Files
infinitefusion-e18/Data/Scripts/012_Battle/001_Battler/004_Battler_Statuses.rb
2021-02-01 21:03:58 +00:00

578 lines
22 KiB
Ruby

class PokeBattle_Battler
#=============================================================================
# Generalised checks for whether a status problem can be inflicted
#=============================================================================
# NOTE: Not all "does it have this status?" checks use this method. If the
# check is leading up to curing self of that status condition, then it
# will look at the value of @status directly instead - if it is that
# PBStatuses value then it is curable. This method only checks for
# "counts as having that status", which includes Comatose which can't be
# cured.
def pbHasStatus?(checkStatus)
if BattleHandlers.triggerStatusCheckAbilityNonIgnorable(self.ability,self,checkStatus)
return true
end
return @status==checkStatus
end
def pbHasAnyStatus?
if BattleHandlers.triggerStatusCheckAbilityNonIgnorable(self.ability,self,nil)
return true
end
return @status!=PBStatuses::NONE
end
def pbCanInflictStatus?(newStatus,user,showMessages,move=nil,ignoreStatus=false)
return false if fainted?
selfInflicted = (user && user.index==@index)
# Already have that status problem
if self.status==newStatus && !ignoreStatus
if showMessages
msg = ""
case self.status
when PBStatuses::SLEEP then msg = _INTL("{1} is already asleep!",pbThis)
when PBStatuses::POISON then msg = _INTL("{1} is already poisoned!",pbThis)
when PBStatuses::BURN then msg = _INTL("{1} already has a burn!",pbThis)
when PBStatuses::PARALYSIS then msg = _INTL("{1} is already paralyzed!",pbThis)
when PBStatuses::FROZEN then msg = _INTL("{1} is already frozen solid!",pbThis)
end
@battle.pbDisplay(msg)
end
return false
end
# Trying to replace a status problem with another one
if self.status!=PBStatuses::NONE && !ignoreStatus && !selfInflicted
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Trying to inflict a status problem on a Pokémon behind a substitute
if @effects[PBEffects::Substitute]>0 && !(move && move.ignoresSubstitute?(user)) &&
!selfInflicted
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Weather immunity
if newStatus==PBStatuses::FROZEN &&
(@battle.pbWeather==PBWeather::Sun || @battle.pbWeather==PBWeather::HarshSun)
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Terrains immunity
if affectedByTerrain?
case @battle.field.terrain
when PBBattleTerrains::Electric
if newStatus==PBStatuses::SLEEP
@battle.pbDisplay(_INTL("{1} surrounds itself with electrified terrain!",
pbThis(true))) if showMessages
return false
end
when PBBattleTerrains::Misty
@battle.pbDisplay(_INTL("{1} surrounds itself with misty terrain!",pbThis(true))) if showMessages
return false
end
end
# Uproar immunity
if newStatus==PBStatuses::SLEEP &&
!(hasActiveAbility?(:SOUNDPROOF) && !@battle.moldBreaker)
@battle.eachBattler do |b|
next if b.effects[PBEffects::Uproar]==0
@battle.pbDisplay(_INTL("But the uproar kept {1} awake!",pbThis(true))) if showMessages
return false
end
end
# Type immunities
hasImmuneType = false
case newStatus
when PBStatuses::SLEEP
# No type is immune to sleep
when PBStatuses::POISON
if !(user && user.hasActiveAbility?(:CORROSION))
hasImmuneType |= pbHasType?(:POISON)
hasImmuneType |= pbHasType?(:STEEL)
end
when PBStatuses::BURN
hasImmuneType |= pbHasType?(:FIRE)
when PBStatuses::PARALYSIS
hasImmuneType |= pbHasType?(:ELECTRIC) && Settings::MORE_TYPE_EFFECTS
when PBStatuses::FROZEN
hasImmuneType |= pbHasType?(:ICE)
end
if hasImmuneType
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
# Ability immunity
immuneByAbility = false; immAlly = nil
if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(self.ability,self,newStatus)
immuneByAbility = true
elsif selfInflicted || !@battle.moldBreaker
if abilityActive? && BattleHandlers.triggerStatusImmunityAbility(self.ability,self,newStatus)
immuneByAbility = true
else
eachAlly do |b|
next if !b.abilityActive?
