mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
596 lines
22 KiB
Ruby
596 lines
22 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class Battle::AI::AIBattler
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attr_reader :index, :side, :party_index
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attr_reader :battler
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def initialize(ai, index)
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@ai = ai
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@index = index
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@side = (@ai.battle.opposes?(@index)) ? 1 : 0
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refresh_battler
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end
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def refresh_battler
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old_party_index = @party_index
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@battler = @ai.battle.battlers[@index]
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@party_index = battler.pokemonIndex
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end
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def pokemon; return battler.pokemon; end
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def level; return battler.level; end
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def hp; return battler.hp; end
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def totalhp; return battler.totalhp; end
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def fainted?; return battler.fainted?; end
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def status; return battler.status; end
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def statusCount; return battler.statusCount; end
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def gender; return battler.gender; end
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def turnCount; return battler.turnCount; end
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def effects; return battler.effects; end
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def stages; return battler.stages; end
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def statStageAtMax?(stat); return battler.statStageAtMax?(stat); end
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def statStageAtMin?(stat); return battler.statStageAtMin?(stat); end
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def moves; return battler.moves; end
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def wild?
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return @ai.battle.wildBattle? && opposes?
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end
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def name
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return sprintf("%s (%d)", battler.name, @index)
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end
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def opposes?(other = nil)
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return @side == 1 if other.nil?
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return other.side != @side
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end
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def idxOwnSide; return battler.idxOwnSide; end
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def pbOwnSide; return battler.pbOwnSide; end
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def idxOpposingSide; return battler.idxOpposingSide; end
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def pbOpposingSide; return battler.pbOpposingSide; end
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#-----------------------------------------------------------------------------
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# Returns how much damage this battler will take at the end of this round.
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def rough_end_of_round_damage
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ret = 0
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# Weather
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weather = battler.effectiveWeather
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if @ai.battle.field.weatherDuration == 1
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weather = @ai.battle.field.defaultWeather
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weather = :None if @ai.battle.allBattlers.any? { |b| b.hasActiveAbility?([:CLOUDNINE, :AIRLOCK]) }
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weather = :None if [:Sun, :Rain, :HarshSun, :HeavyRain].include?(weather) && has_active_item?(:UTILITYUMBRELLA)
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end
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case weather
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when :Sandstorm
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ret += [self.totalhp / 16, 1].max if battler.takesSandstormDamage?
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when :Hail
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ret += [self.totalhp / 16, 1].max if battler.takesHailDamage?
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when :ShadowSky
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ret += [self.totalhp / 16, 1].max if battler.takesShadowSkyDamage?
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end
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case ability_id
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when :DRYSKIN
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ret += [self.totalhp / 8, 1].max if [:Sun, :HarshSun].include?(weather) && battler.takesIndirectDamage?
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ret -= [self.totalhp / 8, 1].max if [:Rain, :HeavyRain].include?(weather) && battler.canHeal?
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when :ICEBODY
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ret -= [self.totalhp / 16, 1].max if weather == :Hail && battler.canHeal?
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when :RAINDISH
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ret -= [self.totalhp / 16, 1].max if [:Rain, :HeavyRain].include?(weather) && battler.canHeal?
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when :SOLARPOWER
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ret += [self.totalhp / 8, 1].max if [:Sun, :HarshSun].include?(weather) && battler.takesIndirectDamage?
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end
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# Future Sight/Doom Desire
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# NOTE: Not worth estimating the damage from this.
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# Wish
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if @ai.battle.positions[@index].effects[PBEffects::Wish] == 1 && battler.canHeal?
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ret -= @ai.battle.positions[@index].effects[PBEffects::WishAmount]
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end
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# Sea of Fire
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if @ai.battle.sides[@side].effects[PBEffects::SeaOfFire] > 1 &&
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battler.takesIndirectDamage? && !has_type?(:FIRE)
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ret += [self.totalhp / 8, 1].max
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end
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# Grassy Terrain (healing)
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if @ai.battle.field.terrain == :Grassy && battler.affectedByTerrain? && battler.canHeal?
