Files
infinitefusion-e18/Data/Scripts/011_Battle/003_Move/007_MoveEffects_BattlerOther.rb
Keyacom f5bf1f6ab1 Remove powder check from Magic Powder (#202)
This is already handled by the `Powder` flag on Magic Powder, so this is unneeded.
2023-03-11 22:28:04 +00:00

1374 lines
48 KiB
Ruby

#===============================================================================
# Puts the target to sleep.
#===============================================================================
class Battle::Move::SleepTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return !target.pbCanSleep?(user, show_message, self)
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbSleep
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbSleep if target.pbCanSleep?(user, false, self)
end
end
#===============================================================================
# Puts the target to sleep. Fails if user is not Darkrai. (Dark Void (Gen 7+))
#===============================================================================
class Battle::Move::SleepTargetIfUserDarkrai < Battle::Move::SleepTarget
def pbMoveFailed?(user, targets)
if !user.isSpecies?(:DARKRAI) && user.effects[PBEffects::TransformSpecies] != :DARKRAI
@battle.pbDisplay(_INTL("But {1} can't use the move!", user.pbThis))
return true
end
return false
end
end
#===============================================================================
# Puts the target to sleep. Changes the user's form if the user is Meloetta.
# (Relic Song)
#===============================================================================
class Battle::Move::SleepTargetChangeUserMeloettaForm < Battle::Move::SleepTarget
def pbEndOfMoveUsageEffect(user, targets, numHits, switchedBattlers)
return if numHits == 0
return if user.fainted? || user.effects[PBEffects::Transform]
return if !user.isSpecies?(:MELOETTA)
return if user.hasActiveAbility?(:SHEERFORCE) && @addlEffect > 0
newForm = (user.form + 1) % 2
user.pbChangeForm(newForm, _INTL("{1} transformed!", user.pbThis))
end
end
#===============================================================================
# Makes the target drowsy; it falls asleep at the end of the next turn. (Yawn)
#===============================================================================
class Battle::Move::SleepTargetNextTurn < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if target.effects[PBEffects::Yawn] > 0
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return true if !target.pbCanSleep?(user, true, self)
return false
end
def pbEffectAgainstTarget(user, target)
target.effects[PBEffects::Yawn] = 2
@battle.pbDisplay(_INTL("{1} made {2} drowsy!", user.pbThis, target.pbThis(true)))
end
end
#===============================================================================
# Poisons the target.
#===============================================================================
class Battle::Move::PoisonTarget < Battle::Move
def canMagicCoat?; return true; end
def initialize(battle, move)
super
@toxic = false
end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return !target.pbCanPoison?(user, show_message, self)
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbPoison(user, nil, @toxic)
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbPoison(user, nil, @toxic) if target.pbCanPoison?(user, false, self)
end
end
#===============================================================================
# Poisons the target and decreases its Speed by 1 stage. (Toxic Thread)
#===============================================================================
class Battle::Move::PoisonTargetLowerTargetSpeed1 < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.pbCanPoison?(user, false, self) &&
!target.pbCanLowerStatStage?(:SPEED, user, self)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.pbPoison(user) if target.pbCanPoison?(user, false, self)
if target.pbCanLowerStatStage?(:SPEED, user, self)
target.pbLowerStatStage(:SPEED, 1, user)
end
end
end
#===============================================================================
# Badly poisons the target. (Poison Fang, Toxic)
#===============================================================================
class Battle::Move::BadPoisonTarget < Battle::Move::PoisonTarget
def initialize(battle, move)
super
@toxic = true
end
def pbOverrideSuccessCheckPerHit(user, target)
return (Settings::MORE_TYPE_EFFECTS && statusMove? && user.pbHasType?(:POISON))
