#=============================================================================== # Increases the user's Attack by 1 stage. #=============================================================================== class Battle::Move::RaiseUserAttack1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1] end end #=============================================================================== # Increases the user's Attack by 2 stages. (Swords Dance) #=============================================================================== class Battle::Move::RaiseUserAttack2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 2] end end #=============================================================================== # If this move KO's the target, increases the user's Attack by 2 stages. # (Fell Stinger (Gen 6-)) #=============================================================================== class Battle::Move::RaiseUserAttack2IfTargetFaints < Battle::Move attr_reader :statUp def initialize(battle, move) super @statUp = [:ATTACK, 2] end def pbEffectAfterAllHits(user, target) return if !target.damageState.fainted return if !user.pbCanRaiseStatStage?(@statUp[0], user, self) user.pbRaiseStatStage(@statUp[0], @statUp[1], user) end end #=============================================================================== # Increases the user's Attack by 3 stages. #=============================================================================== class Battle::Move::RaiseUserAttack3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 3] end end #=============================================================================== # If this move KO's the target, increases the user's Attack by 3 stages. # (Fell Stinger (Gen 7+)) #=============================================================================== class Battle::Move::RaiseUserAttack3IfTargetFaints < Battle::Move attr_reader :statUp def initialize(battle, move) super @statUp = [:ATTACK, 3] end def pbEffectAfterAllHits(user, target) return if !target.damageState.fainted return if !user.pbCanRaiseStatStage?(@statUp[0], user, self) user.pbRaiseStatStage(@statUp[0], @statUp[1], user) end end #=============================================================================== # Reduces the user's HP by half of max, and sets its Attack to maximum. # (Belly Drum) #=============================================================================== class Battle::Move::MaxUserAttackLoseHalfOfTotalHP < Battle::Move attr_reader :statUp def canSnatch?; return true; end def initialize(battle, move) super @statUp = [:ATTACK, 12] end def pbMoveFailed?(user, targets) hpLoss = [user.totalhp / 2, 1].max if user.hp <= hpLoss @battle.pbDisplay(_INTL("But it failed!")) return true end return true if !user.pbCanRaiseStatStage?(@statUp[0], user, self, true) return false end def pbEffectGeneral(user) hpLoss = [user.totalhp / 2, 1].max user.pbReduceHP(hpLoss, false, false) if user.hasActiveAbility?(:CONTRARY) user.stages[@statUp[0]] = -Battle::Battler::STAT_STAGE_MAXIMUM user.statsLoweredThisRound = true user.statsDropped = true @battle.pbCommonAnimation("StatDown", user) @battle.pbDisplay(_INTL("{1} cut its own HP and minimized its {2}!", user.pbThis, GameData::Stat.get(@statUp[0]).name)) else user.stages[@statUp[0]] = Battle::Battler::STAT_STAGE_MAXIMUM user.statsRaisedThisRound = true @battle.pbCommonAnimation("StatUp", user) @battle.pbDisplay(_INTL("{1} cut its own HP and maximized its {2}!", user.pbThis, GameData::Stat.get(@statUp[0]).name)) end user.pbItemHPHealCheck end end #=============================================================================== # Increases the user's Defense by 1 stage. (Harden, Steel Wing, Withdraw) #=============================================================================== class Battle::Move::RaiseUserDefense1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:DEFENSE, 1] end end #=============================================================================== # Increases the user's Defense by 1 stage. User curls up. (Defense Curl) #=============================================================================== class Battle::Move::RaiseUserDefense1CurlUpUser < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:DEFENSE, 1] end def pbEffectGeneral(user) user.effects[PBEffects::DefenseCurl] = true super end end #=============================================================================== # Increases the user's Defense by 2 stages. (Acid Armor, Barrier, Iron Defense) #=============================================================================== class Battle::Move::RaiseUserDefense2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:DEFENSE, 2] end end #=============================================================================== # Increases the user's Defense by 3 stages. (Cotton Guard) #=============================================================================== class Battle::Move::RaiseUserDefense3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:DEFENSE, 3] end end #=============================================================================== # Increases the user's Special Attack by 1 stage. (Charge Beam, Fiery Dance) #=============================================================================== class Battle::Move::RaiseUserSpAtk1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_ATTACK, 1] end end #=============================================================================== # Increases the user's Special Attack by 2 stages. (Nasty Plot) #=============================================================================== class Battle::Move::RaiseUserSpAtk2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_ATTACK, 2] end end #=============================================================================== # Increases the user's Special Attack by 3 stages. (Tail Glow) #=============================================================================== class Battle::Move::RaiseUserSpAtk3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_ATTACK, 3] end end #=============================================================================== # Increases the user's Special Defense by 1 stage. #=============================================================================== class Battle::Move::RaiseUserSpDef1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_DEFENSE, 1] end end #=============================================================================== # Increases the user's Special Defense by 1 stage. # Charges up user's next attack if it is Electric-type. (Charge) #=============================================================================== class Battle::Move::RaiseUserSpDef1PowerUpElectricMove < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_DEFENSE, 1] end def pbEffectGeneral(user) user.effects[PBEffects::Charge] = 2 @battle.pbDisplay(_INTL("{1} began charging power!", user.pbThis)) super end end #=============================================================================== # Increases the user's Special Defense by 2 stages. (Amnesia) #=============================================================================== class Battle::Move::RaiseUserSpDef2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_DEFENSE, 2] end end #=============================================================================== # Increases the user's Special Defense by 3 stages. #=============================================================================== class Battle::Move::RaiseUserSpDef3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_DEFENSE, 3] end end #=============================================================================== # Increases the user's Speed by 1 stage. (Flame Charge) #=============================================================================== class Battle::Move::RaiseUserSpeed1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPEED, 1] end end #=============================================================================== # Increases the user's Speed by 2 stages. (Agility, Rock Polish) #=============================================================================== class Battle::Move::RaiseUserSpeed2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPEED, 2] end end #=============================================================================== # Increases the user's