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ret -= [self.totalhp / 16, 1].max
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end
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# Leftovers/Black Sludge
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if has_active_item?(:BLACKSLUDGE)
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if has_type?(:POISON)
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ret -= [self.totalhp / 16, 1].max if battler.canHeal?
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else
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ret += [self.totalhp / 8, 1].max if battler.takesIndirectDamage?
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end
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elsif has_active_item?(:LEFTOVERS)
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ret -= [self.totalhp / 16, 1].max if battler.canHeal?
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end
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# Aqua Ring
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if self.effects[PBEffects::AquaRing] && battler.canHeal?
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amt = self.totalhp / 16
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amt = (amt * 1.3).floor if has_active_item?(:BIGROOT)
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ret -= [amt, 1].max
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end
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# Ingrain
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if self.effects[PBEffects::Ingrain] && battler.canHeal?
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amt = self.totalhp / 16
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amt = (amt * 1.3).floor if has_active_item?(:BIGROOT)
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ret -= [amt, 1].max
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end
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# Leech Seed
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if self.effects[PBEffects::LeechSeed] >= 0
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if battler.takesIndirectDamage?
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ret += [self.totalhp / 8, 1].max if battler.takesIndirectDamage?
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end
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else
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@ai.each_battler do |b, i|
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next if i == @index || b.effects[PBEffects::LeechSeed] != @index
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amt = [[b.totalhp / 8, b.hp].min, 1].max
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amt = (amt * 1.3).floor if has_active_item?(:BIGROOT)
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ret -= [amt, 1].max
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end
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end
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# Hyper Mode (Shadow Pokémon)
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if battler.inHyperMode?
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ret += [self.totalhp / 24, 1].max
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end
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# Poison/burn/Nightmare
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if self.status == :POISON
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if has_active_ability?(:POISONHEAL)
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ret -= [self.totalhp / 8, 1].max if battler.canHeal?
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elsif battler.takesIndirectDamage?
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mult = 2
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mult = [self.effects[PBEffects::Toxic] + 1, 16].min if self.statusCount > 0 # Toxic
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ret += [mult * self.totalhp / 16, 1].max
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end
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elsif self.status == :BURN
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if battler.takesIndirectDamage?
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amt = (Settings::MECHANICS_GENERATION >= 7) ? self.totalhp / 16 : self.totalhp / 8
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amt = (amt / 2.0).round if has_active_ability?(:HEATPROOF)
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ret += [amt, 1].max
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end
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elsif battler.asleep? && self.statusCount > 1 && self.effects[PBEffects::Nightmare]
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ret += [self.totalhp / 4, 1].max if battler.takesIndirectDamage?
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end
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# Curse
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if self.effects[PBEffects::Curse]
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ret += [self.totalhp / 4, 1].max if battler.takesIndirectDamage?
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end
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# Trapping damage
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if self.effects[PBEffects::Trapping] > 1 && battler.takesIndirectDamage?
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amt = (Settings::MECHANICS_GENERATION >= 6) ? self.totalhp / 8 : self.totalhp / 16
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if @ai.battlers[self.effects[PBEffects::TrappingUser]].has_active_item?(:BINDINGBAND)
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amt = (Settings::MECHANICS_GENERATION >= 6) ? self.totalhp / 6 : self.totalhp / 8
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end
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ret += [amt, 1].max
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end
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# Perish Song
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return 999_999 if self.effects[PBEffects::PerishSong] == 1
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# Bad Dreams
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if battler.asleep? && self.statusCount > 1 && battler.takesIndirectDamage?
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@ai.each_battler do |b, i|
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next if i == @index || !b.battler.near?(battler) || !b.has_active_ability?(:BADDREAMS)
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ret += [self.totalhp / 8, 1].max
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end
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end
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# Sticky Barb
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if has_active_item?(:STICKYBARB) && battler.takesIndirectDamage?