next if !BattleHandlers.triggerStatusImmunityAllyAbility(b.ability,self,newStatus)
immuneByAbility = true
immAlly = b
break
end
end
end
if immuneByAbility
if showMessages
@battle.pbShowAbilitySplash(immAlly || self)
msg = ""
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
case newStatus
when PBStatuses::SLEEP then msg = _INTL("{1} stays awake!",pbThis)
when PBStatuses::POISON then msg = _INTL("{1} cannot be poisoned!",pbThis)
when PBStatuses::BURN then msg = _INTL("{1} cannot be burned!",pbThis)
when PBStatuses::PARALYSIS then msg = _INTL("{1} cannot be paralyzed!",pbThis)
when PBStatuses::FROZEN then msg = _INTL("{1} cannot be frozen solid!",pbThis)
end
elsif immAlly
case newStatus
when PBStatuses::SLEEP
msg = _INTL("{1} stays awake because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::POISON
msg = _INTL("{1} cannot be poisoned because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::BURN
msg = _INTL("{1} cannot be burned because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::PARALYSIS
msg = _INTL("{1} cannot be paralyzed because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
when PBStatuses::FROZEN
msg = _INTL("{1} cannot be frozen solid because of {2}'s {3}!",
pbThis,immAlly.pbThis(true),immAlly.abilityName)
end
else
case newStatus
when PBStatuses::SLEEP then msg = _INTL("{1} stays awake because of its {2}!",pbThis,abilityName)
when PBStatuses::POISON then msg = _INTL("{1}'s {2} prevents poisoning!",pbThis,abilityName)
when PBStatuses::BURN then msg = _INTL("{1}'s {2} prevents burns!",pbThis,abilityName)
when PBStatuses::PARALYSIS then msg = _INTL("{1}'s {2} prevents paralysis!",pbThis,abilityName)
when PBStatuses::FROZEN then msg = _INTL("{1}'s {2} prevents freezing!",pbThis,abilityName)
end
end
@battle.pbDisplay(msg)
@battle.pbHideAbilitySplash(immAlly || self)
end
return false
end
# Safeguard immunity
if pbOwnSide.effects[PBEffects::Safeguard]>0 && !selfInflicted && move &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
@battle.pbDisplay(_INTL("{1}'s team is protected by Safeguard!",pbThis)) if showMessages
return false
end
return true
end
def pbCanSynchronizeStatus?(newStatus,target)
return false if fainted?
# Trying to replace a status problem with another one
return false if self.status!=PBStatuses::NONE
# Terrain immunity
return false if @battle.field.terrain==PBBattleTerrains::Misty && affectedByTerrain?
# Type immunities
hasImmuneType = false
case newStatus
when PBStatuses::POISON
# NOTE: target will have Synchronize, so it can't have Corrosion.
if !(target && target.hasActiveAbility?(:CORROSION))
hasImmuneType |= pbHasType?(:POISON)
hasImmuneType |= pbHasType?(:STEEL)
end
when PBStatuses::BURN
hasImmuneType |= pbHasType?(:FIRE)
when PBStatuses::PARALYSIS
hasImmuneType |= pbHasType?(:ELECTRIC) && Settings::MORE_TYPE_EFFECTS
end
return false if hasImmuneType
# Ability immunity
if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(self.ability,self,newStatus)
return false
end
if abilityActive? && BattleHandlers.triggerStatusImmunityAbility(self.ability,self,newStatus)
return false
end
eachAlly do |b|
next if !b.abilityActive?