end
end
#===============================================================================
# Paralyzes the target.
#===============================================================================
class Battle::Move::ParalyzeTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return !target.pbCanParalyze?(user, show_message, self)
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbParalyze(user)
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbParalyze(user) if target.pbCanParalyze?(user, false, self)
end
end
#===============================================================================
# Paralyzes the target. Doesn't affect target if move's type has no effect on
# it. (Thunder Wave)
#===============================================================================
class Battle::Move::ParalyzeTargetIfNotTypeImmune < Battle::Move::ParalyzeTarget
def pbFailsAgainstTarget?(user, target, show_message)
if Effectiveness.ineffective?(target.damageState.typeMod)
@battle.pbDisplay(_INTL("It doesn't affect {1}...", target.pbThis(true))) if show_message
return true
end
return super
end
end
#===============================================================================
# Paralyzes the target. Accuracy perfect in rain, 50% in sunshine. Hits some
# semi-invulnerable targets. (Thunder)
#===============================================================================
class Battle::Move::ParalyzeTargetAlwaysHitsInRainHitsTargetInSky < Battle::Move::ParalyzeTarget
def hitsFlyingTargets?; return true; end
def pbBaseAccuracy(user, target)
case target.effectiveWeather
when :Sun, :HarshSun
return 50
when :Rain, :HeavyRain
return 0
end
return super
end
end
#===============================================================================
# Paralyzes the target. May cause the target to flinch. (Thunder Fang)
#===============================================================================
class Battle::Move::ParalyzeFlinchTarget < Battle::Move
def flinchingMove?; return true; end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
chance = pbAdditionalEffectChance(user, target, 10)
return if chance == 0
if target.pbCanParalyze?(user, false, self) && @battle.pbRandom(100) < chance
target.pbParalyze(user)
end
target.pbFlinch(user) if @battle.pbRandom(100) < chance
end
end
#===============================================================================
# Burns the target.
#===============================================================================
class Battle::Move::BurnTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return !target.pbCanBurn?(user, show_message, self)
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbBurn(user)
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbBurn(user) if target.pbCanBurn?(user, false, self)
end
end
#===============================================================================
# Burns the target if any of its stats were increased this round.
# (Burning Jealousy)
#===============================================================================
class Battle::Move::BurnTargetIfTargetStatsRaisedThisTurn < Battle::Move::BurnTarget
def pbAdditionalEffect(user, target)
super if target.statsRaisedThisRound
end
end
#===============================================================================
# Burns the target. May cause the target to flinch. (Fire Fang)
#===============================================================================
class Battle::Move::BurnFlinchTarget < Battle::Move
def flinchingMove?; return true; end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
chance = pbAdditionalEffectChance(user, target, 10)
return if chance == 0
if target.pbCanBurn?(user, false, self) && @battle.pbRandom(100) < chance
target.pbBurn(user)
end
target.pbFlinch(user) if @battle.pbRandom(100) < chance
end
end
#===============================================================================
# Freezes the target.
#===============================================================================
class Battle::Move::FreezeTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return !target.pbCanFreeze?(user, show_message, self)
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbFreeze
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbFreeze if target.pbCanFreeze?(user, false, self)
end
end
#===============================================================================
# Freezes the target. Effectiveness against Water-type is 2x. (Freeze-Dry)
#===============================================================================
class Battle::Move::FreezeTargetSuperEffectiveAgainstWater < Battle::Move::FreezeTarget
def pbCalcTypeModSingle(moveType, defType, user, target)
return Effectiveness::SUPER_EFFECTIVE_MULTIPLIER if defType == :WATER
return super
end
end
#===============================================================================
# Freezes the target. Accuracy perfect in hail. (Blizzard)
#===============================================================================
class Battle::Move::FreezeTargetAlwaysHitsInHail < Battle::Move::FreezeTarget
def pbBaseAccuracy(user, target)
return 0 if target.effectiveWeather == :Hail
return super
end
end
#===============================================================================
# Freezes the target. May cause the target to flinch. (Ice Fang)
#===============================================================================
class Battle::Move::FreezeFlinchTarget < Battle::Move
def flinchingMove?; return true; end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
