#=============================================================================== # No additional effect. #=============================================================================== class Battle::Move::None < Battle::Move end #=============================================================================== # Does absolutely nothing. Shows a special message. (Celebrate) #=============================================================================== class Battle::Move::DoesNothingCongratulations < Battle::Move def pbEffectGeneral(user) if user.wild? @battle.pbDisplay(_INTL("Congratulations from {1}!", user.pbThis(true))) else @battle.pbDisplay(_INTL("Congratulations, {1}!", @battle.pbGetOwnerName(user.index))) end end end #=============================================================================== # Does absolutely nothing. (Hold Hands) #=============================================================================== class Battle::Move::DoesNothingFailsIfNoAlly < Battle::Move def ignoresSubstitute?(user); return true; end def pbMoveFailed?(user, targets) if user.allAllies.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end end #=============================================================================== # Does absolutely nothing. (Splash) #=============================================================================== class Battle::Move::DoesNothingUnusableInGravity < Battle::Move def unusableInGravity?; return true; end def pbEffectGeneral(user) @battle.pbDisplay(_INTL("But nothing happened!")) end end #=============================================================================== # Scatters coins that the player picks up after winning the battle. (Pay Day) # NOTE: In Gen 6+, if the user levels up after this move is used, the amount of # money picked up depends on the user's new level rather than its level # when it used the move. I think this is silly, so I haven't coded this # effect. #=============================================================================== class Battle::Move::AddMoneyGainedFromBattle < Battle::Move def pbEffectGeneral(user) if user.pbOwnedByPlayer? @battle.field.effects[PBEffects::PayDay] += 5 * user.level end @battle.pbDisplay(_INTL("Coins were scattered everywhere!")) end end #=============================================================================== # Doubles the prize money the player gets after winning the battle. (Happy Hour) #=============================================================================== class Battle::Move::DoubleMoneyGainedFromBattle < Battle::Move def pbEffectGeneral(user) @battle.field.effects[PBEffects::HappyHour] = true if !user.opposes? @battle.pbDisplay(_INTL("Everyone is caught up in the happy atmosphere!")) end end #=============================================================================== # Fails if this isn't the user's first turn. (First Impression) #=============================================================================== class Battle::Move::FailsIfNotUserFirstTurn < Battle::Move def pbMoveFailed?(user, targets) if user.turnCount > 1 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end end #=============================================================================== # Fails unless user has already used all other moves it knows. (Last Resort) #=============================================================================== class Battle::Move::FailsIfUserHasUnusedMove < Battle::Move def pbFailsAgainstTarget?(user, target, show_message) hasThisMove = false hasOtherMoves = false hasUnusedMoves = false user.eachMove do |m| hasThisMove = true if m.id == @id hasOtherMoves = true if m.id != @id hasUnusedMoves = true if m.id != @id && !user.movesUsed.include?(m.id) end if !hasThisMove || !hasOtherMoves || hasUnusedMoves @battle.pbDisplay(_INTL("But it failed!")) if show_message return true end return false end end #=============================================================================== # Fails unless user has consumed a berry at some point. (Belch) #=============================================================================== class Battle::Move::FailsIfUserNotConsumedBerry < Battle::Move def pbCanChooseMove?(user, commandPhase, showMessages) if !user.belched? if showMessages msg = _INTL("{1} hasn't eaten any held berry, so it can't possibly belch!", user.pbThis) (commandPhase) ? @battle.pbDisplayPaused(msg) : @battle.pbDisplay(msg) end return false end return true end def pbMoveFailed?