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ret += [self.totalhp / 8, 1].max
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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def base_stat(stat)
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ret = 0
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case stat
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when :ATTACK then ret = battler.attack
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when :DEFENSE then ret = battler.defense
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when :SPECIAL_ATTACK then ret = battler.spatk
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when :SPECIAL_DEFENSE then ret = battler.spdef
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when :SPEED then ret = battler.speed
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end
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return ret
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end
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def rough_stat(stat)
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return battler.pbSpeed if stat == :SPEED && @ai.trainer.high_skill?
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stage_mul = Battle::Battler::STAT_STAGE_MULTIPLIERS
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stage_div = Battle::Battler::STAT_STAGE_DIVISORS
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if [:ACCURACY, :EVASION].include?(stat)
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stage_mul = Battle::Battler::ACC_EVA_STAGE_MULTIPLIERS
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stage_div = Battle::Battler::ACC_EVA_STAGE_DIVISORS
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end
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stage = battler.stages[stat] + Battle::Battler::STAT_STAGE_MAXIMUM
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value = base_stat(stat)
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return (value.to_f * stage_mul[stage] / stage_div[stage]).floor
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end
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def faster_than?(other)
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return false if other.nil?
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this_speed = rough_stat(:SPEED)
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other_speed = other.rough_stat(:SPEED)
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return (this_speed > other_speed) ^ (@ai.battle.field.effects[PBEffects::TrickRoom] > 0)
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end
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#-----------------------------------------------------------------------------
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def types; return battler.types; end
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def pbTypes(withExtraType = false); return battler.pbTypes(withExtraType); end
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def has_type?(type)
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return false if !type
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active_types = pbTypes(true)
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return active_types.include?(GameData::Type.get(type).id)
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end
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alias pbHasType? has_type?
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def effectiveness_of_type_against_battler(type, user = nil, move = nil)
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ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
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return ret if !type
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return ret if type == :GROUND && has_type?(:FLYING) && has_active_item?(:IRONBALL)
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# Get effectivenesses
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if type == :SHADOW
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if battler.shadowPokemon?
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ret = Effectiveness::NOT_VERY_EFFECTIVE_MULTIPLIER
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else
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ret = Effectiveness::SUPER_EFFECTIVE_MULTIPLIER
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end
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else
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battler.pbTypes(true).each do |defend_type|
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mult = effectiveness_of_type_against_single_battler_type(type, defend_type, user)
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if move
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case move.function_code
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when "HitsTargetInSkyGroundsTarget"
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mult = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER if type == :GROUND && defend_type == :FLYING
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when "FreezeTargetSuperEffectiveAgainstWater"
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mult = Effectiveness::SUPER_EFFECTIVE_MULTIPLIER if defend_type == :WATER
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end
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end
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ret *= mult
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end
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ret *= 2 if self.effects[PBEffects::TarShot] && type == :FIRE
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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def ability_id; return battler.ability_id; end
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def ability; return battler.ability; end
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def ability_active?
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return battler.abilityActive?
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end
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def has_active_ability?(ability, ignore_fainted = false)
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return battler.hasActiveAbility?(ability, ignore_fainted)
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end
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def has_mold_breaker?
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return battler.hasMoldBreaker?
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end
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#-----------------------------------------------------------------------------
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def item_id; return battler.item_id; end
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def item; return battler.item; end
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def item_active?
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return battler.itemActive?
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end
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def has_active_item?(item)
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return battler.hasActiveItem?(item)
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end
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#-----------------------------------------------------------------------------
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def check_for_move
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ret = false
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battler.eachMove do |move|
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next if move.pp == 0 && move.total_pp > 0
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next unless yield move
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ret = true
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break
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end
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return ret
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end
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def has_damaging_move_of_type?(*types)
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check_for_move do |m|
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return true if m.damagingMove? && types.include?(m.pbCalcType(battler))
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end
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return false
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end
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def has_move_with_function?(*functions)
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check_for_move { |m| return true if functions.include?(m.function_code) }
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return false
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end
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#-----------------------------------------------------------------------------
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def can_attack?
