mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 22:24:58 +00:00
527 lines
16 KiB
Ruby
527 lines
16 KiB
Ruby
=begin
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All types except Shadow have Shadow as a weakness.
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Shadow has Shadow as a resistance.
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On a side note, the Shadow moves in Colosseum will not be affected by Weaknesses
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or Resistances, while in XD the Shadow-type is Super-Effective against all other
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types.
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2/5 - display nature
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XD - Shadow Rush -- 55, 100 - Deals damage.
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Colosseum - Shadow Rush -- 90, 100
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If this attack is successful, user loses half of HP lost by opponent due to this
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attack (recoil). If user is in Hyper Mode, this attack has a good chance for a
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critical hit.
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=end
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#===============================================================================
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# Purify a Shadow Pokémon.
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#===============================================================================
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def pbPurify(pkmn, scene)
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return if !pkmn.shadowPokemon? || pkmn.heart_gauge != 0
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pkmn.shadow = false
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pkmn.giveRibbon(:NATIONAL)
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scene.pbDisplay(_INTL("{1} opened the door to its heart!", pkmn.name))
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old_moves = []
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pkmn.moves.each { |m| old_moves.push(m.id) }
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pkmn.update_shadow_moves
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pkmn.moves.each_with_index do |m, i|
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next if m.id == old_moves[i]
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scene.pbDisplay(_INTL("{1} regained the move {2}!", pkmn.name, m.name))
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end
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pkmn.record_first_moves
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if pkmn.saved_ev
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pkmn.add_evs(pkmn.saved_ev)
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pkmn.saved_ev = nil
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end
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if pkmn.saved_exp
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newexp = pkmn.growth_rate.add_exp(pkmn.exp, pkmn.saved_exp || 0)
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pkmn.saved_exp = nil
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newlevel = pkmn.growth_rate.level_from_exp(newexp)
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curlevel = pkmn.level
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if newexp != pkmn.exp
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scene.pbDisplay(_INTL("{1} regained {2} Exp. Points!", pkmn.name, newexp - pkmn.exp))
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end
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if newlevel == curlevel
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pkmn.exp = newexp
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pkmn.calc_stats
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else
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pbChangeLevel(pkmn, newlevel, scene) # for convenience
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pkmn.exp = newexp
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end
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end
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if scene.pbConfirm(_INTL("Would you like to give a nickname to {1}?", pkmn.speciesName))
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newname = pbEnterPokemonName(_INTL("{1}'s nickname?", pkmn.speciesName),
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0, Pokemon::MAX_NAME_SIZE, "", pkmn)
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pkmn.name = newname
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end
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end
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#===============================================================================
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# Relic Stone scene.
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#===============================================================================
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class RelicStoneScene
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def pbPurify
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end
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def pbUpdate
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pbUpdateSpriteHash(@sprites)
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end
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def pbEndScene
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pbFadeOutAndHide(@sprites) { pbUpdate }
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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end
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def pbDisplay(msg,brief=false)
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UIHelper.pbDisplay(@sprites["msgwindow"],msg,brief) { pbUpdate }
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end
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def pbConfirm(msg)
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UIHelper.pbConfirm(@sprites["msgwindow"],msg) { pbUpdate }
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end
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def pbStartScene(pokemon)
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@sprites = {}
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@viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
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@viewport.z = 99999
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@pokemon = pokemon
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addBackgroundPlane(@sprites,"bg","relicstonebg",@viewport)
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@sprites["msgwindow"] = Window_AdvancedTextPokemon.new("")
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@sprites["msgwindow"].viewport = @viewport
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@sprites["msgwindow"].x = 0
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@sprites["msgwindow"].y = Graphics.height-96
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@sprites["msgwindow"].width = Graphics.width
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@sprites["msgwindow"].height = 96
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@sprites["msgwindow"].text = ""
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@sprites["msgwindow"].visible = true
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pbDeactivateWindows(@sprites)
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pbFadeInAndShow(@sprites) { pbUpdate }
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end
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end
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class RelicStoneScreen
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def initialize(scene)
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@scene = scene
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end
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def pbDisplay(x)
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@scene.pbDisplay(x)
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end
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def pbConfirm(x)
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@scene.pbConfirm(x)
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end
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def pbUpdate; end
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def pbRefresh; end
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def pbStartScreen(pokemon)
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@scene.pbStartScene(pokemon)
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@scene.pbPurify
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pbPurify(pokemon,self)
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@scene.pbEndScene
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end
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end
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def pbRelicStoneScreen(pkmn)
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retval = true
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pbFadeOutIn {
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scene = RelicStoneScene.new
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screen = RelicStoneScreen.new(scene)
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retval = screen.pbStartScreen(pkmn)
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}
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return retval
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end
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#===============================================================================
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#
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#===============================================================================
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def pbRelicStone
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if !$Trainer.party.any? { |pkmn| pkmn.purifiable? }
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pbMessage(_INTL("You have no Pokémon that can be purified."))
