mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
633 lines
24 KiB
Ruby
633 lines
24 KiB
Ruby
#===============================================================================
|
|
# Hits twice.
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoTimes < Battle::Move
|
|
def multiHitMove?; return true; end
|
|
def pbNumHits(user, targets); return 2; end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits twice. May poison the target on each hit. (Twineedle)
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoTimesPoisonTarget < Battle::Move::PoisonTarget
|
|
def multiHitMove?; return true; end
|
|
def pbNumHits(user, targets); return 2; end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits twice. Causes the target to flinch. (Double Iron Bash)
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoTimesFlinchTarget < Battle::Move::FlinchTarget
|
|
def multiHitMove?; return true; end
|
|
def pbNumHits(user, targets); return 2; end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits in 2 volleys. The second volley targets the original target's ally if it
|
|
# has one (that can be targeted), or the original target if not. A battler
|
|
# cannot be targeted if it is is immune to or protected from this move somehow,
|
|
# or if this move will miss it. (Dragon Darts)
|
|
# NOTE: This move sometimes shows a different failure message compared to the
|
|
# official games. This is because of the order in which failure checks are
|
|
# done (all checks for each target in turn, versus all targets for each
|
|
# check in turn). This is considered unimportant, and since correcting it
|
|
# would involve extensive code rewrites, it is being ignored.
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoTimesTargetThenTargetAlly < Battle::Move
|
|
def pbNumHits(user, targets); return 1; end
|
|
def pbRepeatHit?; return true; end
|
|
|
|
def pbModifyTargets(targets, user)
|
|
return if targets.length != 1
|
|
choices = []
|
|
targets[0].allAllies.each { |b| user.pbAddTarget(choices, user, b, self) }
|
|
return if choices.length == 0
|
|
idxChoice = (choices.length > 1) ? @battle.pbRandom(choices.length) : 0
|
|
user.pbAddTarget(targets, user, choices[idxChoice], self, !pbTarget(user).can_choose_distant_target?)
|
|
end
|
|
|
|
def pbShowFailMessages?(targets)
|
|
if targets.length > 1
|
|
valid_targets = targets.select { |b| !b.fainted? && !b.damageState.unaffected }
|
|
return valid_targets.length <= 1
|
|
end
|
|
return super
|
|
end
|
|
|
|
def pbDesignateTargetsForHit(targets, hitNum)
|
|
valid_targets = []
|
|
targets.each { |b| valid_targets.push(b) if !b.damageState.unaffected }
|
|
return [valid_targets[1]] if valid_targets[1] && hitNum == 1
|
|
return [valid_targets[0]]
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits 3 times. Power is multiplied by the hit number. (Triple Kick)
|
|
# An accuracy check is performed for each hit.
|
|
#===============================================================================
|
|
class Battle::Move::HitThreeTimesPowersUpWithEachHit < Battle::Move
|
|
def multiHitMove?; return true; end
|
|
def pbNumHits(user, targets); return 3; end
|
|
|
|
def successCheckPerHit?
|
|
return @accCheckPerHit
|
|
end
|
|
|
|
def pbOnStartUse(user, targets)
|
|
@calcBaseDmg = 0
|
|
@accCheckPerHit = !user.hasActiveAbility?(:SKILLLINK)
|
|
end
|
|
|
|
def pbBaseDamage(baseDmg, user, target)
|
|
@calcBaseDmg += baseDmg
|
|
return @calcBaseDmg
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits 3 times in a row. If each hit could be a critical hit, it will definitely
|
|
# be a critical hit. (Surging Strikes)
|
|
#===============================================================================
|
|
class Battle::Move::HitThreeTimesAlwaysCriticalHit < Battle::Move
|
|
def multiHitMove?; return true; end
|
|
def pbNumHits(user, targets); return 3; end
|
|
def pbCritialOverride(user, target); return 1; end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits 2-5 times.