chance = pbAdditionalEffectChance(user, target, 10)
return if chance == 0
if target.pbCanFreeze?(user, false, self) && @battle.pbRandom(100) < chance
target.pbFreeze
end
target.pbFlinch(user) if @battle.pbRandom(100) < chance
end
end
#===============================================================================
# Burns, freezes or paralyzes the target. (Tri Attack)
#===============================================================================
class Battle::Move::ParalyzeBurnOrFreezeTarget < Battle::Move
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
case @battle.pbRandom(3)
when 0 then target.pbBurn(user) if target.pbCanBurn?(user, false, self)
when 1 then target.pbFreeze if target.pbCanFreeze?(user, false, self)
when 2 then target.pbParalyze(user) if target.pbCanParalyze?(user, false, self)
end
end
end
#===============================================================================
# User passes its status problem to the target. (Psycho Shift)
#===============================================================================
class Battle::Move::GiveUserStatusToTarget < Battle::Move
def pbMoveFailed?(user, targets)
if user.status == :NONE
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.pbCanInflictStatus?(user.status, user, false, self)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
msg = ""
case user.status
when :SLEEP
target.pbSleep
msg = _INTL("{1} woke up.", user.pbThis)
when :POISON
target.pbPoison(user, nil, user.statusCount != 0)
msg = _INTL("{1} was cured of its poisoning.", user.pbThis)
when :BURN
target.pbBurn(user)
msg = _INTL("{1}'s burn was healed.", user.pbThis)
when :PARALYSIS
target.pbParalyze(user)
msg = _INTL("{1} was cured of paralysis.", user.pbThis)
when :FROZEN
target.pbFreeze
msg = _INTL("{1} was thawed out.", user.pbThis)
end
if msg != ""
user.pbCureStatus(false)
@battle.pbDisplay(msg)
end
end
end
#===============================================================================
# Cures user of burn, poison and paralysis. (Refresh)
#===============================================================================
class Battle::Move::CureUserBurnPoisonParalysis < Battle::Move
def canSnatch?; return true; end
def pbMoveFailed?(user, targets)
if ![:BURN, :POISON, :PARALYSIS].include?(user.status)
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectGeneral(user)
old_status = user.status
user.pbCureStatus(false)
case old_status
when :BURN
@battle.pbDisplay(_INTL("{1} healed its burn!", user.pbThis))
when :POISON
@battle.pbDisplay(_INTL("{1} cured its poisoning!", user.pbThis))
when :PARALYSIS
@battle.pbDisplay(_INTL("{1} cured its paralysis!", user.pbThis))
end
end
end
#===============================================================================
# Cures all party Pokémon of permanent status problems. (Aromatherapy, Heal Bell)
#===============================================================================
# NOTE: In Gen 5, this move should have a target of UserSide, while in Gen 6+ it
# should have a target of UserAndAllies. This is because, in Gen 5, this
# move shouldn't call def pbSuccessCheckAgainstTarget for each Pokémon
# currently in battle that will be affected by this move (i.e. allies
# aren't protected by their substitute/ability/etc., but they are in Gen
# 6+). We achieve this by not targeting any battlers in Gen 5, since
# pbSuccessCheckAgainstTarget is only called for targeted battlers.
class Battle::Move::CureUserPartyStatus < Battle::Move
def canSnatch?; return true; end
def worksWithNoTargets?; return true; end
def pbMoveFailed?(user, targets)
has_effect = @battle.allSameSideBattlers(user).any? { |b| b.status != :NONE }
if !has_effect
has_effect = @battle.pbParty(user.index).any? { |pkmn| pkmn&.able? && pkmn.status != :NONE }
end
if !has_effect
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
return target.status == :NONE
end
def pbAromatherapyHeal(pkmn, battler = nil)
oldStatus = (battler) ? battler.status : pkmn.status
curedName = (battler) ? battler.pbThis : pkmn.name
if battler
battler.pbCureStatus(false)
else
pkmn.status = :NONE
pkmn.statusCount = 0
end
case oldStatus
when :SLEEP
@battle.pbDisplay(_INTL("{1} was woken from sleep.", curedName))
when :POISON
@battle.pbDisplay(_INTL("{1} was cured of its poisoning.", curedName))
when :BURN
@battle.pbDisplay(_INTL("{1}'s burn was healed.", curedName))
when :PARALYSIS
@battle.pbDisplay(_INTL("{1} was cured of paralysis.", curedName))
when :FROZEN
@battle.pbDisplay(_INTL("{1} was thawed out.", curedName))
end
end
def pbEffectAgainstTarget(user, target)
# Cure all Pokémon in battle on the user's side.
pbAromatherapyHeal(target.pokemon, target)
end
def pbEffectGeneral(user)
# Cure all Pokémon in battle on the user's side. For the benefit of the Gen
# 5 version of this move, to make Pokémon out in battle get cured first.
if pbTarget(user) == :UserSide
@battle.allSameSideBattlers(user).each do |b|
pbAromatherapyHeal(b.pokemon, b) if b.status != :NONE
end
end
# Cure all Pokémon in the user's and partner trainer's party.
# NOTE: This intentionally affects the partner trainer's inactive Pokémon
# too.
@battle.pbParty(user.index).each_with_index do |pkmn, i|
next if !pkmn || !pkmn.able? || pkmn.status == :NONE
next if @battle.pbFindBattler(i, user) # Skip Pokémon in battle
pbAromatherapyHeal(pkmn)
end
end
def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true)
super
case @id
when :AROMATHERAPY
@battle.pbDisplay(_INTL("A soothing aroma wafted through the area!"))
when :HEALBELL
@battle.pbDisplay(_INTL("A bell chimed!"))
