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

@@ -2,14 +2,14 @@ class Battle::Move
#=============================================================================
# Effect methods per move usage
#=============================================================================
def pbCanChooseMove?(user,commandPhase,showMessages); return true; end # For Belch
def pbCanChooseMove?(user, commandPhase, showMessages); return true; end # For Belch
def pbDisplayChargeMessage(user); end # For Focus Punch/shell Trap/Beak Blast
def pbOnStartUse(user,targets); end
def pbAddTarget(targets,user); end # For Counter, etc. and Bide
def pbOnStartUse(user, targets); end
def pbAddTarget(targets, user); end # For Counter, etc. and Bide
def pbModifyTargets(targets, user); end # For Dragon Darts
# Reset move usage counters (child classes can increment them).
def pbChangeUsageCounters(user,specialUsage)
def pbChangeUsageCounters(user, specialUsage)
user.effects[PBEffects::FuryCutter] = 0
user.effects[PBEffects::ParentalBond] = 0
user.effects[PBEffects::ProtectRate] = 1
@@ -18,11 +18,11 @@ class Battle::Move
end
def pbDisplayUseMessage(user)
@battle.pbDisplayBrief(_INTL("{1} used {2}!",user.pbThis,@name))
@battle.pbDisplayBrief(_INTL("{1} used {2}!", user.pbThis, @name))
end
def pbShowFailMessages?(targets); return true; end
def pbMissMessage(user,target); return false; end
def pbMissMessage(user, target); return false; end
#=============================================================================
#
@@ -42,9 +42,9 @@ class Battle::Move
# The maximum number of hits in a round this move will actually perform. This
# can be 1 for Beat Up, and can be 2 for any moves affected by Parental Bond.
def pbNumHits(user,targets)
def pbNumHits(user, targets)
if user.hasActiveAbility?(:PARENTALBOND) && pbDamagingMove? &&
!chargingTurnMove? && targets.length==1
!chargingTurnMove? && targets.length == 1
# Record that Parental Bond applies, to weaken the second attack
user.effects[PBEffects::ParentalBond] = 3
return 2
@@ -55,29 +55,29 @@ class Battle::Move
#=============================================================================
# Effect methods per hit
#=============================================================================
def pbOverrideSuccessCheckPerHit(user,target); return false; end
def pbOverrideSuccessCheckPerHit(user, target); return false; end
def pbCrashDamage(user); end
def pbInitialEffect(user,targets,hitNum); end
def pbInitialEffect(user, targets, hitNum); end
def pbDesignateTargetsForHit(targets, hitNum); return targets; end # For Dragon Darts
def pbRepeatHit?; return false; end # For Dragon Darts
def pbShowAnimation(id,user,targets,hitNum = 0,showAnimation = true)
def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true)
return if !showAnimation
if user.effects[PBEffects::ParentalBond]==1
@battle.pbCommonAnimation("ParentalBond",user,targets)
if user.effects[PBEffects::ParentalBond] == 1
@battle.pbCommonAnimation("ParentalBond", user, targets)
else
@battle.pbAnimation(id,user,targets,hitNum)
@battle.pbAnimation(id, user, targets, hitNum)
end
end
def pbSelfKO(user); end
def pbEffectWhenDealingDamage(user,target); end
def pbEffectAgainstTarget(user,target); end
def pbEffectWhenDealingDamage(user, target); end
def pbEffectAgainstTarget(user, target); end
def pbEffectGeneral(user); end
def pbAdditionalEffect(user,target); end
def pbEffectAfterAllHits(user,target); end # Move effects that occur after all hits
def pbAdditionalEffect(user, target); end
def pbEffectAfterAllHits(user, target); end # Move effects that occur after all hits