Speed by 2 stages. Lowers user's weight by 100kg. # (Autotomize) #=============================================================================== class Battle::Move::RaiseUserSpeed2LowerUserWeight < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPEED, 2] end def pbEffectGeneral(user) if user.pbWeight + user.effects[PBEffects::WeightChange] > 1 user.effects[PBEffects::WeightChange] -= 1000 @battle.pbDisplay(_INTL("{1} became nimble!", user.pbThis)) end super end end #=============================================================================== # Increases the user's Speed by 3 stages. #=============================================================================== class Battle::Move::RaiseUserSpeed3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:SPEED, 3] end end #=============================================================================== # Increases the user's accuracy by 1 stage. #=============================================================================== class Battle::Move::RaiseUserAccuracy1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:ACCURACY, 1] end end #=============================================================================== # Increases the user's accuracy by 2 stages. #=============================================================================== class Battle::Move::RaiseUserAccuracy2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:ACCURACY, 2] end end #=============================================================================== # Increases the user's accuracy by 3 stages. #=============================================================================== class Battle::Move::RaiseUserAccuracy3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:ACCURACY, 3] end end #=============================================================================== # Increases the user's evasion by 1 stage. (Double Team) #=============================================================================== class Battle::Move::RaiseUserEvasion1 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:EVASION, 1] end end #=============================================================================== # Increases the user's evasion by 2 stages. #=============================================================================== class Battle::Move::RaiseUserEvasion2 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:EVASION, 2] end end #=============================================================================== # Increases the user's evasion by 2 stages. Minimizes the user. (Minimize) #=============================================================================== class Battle::Move::RaiseUserEvasion2MinimizeUser < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:EVASION, 2] end def pbEffectGeneral(user) user.effects[PBEffects::Minimize] = true super end end #=============================================================================== # Increases the user's evasion by 3 stages. #=============================================================================== class Battle::Move::RaiseUserEvasion3 < Battle::Move::StatUpMove def initialize(battle, move) super @statUp = [:EVASION, 3] end end #=============================================================================== # Increases the user's critical hit rate. (Focus Energy) #=============================================================================== class Battle::Move::RaiseUserCriticalHitRate2 < Battle::Move def canSnatch?; return true; end def pbMoveFailed?(user, targets) if user.effects[PBEffects::FocusEnergy] >= 2 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.effects[PBEffects::FocusEnergy] = 2 @battle.pbDisplay(_INTL("{1} is getting pumped!", user.pbThis)) end end #=============================================================================== # Increases the user's Attack and Defense by 1 stage each. (Bulk Up) #=============================================================================== class Battle::Move::RaiseUserAtkDef1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :DEFENSE, 1] end end #=============================================================================== # Increases the user's Attack, Defense and accuracy by 1 stage each. (Coil) #=============================================================================== class Battle::Move::RaiseUserAtkDefAcc1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :DEFENSE, 1, :ACCURACY, 1] end end #=============================================================================== # Increases the user's Attack and Special Attack by 1 stage each. (Work Up) #=============================================================================== class Battle::Move::RaiseUserAtkSpAtk1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :SPECIAL_ATTACK, 1] end end #=============================================================================== # Increases the user's Attack and Sp. Attack by 1 stage each. # In sunny weather, increases are 2 stages each instead. (Growth) #=============================================================================== class Battle::Move::RaiseUserAtkSpAtk1Or2InSun < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :SPECIAL_ATTACK, 1] end def pbOnStartUse(user, targets) increment = 1 increment = 2 if [:Sun, :HarshSun].include?(user.effectiveWeather) @statUp[1] = @statUp[3] = increment end end #=============================================================================== # Decreases the user's Defense and Special Defense by 1 stage each. # Increases the user's Attack, Speed and Special Attack by 2 stages each. # (Shell Smash) #=============================================================================== class Battle::Move::LowerUserDefSpDef1RaiseUserAtkSpAtkSpd2 < Battle::Move attr_reader :statUp, :statDown def canSnatch?; return true; end def initialize(battle, move) super @statUp = [:ATTACK, 2, :SPECIAL_ATTACK, 2, :SPEED, 2] @statDown = [:DEFENSE, 1, :SPECIAL_DEFENSE, 1] end def pbMoveFailed?(user, targets) failed = true (@statUp.length / 2).times do |i| if user.pbCanRaiseStatStage?(@statUp[i * 2], user, self) failed = false break end end (@statDown.length / 2).times do |i| if user.pbCanLowerStatStage?(@statDown[i * 2], user, self) failed = false break end end if failed @battle.pbDisplay(_INTL("{1}'s stats can't be changed further!", user.pbThis)) return true end return false end def pbEffectGeneral(user) showAnim = true (@statDown.length / 2).times do |i| next if !user.pbCanLowerStatStage?(@statDown[i * 2], user, self) if user.pbLowerStatStage(@statDown[i * 2], @statDown[(i * 2) + 1], user, showAnim) showAnim = false end end showAnim = true (@statUp.length / 2).times do |i| next if !user.pbCanRaiseStatStage?(@statUp[i * 2], user, self) if user.pbRaiseStatStage(@statUp[i * 2], @statUp[(i * 2) + 1], user, showAnim) showAnim = false end end end end #=============================================================================== # Increases the user's Attack and Speed by 1 stage each. (Dragon Dance) #=============================================================================== class Battle::Move::RaiseUserAtkSpd1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :SPEED, 1] end end #=============================================================================== # Increases the user's Speed by 2 stages, and its Attack by 1 stage. (Shift Gear) #=============================================================================== class Battle::Move::RaiseUserAtk1Spd2 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:SPEED, 2, :ATTACK, 1] end end #=============================================================================== # Increases the user's Attack and accuracy by 1 stage each. (Hone Claws) #=============================================================================== class Battle::Move::RaiseUserAtkAcc1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :ACCURACY, 1] end end #=============================================================================== # Increases the user's Defense and Special Defense by 1 stage each. # (Cosmic Power, Defend Order) #=============================================================================== class Battle::Move::RaiseUserDefSpDef1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:DEFENSE, 1, :SPECIAL_DEFENSE, 1] end end #=============================================================================== # Increases the user's Sp. Attack and Sp. Defense by 1 stage each. (Calm Mind) #=============================================================================== class Battle::Move::RaiseUserSpAtkSpDef1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_ATTACK, 1, :SPECIAL_DEFENSE, 1] end end #=============================================================================== # Increases the user's Sp. Attack, Sp. Defense and Speed by 1 stage each. # (Quiver Dance) #=============================================================================== class Battle::Move::RaiseUserSpAtkSpDefSpd1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:SPECIAL_ATTACK, 1, :SPECIAL_DEFENSE, 1, :SPEED, 1] end end #=============================================================================== # Increases the user's Attack, Defense, Speed, Special Attack and Special Defense # by 1 stage each. (Ancient Power, Ominous Wind, Silver Wind) #=============================================================================== class Battle::Move::RaiseUserMainStats1 < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [:ATTACK, 1, :DEFENSE, 1, :SPECIAL_ATTACK, 1, :SPECIAL_DEFENSE, 1, :SPEED, 1] end end #=============================================================================== # Increases the user's Attack, Defense, Special Attack, Special Defense and # Speed by 1 stage each, and reduces the user's HP by a third of its total HP. # Fails if it can't do either effect. (Clangorous Soul) #=============================================================================== class Battle::Move::RaiseUserMainStats1LoseThirdOfTotalHP < Battle::Move::MultiStatUpMove def initialize(battle, move) super @statUp = [ :ATTACK, 1, :DEFENSE, 1, :SPECIAL_ATTACK, 1, :SPECIAL_DEFENSE, 1, :SPEED, 1 ] end def pbMoveFailed?(user, targets) if user.hp <= [user.totalhp / 3, 1].max @battle.pbDisplay(_INTL("But it failed!")) return true end return super end def pbEffectGeneral(user) super user.pbReduceHP([user.totalhp / 3, 1].max, false) user.pbItemHPHealCheck end end #=============================================================================== # Increases the user's Attack, Defense, Speed, Special Attack and Special # Defense by 1 stage each. The user cannot switch out or flee. Fails if the user # is already affected by the second effect of this move, but can be used if the # user is prevented from switching out or fleeing by another effect (in which # case, the second effect of this move is not applied to the user). The user may # still switch out if holding Shed Shell or Eject Button, or if affected by a # Red Card. (No Retreat) #=============================================================================== class Battle::Move::RaiseUserMainStats1TrapUserInBattle < Battle::Move::RaiseUserMainStats1 def pbMoveFailed?(user, targets) if user.effects[PBEffects::NoRetreat] @battle.pbDisplay(_INTL("But it failed!")) return true end return super end def pbEffectGeneral(user) super if !user.trappedInBattle? user.effects[PBEffects::NoRetreat] = true @battle.pbDisplay(_INTL("{1} can no longer escape because it used {2}!", user.pbThis, @name)) end end end #=============================================================================== # User rages until the start of a round in which they don't use this move. (Rage) # (Handled in Battler's pbProcessMoveAgainstTarget): Ups rager's Attack by 1 # stage each time it loses HP due to a move. #=============================================================================== class Battle::Move::StartRaiseUserAtk1WhenDamaged < Battle::Move def pbEffectGeneral(user) user.effects[PBEffects::Rage] = true end end #=============================================================================== # Decreases the user's Attack by 1 stage. #=============================================================================== class Battle::Move::LowerUserAttack1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 1] end end #=============================================================================== # Decreases the user's Attack by 2 stages. #=============================================================================== class Battle::Move::LowerUserAttack2 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 2] end end #=============================================================================== # Decreases the user's Defense by 1 stage. (Clanging Scales) #=============================================================================== class Battle::Move::LowerUserDefense1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:DEFENSE, 1] end end #=============================================================================== # Decreases the user's Defense by 2 stages. #=============================================================================== class Battle::Move::LowerUserDefense2 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:DEFENSE, 2] end end #=============================================================================== # Decreases the user's Special Attack by 1 stage. #=============================================================================== class Battle::Move::LowerUserSpAtk1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_ATTACK, 1] end end #=============================================================================== # Decreases the user's Special Attack by 2 stages. #=============================================================================== class Battle::Move::LowerUserSpAtk2 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_ATTACK, 2] end end #=============================================================================== # Decreases the user's Special Defense by 1 stage. #=============================================================================== class Battle::Move::LowerUserSpDef1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_DEFENSE, 1] end end #=============================================================================== # Decreases the user's Special Defense by 2 stages. #=============================================================================== class Battle::Move::LowerUserSpDef2 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_DEFENSE, 2] end end #=============================================================================== # Decreases the user's Speed by 1 stage. (Hammer Arm, Ice Hammer) #=============================================================================== class Battle::Move::LowerUserSpeed1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPEED, 1] end end #=============================================================================== # Decreases the user's Speed by 2 stages. #=============================================================================== class Battle::Move::LowerUserSpeed2 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPEED, 2] end end #=============================================================================== # Decreases the user's Attack and Defense by 1 stage each. (Superpower) #=============================================================================== class Battle::Move::LowerUserAtkDef1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 1, :DEFENSE, 1] end end #=============================================================================== # Decreases the user's Defense and Special Defense by 1 stage each. # (Close Combat, Dragon Ascent) #=============================================================================== class Battle::Move::LowerUserDefSpDef1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:DEFENSE, 1, :SPECIAL_DEFENSE, 1] end end #=============================================================================== # Decreases the user's Defense, Special Defense and Speed by 1 stage each. # (V-create) #=============================================================================== class Battle::Move::LowerUserDefSpDefSpd1 < Battle::Move::StatDownMove def initialize(battle, move) super @statDown = [:SPEED, 1, :DEFENSE, 1, :SPECIAL_DEFENSE, 1] end end #=============================================================================== # Increases the user's and allies' Attack by 1 stage. (Howl (Gen 8+)) #=============================================================================== class Battle::Move::RaiseTargetAttack1 < Battle::Move def canSnatch?; return true; end def pbMoveFailed?