next if !BattleHandlers.triggerStatusImmunityAllyAbility(b.ability,self,newStatus)
return false
end
# Safeguard immunity
if pbOwnSide.effects[PBEffects::Safeguard]>0 &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
return false
end
return true
end
#=============================================================================
# Generalised infliction of status problem
#=============================================================================
def pbInflictStatus(newStatus,newStatusCount=0,msg=nil,user=nil)
# Inflict the new status
self.status = newStatus
self.statusCount = newStatusCount
@effects[PBEffects::Toxic] = 0
# Record status change in debug log, generate default message, show animation
case newStatus
when PBStatuses::SLEEP
@battle.pbCommonAnimation("Sleep",self)
msg = _INTL("{1} fell asleep!",pbThis) if !msg || msg==""
when PBStatuses::POISON
if newStatusCount>0
@battle.pbCommonAnimation("Toxic",self)
msg = _INTL("{1} was badly poisoned!",pbThis) if !msg || msg==""
else
@battle.pbCommonAnimation("Poison",self)
msg = _INTL("{1} was poisoned!",pbThis) if !msg || msg==""
end
when PBStatuses::BURN
@battle.pbCommonAnimation("Burn",self)
msg = _INTL("{1} was burned!",pbThis) if !msg || msg==""
when PBStatuses::PARALYSIS
@battle.pbCommonAnimation("Paralysis",self)
msg = _INTL("{1} is paralyzed! It may be unable to move!",pbThis) if !msg || msg==""
when PBStatuses::FROZEN
@battle.pbCommonAnimation("Frozen",self)
msg = _INTL("{1} was frozen solid!",pbThis) if !msg || msg==""
end
# Show message
@battle.pbDisplay(msg) if msg && msg!=""
PBDebug.log("[Status change] #{pbThis}'s sleep count is #{newStatusCount}") if newStatus==PBStatuses::SLEEP
pbCheckFormOnStatusChange
# Synchronize
if abilityActive?
BattleHandlers.triggerAbilityOnStatusInflicted(self.ability,self,user,newStatus)
end
# Status cures
pbItemStatusCureCheck
pbAbilityStatusCureCheck
# Petal Dance/Outrage/Thrash get cancelled immediately by falling asleep
# NOTE: I don't know why this applies only to Outrage and only to falling
# asleep (i.e. it doesn't cancel Rollout/Uproar/other multi-turn
# moves, and it doesn't cancel any moves if self becomes frozen/
# disabled/anything else). This behaviour was tested in Gen 5.
if @status==PBStatuses::SLEEP && @effects[PBEffects::Outrage]>0
@effects[PBEffects::Outrage] = 0
@currentMove = nil
end
end
#=============================================================================
# Sleep
#=============================================================================
def asleep?
return pbHasStatus?(PBStatuses::SLEEP)
end
def pbCanSleep?(user,showMessages,move=nil,ignoreStatus=false)
return pbCanInflictStatus?(PBStatuses::SLEEP,user,showMessages,move,ignoreStatus)
end
def pbCanSleepYawn?
return false if self.status!=PBStatuses::NONE
if affectedByTerrain?
return false if @battle.field.terrain==PBBattleTerrains::Electric
return false if @battle.field.terrain==PBBattleTerrains::Misty
end
if !hasActiveAbility?(:SOUNDPROOF)
@battle.eachBattler do |b|
return false if b.effects[PBEffects::Uproar]>0
end
end
if BattleHandlers.triggerStatusImmunityAbilityNonIgnorable(self.ability,self,PBStatuses::SLEEP)
return false
end
# NOTE: Bulbapedia claims that Flower Veil shouldn't prevent sleep due to
# drowsiness, but I disagree because that makes no sense. Also, the
# comparable Sweet Veil does prevent sleep due to drowsiness.
if abilityActive? && BattleHandlers.triggerStatusImmunityAbility(self.ability,self,PBStatuses::SLEEP)
return false
end
eachAlly do |b|
next if !b.abilityActive?
next if !BattleHandlers.triggerStatusImmunityAllyAbility(b.ability,self,PBStatuses::SLEEP)
return false
end
# NOTE: Bulbapedia claims that Safeguard shouldn't prevent sleep due to
# drowsiness. I disagree with this too. Compare with the other sided
# effects Misty/Electric Terrain, which do prevent it.
return false if pbOwnSide.effects[PBEffects::Safeguard]>0
return true
end
def pbSleep(msg=nil)
pbInflictStatus(PBStatuses::SLEEP,pbSleepDuration,msg)
end
def pbSleepSelf(msg=nil,duration=-1)
pbInflictStatus(PBStatuses::SLEEP,pbSleepDuration(duration),msg)
end
def pbSleepDuration(duration=-1)
duration = 2+@battle.pbRandom(3) if duration<=0
duration = (duration/2).floor if hasActiveAbility?(:EARLYBIRD)
return duration
end
#=============================================================================
# Poison
#=============================================================================
def poisoned?