def pbSwitchOutTargetEffect(user, targets, numHits, switched_battlers); end
def pbEndOfMoveUsageEffect(user,targets,numHits,switchedBattlers); end
def pbEndOfMoveUsageEffect(user, targets, numHits, switchedBattlers); end
#=============================================================================
# Check if target is immune to the move because of its ability
@@ -96,7 +96,7 @@ class Battle::Move
# Move failure checks
#=============================================================================
# Check whether the move fails completely due to move-specific requirements.
def pbMoveFailed?(user,targets); return false; end
def pbMoveFailed?(user, targets); return false; end
# Checks whether the move will be ineffective against the target.
def pbFailsAgainstTarget?(user, target, show_message); return false; end
@@ -114,24 +114,24 @@ class Battle::Move
end
def pbMoveFailedTargetAlreadyMoved?(target, showMessage = true)
if (@battle.choices[target.index][0]!=:UseMove &&
@battle.choices[target.index][0]!=:Shift) || target.movedThisRound?
if (@battle.choices[target.index][0] != :UseMove &&
@battle.choices[target.index][0] != :Shift) || target.movedThisRound?
@battle.pbDisplay(_INTL("But it failed!")) if showMessage
return true
end
return false
end
def pbMoveFailedAromaVeil?(user,target,showMessage = true)
def pbMoveFailedAromaVeil?(user, target, showMessage = true)
return false if @battle.moldBreaker
if target.hasActiveAbility?(:AROMAVEIL)
if showMessage
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",target.pbThis))
@battle.pbDisplay(_INTL("{1} is unaffected!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} is unaffected because of its {2}!",
target.pbThis,target.abilityName))
target.pbThis, target.abilityName))
end
@battle.pbHideAbilitySplash(target)
end
@@ -142,10 +142,10 @@ class Battle::Move
if showMessage
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",target.pbThis))
@battle.pbDisplay(_INTL("{1} is unaffected!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} is unaffected because of {2}'s {3}!",
target.pbThis,b.pbThis(true),b.abilityName))
target.pbThis, b.pbThis(true), b.abilityName))
end
@battle.pbHideAbilitySplash(target)
end
@@ -157,10 +157,10 @@ class Battle::Move
#=============================================================================
# Weaken the damage dealt (doesn't actually change a battler's HP)
#=============================================================================
def pbCheckDamageAbsorption(user,target)
def pbCheckDamageAbsorption(user, target)
# Substitute will take the damage
if target.effects[PBEffects::Substitute]>0 && !ignoresSubstitute?(user) &&
(!user || user.index!=target.index)
if target.effects[PBEffects::Substitute] > 0 && !ignoresSubstitute?(user) &&
(!user || user.index != target.index)
target.damageState.substitute = true
return
end
@@ -172,17 +172,17 @@ class Battle::Move
end
# Disguise will take the damage
if !@battle.moldBreaker && target.isSpecies?(:MIMIKYU) &&
target.form==0 && target.ability == :DISGUISE
target.form == 0 && target.ability == :DISGUISE
target.damageState.disguise = true
return
end
end
def pbReduceDamage(user,target)
def pbReduceDamage(user, target)
damage = target.damageState.calcDamage
# Substitute takes the damage
if target.damageState.substitute
damage = target.effects[PBEffects::Substitute] if damage>target.effects[PBEffects::Substitute]
damage = target.effects[PBEffects::Substitute] if damage > target.effects[PBEffects::Substitute]
target.damageState.hpLost = damage
target.damageState.totalHPLost += damage
return
@@ -190,22 +190,22 @@ class Battle::Move
# Disguise/Ice Face takes the damage
return if target.damageState.disguise || target.damageState.iceFace
# Target takes the damage
if damage>=target.hp
if damage >= target.hp
