Files
infinitefusion-e18/Data/Scripts/014_Pokemon/001_Pokemon-related/002_ShadowPokemon_Other.rb
2021-04-17 23:56:51 +01:00

527 lines
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Ruby

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