(user, targets) if !user.belched? @battle.pbDisplay(_INTL("But it failed!")) return true end return false end end #=============================================================================== # Fails if the target is not holding an item, or if the target is affected by # Magic Room/Klutz. (Poltergeist) #=============================================================================== class Battle::Move::FailsIfTargetHasNoItem < Battle::Move def pbFailsAgainstTarget?(user, target, show_message) if !target.item || !target.itemActive? @battle.pbDisplay(_INTL("But it failed!")) if show_message return true end @battle.pbDisplay(_INTL("{1} is about to be attacked by its {2}!", target.pbThis, target.itemName)) return false end end #=============================================================================== # Only damages Pokémon that share a type with the user. (Synchronoise) #=============================================================================== class Battle::Move::FailsUnlessTargetSharesTypeWithUser < Battle::Move def pbFailsAgainstTarget?(user, target, show_message) userTypes = user.pbTypes(true) targetTypes = target.pbTypes(true) sharesType = false userTypes.each do |t| next if !targetTypes.include?(t) sharesType = true break end if !sharesType @battle.pbDisplay(_INTL("{1} is unaffected!", target.pbThis)) if show_message return true end return false end end #=============================================================================== # Fails if user was hit by a damaging move this round. (Focus Punch) #=============================================================================== class Battle::Move::FailsIfUserDamagedThisTurn < Battle::Move def pbDisplayChargeMessage(user) user.effects[PBEffects::FocusPunch] = true @battle.pbCommonAnimation("FocusPunch", user) @battle.pbDisplay(_INTL("{1} is tightening its focus!", user.pbThis)) end def pbDisplayUseMessage(user) super if !user.effects[PBEffects::FocusPunch] || user.lastHPLost == 0 end def pbMoveFailed?(user, targets) if user.effects[PBEffects::FocusPunch] && user.lastHPLost > 0 @battle.pbDisplay(_INTL("{1} lost its focus and couldn't move!", user.pbThis)) return true end return false end end #=============================================================================== # Fails if the target didn't chose a damaging move to use this round, or has # already moved. (Sucker Punch) #=============================================================================== class Battle::Move::FailsIfTargetActed < Battle::Move def pbFailsAgainstTarget?(user, target, show_message) if @battle.choices[target.index][0] != :UseMove @battle.pbDisplay(_INTL("But it failed!")) if show_message return true end oppMove = @battle.choices[target.index][2] if !oppMove || (oppMove.function != "UseMoveTargetIsAboutToUse" && (target.movedThisRound? || oppMove.statusMove?)) @battle.pbDisplay(_INTL("But it failed!")) if show_message return true end return false end end #=============================================================================== # If attack misses, user takes crash damage of 1/2 of max HP. # (High Jump Kick, Jump Kick) #=============================================================================== class Battle::Move::CrashDamageIfFailsUnusableInGravity < Battle::Move def recoilMove?; return true; end def unusableInGravity?; return true; end def pbCrashDamage(user) return if !user.takesIndirectDamage? @battle.pbDisplay(_INTL("{1} kept going and crashed!", user.pbThis)) @battle.scene.pbDamageAnimation(user) user.pbReduceHP(user.totalhp / 2, false) user.pbItemHPHealCheck user.pbFaint if user.fainted? end end #=============================================================================== # Starts sunny weather. (Sunny Day) #=============================================================================== class Battle::Move::StartSunWeather < Battle::Move::WeatherMove def initialize(battle, move) super @weatherType = :Sun end end #=============================================================================== # Starts rainy weather. (Rain Dance) #=============================================================================== class Battle::Move::StartRainWeather < Battle::Move::WeatherMove def initialize(battle, move) super @weatherType = :Rain end end #=============================================================================== # Starts sandstorm weather. (Sandstorm) #=============================================================================== class