(user, targets) return false if damagingMove? failed = true targets.each do |b| next if !b.pbCanRaiseStatStage?(:ATTACK, user, self) failed = false break end if failed @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbFailsAgainstTarget?(user, target, show_message) return false if damagingMove? return !target.pbCanRaiseStatStage?(:ATTACK, user, self, show_message) end def pbEffectAgainstTarget(user, target) return if damagingMove? target.pbRaiseStatStage(:ATTACK, 1, user) end def pbAdditionalEffect(user, target) return if !target.pbCanRaiseStatStage?(:ATTACK, user, self) target.pbRaiseStatStage(:ATTACK, 1, user) end end #=============================================================================== # Increases the target's Attack by 2 stages. Confuses the target. (Swagger) #=============================================================================== class Battle::Move::RaiseTargetAttack2ConfuseTarget < Battle::Move def canMagicCoat?; return true; end def pbMoveFailed?(user, targets) failed = true targets.each do |b| next if !b.pbCanRaiseStatStage?(:ATTACK, user, self) && !b.pbCanConfuse?(user, false, self) failed = false break end if failed @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectAgainstTarget(user, target) if target.pbCanRaiseStatStage?(:ATTACK, user, self) target.pbRaiseStatStage(:ATTACK, 2, user) end target.pbConfuse if target.pbCanConfuse?(user, false, self) end end #=============================================================================== # Increases the target's Special Attack by 1 stage. Confuses the target. (Flatter) #=============================================================================== class Battle::Move::RaiseTargetSpAtk1ConfuseTarget < Battle::Move def canMagicCoat?; return true; end def pbMoveFailed?(user, targets) failed = true targets.each do |b| next if !b.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) && !b.pbCanConfuse?(user, false, self) failed = false break end if failed @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectAgainstTarget(user, target) if target.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) target.pbRaiseStatStage(:SPECIAL_ATTACK, 1, user) end target.pbConfuse if target.pbCanConfuse?(user, false, self) end end #=============================================================================== # Increases target's Special Defense by 1 stage. (Aromatic Mist) #=============================================================================== class Battle::Move::RaiseTargetSpDef1 < Battle::Move def ignoresSubstitute?(user); return true; end def pbFailsAgainstTarget?(user, target, show_message) return true if !target.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user, self, show_message) return false end def pbEffectAgainstTarget(user, target) target.pbRaiseStatStage(:SPECIAL_DEFENSE, 1, user) end end #=============================================================================== # Increases one random stat of the target by 2 stages (except HP). (Acupressure) #=============================================================================== class Battle::Move::RaiseTargetRandomStat2 < Battle::Move def pbFailsAgainstTarget?(user, target, show_message) @statArray = [] GameData::Stat.each_battle do |s| @statArray.push(s.id) if target.pbCanRaiseStatStage?(s.id, user, self) end if @statArray.length == 0 @battle.pbDisplay(_INTL("{1}'s stats won't go any higher!", target.pbThis)) if show_message return true end return false end def pbEffectAgainstTarget(user, target) stat = @statArray[@battle.pbRandom(@statArray.length)] target.pbRaiseStatStage(stat, 2, user) end end #=============================================================================== # Increases the target's Attack and Special Attack by 2 stages each. (Decorate) #=============================================================================== class Battle::Move::RaiseTargetAtkSpAtk2 < Battle::Move def pbMoveFailed?(user, targets) failed = true targets.each do |b| next if !b.pbCanRaiseStatStage?(:ATTACK, user, self) && !b.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) failed = false break end if failed @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectAgainstTarget(user, target) showAnim = true if target.pbCanRaiseStatStage?(:ATTACK, user, self) showAnim = false if target.pbRaiseStatStage(:ATTACK, 2, user, showAnim) end if target.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) target.pbRaiseStatStage(:SPECIAL_ATTACK, 2, user, showAnim) end end end #=============================================================================== # Decreases the target's Attack by 1 stage. #=============================================================================== class Battle::Move::LowerTargetAttack1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 1] end end #=============================================================================== # Decreases the target's Attack by 1 stage. Bypasses target's Substitute. (Play Nice) #=============================================================================== class Battle::Move::LowerTargetAttack1BypassSubstitute < Battle::Move::TargetStatDownMove def ignoresSubstitute?(user); return true; end def initialize(battle, move) super @statDown = [:ATTACK, 1] end end #=============================================================================== # Decreases the target's Attack by 2 stages. (Charm, Feather Dance) #=============================================================================== class Battle::Move::LowerTargetAttack2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 2] end end #=============================================================================== # Decreases the target's Attack by 3 stages. #=============================================================================== class Battle::Move::LowerTargetAttack3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 3] end end #=============================================================================== # Decreases the target's Defense by 1 stage. #=============================================================================== class Battle::Move::LowerTargetDefense1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:DEFENSE, 1] end end #=============================================================================== # Decreases the target's Defense by 1 stage. Power is mutliplied by 1.5 if # Gravity is in effect. (Grav Apple) #=============================================================================== class Battle::Move::LowerTargetDefense1PowersUpInGravity < Battle::Move::LowerTargetDefense1 def pbBaseDamage(baseDmg, user, target) baseDmg = baseDmg * 3 / 2 if @battle.field.effects[PBEffects::Gravity] > 0 return baseDmg end end #=============================================================================== # Decreases the target's Defense by 2 stages. (Screech) #=============================================================================== class Battle::Move::LowerTargetDefense2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:DEFENSE, 2] end end #=============================================================================== # Decreases the target's Defense by 3 stages. #=============================================================================== class Battle::Move::LowerTargetDefense3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:DEFENSE, 3] end end #=============================================================================== # Decreases the target's Special Attack by 1 stage. #=============================================================================== class Battle::Move::LowerTargetSpAtk1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_ATTACK, 1] end end #=============================================================================== # Decreases the target's Special Attack by 2 stages. (Eerie Impulse) #=============================================================================== class Battle::Move::LowerTargetSpAtk2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_ATTACK, 2] end end #=============================================================================== # Decreases the target's Special Attack by 2 stages. Only works on the opposite # gender. (Captivate) #=============================================================================== class Battle::Move::LowerTargetSpAtk2IfCanAttract < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_ATTACK, 2] end def pbFailsAgainstTarget?