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return false if self.effects[PBEffects::HyperBeam] > 0
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return false if status == :SLEEP && statusCount > 1
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return false if status == :FROZEN # Only 20% chance of unthawing; assune it won't
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return false if self.effects[PBEffects::Truant] && has_active_ability?(:TRUANT)
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return false if self.effects[PBEffects::Flinch]
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# NOTE: Confusion/infatuation/paralysis have higher chances of allowing the
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# attack, so the battler is treated as able to attack in those cases.
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return true
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end
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def can_switch_lax?
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return false if wild?
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@ai.battle.eachInTeamFromBattlerIndex(@index) do |pkmn, i|
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return true if @ai.battle.pbCanSwitchIn?(@index, i)
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end
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return false
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end
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# NOTE: This specifically means "is not currently trapped but can become
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# trapped by an effect". Similar to def pbCanSwitchOut? but this returns
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# false if any certain switching OR certain trapping applies.
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def can_become_trapped?
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return false if fainted?
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# Ability/item effects that allow switching no matter what
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if ability_active? && Battle::AbilityEffects.triggerCertainSwitching(ability, battler, @ai.battle)
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return false
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end
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if item_active? && Battle::ItemEffects.triggerCertainSwitching(item, battler, @ai.battle)
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return false
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end
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# Other certain switching effects
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return false if Settings::MORE_TYPE_EFFECTS && has_type?(:GHOST)
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# Other certain trapping effects
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return false if battler.trappedInBattle?
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# Trapping abilities/items
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@ai.each_foe_battler(side) do |b, i|
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if b.ability_active? &&
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Battle::AbilityEffects.triggerTrappingByTarget(b.ability, battler, b.battler, @ai.battle)
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return false
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end
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if b.item_active? &&
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Battle::ItemEffects.triggerTrappingByTarget(b.item, battler, b.battler, @ai.battle)
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return false
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end
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end
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return true
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end
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#-----------------------------------------------------------------------------
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def wants_status_problem?(new_status)
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return true if new_status == :NONE
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if ability_active?
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case ability_id
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when :GUTS
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return true if ![:SLEEP, :FROZEN].include?(new_status) &&
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@ai.stat_raise_worthwhile?(self, :ATTACK, true)
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when :MARVELSCALE
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return true if @ai.stat_raise_worthwhile?(self, :DEFENSE, true)
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when :QUICKFEET
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return true if ![:SLEEP, :FROZEN].include?(new_status) &&
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@ai.stat_raise_worthwhile?(self, :SPEED, true)
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when :FLAREBOOST
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return true if new_status == :BURN && @ai.stat_raise_worthwhile?(self, :SPECIAL_ATTACK, true)
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when :TOXICBOOST
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return true if new_status == :POISON && @ai.stat_raise_worthwhile?(self, :ATTACK, true)
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when :POISONHEAL
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return true if new_status == :POISON
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when :MAGICGUARD # Want a harmless status problem to prevent getting a harmful one
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return true if new_status == :POISON ||
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(new_status == :BURN && !@ai.stat_raise_worthwhile?(self, :ATTACK, true))
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end
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end
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return true if new_status == :SLEEP && check_for_move { |m| m.usableWhenAsleep? }
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if has_move_with_function?("DoublePowerIfUserPoisonedBurnedParalyzed")
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return true if [:POISON, :BURN, :PARALYSIS].include?(new_status)
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end
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return false
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end
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#-----------------------------------------------------------------------------
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# Returns a value indicating how beneficial the given ability will be to this
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# battler if it has it.
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# Return values are typically between -10 and +10. 0 is indifferent, positive
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# values mean this battler benefits, negative values mean this battler suffers.
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# NOTE: This method assumes the ability isn't being negated. The calculations
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# that call this method separately check for it being negated, because
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# they need to do something special in that case.
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def wants_ability?(ability = :NONE)
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ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
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# Get the base ability rating
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ret = 0
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Battle::AI::BASE_ABILITY_RATINGS.each_pair do |val, abilities|
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next if !abilities.include?(ability)
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ret = val
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break
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end
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# Modify the rating based on ability-specific contexts
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if @ai.trainer.medium_skill?