end
end
end
#===============================================================================
# Cures the target's burn. (Sparkling Aria)
#===============================================================================
class Battle::Move::CureTargetBurn < Battle::Move
def pbAdditionalEffect(user, target)
return if target.fainted? || target.damageState.substitute
return if target.status != :BURN
target.pbCureStatus
end
end
#===============================================================================
# Safeguards the user's side from being inflicted with status problems.
# (Safeguard)
#===============================================================================
class Battle::Move::StartUserSideImmunityToInflictedStatus < Battle::Move
def canSnatch?; return true; end
def pbMoveFailed?(user, targets)
if user.pbOwnSide.effects[PBEffects::Safeguard] > 0
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectGeneral(user)
user.pbOwnSide.effects[PBEffects::Safeguard] = 5
@battle.pbDisplay(_INTL("{1} became cloaked in a mystical veil!", user.pbTeam))
end
end
#===============================================================================
# Causes the target to flinch.
#===============================================================================
class Battle::Move::FlinchTarget < Battle::Move
def flinchingMove?; return true; end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbFlinch(user)
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbFlinch(user)
end
end
#===============================================================================
# Causes the target to flinch. Fails if the user is not asleep. (Snore)
#===============================================================================
class Battle::Move::FlinchTargetFailsIfUserNotAsleep < Battle::Move::FlinchTarget
def usableWhenAsleep?; return true; end
def pbMoveFailed?(user, targets)
if !user.asleep?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
end
#===============================================================================
# Causes the target to flinch. Fails if this isn't the user's first turn.
# (Fake Out)
#===============================================================================
class Battle::Move::FlinchTargetFailsIfNotUserFirstTurn < Battle::Move::FlinchTarget
def pbMoveFailed?(user, targets)
if user.turnCount > 1
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
end
#===============================================================================
# Power is doubled if the target is using Bounce, Fly or Sky Drop. Hits some
# semi-invulnerable targets. May make the target flinch. (Twister)
#===============================================================================
class Battle::Move::FlinchTargetDoublePowerIfTargetInSky < Battle::Move::FlinchTarget
def hitsFlyingTargets?; return true; end
def pbBaseDamage(baseDmg, user, target)
baseDmg *= 2 if target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
"TwoTurnAttackInvulnerableInSkyTargetCannotAct") ||
target.effects[PBEffects::SkyDrop] >= 0
return baseDmg
end
end
#===============================================================================
# Confuses the target.
#===============================================================================
class Battle::Move::ConfuseTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return !target.pbCanConfuse?(user, show_message, self)
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbConfuse
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
return if !target.pbCanConfuse?(user, false, self)
target.pbConfuse
end
end
#===============================================================================
# Confuses the target. Accuracy perfect in rain, 50% in sunshine. Hits some
# semi-invulnerable targets. (Hurricane)
#===============================================================================
class Battle::Move::ConfuseTargetAlwaysHitsInRainHitsTargetInSky < Battle::Move::ConfuseTarget
def hitsFlyingTargets?; return true; end
def pbBaseAccuracy(user, target)
case target.effectiveWeather
when :Sun, :HarshSun
return 50
when :Rain, :HeavyRain
return 0
end
return super
end
end
#===============================================================================
# Attracts the target. (Attract)
#===============================================================================
class Battle::Move::AttractTarget < Battle::Move
def ignoresSubstitute?(user); return true; end
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
return false if damagingMove?
return true if !target.pbCanAttract?(user, show_message)
return true if pbMoveFailedAromaVeil?(user, target, show_message)
return false
end
def pbEffectAgainstTarget(user, target)
return if damagingMove?