(user, target, show_message) return true if super return false if damagingMove? if user.gender == 2 || target.gender == 2 || user.gender == target.gender @battle.pbDisplay(_INTL("{1} is unaffected!", target.pbThis)) if show_message return true end if target.hasActiveAbility?(:OBLIVIOUS) && !@battle.moldBreaker if show_message @battle.pbShowAbilitySplash(target) if Battle::Scene::USE_ABILITY_SPLASH @battle.pbDisplay(_INTL("{1} is unaffected!", target.pbThis)) else @battle.pbDisplay(_INTL("{1}'s {2} prevents romance!", target.pbThis, target.abilityName)) end @battle.pbHideAbilitySplash(target) end return true end return false end def pbAdditionalEffect(user, target) return if user.gender == 2 || target.gender == 2 || user.gender == target.gender return if target.hasActiveAbility?(:OBLIVIOUS) && !@battle.moldBreaker super end end #=============================================================================== # Decreases the target's Special Attack by 3 stages. #=============================================================================== class Battle::Move::LowerTargetSpAtk3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_ATTACK, 3] end end #=============================================================================== # Decreases the target's Special Defense by 1 stage. #=============================================================================== class Battle::Move::LowerTargetSpDef1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_DEFENSE, 1] end end #=============================================================================== # Decreases the target's Special Defense by 2 stages. #=============================================================================== class Battle::Move::LowerTargetSpDef2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_DEFENSE, 2] end end #=============================================================================== # Decreases the target's Special Defense by 3 stages. #=============================================================================== class Battle::Move::LowerTargetSpDef3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPECIAL_DEFENSE, 3] end end #=============================================================================== # Decreases the target's Speed by 1 stage. #=============================================================================== class Battle::Move::LowerTargetSpeed1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPEED, 1] end end #=============================================================================== # Decreases the target's Speed by 1 stage. Power is halved in Grassy Terrain. # (Bulldoze) #=============================================================================== class Battle::Move::LowerTargetSpeed1WeakerInGrassyTerrain < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPEED, 1] end def pbBaseDamage(baseDmg, user, target) baseDmg = (baseDmg / 2.0).round if @battle.field.terrain == :Grassy return baseDmg end end #=============================================================================== # Decreases the target's Speed by 1 stage. Doubles the effectiveness of damaging # Fire moves used against the target (this effect does not stack). Fails if # neither of these effects can be applied. (Tar Shot) #=============================================================================== class Battle::Move::LowerTargetSpeed1MakeTargetWeakerToFire < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPEED, 1] end def pbFailsAgainstTarget?(user, target, show_message) return super if target.effects[PBEffects::TarShot] return false end def pbEffectAgainstTarget(user, target) super if !target.effects[PBEffects::TarShot] target.effects[PBEffects::TarShot] = true @battle.pbDisplay(_INTL("{1} became weaker to fire!", target.pbThis)) end end end #=============================================================================== # Decreases the target's Speed by 2 stages. (Cotton Spore, Scary Face, String Shot) #=============================================================================== class Battle::Move::LowerTargetSpeed2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPEED, 2] end end #=============================================================================== # Decreases the target's Speed by 3 stages. #=============================================================================== class Battle::Move::LowerTargetSpeed3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:SPEED, 3] end end #=============================================================================== # Decreases the target's accuracy by 1 stage. #=============================================================================== class Battle::Move::LowerTargetAccuracy1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:ACCURACY, 1] end end #=============================================================================== # Decreases the target's accuracy by 2 stages. #=============================================================================== class Battle::Move::LowerTargetAccuracy2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:ACCURACY, 2] end end #=============================================================================== # Decreases the target's accuracy by 3 stages. #=============================================================================== class Battle::Move::LowerTargetAccuracy3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:ACCURACY, 3] end end #=============================================================================== # Decreases the target's evasion by 1 stage. (Sweet Scent (Gen 5-)) #=============================================================================== class Battle::Move::LowerTargetEvasion1 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:EVASION, 1] end end #=============================================================================== # Decreases the target's evasion by 1 stage. Ends all barriers and entry # hazards for the target's side OR on both sides. (Defog) #=============================================================================== class Battle::Move::LowerTargetEvasion1RemoveSideEffects < Battle::Move::TargetStatDownMove def ignoresSubstitute?(user); return true; end def initialize(battle, move) super @statDown = [:EVASION, 1] end def pbFailsAgainstTarget?(user, target, show_message) targetSide = target.pbOwnSide targetOpposingSide = target.pbOpposingSide return false if targetSide.effects[PBEffects::AuroraVeil] > 0 || targetSide.effects[PBEffects::LightScreen] > 0 || targetSide.effects[PBEffects::Reflect] > 0 || targetSide.effects[PBEffects::Mist] > 0 || targetSide.effects[PBEffects::Safeguard] > 0 return false if targetSide.effects[PBEffects::StealthRock] || targetSide.effects[PBEffects::Spikes] > 0 || targetSide.effects[PBEffects::ToxicSpikes] > 0 || targetSide.effects[PBEffects::StickyWeb] return false if Settings::MECHANICS_GENERATION >= 6 && (targetOpposingSide.effects[PBEffects::StealthRock] || targetOpposingSide.effects[PBEffects::Spikes] > 0 || targetOpposingSide.effects[PBEffects::ToxicSpikes] > 0 || targetOpposingSide.effects[PBEffects::StickyWeb]) return false if Settings::MECHANICS_GENERATION >= 8 && @battle.field.terrain != :None return super end def pbEffectAgainstTarget(user, target) if target.pbCanLowerStatStage?