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) pbSEPlay("Battle flee") @battle.pbDisplay(_INTL("{1} fled from battle!",pbThis)) @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 isSpecies?(: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::Rain && 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?(move.calcType) && !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. 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 { |otherB| otherB.pbFaint if otherB && otherB.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) && move.danceMove? 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)