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return
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end
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pbMessage(_INTL("There's a Pokémon that may open the door to its heart!"))
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# Choose a purifiable Pokemon
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pbChoosePokemon(1, 2,proc { |pkmn|
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pkmn.able? && pkmn.shadowPokemon? && pkmn.heart_gauge == 0
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})
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if $game_variables[1] >= 0
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pbRelicStoneScreen($Trainer.party[$game_variables[1]])
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end
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end
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#===============================================================================
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# Shadow Pokémon in battle.
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#===============================================================================
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class PokeBattle_Battle
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alias __shadow__pbCanUseItemOnPokemon? pbCanUseItemOnPokemon?
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def pbCanUseItemOnPokemon?(item,pkmn,battler,scene,showMessages=true)
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ret = __shadow__pbCanUseItemOnPokemon?(item,pkmn,battler,scene,showMessages)
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if ret && pkmn.hyper_mode && ![:JOYSCENT, :EXCITESCENT, :VIVIDSCENT].include?(item)
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scene.pbDisplay(_INTL("This item can't be used on that Pokémon."))
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return false
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end
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return ret
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end
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end
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class PokeBattle_Battler
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alias __shadow__pbInitPokemon pbInitPokemon
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def pbInitPokemon(*arg)
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if self.pokemonIndex>0 && inHyperMode?
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# Called out of Hyper Mode
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self.pokemon.hyper_mode = false
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self.pokemon.adjustHeart(-50)
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end
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__shadow__pbInitPokemon(*arg)
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# Called into battle
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if shadowPokemon?
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if GameData::Type.exists?(:SHADOW)
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self.type1 = :SHADOW
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self.type2 = :SHADOW
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end
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self.pokemon.adjustHeart(-30) if pbOwnedByPlayer?
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end
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end
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def shadowPokemon?
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p = self.pokemon
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return p && p.shadowPokemon?
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end
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alias isShadow? shadowPokemon?
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def inHyperMode?
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return false if fainted?
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p = self.pokemon
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return p && p.hyper_mode
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end
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def pbHyperMode
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return if fainted? || !shadowPokemon? || inHyperMode?
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p = self.pokemon
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if @battle.pbRandom(p.heart_gauge) <= Pokemon::HEART_GAUGE_SIZE / 4
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p.hyper_mode = true
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@battle.pbDisplay(_INTL("{1}'s emotions rose to a fever pitch!\nIt entered Hyper Mode!",self.pbThis))
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end
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end
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def pbHyperModeObedience(move)
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return true if !inHyperMode?
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return true if !move || move.type == :SHADOW
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return rand(100)<20
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end
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end
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#===============================================================================
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# Shadow item effects.
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#===============================================================================
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def pbRaiseHappinessAndReduceHeart(pkmn, scene, heart_amount)
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if !pkmn.shadowPokemon? || (pkmn.happiness == 255 && pkmn.heart_gauge == 0)
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scene.pbDisplay(_INTL("It won't have any effect."))
