mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
456 lines
14 KiB
Ruby
456 lines
14 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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$stats.shadow_pokemon_purified += 1
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pkmn.shadow = false
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pkmn.hyper_mode = 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 * 4 / 5) || 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 $PokemonSystem.givenicknames == 0 &&
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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 $player.party.none? { |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 $game_variables[1] >= 0
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pbRelicStoneScreen($player.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 Battle
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unless method_defined?(:__shadow__pbCanUseItemOnPokemon?)
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alias __shadow__pbCanUseItemOnPokemon? pbCanUseItemOnPokemon?
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end
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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 Battle::Battler
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alias __shadow__pbInitPokemon pbInitPokemon unless method_defined?(:__shadow__pbInitPokemon)
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def pbInitPokemon(*arg)
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if self.pokemonIndex > 0 && inHyperMode?
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self.pokemon.hyper_mode = false
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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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self.types = [:SHADOW] if GameData::Type.exists?(:SHADOW)
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self.pokemon.change_heart_gauge("battle") 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&.shadowPokemon?
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end
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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&.hyper_mode
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end
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def pbHyperMode
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return if fainted? || !shadowPokemon? || inHyperMode? || !pbOwnedByPlayer?
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p = self.pokemon
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if @battle.pbRandom(p.heart_gauge) <= p.max_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, multiplier, show_fail_message = true)
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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.")) if show_fail_message
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return false
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end
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old_gauge = pkmn.heart_gauge
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old_happiness = pkmn.happiness
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pkmn.changeHappiness("vitamin")
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pkmn.change_heart_gauge("scent", multiplier)
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if pkmn.heart_gauge == old_gauge
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scene.pbDisplay(_INTL("{1} turned friendly.", pkmn.name))
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elsif pkmn.happiness == old_happiness
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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
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else
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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
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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, qty, pkmn, scene|
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ret = false
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if pkmn.hyper_mode
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scene.pbDisplay(_INTL("{1} came to its senses from the {2}.", pkmn.name, GameData::Item.get(item).name))
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pkmn.hyper_mode = false
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ret = true
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end
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next pbRaiseHappinessAndReduceHeart(pkmn, scene, 1, !ret) || ret
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})
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ItemHandlers::UseOnPokemon.add(:EXCITESCENT, proc { |item, qty, pkmn, scene|
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ret = false
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if pkmn.hyper_mode
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scene.pbDisplay(_INTL("{1} came to its senses from the {2}.", pkmn.name, GameData::Item.get(item).name))
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pkmn.hyper_mode = false
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ret = true
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end
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next pbRaiseHappinessAndReduceHeart(pkmn, scene, 2, !ret) || ret
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})
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ItemHandlers::UseOnPokemon.add(:VIVIDSCENT, proc { |item, qty, pkmn, scene|
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ret = false
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if pkmn.hyper_mode
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scene.pbDisplay(_INTL("{1} came to its senses from the {2}.", pkmn.name, GameData::Item.get(item).name))
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pkmn.hyper_mode = false
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ret = true
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end
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next pbRaiseHappinessAndReduceHeart(pkmn, scene, 3, !ret) || ret
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})
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ItemHandlers::UseOnPokemon.add(:TIMEFLUTE, proc { |item, qty, pkmn, scene|
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if !pkmn.shadowPokemon? || pkmn.heart_gauge == 0 || pkmn.isSpecies?(:LUGIA)
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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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pbPurify(pkmn, scene)
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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.change_heart_gauge("scent", 1)
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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.change_heart_gauge("scent", 2)
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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.change_heart_gauge("scent", 3)
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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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# 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 Battle::Move::AllBattlersLoseHalfHPUserSkipsNextTurn < Battle::Move
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def pbMoveFailed?(user, targets)
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if @battle.allBattlers.none? { |b| b.hp > 1 }
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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.allBattlers.each do |b|
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b.pbReduceHP(b.hp / 2, false) if b.hp > 1
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end
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@battle.pbDisplay(_INTL("Each Pokémon's HP was halved!"))
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@battle.allBattlers.each { |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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# User takes recoil damage equal to 1/2 of its current HP. (Shadow End)
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#===============================================================================
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class Battle::Move::UserLosesHalfHP < Battle::Move::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 Battle::Move::StartShadowSkyWeather < Battle::Move::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 Battle::Move::RemoveAllScreens < Battle::Move
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def pbEffectGeneral(user)
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@battle.sides.each do |i|
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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 Game_Temp
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attr_accessor :party_heart_gauges_before_battle
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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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EventHandlers.add(:on_start_battle, :record_party_heart_gauges,
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proc {
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$game_temp.party_heart_gauges_before_battle = []
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$player.party.each_with_index do |pkmn, i|
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$game_temp.party_heart_gauges_before_battle[i] = pkmn.heart_gauge
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end
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}
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)
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EventHandlers.add(:on_end_battle, :check_ready_to_purify,
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proc { |_decision, _canLose|
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$game_temp.party_heart_gauges_before_battle.each_with_index do |value, i|
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pkmn = $player.party[i]
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next if !pkmn || !value || value == 0
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pkmn.check_ready_to_purify if pkmn.heart_gauge == 0
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end
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}
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)
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EventHandlers.add(:on_player_step_taken, :lower_heart_gauges,
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proc {
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$player.able_party.each do |pkmn|
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next if pkmn.heart_gauge == 0
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pkmn.heart_gauge_step_counter = 0 if !pkmn.heart_gauge_step_counter
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pkmn.heart_gauge_step_counter += 1
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next if pkmn.heart_gauge_step_counter < 256
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old_stage = pkmn.heartStage
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pkmn.change_heart_gauge("walking")
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new_stage = pkmn.heartStage
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if new_stage == 0
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pkmn.check_ready_to_purify
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elsif new_stage != old_stage
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pkmn.update_shadow_moves
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end
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pkmn.heart_gauge_step_counter = 0
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end
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$PokemonGlobal.purifyChamber&.update
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}
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)
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