return pbHasStatus?(PBStatuses::POISON)
end
def pbCanPoison?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::POISON,user,showMessages,move)
end
def pbCanPoisonSynchronize?(target)
return pbCanSynchronizeStatus?(PBStatuses::POISON,target)
end
def pbPoison(user=nil,msg=nil,toxic=false)
pbInflictStatus(PBStatuses::POISON,(toxic) ? 1 : 0,msg,user)
end
#=============================================================================
# Burn
#=============================================================================
def burned?
return pbHasStatus?(PBStatuses::BURN)
end
def pbCanBurn?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::BURN,user,showMessages,move)
end
def pbCanBurnSynchronize?(target)
return pbCanSynchronizeStatus?(PBStatuses::BURN,target)
end
def pbBurn(user=nil,msg=nil)
pbInflictStatus(PBStatuses::BURN,0,msg,user)
end
#=============================================================================
# Paralyze
#=============================================================================
def paralyzed?
return pbHasStatus?(PBStatuses::PARALYSIS)
end
def pbCanParalyze?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::PARALYSIS,user,showMessages,move)
end
def pbCanParalyzeSynchronize?(target)
return pbCanSynchronizeStatus?(PBStatuses::PARALYSIS,target)
end
def pbParalyze(user=nil,msg=nil)
pbInflictStatus(PBStatuses::PARALYSIS,0,msg,user)
end
#=============================================================================
# Freeze
#=============================================================================
def frozen?
return pbHasStatus?(PBStatuses::FROZEN)
end
def pbCanFreeze?(user,showMessages,move=nil)
return pbCanInflictStatus?(PBStatuses::FROZEN,user,showMessages,move)
end
def pbFreeze(msg=nil)
pbInflictStatus(PBStatuses::FROZEN,0,msg)
end
#=============================================================================
# Generalised status displays
#=============================================================================
def pbContinueStatus
anim = ""; msg = ""
case self.status
when PBStatuses::SLEEP
anim = "Sleep"
msg = _INTL("{1} is fast asleep.", pbThis)
when PBStatuses::POISON
anim = (@statusCount>0) ? "Toxic" : "Poison"
msg = _INTL("{1} was hurt by poison!", pbThis)
when PBStatuses::BURN
anim = "Burn"
msg = _INTL("{1} was hurt by its burn!", pbThis)
when PBStatuses::PARALYSIS
anim = "Paralysis"
msg = _INTL("{1} is paralyzed! It can't move!", pbThis)
when PBStatuses::FROZEN
anim = "Frozen"
msg = _INTL("{1} is frozen solid!", pbThis)
end
@battle.pbCommonAnimation(anim,self) if anim!=""
yield if block_given?
@battle.pbDisplay(msg) if msg!=""
PBDebug.log("[Status continues] #{pbThis}'s sleep count is #{@statusCount}") if self.status==PBStatuses::SLEEP
end
def pbCureStatus(showMessages=true)
oldStatus = status
self.status = PBStatuses::NONE
if showMessages
case oldStatus
when PBStatuses::SLEEP then @battle.pbDisplay(_INTL("{1} woke up!",pbThis))
when PBStatuses::POISON then @battle.pbDisplay(_INTL("{1} was cured of its poisoning.",pbThis))
when PBStatuses::BURN then @battle.pbDisplay(_INTL("{1}'s burn was healed.",pbThis))
when PBStatuses::PARALYSIS then @battle.pbDisplay(_INTL("{1} was cured of paralysis.",pbThis))
when PBStatuses::FROZEN then @battle.pbDisplay(_INTL("{1} thawed out!",pbThis))
end
end
PBDebug.log("[Status change] #{pbThis}'s status was cured") if !showMessages
end
#=============================================================================
# Confusion
#=============================================================================
def pbCanConfuse?(user=nil,showMessages=true,move=nil,selfInflicted=false)
return false if fainted?