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ret = Battle::AI::Handlers.modify_ability_ranking(ability, ret, self, @ai)
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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# Returns a value indicating how beneficial the given item will be to this
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# battler if it is holding it.
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# Return values are typically between -10 and +10. 0 is indifferent, positive
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# values mean this battler benefits, negative values mean this battler suffers.
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# NOTE: This method assumes the item isn't being negated. The calculations
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# that call this method separately check for it being negated, because
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# they need to do something special in that case.
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def wants_item?(item)
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item = :NONE if !item
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item = item.id if !item.is_a?(Symbol) && item.respond_to?("id")
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# Get the base item rating
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ret = 0
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Battle::AI::BASE_ITEM_RATINGS.each_pair do |val, items|
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next if !items.include?(item)
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ret = val
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break
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end
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# Modify the rating based on item-specific contexts
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if @ai.trainer.medium_skill?
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ret = Battle::AI::Handlers.modify_item_ranking(item, ret, self, @ai)
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end
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# Prefer if this battler knows Fling and it will do a lot of damage/have an
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# additional (negative) effect when flung
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if item != :NONE && has_move_with_function?("ThrowUserItemAtTarget")
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GameData::Item.get(item).flags.each do |flag|
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next if !flag[/^Fling_(\d+)$/i]
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amt = $~[1].to_i
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ret += 1 if amt >= 80
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ret += 1 if amt >= 100
|
|
break
|
|
end
|
|
if [:FLAMEORB, :KINGSROCK, :LIGHTBALL, :POISONBARB, :RAZORFANG, :TOXICORB].include?(item)
|
|
ret += 1
|
|
end
|
|
end
|
|
# Don't prefer if this battler knows Acrobatics
|
|
if has_move_with_function?("DoublePowerIfUserHasNoItem")
|
|
ret += (item == :NONE) ? 1 : -1
|
|
end
|
|
return ret
|
|
end
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
# Items can be consumed by Stuff Cheeks, Teatime, Bug Bite/Pluck and Fling.
|
|
def get_score_change_for_consuming_item(item, try_preserving_item = false)
|
|
ret = 0
|
|
case item
|
|
when :ORANBERRY, :BERRYJUICE, :ENIGMABERRY, :SITRUSBERRY
|
|
# Healing
|
|
ret += (hp > totalhp * 0.75) ? -6 : 6
|
|
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
|
|
when :AGUAVBERRY, :FIGYBERRY, :IAPAPABERRY, :MAGOBERRY, :WIKIBERRY
|
|
# Healing with confusion
|
|
fraction_to_heal = 8 # Gens 6 and lower
|
|
if Settings::MECHANICS_GENERATION == 7
|
|
fraction_to_heal = 2
|
|
elsif Settings::MECHANICS_GENERATION >= 8
|
|
fraction_to_heal = 3
|
|
end
|
|
ret += (hp > totalhp * (1 - (1.0 / fraction_to_heal))) ? -6 : 6
|
|
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
|
|
if @ai.trainer.high_skill?