Battle::Move::StartSandstormWeather < Battle::Move::WeatherMove def initialize(battle, move) super @weatherType = :Sandstorm end end #=============================================================================== # Starts hail weather. (Hail) #=============================================================================== class Battle::Move::StartHailWeather < Battle::Move::WeatherMove def initialize(battle, move) super @weatherType = :Hail end end #=============================================================================== # For 5 rounds, creates an electric terrain which boosts Electric-type moves and # prevents Pokémon from falling asleep. Affects non-airborne Pokémon only. # (Electric Terrain) #=============================================================================== class Battle::Move::StartElectricTerrain < Battle::Move def pbMoveFailed?(user, targets) if @battle.field.terrain == :Electric @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) @battle.pbStartTerrain(user, :Electric) end end #=============================================================================== # For 5 rounds, creates a grassy terrain which boosts Grass-type moves and heals # Pokémon at the end of each round. Affects non-airborne Pokémon only. # (Grassy Terrain) #=============================================================================== class Battle::Move::StartGrassyTerrain < Battle::Move def pbMoveFailed?(user, targets) if @battle.field.terrain == :Grassy @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) @battle.pbStartTerrain(user, :Grassy) end end #=============================================================================== # For 5 rounds, creates a misty terrain which weakens Dragon-type moves and # protects Pokémon from status problems. Affects non-airborne Pokémon only. # (Misty Terrain) #=============================================================================== class Battle::Move::StartMistyTerrain < Battle::Move def pbMoveFailed?(user, targets) if @battle.field.terrain == :Misty @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) @battle.pbStartTerrain(user, :Misty) end end #=============================================================================== # For 5 rounds, creates a psychic terrain which boosts Psychic-type moves and # prevents Pokémon from being hit by >0 priority moves. Affects non-airborne # Pokémon only. (Psychic Terrain) #=============================================================================== class Battle::Move::StartPsychicTerrain < Battle::Move def pbMoveFailed?(user, targets) if @battle.field.terrain == :Psychic @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) @battle.pbStartTerrain(user, :Psychic) end end #=============================================================================== # Removes the current terrain. Fails if there is no terrain in effect. # (Steel Roller) #=============================================================================== class Battle::Move::RemoveTerrain < Battle::Move def pbMoveFailed?(user, targets) if @battle.field.terrain == :None @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) case @battle.field.terrain when :Electric @battle.pbDisplay(_INTL("The electricity disappeared from the battlefield.")) when :Grassy @battle.pbDisplay(_INTL("The grass disappeared from the battlefield.")) when :Misty @battle.pbDisplay(_INTL("The mist disappeared from the battlefield.")) when :Psychic @battle.pbDisplay(_INTL("The weirdness disappeared from the battlefield.")) end @battle.field.terrain = :None end end #=============================================================================== # Entry hazard. Lays spikes on the opposing side (max. 3 layers). (Spikes) #=============================================================================== class Battle::Move::AddSpikesToFoeSide < Battle::Move def canMagicCoat?; return true; end def pbMoveFailed?(user, targets) if user.pbOpposingSide.effects[PBEffects::Spikes] >= 3 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.pbOpposingSide.effects[PBEffects::Spikes] += 1 @battle.pbDisplay(_INTL("Spikes were scattered all around {1}'s feet!", user.pbOpposingTeam(true))) end end #=============================================================================== # Entry hazard. Lays poison spikes on the opposing side (max. 2 layers). # (Toxic Spikes) #=============================================================================== class Battle::Move::AddToxicSpikesToFoeSide < Battle::Move def canMagicCoat?; return true; end def pbMoveFailed?