target.pbAttract(user)
end
def pbAdditionalEffect(user, target)
return if target.damageState.substitute
target.pbAttract(user) if target.pbCanAttract?(user, false)
end
end
#===============================================================================
# Changes user's type depending on the environment. (Camouflage)
#===============================================================================
class Battle::Move::SetUserTypesBasedOnEnvironment < Battle::Move
def canSnatch?; return true; end
def pbMoveFailed?(user, targets)
if !user.canChangeType?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
@newType = :NORMAL
checkedTerrain = false
case @battle.field.terrain
when :Electric
if GameData::Type.exists?(:ELECTRIC)
@newType = :ELECTRIC
checkedTerrain = true
end
when :Grassy
if GameData::Type.exists?(:GRASS)
@newType = :GRASS
checkedTerrain = true
end
when :Misty
if GameData::Type.exists?(:FAIRY)
@newType = :FAIRY
checkedTerrain = true
end
when :Psychic
if GameData::Type.exists?(:PSYCHIC)
@newType = :PSYCHIC
checkedTerrain = true
end
end
if !checkedTerrain
case @battle.environment
when :Grass, :TallGrass
@newType = :GRASS
when :MovingWater, :StillWater, :Puddle, :Underwater
@newType = :WATER
when :Cave
@newType = :ROCK
when :Rock, :Sand
@newType = :GROUND
when :Forest, :ForestGrass
@newType = :BUG
when :Snow, :Ice
@newType = :ICE
when :Volcano
@newType = :FIRE
when :Graveyard
@newType = :GHOST
when :Sky
@newType = :FLYING
when :Space
@newType = :DRAGON
when :UltraSpace
@newType = :PSYCHIC
end
end
@newType = :NORMAL if !GameData::Type.exists?(@newType)
if !GameData::Type.exists?(@newType) || !user.pbHasOtherType?(@newType)
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectGeneral(user)
user.pbChangeTypes(@newType)
typeName = GameData::Type.get(@newType).name
@battle.pbDisplay(_INTL("{1}'s type changed to {2}!", user.pbThis, typeName))
end
end
#===============================================================================
# Changes user's type to a random one that resists/is immune to the last move
# used by the target. (Conversion 2)
#===============================================================================
class Battle::Move::SetUserTypesToResistLastAttack < Battle::Move
def ignoresSubstitute?(user); return true; end
def pbMoveFailed?(user, targets)
if !user.canChangeType?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.lastMoveUsed || !target.lastMoveUsedType ||
GameData::Type.get(target.lastMoveUsedType).pseudo_type
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
@newTypes = []
GameData::Type.each do |t|
next if t.pseudo_type || user.pbHasType?(t.id) ||
!Effectiveness.resistant_type?(target.lastMoveUsedType, t.id)
@newTypes.push(t.id)
end
if @newTypes.length == 0
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectGeneral(user)
newType = @newTypes[@battle.pbRandom(@newTypes.length)]
user.pbChangeTypes(newType)
typeName = GameData::Type.get(newType).name
@battle.pbDisplay(_INTL("{1}'s type changed to {2}!", user.pbThis, typeName))
end
end
#===============================================================================
# User copies target's types. (Reflect Type)
#===============================================================================
class Battle::Move::SetUserTypesToTargetTypes < Battle::Move
def ignoresSubstitute?(user); return true; end
def pbMoveFailed?(user, targets)
if !user.canChangeType?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
newTypes = target.pbTypes(true)
if newTypes.length == 0 # Target has no type to copy
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
if user.pbTypes == target.pbTypes &&
user.effects[PBEffects::ExtraType] == target.effects[PBEffects::ExtraType]
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
user.pbChangeTypes(target)
@battle.pbDisplay(_INTL("{1}'s type changed to match {2}'s!",
user.pbThis, target.pbThis(true)))
end
end
#===============================================================================
# Changes user's type to that of a random user's move, except a type the user
# already has (even partially), OR changes to the user's first move's type.
# (Conversion)
#===============================================================================
class Battle::Move::SetUserTypesToUserMoveType < Battle::Move
def canSnatch?; return true; end
def pbMoveFailed?(user, targets)
if !user.canChangeType?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
userTypes = user.pbTypes(true)
@newTypes = []
user.eachMoveWithIndex do |m, i|
break if Settings::MECHANICS_GENERATION >= 6 && i > 0
next if GameData::Type.get(m.type).pseudo_type
next if userTypes.include?(m.type)
@newTypes.push(m.type) if !@newTypes.include?(m.type)
end
if @newTypes.length == 0
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectGeneral(user)
newType = @newTypes[@battle.pbRandom(@newTypes.length)]
user.pbChangeTypes(newType)
typeName = GameData::Type.get(newType).name
@battle.pbDisplay(_INTL("{1}'s type changed to {2}!", user.pbThis, typeName))
end
end
#===============================================================================
# The target's types become Psychic. (Magic Powder)
#===============================================================================
class Battle::Move::SetTargetTypesToPsychic < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.canChangeType? || !GameData::Type.exists?(:PSYCHIC) ||
!target.pbHasOtherType?(:PSYCHIC)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.pbChangeTypes(:PSYCHIC)
typeName = GameData::Type.get(:PSYCHIC).name
@battle.pbDisplay(_INTL("{1}'s type changed to {2}!", target.pbThis, typeName))
end
end
#===============================================================================
# Target becomes Water type. (Soak)
#===============================================================================
class Battle::Move::SetTargetTypesToWater < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.canChangeType? || !GameData::Type.exists?(:WATER) ||
!target.pbHasOtherType?(:WATER)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.pbChangeTypes(:WATER)
typeName = GameData::Type.get(:WATER).name
@battle.pbDisplay(_INTL("{1}'s type changed to {2}!", target.pbThis, typeName))
end
end
#===============================================================================
# Gives target the Ghost type. (Trick-or-Treat)
#===============================================================================
class Battle::Move::AddGhostTypeToTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if !GameData::Type.exists?(:GHOST) || target.pbHasType?(:GHOST) || !target.canChangeType?
