canHeal?
wishMaker = pbThisEx(idxPos,pos.effects[PBEffects::WishMaker])
wishMaker = pbThisEx(idxPos, pos.effects[PBEffects::WishMaker])
@battlers[idxPos].pbRecoverHP(pos.effects[PBEffects::WishAmount])
pbDisplay(_INTL("{1}'s wish came true!",wishMaker))
pbDisplay(_INTL("{1}'s wish came true!", wishMaker))
end
# Sea of Fire damage (Fire Pledge + Grass Pledge combination)
for side in 0...2
next if sides[side].effects[PBEffects::SeaOfFire]==0
@battle.pbCommonAnimation("SeaOfFire") if side==0
@battle.pbCommonAnimation("SeaOfFireOpp") if side==1
next if sides[side].effects[PBEffects::SeaOfFire] == 0
@battle.pbCommonAnimation("SeaOfFire") if side == 0
@battle.pbCommonAnimation("SeaOfFireOpp") if side == 1
priority.each do |b|
next if b.opposes?(side)
next if !b.takesIndirectDamage? || b.pbHasType?(:FIRE)
@@ -275,8 +275,8 @@ class Battle
# Grassy Terrain (healing)
if @field.terrain == :Grassy && b.affectedByTerrain? && b.canHeal?
PBDebug.log("[Lingering effect] Grassy Terrain heals #{b.pbThis(true)}")
b.pbRecoverHP(b.totalhp/16)
pbDisplay(_INTL("{1}'s HP was restored.",b.pbThis))
b.pbRecoverHP(b.totalhp / 16)
pbDisplay(_INTL("{1}'s HP was restored.", b.pbThis))
end
# Healer, Hydration, Shed Skin
Battle::AbilityEffects.triggerEndOfRoundHealing(b.ability, b, self) if b.abilityActive?
@@ -309,27 +309,27 @@ class Battle
priority.each do |b|
next if !b.effects[PBEffects::AquaRing]
next if !b.canHeal?
hpGain = b.totalhp/16
hpGain = (hpGain*1.3).floor if b.hasActiveItem?(:BIGROOT)
hpGain = b.totalhp / 16
hpGain = (hpGain * 1.3).floor if b.hasActiveItem?(:BIGROOT)
b.pbRecoverHP(hpGain)
pbDisplay(_INTL("Aqua Ring restored {1}'s HP!",b.pbThis(true)))
pbDisplay(_INTL("Aqua Ring restored {1}'s HP!", b.pbThis(true)))
end
# Ingrain
priority.each do |b|
next if !b.effects[PBEffects::Ingrain]
next if !b.canHeal?
hpGain = b.totalhp/16
hpGain = (hpGain*1.3).floor if b.hasActiveItem?(:BIGROOT)
hpGain = b.totalhp / 16
hpGain = (hpGain * 1.3).floor if b.hasActiveItem?(:BIGROOT)
b.pbRecoverHP(hpGain)
pbDisplay(_INTL("{1} absorbed nutrients with its roots!",b.pbThis))
pbDisplay(_INTL("{1} absorbed nutrients with its roots!", b.pbThis))
end
# Leech Seed
priority.each do |b|
next if b.effects[PBEffects::LeechSeed]<0
next if b.effects[PBEffects::LeechSeed] < 0
next if !b.takesIndirectDamage?
recipient = @battlers[b.effects[PBEffects::LeechSeed]]
next if !recipient || recipient.fainted?