damage = target.hp
# Survive a lethal hit with 1 HP effects
if nonLethal?(user,target)
if nonLethal?(user, target)
damage -= 1
elsif target.effects[PBEffects::Endure]
target.damageState.endured = true
damage -= 1
elsif damage==target.totalhp
elsif damage == target.totalhp
if target.hasActiveAbility?(:STURDY) && !@battle.moldBreaker
target.damageState.sturdy = true
damage -= 1
elsif target.hasActiveItem?(:FOCUSSASH) && target.hp==target.totalhp
elsif target.hasActiveItem?(:FOCUSSASH) && target.hp == target.totalhp
target.damageState.focusSash = true
damage -= 1
elsif target.hasActiveItem?(:FOCUSBAND) && @battle.pbRandom(100)<10
elsif target.hasActiveItem?(:FOCUSBAND) && @battle.pbRandom(100) < 10
target.damageState.focusBand = true
damage -= 1
elsif Settings::AFFECTION_EFFECTS && @battle.internalBattle &&
@@ -218,7 +218,7 @@ class Battle::Move
end
end
end
damage = 0 if damage<0
damage = 0 if damage < 0
target.damageState.hpLost = damage
target.damageState.totalHPLost += damage
end
@@ -238,14 +238,14 @@ class Battle::Move
# Animate the damage dealt, including lowering the HP
#=============================================================================
# Animate being damaged and losing HP (by a move)
def pbAnimateHitAndHPLost(user,targets)
def pbAnimateHitAndHPLost(user, targets)
# Animate allies first, then foes
animArray = []
for side in 0...2 # side here means "allies first, then foes"
targets.each do |b|
next if b.damageState.unaffected || b.damageState.hpLost==0
next if (side==0 && b.opposes?(user)) || (side==1 && !b.opposes?(user))
oldHP = b.hp+b.damageState.hpLost
next if b.damageState.unaffected || b.damageState.hpLost == 0
next if (side == 0 && b.opposes?(user)) || (side == 1 && !b.opposes?(user))
oldHP = b.hp + b.damageState.hpLost
PBDebug.log("[Move damage] #{b.pbThis} lost #{b.damageState.hpLost} HP (#{oldHP}=>#{b.hp})")
effectiveness = 0
if Effectiveness.resistant?(b.damageState.typeMod)
@@ -253,9 +253,9 @@ class Battle::Move
elsif Effectiveness.super_effective?(b.damageState.typeMod)
effectiveness = 2
end
animArray.push([b,oldHP,effectiveness])
animArray.push([b, oldHP, effectiveness])
end
if animArray.length>0
if animArray.length > 0
@battle.scene.pbHitAndHPLossAnimation(animArray)
animArray.clear
end
@@ -265,27 +265,27 @@ class Battle::Move
#=============================================================================
# Messages upon being hit
#=============================================================================
def pbEffectivenessMessage(user,target,numTargets = 1)
def pbEffectivenessMessage(user, target, numTargets = 1)
return if target.damageState.disguise || target.damageState.iceFace
if Effectiveness.super_effective?(target.damageState.typeMod)
if numTargets>1
@battle.pbDisplay(_INTL("It's super effective on {1}!",target.pbThis(true)))
if numTargets > 1
@battle.pbDisplay(_INTL("It's super effective on {1}!", target.pbThis(true)))
else
@battle.pbDisplay(_INTL("It's super effective!"))
end
elsif Effectiveness.not_very_effective?(target.damageState.typeMod)
if numTargets>1
@battle.pbDisplay(_INTL("It's not very effective on {1}...",target.pbThis(true)))
if numTargets > 1
@battle.pbDisplay(_INTL("It's not very effective on {1}...", target.pbThis(true)))
else
@battle.pbDisplay(_INTL("It's not very effective..."))
end
end
end
def pbHitEffectivenessMessages(user,target,numTargets = 1)
def pbHitEffectivenessMessages(user, target, numTargets = 1)
return if target.damageState.disguise || target.damageState.iceFace
if target.damageState.substitute
@battle.pbDisplay(_INTL("The substitute took damage for {1}!",target.pbThis(true)))
@battle.pbDisplay(_INTL("The substitute took damage for {1}!", target.pbThis(true)))
end
if target.damageState.critical
if $game_temp.party_critical_hits_dealt && user.pbOwnedByPlayer?