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoToFiveTimes < Battle::Move
|
|
def multiHitMove?; return true; end
|
|
|
|
def pbNumHits(user, targets)
|
|
hitChances = [
|
|
2, 2, 2, 2, 2, 2, 2,
|
|
3, 3, 3, 3, 3, 3, 3,
|
|
4, 4, 4,
|
|
5, 5, 5
|
|
]
|
|
r = @battle.pbRandom(hitChances.length)
|
|
r = hitChances.length - 1 if user.hasActiveAbility?(:SKILLLINK)
|
|
return hitChances[r]
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits 2-5 times. If the user is Ash Greninja, powers up and hits 3 times.
|
|
# (Water Shuriken)
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoToFiveTimesOrThreeForAshGreninja < Battle::Move::HitTwoToFiveTimes
|
|
def pbNumHits(user, targets)
|
|
return 3 if user.isSpecies?(:GRENINJA) && user.form == 2
|
|
return super
|
|
end
|
|
|
|
def pbBaseDamage(baseDmg, user, target)
|
|
return 20 if user.isSpecies?(:GRENINJA) && user.form == 2
|
|
return super
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits 2-5 times in a row. If the move does not fail, increases the user's Speed
|
|
# by 1 stage and decreases the user's Defense by 1 stage. (Scale Shot)
|
|
#===============================================================================
|
|
class Battle::Move::HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1 < Battle::Move::HitTwoToFiveTimes
|
|
def pbEffectAfterAllHits(user, target)
|
|
return if target.damageState.unaffected
|
|
if user.pbCanLowerStatStage?(:DEFENSE, user, self)
|
|
user.pbLowerStatStage(:DEFENSE, 1, user)
|
|
end
|
|
if user.pbCanRaiseStatStage?(:SPEED, user, self)
|
|
user.pbRaiseStatStage(:SPEED, 1, user)
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Hits X times, where X is the number of non-user unfainted status-free Pokémon
|
|
# in the user's party (not including partner trainers). Fails if X is 0.
|
|
# Base power of each hit depends on the base Attack stat for the species of that
|
|
# hit's participant. (Beat Up)
|
|
#===============================================================================
|
|
class Battle::Move::HitOncePerUserTeamMember < Battle::Move
|
|
def multiHitMove?; return true; end
|
|
|
|
def pbMoveFailed?(user, targets)
|
|
@beatUpList = []
|
|
@battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, i|
|
|
next if !pkmn.able? || pkmn.status != :NONE
|
|
@beatUpList.push(i)
|
|
end
|
|
if @beatUpList.length == 0
|
|
@battle.pbDisplay(_INTL("But it failed!"))
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
def pbNumHits(user, targets)
|
|
return @beatUpList.length
|
|
end
|
|
|
|
def pbBaseDamage(baseDmg, user, target)
|
|
i = @beatUpList.shift # First element in array, and removes it from array
|
|
atk = @battle.pbParty(user.index)[i].baseStats[:ATTACK]
|
|
return 5 + (atk / 10)
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Attacks first turn, skips second turn (if successful).