if @effects[PBEffects::Confusion]>0
@battle.pbDisplay(_INTL("{1} is already confused.",pbThis)) if showMessages
return false
end
if @effects[PBEffects::Substitute]>0 && !(move && move.ignoresSubstitute?(user)) &&
!selfInflicted
@battle.pbDisplay(_INTL("But it failed!")) if showMessages
return false
end
# Terrains immunity
if affectedByTerrain? && @battle.field.terrain==PBBattleTerrains::Misty
@battle.pbDisplay(_INTL("{1} surrounds itself with misty terrain!",pbThis(true))) if showMessages
return false
end
if selfInflicted || !@battle.moldBreaker
if hasActiveAbility?(:OWNTEMPO)
if showMessages
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} doesn't become confused!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} prevents confusion!",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return false
end
end
if pbOwnSide.effects[PBEffects::Safeguard]>0 && !selfInflicted &&
!(user && user.hasActiveAbility?(:INFILTRATOR))
@battle.pbDisplay(_INTL("{1}'s team is protected by Safeguard!",pbThis)) if showMessages
return false
end
return true
end
def pbCanConfuseSelf?(showMessages)
return pbCanConfuse?(nil,showMessages,nil,true)
end
def pbConfuse(msg=nil)
@effects[PBEffects::Confusion] = pbConfusionDuration
@battle.pbCommonAnimation("Confusion",self)
msg = _INTL("{1} became confused!",pbThis) if !msg || msg==""
@battle.pbDisplay(msg)
PBDebug.log("[Lingering effect] #{pbThis}'s confusion count is #{@effects[PBEffects::Confusion]}")
# Confusion cures
pbItemStatusCureCheck
pbAbilityStatusCureCheck
end
def pbConfusionDuration(duration=-1)
duration = 2+@battle.pbRandom(4) if duration<=0
return duration
end
def pbCureConfusion
@effects[PBEffects::Confusion] = 0
end
#=============================================================================
# Attraction
#=============================================================================
def pbCanAttract?(user,showMessages=true)
return false if fainted?
return false if !user || user.fainted?
if @effects[PBEffects::Attract]>=0
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis)) if showMessages
return false
end
agender = user.gender
ogender = gender
if agender==2 || ogender==2 || agender==ogender
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis)) if showMessages
return false
end
if !@battle.moldBreaker
if hasActiveAbility?([:AROMAVEIL,:OBLIVIOUS])
if showMessages
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} prevents romance!",pbThis,abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return false
else
eachAlly do |b|
next if !b.hasActiveAbility?(:AROMAVEIL)
if showMessages
@battle.pbShowAbilitySplash(self)
if PokeBattle_SceneConstants::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} is unaffected!",pbThis))
else
@battle.pbDisplay(_INTL("{1}'s {2} prevents romance!",b.pbThis,b.abilityName))
end
@battle.pbHideAbilitySplash(self)
end
return true
end
end
end
return true
end
def pbAttract(user,msg=nil)
@effects[PBEffects::Attract] = user.index
@battle.pbCommonAnimation("Attract",self)
msg = _INTL("{1} fell in love!",pbThis) if !msg || msg==""
@battle.pbDisplay(msg)
# Destiny Knot
if hasActiveItem?(:DESTINYKNOT) && user.pbCanAttract?(self,false)
user.pbAttract(self,_INTL("{1} fell in love from the {2}!",user.pbThis(true),itemName))
end
# Attraction cures
pbItemStatusCureCheck
pbAbilityStatusCureCheck
end
def pbCureAttract
@effects[PBEffects::Attract] = -1
end
#=============================================================================
# Flinching
#=============================================================================
def pbFlinch(_user=nil)
return if hasActiveAbility?(:INNERFOCUS) && !@battle.moldBreaker
@effects[PBEffects::Flinch] = true
end
end