pbCommonAnimation("LeechSeed",recipient,b)
pbCommonAnimation("LeechSeed", recipient, b)
b.pbTakeEffectDamage(b.totalhp / 8) { |hp_lost|
recipient.pbRecoverHPFromDrain(hp_lost, b,
_INTL("{1}'s health is sapped by Leech Seed!", b.pbThis))
@@ -339,38 +339,38 @@ class Battle
end
# Damage from Hyper Mode (Shadow Pokémon)
priority.each do |b|
next if !b.inHyperMode? || @choices[b.index][0]!=:UseMove
hpLoss = b.totalhp/24
next if !b.inHyperMode? || @choices[b.index][0] != :UseMove
hpLoss = b.totalhp / 24
@scene.pbDamageAnimation(b)
b.pbReduceHP(hpLoss,false)
pbDisplay(_INTL("The Hyper Mode attack hurts {1}!",b.pbThis(true)))
b.pbReduceHP(hpLoss, false)
pbDisplay(_INTL("The Hyper Mode attack hurts {1}!", b.pbThis(true)))
b.pbFaint if b.fainted?
end
# Damage from poisoning
priority.each do |b|
next if b.fainted?
next if b.status != :POISON
if b.statusCount>0
if b.statusCount > 0
b.effects[PBEffects::Toxic] += 1
b.effects[PBEffects::Toxic] = 16 if b.effects[PBEffects::Toxic]>16
b.effects[PBEffects::Toxic] = 16 if b.effects[PBEffects::Toxic] > 16
end
if b.hasActiveAbility?(:POISONHEAL)
if b.canHeal?
anim_name = GameData::Status.get(:POISON).animation
pbCommonAnimation(anim_name, b) if anim_name
pbShowAbilitySplash(b)
b.pbRecoverHP(b.totalhp/8)
b.pbRecoverHP(b.totalhp / 8)
if Scene::USE_ABILITY_SPLASH
pbDisplay(_INTL("{1}'s HP was restored.",b.pbThis))
pbDisplay(_INTL("{1}'s HP was restored.", b.pbThis))
else
pbDisplay(_INTL("{1}'s {2} restored its HP.",b.pbThis,b.abilityName))
pbDisplay(_INTL("{1}'s {2} restored its HP.", b.pbThis, b.abilityName))
end
pbHideAbilitySplash(b)
end
elsif b.takesIndirectDamage?
b.droppedBelowHalfHP = false
dmg = (b.statusCount==0) ? b.totalhp/8 : b.totalhp*b.effects[PBEffects::Toxic]/16
b.pbContinueStatus { b.pbReduceHP(dmg,false) }
dmg = (b.statusCount == 0) ? b.totalhp / 8 : b.totalhp * b.effects[PBEffects::Toxic] / 16
b.pbContinueStatus { b.pbReduceHP(dmg, false) }
b.pbItemHPHealCheck
b.pbAbilitiesOnDamageTaken
b.pbFaint if b.fainted?
@@ -381,9 +381,9 @@ class Battle
priority.each do |b|
next if b.status != :BURN || !b.takesIndirectDamage?
b.droppedBelowHalfHP = false
dmg = (Settings::MECHANICS_GENERATION >= 7) ? b.totalhp/16 : b.totalhp/8
dmg = (dmg/2.0).round if b.hasActiveAbility?(:HEATPROOF)
b.pbContinueStatus { b.pbReduceHP(dmg,false) }
dmg = (Settings::MECHANICS_GENERATION >= 7) ? b.totalhp / 16 : b.totalhp / 8
dmg = (dmg / 2.0).round if b.hasActiveAbility?(:HEATPROOF)
b.pbContinueStatus { b.pbReduceHP(dmg, false) }
b.pbItemHPHealCheck
b.pbAbilitiesOnDamageTaken
b.pbFaint if b.fainted?