|
|
#===============================================================================
|
|
class Battle::Move::AttackAndSkipNextTurn < Battle::Move
|
|
def pbEffectGeneral(user)
|
|
user.effects[PBEffects::HyperBeam] = 2
|
|
user.currentMove = @id
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Razor Wind)
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttack < Battle::Move::TwoTurnMove
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} whipped up a whirlwind!", user.pbThis))
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Solar Beam, Solar Blade)
|
|
# Power halved in all weather except sunshine. In sunshine, takes 1 turn instead.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackOneTurnInSun < Battle::Move::TwoTurnMove
|
|
def pbIsChargingTurn?(user)
|
|
ret = super
|
|
if !user.effects[PBEffects::TwoTurnAttack] &&
|
|
[:Sun, :HarshSun].include?(user.effectiveWeather)
|
|
@powerHerb = false
|
|
@chargingTurn = true
|
|
@damagingTurn = true
|
|
return false
|
|
end
|
|
return ret
|
|
end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} took in sunlight!", user.pbThis))
|
|
end
|
|
|
|
def pbBaseDamageMultiplier(damageMult, user, target)
|
|
damageMult /= 2 if ![:None, :Sun, :HarshSun].include?(user.effectiveWeather)
|
|
return damageMult
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Freeze Shock)
|
|
# May paralyze the target.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackParalyzeTarget < Battle::Move::TwoTurnMove
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} became cloaked in a freezing light!", user.pbThis))
|
|
end
|
|
|
|
def pbAdditionalEffect(user, target)
|
|
return if target.damageState.substitute
|
|
target.pbParalyze(user) if target.pbCanParalyze?(user, false, self)
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Ice Burn)
|
|
# May burn the target.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackBurnTarget < Battle::Move::TwoTurnMove
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} became cloaked in freezing air!", user.pbThis))
|
|
end
|
|
|
|
def pbAdditionalEffect(user, target)
|
|
return if target.damageState.substitute
|
|
target.pbBurn(user) if target.pbCanBurn?(user, false, self)
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Sky Attack)
|
|
# May make the target flinch.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackFlinchTarget < Battle::Move::TwoTurnMove
|
|
def flinchingMove?; return true; end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} became cloaked in a harsh light!", user.pbThis))
|
|
end
|
|
|
|
def pbAdditionalEffect(user, target)
|
|
return if target.damageState.substitute
|
|
target.pbFlinch(user)
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, and increases the user's Special Attack,
|
|
# Special Defense and Speed by 2 stages each in the second turn. (Geomancy)
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackRaiseUserSpAtkSpDefSpd2 < Battle::Move::TwoTurnMove
|
|
attr_reader :statUp
|
|
|
|
def initialize(battle, move)
|
|
super
|
|
@statUp = [:SPECIAL_ATTACK, 2, :SPECIAL_DEFENSE, 2, :SPEED, 2]
|
|
end
|
|
|
|
def pbMoveFailed?(user, targets)
|
|
return false if user.effects[PBEffects::TwoTurnAttack] # Charging turn
|
|
failed = true
|
|
(@statUp.length / 2).times do |i|
|
|
next if !user.pbCanRaiseStatStage?(@statUp[i * 2], user, self)
|
|
failed = false
|
|
break
|
|
end
|
|
if failed
|
|
@battle.pbDisplay(_INTL("{1}'s stats won't go any higher!", user.pbThis))
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} is absorbing power!", user.pbThis))
|
|
end
|
|
|
|
def pbEffectGeneral(user)
|
|
return if !@damagingTurn
|
|
showAnim = true
|
|
(@statUp.length / 2).times do |i|
|
|
next if !user.pbCanRaiseStatStage?(@statUp[i * 2], user, self)
|
|
if user.pbRaiseStatStage(@statUp[i * 2], @statUp[(i * 2) + 1], user, showAnim)
|
|
showAnim = false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Ups user's Defense by 1 stage first turn, attacks second turn.