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.effects[PBEffects::ExtraType] = :GHOST
typeName = GameData::Type.get(:GHOST).name
@battle.pbDisplay(_INTL("{1} transformed into the {2} type!", target.pbThis, typeName))
end
end
#===============================================================================
# Gives target the Grass type. (Forest's Curse)
#===============================================================================
class Battle::Move::AddGrassTypeToTarget < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if !GameData::Type.exists?(:GRASS) || target.pbHasType?(:GRASS) || !target.canChangeType?
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.effects[PBEffects::ExtraType] = :GRASS
typeName = GameData::Type.get(:GRASS).name
@battle.pbDisplay(_INTL("{1} transformed into the {2} type!", target.pbThis, typeName))
end
end
#===============================================================================
# User loses their Fire type. Fails if user is not Fire-type. (Burn Up)
#===============================================================================
class Battle::Move::UserLosesFireType < Battle::Move
def pbMoveFailed?(user, targets)
if !user.pbHasType?(:FIRE)
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectAfterAllHits(user, target)
if !user.effects[PBEffects::BurnUp]
user.effects[PBEffects::BurnUp] = true
@battle.pbDisplay(_INTL("{1} burned itself out!", user.pbThis))
end
end
end
#===============================================================================
# Target's ability becomes Simple. (Simple Beam)
#===============================================================================
class Battle::Move::SetTargetAbilityToSimple < Battle::Move
def canMagicCoat?; return true; end
def pbMoveFailed?(user, targets)
if !GameData::Ability.exists?(:SIMPLE)
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if target.unstoppableAbility? || [:TRUANT, :SIMPLE].include?(target.ability)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
@battle.pbShowAbilitySplash(target, true, false)
oldAbil = target.ability
target.ability = :SIMPLE
@battle.pbReplaceAbilitySplash(target)
@battle.pbDisplay(_INTL("{1} acquired {2}!", target.pbThis, target.abilityName))
@battle.pbHideAbilitySplash(target)
target.pbOnLosingAbility(oldAbil)
target.pbTriggerAbilityOnGainingIt
end
end
#===============================================================================
# Target's ability becomes Insomnia. (Worry Seed)
#===============================================================================
class Battle::Move::SetTargetAbilityToInsomnia < Battle::Move
def canMagicCoat?; return true; end
def pbMoveFailed?(user, targets)
if !GameData::Ability.exists?(:INSOMNIA)
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if target.unstoppableAbility? || [:TRUANT, :INSOMNIA].include?(target.ability_id)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
@battle.pbShowAbilitySplash(target, true, false)
oldAbil = target.ability
target.ability = :INSOMNIA
@battle.pbReplaceAbilitySplash(target)
@battle.pbDisplay(_INTL("{1} acquired {2}!", target.pbThis, target.abilityName))
@battle.pbHideAbilitySplash(target)
target.pbOnLosingAbility(oldAbil)
target.pbTriggerAbilityOnGainingIt
end
end
#===============================================================================
# User copies target's ability. (Role Play)
#===============================================================================
class Battle::Move::SetUserAbilityToTargetAbility < Battle::Move
def ignoresSubstitute?(user); return true; end
def pbMoveFailed?(user, targets)
if user.unstoppableAbility?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.ability || user.ability == target.ability
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
if target.ungainableAbility? ||
[:POWEROFALCHEMY, :RECEIVER, :TRACE, :WONDERGUARD].include?(target.ability_id)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
@battle.pbShowAbilitySplash(user, true, false)
oldAbil = user.ability
user.ability = target.ability
@battle.pbReplaceAbilitySplash(user)
@battle.pbDisplay(_INTL("{1} copied {2}'s {3}!",
user.pbThis, target.pbThis(true), target.abilityName))
@battle.pbHideAbilitySplash(user)
user.pbOnLosingAbility(oldAbil)
user.pbTriggerAbilityOnGainingIt
end
end
#===============================================================================
# Target copies user's ability. (Entrainment)
#===============================================================================
class Battle::Move::SetTargetAbilityToUserAbility < Battle::Move
def canMagicCoat?; return true; end
def pbMoveFailed?(user, targets)
if !user.ability
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
if user.ungainableAbility? ||
[:POWEROFALCHEMY, :RECEIVER, :TRACE].include?(user.ability_id)
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if target.unstoppableAbility? || target.ability == :TRUANT
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
@battle.pbShowAbilitySplash(target, true, false)
oldAbil = target.ability
target.ability = user.ability
@battle.pbReplaceAbilitySplash(target)
@battle.pbDisplay(_INTL("{1} acquired {2}!", target.pbThis, target.abilityName))
@battle.pbHideAbilitySplash(target)
target.pbOnLosingAbility(oldAbil)
target.pbTriggerAbilityOnGainingIt
end
end
#===============================================================================
# User and target swap abilities. (Skill Swap)
#===============================================================================
class Battle::Move::UserTargetSwapAbilities < Battle::Move
def ignoresSubstitute?(user); return true; end
def pbMoveFailed?(user, targets)
if !user.ability
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
if user.unstoppableAbility?