(@statDown[0], user, self) target.pbLowerStatStage(@statDown[0], @statDown[1], user) end if target.pbOwnSide.effects[PBEffects::AuroraVeil] > 0 target.pbOwnSide.effects[PBEffects::AuroraVeil] = 0 @battle.pbDisplay(_INTL("{1}'s Aurora Veil wore off!", target.pbTeam)) end if target.pbOwnSide.effects[PBEffects::LightScreen] > 0 target.pbOwnSide.effects[PBEffects::LightScreen] = 0 @battle.pbDisplay(_INTL("{1}'s Light Screen wore off!", target.pbTeam)) end if target.pbOwnSide.effects[PBEffects::Reflect] > 0 target.pbOwnSide.effects[PBEffects::Reflect] = 0 @battle.pbDisplay(_INTL("{1}'s Reflect wore off!", target.pbTeam)) end if target.pbOwnSide.effects[PBEffects::Mist] > 0 target.pbOwnSide.effects[PBEffects::Mist] = 0 @battle.pbDisplay(_INTL("{1}'s Mist faded!", target.pbTeam)) end if target.pbOwnSide.effects[PBEffects::Safeguard] > 0 target.pbOwnSide.effects[PBEffects::Safeguard] = 0 @battle.pbDisplay(_INTL("{1} is no longer protected by Safeguard!!", target.pbTeam)) end if target.pbOwnSide.effects[PBEffects::StealthRock] || (Settings::MECHANICS_GENERATION >= 6 && target.pbOpposingSide.effects[PBEffects::StealthRock]) target.pbOwnSide.effects[PBEffects::StealthRock] = false target.pbOpposingSide.effects[PBEffects::StealthRock] = false if Settings::MECHANICS_GENERATION >= 6 @battle.pbDisplay(_INTL("{1} blew away stealth rocks!", user.pbThis)) end if target.pbOwnSide.effects[PBEffects::Spikes] > 0 || (Settings::MECHANICS_GENERATION >= 6 && target.pbOpposingSide.effects[PBEffects::Spikes] > 0) target.pbOwnSide.effects[PBEffects::Spikes] = 0 target.pbOpposingSide.effects[PBEffects::Spikes] = 0 if Settings::MECHANICS_GENERATION >= 6 @battle.pbDisplay(_INTL("{1} blew away spikes!", user.pbThis)) end if target.pbOwnSide.effects[PBEffects::ToxicSpikes] > 0 || (Settings::MECHANICS_GENERATION >= 6 && target.pbOpposingSide.effects[PBEffects::ToxicSpikes] > 0) target.pbOwnSide.effects[PBEffects::ToxicSpikes] = 0 target.pbOpposingSide.effects[PBEffects::ToxicSpikes] = 0 if Settings::MECHANICS_GENERATION >= 6 @battle.pbDisplay(_INTL("{1} blew away poison spikes!", user.pbThis)) end if target.pbOwnSide.effects[PBEffects::StickyWeb] || (Settings::MECHANICS_GENERATION >= 6 && target.pbOpposingSide.effects[PBEffects::StickyWeb]) target.pbOwnSide.effects[PBEffects::StickyWeb] = false target.pbOpposingSide.effects[PBEffects::StickyWeb] = false if Settings::MECHANICS_GENERATION >= 6 @battle.pbDisplay(_INTL("{1} blew away sticky webs!", user.pbThis)) end if Settings::MECHANICS_GENERATION >= 8 && @battle.field.terrain != :None 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 end #=============================================================================== # Decreases the target's evasion by 2 stages. (Sweet Scent (Gen 6+)) #=============================================================================== class Battle::Move::LowerTargetEvasion2 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:EVASION, 2] end end #=============================================================================== # Decreases the target's evasion by 3 stages. #=============================================================================== class Battle::Move::LowerTargetEvasion3 < Battle::Move::TargetStatDownMove def initialize(battle, move) super @statDown = [:EVASION, 3] end end #=============================================================================== # Decreases the target's Attack and Defense by 1 stage each. (Tickle) #=============================================================================== class Battle::Move::LowerTargetAtkDef1 < Battle::Move::TargetMultiStatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 1, :DEFENSE, 1] end end #=============================================================================== # Decreases the target's Attack and Special Attack by 1 stage each. (Noble Roar) #=============================================================================== class Battle::Move::LowerTargetAtkSpAtk1 < Battle::Move::TargetMultiStatDownMove def initialize(battle, move) super @statDown = [:ATTACK, 1, :SPECIAL_ATTACK, 1] end end #=============================================================================== # Decreases the Attack, Special Attack and Speed of all poisoned targets by 1 # stage each. (Venom Drench) #=============================================================================== class Battle::Move::LowerPoisonedTargetAtkSpAtkSpd1 < Battle::Move attr_reader :statDown def canMagicCoat?; return true; end def initialize(battle, move) super @statDown = [:ATTACK, 1, :SPECIAL_ATTACK, 1, :SPEED, 1] end def pbMoveFailed?(user, targets) @validTargets = [] targets.each do |b| next if !b || b.fainted? next if !b.poisoned? failed = true (@statDown.length / 2).times do |i| next if !b.pbCanLowerStatStage?(@statDown[i * 2], user, self) failed = false break end @validTargets.push(b.index) if !failed end if @validTargets.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbCheckForMirrorArmor(user, target) if target.hasActiveAbility?(:MIRRORARMOR) && user.index != target.index failed = true (@statDown.length / 2).times do |i| next if target.statStageAtMin?(@statDown[i * 2]) next if !user.pbCanLowerStatStage?(@statDown[i * 2], target, self, false, false, true) failed = false break end if failed @battle.pbShowAbilitySplash(target) if !Battle::Scene::USE_ABILITY_SPLASH @battle.pbDisplay(_INTL("{1}'s {2} activated!", target.pbThis, target.abilityName)) end user.pbCanLowerStatStage?(@statDown[0], target, self, true, false, true) # Show fail message @battle.pbHideAbilitySplash(target) return false end end return true end def pbEffectAgainstTarget(user, target) return if !@validTargets.include?(target.index) return if !pbCheckForMirrorArmor(user, target) showAnim = true showMirrorArmorSplash = true (@statDown.length / 2).times do |i| next if !target.pbCanLowerStatStage?(@statDown[i * 2], user, self) if target.pbLowerStatStage(@statDown[i * 2], @statDown[(i * 2) + 1], user, showAnim, false, (showMirrorArmorSplash) ? 1 : 3) showAnim = false end showMirrorArmorSplash = false end @battle.pbHideAbilitySplash(target) # To hide target's Mirror Armor splash end end #=============================================================================== # Raises the Attack and Defense of all user's allies by 1 stage each. Bypasses # protections, including Crafty Shield. Fails if there is no ally. (Coaching) #=============================================================================== class Battle::Move::RaiseAlliesAtkDef1 < Battle::Move def ignoresSubstitute?(user); return true; end def canSnatch?; return true; end def pbMoveFailed?(user, targets) @validTargets = [] @battle.allSameSideBattlers(user).each do |b| next if b.index == user.index next if !b.pbCanRaiseStatStage?(:ATTACK, user, self) && !b.pbCanRaiseStatStage?(:DEFENSE, user, self) @validTargets.push(b) end if @validTargets.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbFailsAgainstTarget?(user, target, show_message) return false if @validTargets.any? { |b| b.index == target.index } @battle.pbDisplay(_INTL("{1}'s stats can't be raised further!", target.pbThis)) if show_message return true end def pbEffectAgainstTarget(user, target) showAnim = true if target.pbCanRaiseStatStage?(:ATTACK, user, self) showAnim = false if target.pbRaiseStatStage(:ATTACK, 1, user, showAnim) end if target.pbCanRaiseStatStage?(:DEFENSE, user, self) target.pbRaiseStatStage(:DEFENSE, 1, user, showAnim) end end end #=============================================================================== # Increases the user's and its ally's Attack and Special Attack by 1 stage each, # if they have Plus or Minus. (Gear Up) #=============================================================================== # NOTE: In Gen 5, this move should have a target of UserSide, while in Gen 6+ it # should have a target of UserAndAllies. This is because, in Gen 5, this # move shouldn't call def pbSuccessCheckAgainstTarget for each Pokémon # currently in battle that will be affected by this move (i.e. allies # aren't protected by their substitute/ability/etc., but they are in Gen # 6+). We achieve this by not targeting any battlers in Gen 5, since # pbSuccessCheckAgainstTarget is only called for targeted battlers. class Battle::Move::RaisePlusMinusUserAndAlliesAtkSpAtk1 < Battle::Move def ignoresSubstitute?(user); return true; end def canSnatch?; return true; end def pbMoveFailed?(user, targets) @validTargets = [] @battle.allSameSideBattlers(user).each do |b| next if !b.hasActiveAbility?([:MINUS, :PLUS]) next if !b.pbCanRaiseStatStage?(:ATTACK, user, self) && !b.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) @validTargets.push(b) end if @validTargets.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbFailsAgainstTarget?(user, target, show_message) return false if @validTargets.any? { |b| b.index == target.index } return true if !target.hasActiveAbility?([:MINUS, :PLUS]) @battle.pbDisplay(_INTL("{1}'s stats can't be raised further!", target.pbThis)) if show_message return true end def pbEffectAgainstTarget(user, target) showAnim = true if target.pbCanRaiseStatStage?