@@ -406,11 +406,11 @@ class Battle
end
# Trapping attacks (Bind/Clamp/Fire Spin/Magma Storm/Sand Tomb/Whirlpool/Wrap)
priority.each do |b|
next if b.fainted? || b.effects[PBEffects::Trapping]==0
next if b.fainted? || b.effects[PBEffects::Trapping] == 0
b.effects[PBEffects::Trapping] -= 1
moveName = GameData::Move.get(b.effects[PBEffects::TrappingMove]).name
if b.effects[PBEffects::Trapping]==0
pbDisplay(_INTL("{1} was freed from {2}!",b.pbThis,moveName))
if b.effects[PBEffects::Trapping] == 0
pbDisplay(_INTL("{1} was freed from {2}!", b.pbThis, moveName))
else
case b.effects[PBEffects::TrappingMove]
when :BIND then pbCommonAnimation("Bind", b)
@@ -423,9 +423,9 @@ class Battle
else pbCommonAnimation("Wrap", b)
end
if b.takesIndirectDamage?
hpLoss = (Settings::MECHANICS_GENERATION >= 6) ? b.totalhp/8 : b.totalhp/16
hpLoss = (Settings::MECHANICS_GENERATION >= 6) ? b.totalhp / 8 : b.totalhp / 16
if @battlers[b.effects[PBEffects::TrappingUser]].hasActiveItem?(:BINDINGBAND)
hpLoss = (Settings::MECHANICS_GENERATION >= 6) ? b.totalhp/6 : b.totalhp/8
hpLoss = (Settings::MECHANICS_GENERATION >= 6) ? b.totalhp / 6 : b.totalhp / 8
end
@scene.pbDamageAnimation(b)
b.pbTakeEffectDamage(hpLoss, false) { |hp_lost|
@@ -443,18 +443,18 @@ class Battle
b.pbItemOnStatDropped
end
# Taunt
pbEORCountDownBattlerEffect(priority,PBEffects::Taunt) { |battler|
pbDisplay(_INTL("{1}'s taunt wore off!",battler.pbThis))
pbEORCountDownBattlerEffect(priority, PBEffects::Taunt) { |battler|
pbDisplay(_INTL("{1}'s taunt wore off!", battler.pbThis))
}
# Encore
priority.each do |b|
next if b.fainted? || b.effects[PBEffects::Encore]==0
next if b.fainted? || b.effects[PBEffects::Encore] == 0
idxEncoreMove = b.pbEncoredMoveIndex
if idxEncoreMove>=0
if idxEncoreMove >= 0
b.effects[PBEffects::Encore] -= 1
if b.effects[PBEffects::Encore]==0 || b.moves[idxEncoreMove].pp==0
if b.effects[PBEffects::Encore] == 0 || b.moves[idxEncoreMove].pp == 0
b.effects[PBEffects::Encore] = 0
pbDisplay(_INTL("{1}'s encore ended!",b.pbThis))
pbDisplay(_INTL("{1}'s encore ended!", b.pbThis))
end
else
PBDebug.log("[End of effect] #{b.pbThis}'s encore ended (encored move no longer known)")
@@ -463,29 +463,29 @@ class Battle
end
end
# Disable/Cursed Body
pbEORCountDownBattlerEffect(priority,PBEffects::Disable) { |battler|
pbEORCountDownBattlerEffect(priority, PBEffects::Disable) { |battler|
battler.effects[PBEffects::DisableMove] = nil
pbDisplay(_INTL("{1} is no longer disabled!",battler.pbThis))
pbDisplay(_INTL("{1} is no longer disabled!", battler.pbThis))
}
# Magnet Rise
pbEORCountDownBattlerEffect(priority,PBEffects::MagnetRise) { |battler|
pbDisplay(_INTL("{1}'s electromagnetism wore off!",battler.pbThis))
pbEORCountDownBattlerEffect(priority, PBEffects::MagnetRise) { |battler|
pbDisplay(_INTL("{1}'s electromagnetism wore off!", battler.pbThis))
}
# Telekinesis
pbEORCountDownBattlerEffect(priority,PBEffects::Telekinesis) { |battler|
pbDisplay(_INTL("{1} was freed from the telekinesis!",battler.pbThis))
pbEORCountDownBattlerEffect(priority, PBEffects::Telekinesis) { |battler|
pbDisplay(_INTL("{1} was freed from the telekinesis!", battler.pbThis))
}
# Heal Block
pbEORCountDownBattlerEffect(priority,PBEffects::HealBlock) { |battler|
pbDisplay(_INTL("{1}'s Heal Block wore off!",battler.pbThis))
pbEORCountDownBattlerEffect(priority, PBEffects::HealBlock) { |battler|
pbDisplay(_INTL("{1}'s Heal Block wore off!", battler.pbThis))
}
# Embargo
pbEORCountDownBattlerEffect(priority,PBEffects::Embargo) { |battler|
pbDisplay(_INTL("{1} can use items again!",battler.pbThis))
pbEORCountDownBattlerEffect(priority, PBEffects::Embargo) { |battler|
pbDisplay(_INTL("{1} can use items again!", battler.pbThis))
battler.pbItemTerrainStatBoostCheck
}
# Yawn
pbEORCountDownBattlerEffect(priority,PBEffects::Yawn) { |battler|
pbEORCountDownBattlerEffect(priority, PBEffects::Yawn) { |battler|
if battler.pbCanSleepYawn?