|
|
# (Skull Bash)
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackChargeRaiseUserDefense1 < Battle::Move::TwoTurnMove
|
|
attr_reader :statUp
|
|
|
|
def initialize(battle, move)
|
|
super
|
|
@statUp = [:DEFENSE, 1]
|
|
end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} tucked in its head!", user.pbThis))
|
|
end
|
|
|
|
def pbChargingTurnEffect(user, target)
|
|
if user.pbCanRaiseStatStage?(@statUp[0], user, self)
|
|
user.pbRaiseStatStage(@statUp[0], @statUp[1], user)
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two-turn attack. On the first turn, increases the user's Special Attack by 1
|
|
# stage. On the second turn, does damage. (Meteor Beam)
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackChargeRaiseUserSpAtk1 < Battle::Move::TwoTurnMove
|
|
attr_reader :statUp
|
|
|
|
def initialize(battle, move)
|
|
super
|
|
@statUp = [:SPECIAL_ATTACK, 1]
|
|
end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} is overflowing with space power!", user.pbThis))
|
|
end
|
|
|
|
def pbChargingTurnEffect(user, target)
|
|
if user.pbCanRaiseStatStage?(@statUp[0], user, self)
|
|
user.pbRaiseStatStage(@statUp[0], @statUp[1], user)
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Dig)
|
|
# (Handled in Battler's pbSuccessCheckPerHit): Is semi-invulnerable during use.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackInvulnerableUnderground < Battle::Move::TwoTurnMove
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} burrowed its way under the ground!", user.pbThis))
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Dive)
|
|
# (Handled in Battler's pbSuccessCheckPerHit): Is semi-invulnerable during use.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackInvulnerableUnderwater < Battle::Move::TwoTurnMove
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} hid underwater!", user.pbThis))
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Fly)
|
|
# (Handled in Battler's pbSuccessCheckPerHit): Is semi-invulnerable during use.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackInvulnerableInSky < Battle::Move::TwoTurnMove
|
|
def unusableInGravity?; return true; end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} flew up high!", user.pbThis))
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Bounce)
|
|
# May paralyze the target.
|
|
# (Handled in Battler's pbSuccessCheckPerHit): Is semi-invulnerable during use.
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackInvulnerableInSkyParalyzeTarget < Battle::Move::TwoTurnMove
|
|
def unusableInGravity?; return true; end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} sprang up!", user.pbThis))
|
|
end
|
|
|
|
def pbAdditionalEffect(user, target)
|
|
return if target.damageState.substitute
|
|
target.pbParalyze(user) if target.pbCanParalyze?(user, false, self)
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. (Sky Drop)
|
|
# (Handled in Battler's pbSuccessCheckPerHit): Is semi-invulnerable during use.
|
|
# Target is also semi-invulnerable during use, and can't take any action.
|
|
# Doesn't damage airborne Pokémon (but still makes them unable to move during).
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackInvulnerableInSkyTargetCannotAct < Battle::Move::TwoTurnMove
|
|
def unusableInGravity?; return true; end
|
|
|
|
def pbIsChargingTurn?(user)
|
|
# NOTE: Sky Drop doesn't benefit from Power Herb, probably because it works
|
|
# differently (i.e. immobilises the target during use too).
|
|
@powerHerb = false
|
|
@chargingTurn = (user.effects[PBEffects::TwoTurnAttack].nil?)
|
|
@damagingTurn = (!user.effects[PBEffects::TwoTurnAttack].nil?)
|
|
return !@damagingTurn
|
|
end
|
|
|
|
def pbFailsAgainstTarget?(user, target, show_message)
|
|
if !target.opposes?(user)
|
|
@battle.pbDisplay(_INTL("But it failed!")) if show_message
|
|
return true
|
|
end
|
|
if target.effects[PBEffects::Substitute] > 0 && !ignoresSubstitute?(user)
|
|
@battle.pbDisplay(_INTL("But it failed!")) if show_message
|
|
return true
|
|
end
|
|