(user, targets) if user.pbOpposingSide.effects[PBEffects::ToxicSpikes] >= 2 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.pbOpposingSide.effects[PBEffects::ToxicSpikes] += 1 @battle.pbDisplay(_INTL("Poison spikes were scattered all around {1}'s feet!", user.pbOpposingTeam(true))) end end #=============================================================================== # Entry hazard. Lays stealth rocks on the opposing side. (Stealth Rock) #=============================================================================== class Battle::Move::AddStealthRocksToFoeSide < Battle::Move def canMagicCoat?; return true; end def pbMoveFailed?(user, targets) if user.pbOpposingSide.effects[PBEffects::StealthRock] @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.pbOpposingSide.effects[PBEffects::StealthRock] = true @battle.pbDisplay(_INTL("Pointed stones float in the air around {1}!", user.pbOpposingTeam(true))) end end #=============================================================================== # Entry hazard. Lays stealth rocks on the opposing side. (Sticky Web) #=============================================================================== class Battle::Move::AddStickyWebToFoeSide < Battle::Move def canMagicCoat?; return true; end def pbMoveFailed?(user, targets) if user.pbOpposingSide.effects[PBEffects::StickyWeb] @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.pbOpposingSide.effects[PBEffects::StickyWeb] = true @battle.pbDisplay(_INTL("A sticky web has been laid out beneath {1}'s feet!", user.pbOpposingTeam(true))) end end #=============================================================================== # All effects that apply to one side of the field are swapped to the opposite # side. (Court Change) #=============================================================================== class Battle::Move::SwapSideEffects < Battle::Move attr_reader :number_effects, :boolean_effects def initialize(battle, move) super @number_effects = [ PBEffects::AuroraVeil, PBEffects::LightScreen, PBEffects::Mist, PBEffects::Rainbow, PBEffects::Reflect, PBEffects::Safeguard, PBEffects::SeaOfFire, PBEffects::Spikes, PBEffects::Swamp, PBEffects::Tailwind, PBEffects::ToxicSpikes ] @boolean_effects = [ PBEffects::StealthRock, PBEffects::StickyWeb ] end def pbMoveFailed?(user, targets) has_effect = false 2.times do |side| effects = @battle.sides[side].effects @number_effects.each do |e| next if effects[e] == 0 has_effect = true break end break if has_effect @boolean_effects.each do |e| next if !effects[e] has_effect = true break end break if has_effect end if !has_effect @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) side0 = @battle.sides[0] side1 = @battle.sides[1] @number_effects.each do |e| side0.effects[e], side1.effects[e] = side1.effects[e], side0.effects[e] end @boolean_effects.each do |e| side0.effects[e], side1.effects[e] = side1.effects[e], side0.effects[e] end @battle.pbDisplay(_INTL("{1} swapped the battle effects affecting each side of the field!", user.pbThis)) end end #=============================================================================== # User turns 1/4 of max HP into a substitute. (Substitute) #=============================================================================== class Battle::Move::UserMakeSubstitute < Battle::Move def canSnatch?; return true; end def pbMoveFailed?(user, targets) if user.effects[PBEffects::Substitute] > 0 @battle.pbDisplay(_INTL("{1} already has a substitute!", user.pbThis)) return true end @subLife = [user.totalhp / 4, 1].max if user.hp <= @subLife @battle.pbDisplay(_INTL("But it does not have enough HP left to make a substitute!")) return true end return false end def pbOnStartUse(user, targets) user.pbReduceHP(@subLife, false, false) user.pbItemHPHealCheck end def pbEffectGeneral(user) user.effects[PBEffects::Trapping] = 0 user.effects[PBEffects::TrappingMove] = nil user.effects[PBEffects::Substitute] = @subLife @battle.pbDisplay(_INTL("{1} put in a substitute!", user.pbThis)) end end #=============================================================================== # Removes trapping moves, entry hazards and Leech Seed on user/user's side. # Raises user's Speed by 1 stage (Gen 8+). (Rapid Spin) #=============================================================================== class Battle::Move::RemoveUserBindingAndEntryHazards < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPEED, 1] end def pbEffectAfterAllHits(user, target) return if user.fainted? || target.damageState.unaffected if user.effects[PBEffects::Trapping] > 0 trapMove = GameData::Move.get(user.effects[PBEffects::TrappingMove]).name trapUser = @battle.battlers[user.effects[PBEffects::TrappingUser]] @battle.pbDisplay(_INTL("{1} got free of {2}'s {3}!", user.pbThis, trapUser.pbThis(true), trapMove)) user.effects[PBEffects::Trapping] = 0 user.effects[PBEffects::TrappingMove] = nil user.effects[PBEffects::TrappingUser] = -1 end if user.effects[PBEffects::LeechSeed] >= 0 user.effects[PBEffects::LeechSeed] = -1 @battle.pbDisplay(_INTL("{1} shed Leech Seed!", user.pbThis)) end if user.pbOwnSide.effects[PBEffects::StealthRock] user.pbOwnSide.effects[PBEffects::StealthRock] = false @battle.pbDisplay(_INTL("{1} blew away stealth rocks!", user.pbThis)) end if user.pbOwnSide.effects[PBEffects::Spikes] > 0 user.pbOwnSide.effects[PBEffects::Spikes] = 0 @battle.pbDisplay(_INTL("{1} blew away spikes!", user.pbThis)) end if user.pbOwnSide.effects[PBEffects::ToxicSpikes] > 0 user.pbOwnSide.effects[PBEffects::ToxicSpikes] = 0 @battle.pbDisplay(_INTL("{1} blew away poison spikes!", user.pbThis)) end if user.pbOwnSide.effects[PBEffects::StickyWeb] user.pbOwnSide.effects[PBEffects::StickyWeb] = false @battle.pbDisplay(_INTL("{1} blew away sticky webs!", user.pbThis)) end end def pbAdditionalEffect(user, target) super if Settings::MECHANICS_GENERATION >= 8 end end #=============================================================================== # Attacks 2 rounds in the future. (Doom Desire, Future Sight) #=============================================================================== class Battle::Move::AttackTwoTurnsLater < Battle::Move def targetsPosition?; return true; end def pbDamagingMove? # Stops damage being dealt in the setting-up turn return false if !@battle.futureSight return super end def pbAccuracyCheck(user, target) return true if !@battle.futureSight return super end def pbDisplayUseMessage(user) super if !@battle.futureSight end def pbFailsAgainstTarget?(user, target, show_message) if !@battle.futureSight && @battle.positions[target.index].effects[PBEffects::FutureSightCounter] > 0 @battle.pbDisplay(_INTL("But it failed!")) if show_message return true end return false end def pbEffectAgainstTarget(user, target) return if @battle.futureSight # Attack is hitting effects = @battle.positions[target.index].effects effects[PBEffects::FutureSightCounter] = 3 effects[PBEffects::FutureSightMove] = @id effects[PBEffects::FutureSightUserIndex] = user.index effects[PBEffects::FutureSightUserPartyIndex] = user.pokemonIndex if @id == :DOOMDESIRE @battle.pbDisplay(_INTL("{1} chose Doom Desire as its destiny!", user.pbThis)) else @battle.pbDisplay(_INTL("{1} foresaw an attack!", user.pbThis)) end end def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true) hitNum = 1 if !@battle.futureSight # Charging anim super end end #=============================================================================== # User switches places with its ally. (Ally Switch) #=============================================================================== class Battle::Move::UserSwapsPositionsWithAlly < Battle::Move def pbMoveFailed?(user, targets) numTargets = 0 @idxAlly = -1 idxUserOwner = @battle.pbGetOwnerIndexFromBattlerIndex(user.index) user.allAllies.each do |b| next if @battle.pbGetOwnerIndexFromBattlerIndex(b.index) != idxUserOwner next if !b.near?(user) numTargets += 1 @idxAlly = b.index end if numTargets != 1 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) idxA = user.index idxB = @idxAlly if @battle.pbSwapBattlers(idxA, idxB) @battle.pbDisplay(_INTL("{1} and {2} switched places!", @battle.battlers[idxB].pbThis, @battle.battlers[idxA].pbThis(true))) [idxA, idxB].each { |idx| @battle.pbEffectsOnBattlerEnteringPosition(@battle.battlers[idx]) } end end end #=============================================================================== # If a Pokémon makes contact with the user before it uses this move, the # attacker is burned. (Beak Blast) #=============================================================================== class Battle::Move::BurnAttackerBeforeUserActs < Battle::Move def pbDisplayChargeMessage(user) user.effects[PBEffects::BeakBlast] = true @battle.pbCommonAnimation("BeakBlast", user) @battle.pbDisplay(_INTL("{1} started heating up its beak!", user.pbThis)) end end