PBDebug.log("[Lingering effect] #{battler.pbThis} fell asleep because of Yawn")
battler.pbSleep
@@ -494,59 +494,59 @@ class Battle
# Perish Song
perishSongUsers = []
priority.each do |b|
next if b.fainted? || b.effects[PBEffects::PerishSong]==0
next if b.fainted? || b.effects[PBEffects::PerishSong] == 0
b.effects[PBEffects::PerishSong] -= 1
pbDisplay(_INTL("{1}'s perish count fell to {2}!",b.pbThis,b.effects[PBEffects::PerishSong]))
if b.effects[PBEffects::PerishSong]==0
pbDisplay(_INTL("{1}'s perish count fell to {2}!", b.pbThis, b.effects[PBEffects::PerishSong]))
if b.effects[PBEffects::PerishSong] == 0
perishSongUsers.push(b.effects[PBEffects::PerishSongUser])
b.pbReduceHP(b.hp)
end
b.pbItemHPHealCheck
b.pbFaint if b.fainted?
end
if perishSongUsers.length>0
if perishSongUsers.length > 0
# If all remaining Pokemon fainted by a Perish Song triggered by a single side
if (perishSongUsers.find_all { |idxBattler| opposes?(idxBattler) }.length==perishSongUsers.length) ||
(perishSongUsers.find_all { |idxBattler| !opposes?(idxBattler) }.length==perishSongUsers.length)
if (perishSongUsers.find_all { |idxBattler| opposes?(idxBattler) }.length == perishSongUsers.length) ||
(perishSongUsers.find_all { |idxBattler| !opposes?(idxBattler) }.length == perishSongUsers.length)
pbJudgeCheckpoint(@battlers[perishSongUsers[0]])
end
end
# Check for end of battle
if @decision>0
if @decision > 0
pbGainExp
return
end
for side in 0...2
# Reflect
pbEORCountDownSideEffect(side,PBEffects::Reflect,
_INTL("{1}'s Reflect wore off!",@battlers[side].pbTeam))
pbEORCountDownSideEffect(side, PBEffects::Reflect,
_INTL("{1}'s Reflect wore off!", @battlers[side].pbTeam))
# Light Screen
pbEORCountDownSideEffect(side,PBEffects::LightScreen,
_INTL("{1}'s Light Screen wore off!",@battlers[side].pbTeam))
pbEORCountDownSideEffect(side, PBEffects::LightScreen,
_INTL("{1}'s Light Screen wore off!", @battlers[side].pbTeam))
# Safeguard
pbEORCountDownSideEffect(side,PBEffects::Safeguard,
_INTL("{1} is no longer protected by Safeguard!",@battlers[side].pbTeam))
pbEORCountDownSideEffect(side, PBEffects::Safeguard,
_INTL("{1} is no longer protected by Safeguard!", @battlers[side].pbTeam))
# Mist
pbEORCountDownSideEffect(side,PBEffects::Mist,
_INTL("{1} is no longer protected by mist!",@battlers[side].pbTeam))
pbEORCountDownSideEffect(side, PBEffects::Mist,
_INTL("{1} is no longer protected by mist!", @battlers[side].pbTeam))
# Tailwind
pbEORCountDownSideEffect(side,PBEffects::Tailwind,
_INTL("{1}'s Tailwind petered out!",@battlers[side].pbTeam))
pbEORCountDownSideEffect(side, PBEffects::Tailwind,
_INTL("{1}'s Tailwind petered out!", @battlers[side].pbTeam))