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return false
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end
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if pkmn.happiness == 255
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stage = pkmn.heart_gauge
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pkmn.adjustHeart(-heart_amount)
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scene.pbDisplay(_INTL("{1} adores you!\nThe door to its heart opened a little.", pkmn.name))
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pkmn.check_ready_to_purify if pkmn.heart_gauge != stage
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elsif pkmn.heart_gauge == 0
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pkmn.changeHappiness("vitamin")
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scene.pbDisplay(_INTL("{1} turned friendly.", pkmn.name))
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else
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stage = pkmn.heart_gauge
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pkmn.changeHappiness("vitamin")
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pkmn.adjustHeart(-heart_amount)
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scene.pbDisplay(_INTL("{1} turned friendly.\nThe door to its heart opened a little.", pkmn.name))
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pkmn.check_ready_to_purify if pkmn.heart_gauge != stage
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end
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return true
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end
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ItemHandlers::UseOnPokemon.add(:JOYSCENT,proc { |item,pokemon,scene|
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pbRaiseHappinessAndReduceHeart(pokemon,scene,500)
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})
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ItemHandlers::UseOnPokemon.add(:EXCITESCENT,proc { |item,pokemon,scene|
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pbRaiseHappinessAndReduceHeart(pokemon,scene,1000)
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})
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ItemHandlers::UseOnPokemon.add(:VIVIDSCENT,proc { |item,pokemon,scene|
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pbRaiseHappinessAndReduceHeart(pokemon,scene,2000)
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})
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ItemHandlers::UseOnPokemon.add(:TIMEFLUTE,proc { |item,pokemon,scene|
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if !pokemon.shadowPokemon? || pokemon.heart_gauge == 0
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scene.pbDisplay(_INTL("It won't have any effect."))
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next false
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end
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pokemon.heart_gauge = 0
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pokemon.check_ready_to_purify
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next true
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})
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ItemHandlers::CanUseInBattle.add(:JOYSCENT,proc { |item,pokemon,battler,move,firstAction,battle,scene,showMessages|
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if !battler || !battler.shadowPokemon? || !battler.inHyperMode?
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scene.pbDisplay(_INTL("It won't have any effect.")) if showMessages
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next false
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end
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next true
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})
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ItemHandlers::CanUseInBattle.copy(:JOYSCENT,:EXCITESCENT,:VIVIDSCENT)
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ItemHandlers::BattleUseOnBattler.add(:JOYSCENT,proc { |item,battler,scene|
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battler.pokemon.hyper_mode = false
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battler.pokemon.adjustHeart(-100)
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scene.pbDisplay(_INTL("{1} came to its senses from the {2}!",battler.pbThis,GameData::Item.get(item).name))
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next true
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})
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ItemHandlers::BattleUseOnBattler.add(:EXCITESCENT,proc { |item,battler,scene|
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battler.pokemon.hyper_mode = false
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battler.pokemon.adjustHeart(-200)
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scene.pbDisplay(_INTL("{1} came to its senses from the {2}!",battler.pbThis,GameData::Item.get(item).name))
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next true
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})
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ItemHandlers::BattleUseOnBattler.add(:VIVIDSCENT,proc { |item,battler,scene|
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battler.pokemon.hyper_mode = false
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battler.pokemon.adjustHeart(-300)
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scene.pbDisplay(_INTL("{1} came to its senses from the {2}!",battler.pbThis,GameData::Item.get(item).name))
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next true
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})
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#===============================================================================
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# No additional effect. (Shadow Blast, Shadow Blitz, Shadow Break, Shadow Rave,
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# Shadow Rush, Shadow Wave)
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#===============================================================================
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class PokeBattle_Move_126 < PokeBattle_Move_000
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end
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#===============================================================================
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# Paralyzes the target. (Shadow Bolt)
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#===============================================================================
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class PokeBattle_Move_127 < PokeBattle_Move_007
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end
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#===============================================================================
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# Burns the target. (Shadow Fire)
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#===============================================================================
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class PokeBattle_Move_128 < PokeBattle_Move_00A
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end
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#===============================================================================
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# Freezes the target. (Shadow Chill)
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#===============================================================================
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class PokeBattle_Move_129 < PokeBattle_Move_00C
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end
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#===============================================================================
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# Confuses the target. (Shadow Panic)
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#===============================================================================
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class PokeBattle_Move_12A < PokeBattle_Move_013
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end
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#===============================================================================
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# Decreases the target's Defense by 2 stages. (Shadow Down)
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#===============================================================================
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class PokeBattle_Move_12B < PokeBattle_Move_04C
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end
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#===============================================================================
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# Decreases the target's evasion by 2 stages. (Shadow Mist)
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#===============================================================================
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class PokeBattle_Move_12C < PokeBattle_TargetStatDownMove
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def initialize(battle,move)
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super
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@statDown = [:EVASION,2]
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end
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end
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#===============================================================================
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# Power is doubled if the target is using Dive. (Shadow Storm)
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#===============================================================================
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class PokeBattle_Move_12D < PokeBattle_Move_075
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end
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#===============================================================================
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# Two turn attack. On first turn, halves the HP of all active Pokémon.