|
|
flavor_stat = {
|
|
:AGUAVBERRY => :SPECIAL_DEFENSE,
|
|
:FIGYBERRY => :ATTACK,
|
|
:IAPAPABERRY => :DEFENSE,
|
|
:MAGOBERRY => :SPEED,
|
|
:WIKIBERRY => :SPECIAL_ATTACK
|
|
}[item]
|
|
if @battler.nature.stat_changes.any? { |val| val[0] == flavor_stat && val[1] < 0 }
|
|
ret -= 3 if @battler.pbCanConfuseSelf?(false)
|
|
end
|
|
end
|
|
when :ASPEARBERRY, :CHERIBERRY, :CHESTOBERRY, :PECHABERRY, :RAWSTBERRY
|
|
# Status cure
|
|
cured_status = {
|
|
:ASPEAR => :FROZEN,
|
|
:CHERIBERRY => :PARALYSIS,
|
|
:CHESTOBERRY => :SLEEP,
|
|
:PECHABERRY => :POISON,
|
|
:RAWSTBERRY => :BURN
|
|
}[item]
|
|
ret += (cured_status && status == cured_status) ? 6 : -6
|
|
when :PERSIMBERRY
|
|
# Confusion cure
|
|
ret += (self.effects[PBEffects::Confusion] > 1) ? 6 : -6
|
|
when :LUMBERRY
|
|
# Any status/confusion cure
|
|
ret += (status != :NONE || self.effects[PBEffects::Confusion] > 1) ? 6 : -6
|
|
when :MENTALHERB
|
|
# Cure mental effects
|
|
if self.effects[PBEffects::Attract] >= 0 ||
|
|
self.effects[PBEffects::Taunt] > 1 ||
|
|
self.effects[PBEffects::Encore] > 1 ||
|
|
self.effects[PBEffects::Torment] ||
|
|
self.effects[PBEffects::Disable] > 1 ||
|
|
self.effects[PBEffects::HealBlock] > 1
|
|
ret += 6
|
|
else
|
|
ret -= 6
|
|
end
|
|
when :APICOTBERRY, :GANLONBERRY, :LIECHIBERRY, :PETAYABERRY, :SALACBERRY,
|
|
:KEEBERRY, :MARANGABERRY
|
|
# Stat raise
|
|
stat = {
|
|
:APICOTBERRY => :SPECIAL_DEFENSE,
|
|
:GANLONBERRY => :DEFENSE,
|
|
:LIECHIBERRY => :ATTACK,
|
|
:PETAYABERRY => :SPECIAL_ATTACK,
|
|
:SALACBERRY => :SPEED,
|
|
:KEEBERRY => :DEFENSE,
|
|
:MARANGABERRY => :SPECIAL_DEFENSE
|
|
}[item]
|
|
ret += (stat && @ai.stat_raise_worthwhile?(self, stat)) ? 8 : -8
|
|
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
|
|
when :STARFBERRY
|
|
# Random stat raise
|
|
ret += 8
|
|
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
|
|
when :WHITEHERB
|
|
# Resets lowered stats
|
|
ret += (battler.hasLoweredStatStages?) ? 8 : -8
|
|
when :MICLEBERRY
|
|
# Raises accuracy of next move
|
|
ret += (@ai.stat_raise_worthwhile?(self, :ACCURACY, true)) ? 6 : -6
|
|
when :LANSATBERRY
|
|
# Focus energy
|
|
ret += (self.effects[PBEffects::FocusEnergy] < 2) ? 6 : -6
|
|
when :LEPPABERRY
|
|
# Restore PP
|
|
ret += 6
|
|
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
|
|
end
|
|
ret = 0 if ret < 0 && !try_preserving_item
|
|
return ret
|
|
end
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
private
|
|
|
|
def effectiveness_of_type_against_single_battler_type(type, defend_type, user = nil)
|
|
ret = Effectiveness.calculate(type, defend_type)
|
|
if Effectiveness.ineffective_type?(type, defend_type)
|
|
# Ring Target
|
|
if has_active_item?(:RINGTARGET)
|
|
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
|
|
end
|
|
# Foresight
|
|
if (user&.has_active_ability?(:SCRAPPY) || self.effects[PBEffects::Foresight]) &&
|
|
defend_type == :GHOST
|
|
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
|
|
end
|
|
# Miracle Eye
|
|
if self.effects[PBEffects::MiracleEye] && defend_type == :DARK
|
|
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
|
|
end
|
|
elsif Effectiveness.super_effective_type?(type, defend_type)
|
|
# Delta Stream's weather
|
|
if battler.effectiveWeather == :StrongWinds && defend_type == :FLYING
|
|
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
|
|
end
|
|
end
|
|
# Grounded Flying-type Pokémon become susceptible to Ground moves
|
|
if !battler.airborne? && defend_type == :FLYING && type == :GROUND
|
|
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
|
|
end
|
|
return ret
|
|
end
|
|
end
|