# Lucky Chant
pbEORCountDownSideEffect(side,PBEffects::LuckyChant,
_INTL("{1}'s Lucky Chant wore off!",@battlers[side].pbTeam))
pbEORCountDownSideEffect(side, PBEffects::LuckyChant,
_INTL("{1}'s Lucky Chant wore off!", @battlers[side].pbTeam))
# Pledge Rainbow
pbEORCountDownSideEffect(side,PBEffects::Rainbow,
_INTL("The rainbow on {1}'s side disappeared!",@battlers[side].pbTeam(true)))
pbEORCountDownSideEffect(side, PBEffects::Rainbow,
_INTL("The rainbow on {1}'s side disappeared!", @battlers[side].pbTeam(true)))
# Pledge Sea of Fire
pbEORCountDownSideEffect(side,PBEffects::SeaOfFire,
_INTL("The sea of fire around {1} disappeared!",@battlers[side].pbTeam(true)))
pbEORCountDownSideEffect(side, PBEffects::SeaOfFire,
_INTL("The sea of fire around {1} disappeared!", @battlers[side].pbTeam(true)))
# Pledge Swamp
pbEORCountDownSideEffect(side,PBEffects::Swamp,
_INTL("The swamp around {1} disappeared!",@battlers[side].pbTeam(true)))
pbEORCountDownSideEffect(side, PBEffects::Swamp,
_INTL("The swamp around {1} disappeared!", @battlers[side].pbTeam(true)))
# Aurora Veil
pbEORCountDownSideEffect(side,PBEffects::AuroraVeil,
_INTL("{1}'s Aurora Veil wore off!",@battlers[side].pbTeam(true)))
pbEORCountDownSideEffect(side, PBEffects::AuroraVeil,
_INTL("{1}'s Aurora Veil wore off!", @battlers[side].pbTeam(true)))
end
# Trick Room
pbEORCountDownFieldEffect(PBEffects::TrickRoom,
@@ -572,27 +572,27 @@ class Battle
next if b.fainted?
# Hyper Mode (Shadow Pokémon)
if b.inHyperMode?
if pbRandom(100)<10
if pbRandom(100) < 10
b.pokemon.hyper_mode = false
pbDisplay(_INTL("{1} came to its senses!",b.pbThis))
pbDisplay(_INTL("{1} came to its senses!", b.pbThis))
else
pbDisplay(_INTL("{1} is in Hyper Mode!",b.pbThis))
pbDisplay(_INTL("{1} is in Hyper Mode!", b.pbThis))
end
end
# Uproar
if b.effects[PBEffects::Uproar]>0
if b.effects[PBEffects::Uproar] > 0
b.effects[PBEffects::Uproar] -= 1
if b.effects[PBEffects::Uproar]==0
pbDisplay(_INTL("{1} calmed down.",b.pbThis))
if b.effects[PBEffects::Uproar] == 0
pbDisplay(_INTL("{1} calmed down.", b.pbThis))
else
pbDisplay(_INTL("{1} is making an uproar!",b.pbThis))
pbDisplay(_INTL("{1} is making an uproar!", b.pbThis))
end
end
# Slow Start's end message
if b.effects[PBEffects::SlowStart]>0
if b.effects[PBEffects::SlowStart] > 0
b.effects[PBEffects::SlowStart] -= 1
if b.effects[PBEffects::SlowStart]==0
pbDisplay(_INTL("{1} finally got its act together!",b.pbThis))
if b.effects[PBEffects::SlowStart] == 0
pbDisplay(_INTL("{1} finally got its act together!", b.pbThis))
end
end
# Bad Dreams, Moody, Speed Boost
@@ -603,12 +603,12 @@ class Battle
Battle::AbilityEffects.triggerEndOfRoundGainItem(b.ability, b, self) if b.abilityActive?