@@ -307,12 +307,12 @@ class Battle::Move
end
end
# Effectiveness message, for moves with 1 hit
if !multiHitMove? && user.effects[PBEffects::ParentalBond]==0
pbEffectivenessMessage(user,target,numTargets)
if !multiHitMove? && user.effects[PBEffects::ParentalBond] == 0
pbEffectivenessMessage(user, target, numTargets)
end
if target.damageState.substitute && target.effects[PBEffects::Substitute]==0
if target.damageState.substitute && target.effects[PBEffects::Substitute] == 0
target.effects[PBEffects::Substitute] = 0
@battle.pbDisplay(_INTL("{1}'s substitute faded!",target.pbThis))
@battle.pbDisplay(_INTL("{1}'s substitute faded!", target.pbThis))
end
end
@@ -322,10 +322,10 @@ class Battle::Move
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("Its disguise served it as a decoy!"))
else
@battle.pbDisplay(_INTL("{1}'s disguise served it as a decoy!",target.pbThis))
@battle.pbDisplay(_INTL("{1}'s disguise served it as a decoy!", target.pbThis))
end
@battle.pbHideAbilitySplash(target)
target.pbChangeForm(1,_INTL("{1}'s disguise was busted!",target.pbThis))
target.pbChangeForm(1, _INTL("{1}'s disguise was busted!", target.pbThis))
target.pbReduceHP(target.totalhp / 8, false) if Settings::MECHANICS_GENERATION >= 8
elsif target.damageState.iceFace
@battle.pbShowAbilitySplash(target)
@@ -335,36 +335,36 @@ class Battle::Move
target.pbChangeForm(1, _INTL("{1} transformed!", target.pbThis))
@battle.pbHideAbilitySplash(target)
elsif target.damageState.endured
@battle.pbDisplay(_INTL("{1} endured the hit!",target.pbThis))
@battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
elsif target.damageState.sturdy
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} endured the hit!",target.pbThis))
@battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} hung on with Sturdy!",target.pbThis))
@battle.pbDisplay(_INTL("{1} hung on with Sturdy!", target.pbThis))
end
@battle.pbHideAbilitySplash(target)
elsif target.damageState.focusSash
@battle.pbCommonAnimation("UseItem",target)
@battle.pbDisplay(_INTL("{1} hung on using its Focus Sash!",target.pbThis))
@battle.pbCommonAnimation("UseItem", target)
@battle.pbDisplay(_INTL("{1} hung on using its Focus Sash!", target.pbThis))
target.pbConsumeItem
elsif target.damageState.focusBand
@battle.pbCommonAnimation("UseItem",target)
@battle.pbDisplay(_INTL("{1} hung on using its Focus Band!",target.pbThis))
@battle.pbCommonAnimation("UseItem", target)
@battle.pbDisplay(_INTL("{1} hung on using its Focus Band!", target.pbThis))
elsif target.damageState.affection_endured
@battle.pbDisplay(_INTL("{1} toughed it out so you wouldn't feel sad!", target.pbThis))
end
end
# Used by Counter/Mirror Coat/Metal Burst/Revenge/Focus Punch/Bide/Assurance.
def pbRecordDamageLost(user,target)
def pbRecordDamageLost(user, target)
damage = target.damageState.hpLost
# NOTE: In Gen 3 where a move's category depends on its type, Hidden Power
# is for some reason countered by Counter rather than Mirror Coat,
# regardless of its calculated type. Hence the following two lines of
# code.
moveType = nil
moveType = :NORMAL if @function=="TypeDependsOnUserIVs" # Hidden Power
moveType = :NORMAL if @function == "TypeDependsOnUserIVs" # Hidden Power
if physicalMove?(moveType)
target.effects[PBEffects::Counter] = damage
target.effects[PBEffects::CounterTarget] = user.index
@@ -372,7 +372,7 @@ class Battle::Move
target.effects[PBEffects::MirrorCoat] = damage
target.effects[PBEffects::MirrorCoatTarget] = user.index
end
if target.effects[PBEffects::Bide]>0
if target.effects[PBEffects::Bide] > 0
target.effects[PBEffects::BideDamage] += damage
target.effects[PBEffects::BideTarget] = user.index
end