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infinitefusion-e18/Data/Scripts/011_Battle/002_Move/009_MoveEffects_MultiHit.rb

622 lines
24 KiB
Ruby

#===============================================================================
# Hits twice.
#===============================================================================
class PokeBattle_Move_HitTwoTimes < PokeBattle_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 PokeBattle_Move_HitTwoTimesPoisonTarget < PokeBattle_PoisonMove
def multiHitMove?; return true; end
def pbNumHits(user,targets); return 2; end
end
#===============================================================================
# Hits twice. Causes the target to flinch. Does double damage and has perfect
# accuracy if the target is Minimized. (Double Iron Bash)
#===============================================================================
class PokeBattle_Move_HitTwoTimesFlinchTarget < PokeBattle_FlinchMove
def multiHitMove?; return true; end
def pbNumHits(user,targets); return 2; end
def tramplesMinimize?(param=1); return Settings::MECHANICS_GENERATION <= 7; 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 PokeBattle_Move_HitTwoTimesTargetThenTargetAlly < PokeBattle_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 PokeBattle_Move_HitThreeTimesPowersUpWithEachHit < PokeBattle_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 PokeBattle_Move_HitThreeTimesAlwaysCriticalHit < PokeBattle_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 PokeBattle_Move_HitTwoToFiveTimes < PokeBattle_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 PokeBattle_Move_HitTwoToFiveTimesOrThreeForAshGreninja < PokeBattle_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 PokeBattle_Move_HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1 < PokeBattle_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
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 PokeBattle_Move_HitOncePerUserTeamMember < PokeBattle_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 PokeBattle_Move_AttackAndSkipNextTurn < PokeBattle_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 PokeBattle_Move_TwoTurnAttack < PokeBattle_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 PokeBattle_Move_TwoTurnAttackOneTurnInSun < PokeBattle_TwoTurnMove
def pbIsChargingTurn?(user)
ret = super
if !user.effects[PBEffects::TwoTurnAttack]
if [:Sun, :HarshSun].include?(user.effectiveWeather)
@powerHerb = false
@chargingTurn = true
@damagingTurn = true
return false
end
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 PokeBattle_Move_TwoTurnAttackParalyzeTarget < PokeBattle_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 PokeBattle_Move_TwoTurnAttackBurnTarget < PokeBattle_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 PokeBattle_Move_TwoTurnAttackFlinchTarget < PokeBattle_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 PokeBattle_Move_TwoTurnAttackRaiseUserSpAtkSpDefSpd2 < PokeBattle_TwoTurnMove
def pbMoveFailed?(user,targets)
return false if user.effects[PBEffects::TwoTurnAttack] # Charging turn
if !user.pbCanRaiseStatStage?(:SPECIAL_ATTACK,user,self) &&
!user.pbCanRaiseStatStage?(:SPECIAL_DEFENSE,user,self) &&
!user.pbCanRaiseStatStage?(:SPEED,user,self)
@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
[:SPECIAL_ATTACK,:SPECIAL_DEFENSE,:SPEED].each do |s|
next if !user.pbCanRaiseStatStage?(s,user,self)
if user.pbRaiseStatStage(s,2,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 PokeBattle_Move_TwoTurnAttackChargeRaiseUserDefense1 < PokeBattle_TwoTurnMove
def pbChargingTurnMessage(user,targets)
@battle.pbDisplay(_INTL("{1} tucked in its head!",user.pbThis))
end
def pbChargingTurnEffect(user,target)
if user.pbCanRaiseStatStage?(:DEFENSE,user,self)
user.pbRaiseStatStage(:DEFENSE,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 PokeBattle_Move_TwoTurnAttackChargeRaiseUserSpAtk1 < PokeBattle_TwoTurnMove
def pbChargingTurnMessage(user, targets)
@battle.pbDisplay(_INTL("{1} is overflowing with space power!", user.pbThis))
end
def pbChargingTurnEffect(user, target)
if user.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user, self)
user.pbRaiseStatStage(:SPECIAL_ATTACK, 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 PokeBattle_Move_TwoTurnAttackInvulnerableUnderground < PokeBattle_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 PokeBattle_Move_TwoTurnAttackInvulnerableUnderwater < PokeBattle_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 PokeBattle_Move_TwoTurnAttackInvulnerableInSky < PokeBattle_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 PokeBattle_Move_TwoTurnAttackInvulnerableInSkyParalyzeTarget < PokeBattle_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 PokeBattle_Move_TwoTurnAttackInvulnerableInSkyTargetCannotAct < PokeBattle_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 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 PokeBattle_Move_TwoTurnAttackInvulnerableRemoveProtections < PokeBattle_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 PokeBattle_Move_MultiTurnAttackPreventSleeping < PokeBattle_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 PokeBattle_Move_MultiTurnAttackConfuseUserAtEnd < PokeBattle_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 PokeBattle_Move_MultiTurnAttackPowersUpEachTurn < PokeBattle_Move
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 PokeBattle_Move_MultiTurnAttackBideThenReturnDoubleDamage < PokeBattle_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