end
pbGainExp
return if @decision>0
return if @decision > 0
# Form checks
priority.each { |b| b.pbCheckForm(true) }
# Switch Pokémon in if possible
pbEORSwitch
return if @decision>0
return if @decision > 0
# In battles with at least one side of size 3+, move battlers around if none
# are near to any foes
pbEORShiftDistantBattlers
@@ -617,7 +617,7 @@ class Battle
# Reset/count down battler-specific effects (no messages)
allBattlers.each do |b|
b.effects[PBEffects::BanefulBunker] = false
b.effects[PBEffects::Charge] -= 1 if b.effects[PBEffects::Charge]>0
b.effects[PBEffects::Charge] -= 1 if b.effects[PBEffects::Charge] > 0
b.effects[PBEffects::Counter] = -1
b.effects[PBEffects::CounterTarget] = -1
b.effects[PBEffects::Electrify] = false
@@ -627,12 +627,12 @@ class Battle
b.effects[PBEffects::FocusPunch] = false
b.effects[PBEffects::FollowMe] = 0
b.effects[PBEffects::HelpingHand] = false
b.effects[PBEffects::HyperBeam] -= 1 if b.effects[PBEffects::HyperBeam]>0
b.effects[PBEffects::HyperBeam] -= 1 if b.effects[PBEffects::HyperBeam] > 0
b.effects[PBEffects::KingsShield] = false
b.effects[PBEffects::LaserFocus] -= 1 if b.effects[PBEffects::LaserFocus]>0
if b.effects[PBEffects::LockOn]>0 # Also Mind Reader
b.effects[PBEffects::LaserFocus] -= 1 if b.effects[PBEffects::LaserFocus] > 0
if b.effects[PBEffects::LockOn] > 0 # Also Mind Reader
b.effects[PBEffects::LockOn] -= 1
b.effects[PBEffects::LockOnPos] = -1 if b.effects[PBEffects::LockOn]==0
b.effects[PBEffects::LockOnPos] = -1 if b.effects[PBEffects::LockOn] == 0
end
b.effects[PBEffects::MagicBounce] = false
b.effects[PBEffects::MagicCoat] = false
@@ -649,7 +649,7 @@ class Battle
b.effects[PBEffects::Snatch] = 0
b.effects[PBEffects::SpikyShield] = false
b.effects[PBEffects::Spotlight] = 0
b.effects[PBEffects::ThroatChop] -= 1 if b.effects[PBEffects::ThroatChop]>0
b.effects[PBEffects::ThroatChop] -= 1 if b.effects[PBEffects::ThroatChop] > 0
b.lastHPLost = 0
b.lastHPLostFromFoe = 0
b.droppedBelowHalfHP = false
@@ -677,7 +677,7 @@ class Battle
end
# Reset/count down field-specific effects (no messages)
@field.effects[PBEffects::IonDeluge] = false
@field.effects[PBEffects::FairyLock] -= 1 if @field.effects[PBEffects::FairyLock]>0
@field.effects[PBEffects::FairyLock] -= 1 if @field.effects[PBEffects::FairyLock] > 0
@field.effects[PBEffects::FusionBolt] = false
@field.effects[PBEffects::FusionFlare] = false
@endOfRound = false