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
if user.ungainableAbility? || user.ability == :WONDERGUARD
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if !target.ability ||
(user.ability == target.ability && Settings::MECHANICS_GENERATION <= 5)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
if target.unstoppableAbility?
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
if target.ungainableAbility? || target.ability == :WONDERGUARD
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
if user.opposes?(target)
@battle.pbShowAbilitySplash(user, false, false)
@battle.pbShowAbilitySplash(target, true, false)
end
oldUserAbil = user.ability
oldTargetAbil = target.ability
user.ability = oldTargetAbil
target.ability = oldUserAbil
if user.opposes?(target)
@battle.pbReplaceAbilitySplash(user)
@battle.pbReplaceAbilitySplash(target)
end
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} swapped Abilities with its target!", user.pbThis))
else
@battle.pbDisplay(_INTL("{1} swapped its {2} Ability with its target's {3} Ability!",
user.pbThis, target.abilityName, user.abilityName))
end
if user.opposes?(target)
@battle.pbHideAbilitySplash(user)
@battle.pbHideAbilitySplash(target)
end
user.pbOnLosingAbility(oldUserAbil)
target.pbOnLosingAbility(oldTargetAbil)
user.pbTriggerAbilityOnGainingIt
target.pbTriggerAbilityOnGainingIt
end
end
#===============================================================================
# Target's ability is negated. (Gastro Acid)
#===============================================================================
class Battle::Move::NegateTargetAbility < Battle::Move
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if target.unstoppableAbility?
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.effects[PBEffects::GastroAcid] = true
target.effects[PBEffects::Truant] = false
@battle.pbDisplay(_INTL("{1}'s Ability was suppressed!", target.pbThis))
target.pbOnLosingAbility(target.ability, true)
end
end
#===============================================================================
# Negates the target's ability while it remains on the field, if it has already
# performed its action this round. (Core Enforcer)
#===============================================================================
class Battle::Move::NegateTargetAbilityIfTargetActed < Battle::Move
def pbEffectAgainstTarget(user, target)
return if target.damageState.substitute || target.effects[PBEffects::GastroAcid]
return if target.unstoppableAbility?
return if @battle.choices[target.index][0] != :UseItem &&
!((@battle.choices[target.index][0] == :UseMove ||
@battle.choices[target.index][0] == :Shift) && target.movedThisRound?)
target.effects[PBEffects::GastroAcid] = true
target.effects[PBEffects::Truant] = false
@battle.pbDisplay(_INTL("{1}'s Ability was suppressed!", target.pbThis))
target.pbOnLosingAbility(target.ability, true)
end
end
#===============================================================================
# Ignores all abilities that alter this move's success or damage.
# (Moongeist Beam, Sunsteel Strike)
#===============================================================================
class Battle::Move::IgnoreTargetAbility < Battle::Move
def pbChangeUsageCounters(user, specialUsage)
super
@battle.moldBreaker = true if !specialUsage
end
end
#===============================================================================
# For 5 rounds, user becomes airborne. (Magnet Rise)
#===============================================================================
class Battle::Move::StartUserAirborne < Battle::Move
def unusableInGravity?; return true; end
def canSnatch?; return true; end
def pbMoveFailed?(user, targets)
if user.effects[PBEffects::Ingrain] ||
user.effects[PBEffects::SmackDown] ||
user.effects[PBEffects::MagnetRise] > 0
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectGeneral(user)
user.effects[PBEffects::MagnetRise] = 5
@battle.pbDisplay(_INTL("{1} levitated with electromagnetism!", user.pbThis))
end
end
#===============================================================================
# For 3 rounds, target becomes airborne and can always be hit. (Telekinesis)
#===============================================================================
class Battle::Move::StartTargetAirborneAndAlwaysHitByMoves < Battle::Move
def unusableInGravity?; return true; end
def canMagicCoat?; return true; end
def pbFailsAgainstTarget?(user, target, show_message)
if target.effects[PBEffects::Ingrain] ||
target.effects[PBEffects::SmackDown] ||
target.effects[PBEffects::Telekinesis] > 0
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
if target.isSpecies?(:DIGLETT) ||
target.isSpecies?(:DUGTRIO) ||
target.isSpecies?(:SANDYGAST) ||
target.isSpecies?(:PALOSSAND) ||
(target.isSpecies?(:GENGAR) && target.mega?)