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# Skips second turn (if successful). (Shadow Half)
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#===============================================================================
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class PokeBattle_Move_12E < PokeBattle_Move
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def pbMoveFailed?(user,targets)
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failed = true
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@battle.eachBattler do |b|
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next if b.hp==1
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failed = false
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break
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end
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if failed
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@battle.pbDisplay(_INTL("But it failed!"))
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return true
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end
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return false
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end
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def pbEffectGeneral(user)
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@battle.eachBattler do |b|
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next if b.hp==1
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b.pbReduceHP(i.hp/2,false)
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end
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@battle.pbDisplay(_INTL("Each Pokémon's HP was halved!"))
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@battle.eachBattler { |b| b.pbItemHPHealCheck }
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user.effects[PBEffects::HyperBeam] = 2
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user.currentMove = @id
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end
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end
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#===============================================================================
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# Target can no longer switch out or flee, as long as the user remains active.
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# (Shadow Hold)
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#===============================================================================
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class PokeBattle_Move_12F < PokeBattle_Move_0EF
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end
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#===============================================================================
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# User takes recoil damage equal to 1/2 of its current HP. (Shadow End)
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#===============================================================================
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class PokeBattle_Move_130 < PokeBattle_RecoilMove
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def pbRecoilDamage(user,target)
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return (target.damageState.totalHPLost/2.0).round
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end
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def pbEffectAfterAllHits(user,target)
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return if user.fainted? || target.damageState.unaffected
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# NOTE: This move's recoil is not prevented by Rock Head/Magic Guard.
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amt = pbRecoilDamage(user,target)
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amt = 1 if amt<1
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user.pbReduceHP(amt,false)
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@battle.pbDisplay(_INTL("{1} is damaged by recoil!",user.pbThis))
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user.pbItemHPHealCheck
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end
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end
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#===============================================================================
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# Starts shadow weather. (Shadow Sky)
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#===============================================================================
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class PokeBattle_Move_131 < PokeBattle_WeatherMove
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def initialize(battle,move)
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super
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@weatherType = :ShadowSky
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end
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end
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#===============================================================================
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# Ends the effects of Light Screen, Reflect and Safeguard on both sides.
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# (Shadow Shed)
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#===============================================================================
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class PokeBattle_Move_132 < PokeBattle_Move
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def pbEffectGeneral(user)
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for i in @battle.sides
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i.effects[PBEffects::AuroraVeil] = 0
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i.effects[PBEffects::Reflect] = 0
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i.effects[PBEffects::LightScreen] = 0
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i.effects[PBEffects::Safeguard] = 0
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end
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@battle.pbDisplay(_INTL("It broke all barriers!"))
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class PokemonTemp
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attr_accessor :heart_gauges
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end
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# Record current heart gauges of Pokémon in party, to see if they drop to zero
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# during battle and need to say they're ready to be purified afterwards
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Events.onStartBattle += proc { |_sender|
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$PokemonTemp.heart_gauges = []
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$Trainer.party.each_with_index do |pkmn, i|
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$PokemonTemp.heart_gauges[i] = pkmn.heart_gauge
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end
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}
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Events.onEndBattle += proc { |_sender,_e|
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$PokemonTemp.heart_gauges.each_with_index do |value, i|
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pkmn = $Trainer.party[i]
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next if !pkmn || !value || value == 0
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pkmn.check_ready_to_purify if pkmn.heart_gauge == 0
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end
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}
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Events.onStepTaken += proc {
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for pkmn in $Trainer.able_party
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next if pkmn.heart_gauge == 0
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stage = pkmn.heartStage
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pkmn.adjustHeart(-1)
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case pkmn.heartStage
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when 0
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pkmn.check_ready_to_purify
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when stage
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else
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pkmn.update_shadow_moves
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end
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end
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if ($PokemonGlobal.purifyChamber rescue nil)
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$PokemonGlobal.purifyChamber.update
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end
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for i in 0...2
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pkmn = $PokemonGlobal.daycare[i][0]
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next if !pkmn
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stage = pkmn.heartStage
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pkmn.adjustHeart(-1)
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pkmn.update_shadow_moves if pkmn.heartStage != stage
|
|
end
|
|
}
|