if Settings::MECHANICS_GENERATION >= 6 && target.pbWeight >= 2000 # 200.0kg
|
|
@battle.pbDisplay(_INTL("But it failed!")) if show_message
|
|
return true
|
|
end
|
|
if target.semiInvulnerable? ||
|
|
(target.effects[PBEffects::SkyDrop] >= 0 && @chargingTurn)
|
|
@battle.pbDisplay(_INTL("But it failed!")) if show_message
|
|
return true
|
|
end
|
|
if target.effects[PBEffects::SkyDrop] != user.index && @damagingTurn
|
|
@battle.pbDisplay(_INTL("But it failed!")) if show_message
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
def pbCalcTypeMod(movetype, user, target)
|
|
return Effectiveness::INEFFECTIVE_MULTIPLIER if target.pbHasType?(:FLYING)
|
|
return super
|
|
end
|
|
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} took {2} into the sky!", user.pbThis, targets[0].pbThis(true)))
|
|
end
|
|
|
|
def pbAttackingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} was freed from the Sky Drop!", targets[0].pbThis))
|
|
end
|
|
|
|
def pbChargingTurnEffect(user, target)
|
|
target.effects[PBEffects::SkyDrop] = user.index
|
|
end
|
|
|
|
def pbAttackingTurnEffect(user, target)
|
|
target.effects[PBEffects::SkyDrop] = -1
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# Two turn attack. Skips first turn, attacks second turn. Is invulnerable during
|
|
# use. Ends target's protections upon hit. (Shadow Force, Phantom Force)
|
|
#===============================================================================
|
|
class Battle::Move::TwoTurnAttackInvulnerableRemoveProtections < Battle::Move::TwoTurnMove
|
|
def pbChargingTurnMessage(user, targets)
|
|
@battle.pbDisplay(_INTL("{1} vanished instantly!", user.pbThis))
|
|
end
|
|
|
|
def pbAttackingTurnEffect(user, target)
|
|
target.effects[PBEffects::BanefulBunker] = false
|
|
target.effects[PBEffects::KingsShield] = false
|
|
target.effects[PBEffects::Obstruct] = false
|
|
target.effects[PBEffects::Protect] = false
|
|
target.effects[PBEffects::SpikyShield] = false
|
|
target.pbOwnSide.effects[PBEffects::CraftyShield] = false
|
|
target.pbOwnSide.effects[PBEffects::MatBlock] = false
|
|
target.pbOwnSide.effects[PBEffects::QuickGuard] = false
|
|
target.pbOwnSide.effects[PBEffects::WideGuard] = false
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# User must use this move for 2 more rounds. No battlers can sleep. (Uproar)
|
|
# NOTE: Bulbapedia claims that an uproar will wake up Pokémon even if they have
|
|
# Soundproof, and will not allow Pokémon to fall asleep even if they have
|
|
# Soundproof. I think this is an oversight, so I've let Soundproof Pokémon
|
|
# be unaffected by Uproar waking/non-sleeping effects.
|
|
#===============================================================================
|
|
class Battle::Move::MultiTurnAttackPreventSleeping < Battle::Move
|
|
def pbEffectGeneral(user)
|
|
return if user.effects[PBEffects::Uproar] > 0
|
|
user.effects[PBEffects::Uproar] = 3
|
|
user.currentMove = @id
|
|
@battle.pbDisplay(_INTL("{1} caused an uproar!", user.pbThis))
|
|
@battle.pbPriority(true).each do |b|
|
|
next if b.fainted? || b.status != :SLEEP
|
|
next if b.hasActiveAbility?(:SOUNDPROOF)
|
|
b.pbCureStatus
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# User must use this move for 1 or 2 more rounds. At end, user becomes confused.
|
|
# (Outrage, Petal Dange, Thrash)
|
|
#===============================================================================
|
|
class Battle::Move::MultiTurnAttackConfuseUserAtEnd < Battle::Move
|
|
def pbEffectAfterAllHits(user, target)
|
|
if !target.damageState.unaffected && user.effects[PBEffects::Outrage] == 0
|
|
user.effects[PBEffects::Outrage] = 2 + @battle.pbRandom(2)
|
|
user.currentMove = @id
|
|
end
|
|
if user.effects[PBEffects::Outrage] > 0
|
|
user.effects[PBEffects::Outrage] -= 1
|
|
if user.effects[PBEffects::Outrage] == 0 && user.pbCanConfuseSelf?(false)
|
|
user.pbConfuse(_INTL("{1} became confused due to fatigue!", user.pbThis))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# User must use this move for 4 more rounds. Power doubles each round.