(:ATTACK, user, self) showAnim = false if target.pbRaiseStatStage(:ATTACK, 1, user, showAnim) end if target.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) target.pbRaiseStatStage(:SPECIAL_ATTACK, 1, user, showAnim) end end def pbEffectGeneral(user) return if pbTarget(user) != :UserSide @validTargets.each { |b| pbEffectAgainstTarget(user, b) } end end #=============================================================================== # Increases the user's and its ally's Defense and Special Defense by 1 stage # each, if they have Plus or Minus. (Magnetic Flux) #=============================================================================== # NOTE: In Gen 5, this move should have a target of UserSide, while in Gen 6+ it # should have a target of UserAndAllies. This is because, in Gen 5, this # move shouldn't call def pbSuccessCheckAgainstTarget for each Pokémon # currently in battle that will be affected by this move (i.e. allies # aren't protected by their substitute/ability/etc., but they are in Gen # 6+). We achieve this by not targeting any battlers in Gen 5, since # pbSuccessCheckAgainstTarget is only called for targeted battlers. class Battle::Move::RaisePlusMinusUserAndAlliesDefSpDef1 < Battle::Move def ignoresSubstitute?(user); return true; end def canSnatch?; return true; end def pbMoveFailed?(user, targets) @validTargets = [] @battle.allSameSideBattlers(user).each do |b| next if !b.hasActiveAbility?([:MINUS, :PLUS]) next if !b.pbCanRaiseStatStage?(:DEFENSE, user, self) && !b.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user, self) @validTargets.push(b) end if @validTargets.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbFailsAgainstTarget?(user, target, show_message) return false if @validTargets.any? { |b| b.index == target.index } return true if !target.hasActiveAbility?([:MINUS, :PLUS]) @battle.pbDisplay(_INTL("{1}'s stats can't be raised further!", target.pbThis)) if show_message return true end def pbEffectAgainstTarget(user, target) showAnim = true if target.pbCanRaiseStatStage?(:DEFENSE, user, self) showAnim = false if target.pbRaiseStatStage(:DEFENSE, 1, user, showAnim) end if target.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user, self) target.pbRaiseStatStage(:SPECIAL_DEFENSE, 1, user, showAnim) end end def pbEffectGeneral(user) return if pbTarget(user) != :UserSide @validTargets.each { |b| pbEffectAgainstTarget(user, b) } end end #=============================================================================== # Increases the Attack and Special Attack of all Grass-type Pokémon in battle by # 1 stage each. Doesn't affect airborne Pokémon. (Rototiller) #=============================================================================== class Battle::Move::RaiseGroundedGrassBattlersAtkSpAtk1 < Battle::Move def pbMoveFailed?(user, targets) @validTargets = [] @battle.allBattlers.each do |b| next if !b.pbHasType?(:GRASS) next if b.airborne? || b.semiInvulnerable? next if !b.pbCanRaiseStatStage?(:ATTACK, user, self) && !b.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) @validTargets.push(b.index) end if @validTargets.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbFailsAgainstTarget?(user, target, show_message) return false if @validTargets.include?(target.index) return true if !target.pbHasType?(:GRASS) return true if target.airborne? || target.semiInvulnerable? @battle.pbDisplay(_INTL("{1}'s stats can't be raised further!", target.pbThis)) if show_message return true end def pbEffectAgainstTarget(user, target) showAnim = true if target.pbCanRaiseStatStage?(:ATTACK, user, self) showAnim = false if target.pbRaiseStatStage(:ATTACK, 1, user, showAnim) end if target.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self) target.pbRaiseStatStage(:SPECIAL_ATTACK, 1, user, showAnim) end end end #=============================================================================== # Increases the Defense of all Grass-type Pokémon on the field by 1 stage each. # (Flower Shield) #=============================================================================== class Battle::Move::RaiseGrassBattlersDef1 < Battle::Move def pbMoveFailed?(user, targets) @validTargets = [] @battle.allBattlers.each do |b| next if !b.pbHasType?(:GRASS) next if b.semiInvulnerable? next if !b.pbCanRaiseStatStage?(:DEFENSE, user, self) @validTargets.push(b.index) end if @validTargets.length == 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbFailsAgainstTarget?(user, target, show_message) return false if @validTargets.include?(target.index) return true if !target.pbHasType?(:GRASS) || target.semiInvulnerable? return !target.pbCanRaiseStatStage?(:DEFENSE, user, self, show_message) end def pbEffectAgainstTarget(user, target) target.pbRaiseStatStage(:DEFENSE, 1, user) end end #=============================================================================== # User and target swap their Attack and Special Attack stat stages. (Power Swap) #=============================================================================== class Battle::Move::UserTargetSwapAtkSpAtkStages < Battle::Move def ignoresSubstitute?(user); return true; end def pbEffectAgainstTarget(user, target) [:ATTACK, :SPECIAL_ATTACK].each do |s| if user.stages[s] > target.stages[s] user.statsLoweredThisRound = true user.statsDropped = true target.statsRaisedThisRound = true elsif user.stages[s] < target.stages[s] user.statsRaisedThisRound = true target.statsLoweredThisRound = true target.statsDropped = true end user.stages[s], target.stages[s] = target.stages[s], user.stages[s] end @battle.pbDisplay(_INTL("{1} switched all changes to its Attack and Sp. Atk with the target!", user.pbThis)) end end #=============================================================================== # User and target swap their Defense and Special Defense stat stages. (Guard Swap) #=============================================================================== class Battle::Move::UserTargetSwapDefSpDefStages < Battle::Move def ignoresSubstitute?(user); return true; end def pbEffectAgainstTarget(user, target) [:DEFENSE, :SPECIAL_DEFENSE].each do |s| if user.stages[s] > target.stages[s] user.statsLoweredThisRound = true user.statsDropped = true target.statsRaisedThisRound = true elsif user.stages[s] < target.stages[s] user.statsRaisedThisRound = true target.statsLoweredThisRound = true target.statsDropped = true end user.stages[s], target.stages[s] = target.stages[s], user.stages[s] end @battle.pbDisplay(_INTL("{1} switched all changes to its Defense and Sp. Def with the target!", user.pbThis)) end end #=============================================================================== # User and target swap all their stat stages. (Heart Swap) #=============================================================================== class Battle::Move::UserTargetSwapStatStages < Battle::Move def ignoresSubstitute?(user); return true; end def pbEffectAgainstTarget(user, target) GameData::Stat.each_battle do |s| if user.stages[s.id] > target.stages[s.id] user.statsLoweredThisRound = true user.statsDropped = true target.statsRaisedThisRound = true elsif user.stages[s.id] < target.stages[s.id] user.statsRaisedThisRound = true target.statsLoweredThisRound = true target.statsDropped = true end user.stages[s.id], target.stages[s.id] = target.stages[s.id], user.stages[s.id] end @battle.pbDisplay(_INTL("{1} switched stat changes with the target!", user.pbThis)) end end #=============================================================================== # User copies the target's stat stages. (Psych Up) #=============================================================================== class Battle::Move::UserCopyTargetStatStages < Battle::Move def ignoresSubstitute?