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
target.effects[PBEffects::Telekinesis] = 3
@battle.pbDisplay(_INTL("{1} was hurled into the air!", target.pbThis))
end
end
#===============================================================================
# Hits airborne semi-invulnerable targets. (Sky Uppercut)
#===============================================================================
class Battle::Move::HitsTargetInSky < Battle::Move
def hitsFlyingTargets?; return true; end
end
#===============================================================================
# Grounds the target while it remains active. Hits some semi-invulnerable
# targets. (Smack Down, Thousand Arrows)
#===============================================================================
class Battle::Move::HitsTargetInSkyGroundsTarget < Battle::Move
def hitsFlyingTargets?; return true; end
def pbCalcTypeModSingle(moveType, defType, user, target)
return Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER if moveType == :GROUND && defType == :FLYING
return super
end
def pbEffectAfterAllHits(user, target)
return if target.fainted?
return if target.damageState.unaffected || target.damageState.substitute
return if target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSkyTargetCannotAct") ||
target.effects[PBEffects::SkyDrop] >= 0 # Sky Drop
return if !target.airborne? && !target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
"TwoTurnAttackInvulnerableInSkyParalyzeTarget")
target.effects[PBEffects::SmackDown] = true
if target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
"TwoTurnAttackInvulnerableInSkyParalyzeTarget") # NOTE: Not Sky Drop.
target.effects[PBEffects::TwoTurnAttack] = nil
@battle.pbClearChoice(target.index) if !target.movedThisRound?
end
target.effects[PBEffects::MagnetRise] = 0
target.effects[PBEffects::Telekinesis] = 0
@battle.pbDisplay(_INTL("{1} fell straight down!", target.pbThis))
end
end
#===============================================================================
# For 5 rounds, increases gravity on the field. Pokémon cannot become airborne.
# (Gravity)
#===============================================================================
class Battle::Move::StartGravity < Battle::Move
def pbMoveFailed?(user, targets)
if @battle.field.effects[PBEffects::Gravity] > 0
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbEffectGeneral(user)
@battle.field.effects[PBEffects::Gravity] = 5
@battle.pbDisplay(_INTL("Gravity intensified!"))
@battle.allBattlers.each do |b|
showMessage = false
if b.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
"TwoTurnAttackInvulnerableInSkyTargetCannotAct")
b.effects[PBEffects::TwoTurnAttack] = nil
@battle.pbClearChoice(b.index) if !b.movedThisRound?
showMessage = true
end
if b.effects[PBEffects::MagnetRise] > 0 ||
b.effects[PBEffects::Telekinesis] > 0 ||
b.effects[PBEffects::SkyDrop] >= 0
b.effects[PBEffects::MagnetRise] = 0
b.effects[PBEffects::Telekinesis] = 0
b.effects[PBEffects::SkyDrop] = -1
showMessage = true
end
if showMessage
@battle.pbDisplay(_INTL("{1} couldn't stay airborne because of gravity!", b.pbThis))
end
end
end
end
#===============================================================================
# User transforms into the target. (Transform)
#===============================================================================
class Battle::Move::TransformUserIntoTarget < Battle::Move
def pbMoveFailed?(user, targets)
if user.effects[PBEffects::Transform]
@battle.pbDisplay(_INTL("But it failed!"))
return true
end
return false
end
def pbFailsAgainstTarget?(user, target, show_message)
if target.effects[PBEffects::Transform] ||
target.effects[PBEffects::Illusion]
@battle.pbDisplay(_INTL("But it failed!")) if show_message
return true
end
return false
end
def pbEffectAgainstTarget(user, target)
user.pbTransform(target)
end
def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true)
super
@battle.scene.pbChangePokemon(user, targets[0].pokemon)
end
end