|
|
# Power is also doubled if user has curled up. (Ice Ball, Rollout)
|
|
#===============================================================================
|
|
class Battle::Move::MultiTurnAttackPowersUpEachTurn < Battle::Move
|
|
def pbNumHits(user, targets); return 1; end
|
|
|
|
def pbBaseDamage(baseDmg, user, target)
|
|
shift = (5 - user.effects[PBEffects::Rollout]) # 0-4, where 0 is most powerful
|
|
shift = 0 if user.effects[PBEffects::Rollout] == 0 # For first turn
|
|
shift += 1 if user.effects[PBEffects::DefenseCurl]
|
|
baseDmg *= 2**shift
|
|
return baseDmg
|
|
end
|
|
|
|
def pbEffectAfterAllHits(user, target)
|
|
if !target.damageState.unaffected && user.effects[PBEffects::Rollout] == 0
|
|
user.effects[PBEffects::Rollout] = 5
|
|
user.currentMove = @id
|
|
end
|
|
user.effects[PBEffects::Rollout] -= 1 if user.effects[PBEffects::Rollout] > 0
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
# User bides its time this round and next round. The round after, deals 2x the
|
|
# total direct damage it took while biding to the last battler that damaged it.
|
|
# (Bide)
|
|
#===============================================================================
|
|
class Battle::Move::MultiTurnAttackBideThenReturnDoubleDamage < Battle::Move::FixedDamageMove
|
|
def pbAddTarget(targets, user)
|
|
return if user.effects[PBEffects::Bide] != 1 # Not the attack turn
|
|
idxTarget = user.effects[PBEffects::BideTarget]
|
|
t = (idxTarget >= 0) ? @battle.battlers[idxTarget] : nil
|
|
if !user.pbAddTarget(targets, user, t, self, false)
|
|
user.pbAddTargetRandomFoe(targets, user, self, false)
|
|
end
|
|
end
|
|
|
|
def pbMoveFailed?(user, targets)
|
|
return false if user.effects[PBEffects::Bide] != 1 # Not the attack turn
|
|
if user.effects[PBEffects::BideDamage] == 0
|
|
@battle.pbDisplay(_INTL("But it failed!"))
|
|
user.effects[PBEffects::Bide] = 0 # No need to reset other Bide variables
|
|
return true
|
|
end
|
|
if targets.length == 0
|
|
@battle.pbDisplay(_INTL("But there was no target..."))
|
|
user.effects[PBEffects::Bide] = 0 # No need to reset other Bide variables
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
def pbOnStartUse(user, targets)
|
|
@damagingTurn = (user.effects[PBEffects::Bide] == 1) # If attack turn
|
|
end
|
|
|
|
def pbDisplayUseMessage(user)
|
|
if @damagingTurn # Attack turn
|
|
@battle.pbDisplayBrief(_INTL("{1} unleashed energy!", user.pbThis))
|
|
elsif user.effects[PBEffects::Bide] > 1 # Charging turns
|
|
@battle.pbDisplayBrief(_INTL("{1} is storing energy!", user.pbThis))
|
|
else
|
|
super # Start using Bide
|
|
end
|
|
end
|
|
|
|
def pbDamagingMove? # Stops damage being dealt in the charging turns
|
|
return false if !@damagingTurn
|
|
return super
|
|
end
|
|
|
|
def pbFixedDamage(user, target)
|
|
return user.effects[PBEffects::BideDamage] * 2
|
|
end
|
|
|
|
def pbEffectGeneral(user)
|
|
if user.effects[PBEffects::Bide] == 0 # Starting using Bide
|
|
user.effects[PBEffects::Bide] = 3
|
|
user.effects[PBEffects::BideDamage] = 0
|
|
user.effects[PBEffects::BideTarget] = -1
|
|
user.currentMove = @id
|
|
end
|
|
user.effects[PBEffects::Bide] -= 1
|
|
end
|
|
|
|
def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true)
|
|
hitNum = 1 if !@damagingTurn # Charging anim
|
|
super
|
|
end
|
|
end
|