(user); return true; end def pbEffectAgainstTarget(user, target) GameData::Stat.each_battle do |s| if user.stages[s.id] > target.stages[s.id] user.statsLoweredThisRound = true user.statsDropped = true elsif user.stages[s.id] < target.stages[s.id] user.statsRaisedThisRound = true end user.stages[s.id] = target.stages[s.id] end if Settings::NEW_CRITICAL_HIT_RATE_MECHANICS user.effects[PBEffects::FocusEnergy] = target.effects[PBEffects::FocusEnergy] user.effects[PBEffects::LaserFocus] = target.effects[PBEffects::LaserFocus] end @battle.pbDisplay(_INTL("{1} copied {2}'s stat changes!", user.pbThis, target.pbThis(true))) end end #=============================================================================== # User gains stat stages equal to each of the target's positive stat stages, # and target's positive stat stages become 0, before damage calculation. # (Spectral Thief) #=============================================================================== class Battle::Move::UserStealTargetPositiveStatStages < Battle::Move def ignoresSubstitute?(user); return true; end def pbCalcDamage(user, target, numTargets = 1) if target.hasRaisedStatStages? pbShowAnimation(@id, user, target, 1) # Stat stage-draining animation @battle.pbDisplay(_INTL("{1} stole the target's boosted stats!", user.pbThis)) showAnim = true GameData::Stat.each_battle do |s| next if target.stages[s.id] <= 0 if user.pbCanRaiseStatStage?(s.id, user, self) showAnim = false if user.pbRaiseStatStage(s.id, target.stages[s.id], user, showAnim) end target.statsLoweredThisRound = true target.statsDropped = true target.stages[s.id] = 0 end end super end end #=============================================================================== # Reverses all stat changes of the target. (Topsy-Turvy) #=============================================================================== class Battle::Move::InvertTargetStatStages < Battle::Move def canMagicCoat?; return true; end def pbFailsAgainstTarget?(user, target, show_message) if !target.hasAlteredStatStages? @battle.pbDisplay(_INTL("But it failed!")) if show_message return true end return false end def pbEffectAgainstTarget(user, target) GameData::Stat.each_battle do |s| if target.stages[s.id] > 0 target.statsLoweredThisRound = true target.statsDropped = true elsif target.stages[s.id] < 0 target.statsRaisedThisRound = true end target.stages[s.id] *= -1 end @battle.pbDisplay(_INTL("{1}'s stats were reversed!", target.pbThis)) end end #=============================================================================== # Resets all target's stat stages to 0. (Clear Smog) #=============================================================================== class Battle::Move::ResetTargetStatStages < Battle::Move def pbEffectAgainstTarget(user, target) if target.damageState.calcDamage > 0 && !target.damageState.substitute && target.hasAlteredStatStages? target.pbResetStatStages @battle.pbDisplay(_INTL("{1}'s stat changes were removed!", target.pbThis)) end end end #=============================================================================== # Resets all stat stages for all battlers to 0. (Haze) #=============================================================================== class Battle::Move::ResetAllBattlersStatStages < Battle::Move def pbMoveFailed?(user, targets) if @battle.allBattlers.none? { |b| b.hasAlteredStatStages? } @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) @battle.allBattlers.each { |b| b.pbResetStatStages } @battle.pbDisplay(_INTL("All stat changes were eliminated!")) end end #=============================================================================== # For 5 rounds, user's and ally's stat stages cannot be lowered by foes. (Mist) #=============================================================================== class Battle::Move::StartUserSideImmunityToStatStageLowering < Battle::Move def canSnatch?; return true; end def pbMoveFailed?(user, targets) if user.pbOwnSide.effects[PBEffects::Mist] > 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.pbOwnSide.effects[PBEffects::Mist] = 5 @battle.pbDisplay(_INTL("{1} became shrouded in mist!", user.pbTeam)) end end #=============================================================================== # Swaps the user's Attack and Defense stats. (Power Trick) #=============================================================================== class Battle::Move::UserSwapBaseAtkDef < Battle::Move def canSnatch?; return true; end def pbEffectGeneral(user) user.attack, user.defense = user.defense, user.attack user.effects[PBEffects::PowerTrick] = !user.effects[PBEffects::PowerTrick] @battle.pbDisplay(_INTL("{1} switched its Attack and Defense!", user.pbThis)) end end #=============================================================================== # User and target swap their Speed stats (not their stat stages). (Speed Swap) #=============================================================================== class Battle::Move::UserTargetSwapBaseSpeed < Battle::Move def ignoresSubstitute?(user); return true; end def pbEffectAgainstTarget(user, target) user.speed, target.speed = target.speed, user.speed @battle.pbDisplay(_INTL("{1} switched Speed with its target!", user.pbThis)) end end #=============================================================================== # Averages the user's and target's Attack. # Averages the user's and target's Special Attack. (Power Split) #=============================================================================== class Battle::Move::UserTargetAverageBaseAtkSpAtk < Battle::Move def pbEffectAgainstTarget(user, target) newatk = ((user.attack + target.attack) / 2).floor newspatk = ((user.spatk + target.spatk) / 2).floor user.attack = target.attack = newatk user.spatk = target.spatk = newspatk @battle.pbDisplay(_INTL("{1} shared its power with the target!", user.pbThis)) end end #=============================================================================== # Averages the user's and target's Defense. # Averages the user's and target's Special Defense. (Guard Split) #=============================================================================== class Battle::Move::UserTargetAverageBaseDefSpDef < Battle::Move def pbEffectAgainstTarget(user, target) newdef = ((user.defense + target.defense) / 2).floor newspdef = ((user.spdef + target.spdef) / 2).floor user.defense = target.defense = newdef user.spdef = target.spdef = newspdef @battle.pbDisplay(_INTL("{1} shared its guard with the target!", user.pbThis)) end end #=============================================================================== # Averages the user's and target's current HP. (Pain Split) #=============================================================================== class Battle::Move::UserTargetAverageHP < Battle::Move def pbEffectAgainstTarget(user, target) newHP = (user.hp + target.hp) / 2 if user.hp > newHP user.pbReduceHP(user.hp - newHP, false, false) elsif user.hp < newHP user.pbRecoverHP(newHP - user.hp, false) end if target.hp > newHP target.pbReduceHP(target.hp - newHP, false, false) elsif target.hp < newHP target.pbRecoverHP(newHP - target.hp, false) end @battle.pbDisplay(_INTL("The battlers shared their pain!")) user.pbItemHPHealCheck target.pbItemHPHealCheck end end #=============================================================================== # For 4 rounds, doubles the Speed of all battlers on the user's side. (Tailwind) #=============================================================================== class Battle::Move::StartUserSideDoubleSpeed < Battle::Move def canSnatch?; return true; end def pbMoveFailed?(user, targets) if user.pbOwnSide.effects[PBEffects::Tailwind] > 0 @battle.pbDisplay(_INTL("But it failed!")) return true end return false end def pbEffectGeneral(user) user.pbOwnSide.effects[PBEffects::Tailwind] = 4 @battle.pbDisplay(_INTL("The Tailwind blew from behind {1}!", user.pbTeam(true))) end end #=============================================================================== # For 5 rounds, swaps all battlers' base Defense with base Special Defense. # (Wonder Room) #=============================================================================== class Battle::Move::StartSwapAllBattlersBaseDefensiveStats < Battle::Move def pbEffectGeneral(user) if @battle.field.effects[PBEffects::WonderRoom] > 0 @battle.field.effects[PBEffects::WonderRoom] = 0 @battle.pbDisplay(_INTL("Wonder Room wore off, and the Defense and Sp. Def stats returned to normal!")) else @battle.field.effects[PBEffects::WonderRoom] = 5 @battle.pbDisplay(_INTL("It created a bizarre area in which the Defense and Sp. Def stats are swapped!")) end end def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true) return if @battle.field.effects[PBEffects::WonderRoom] > 0 # No animation super end end