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Sep 7th, 2018
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  1. atype=type # attack type
  2. otype1=opponent.type1
  3. otype2=opponent.type2
  4. otype3=opponent.effects[PBEffects::Type3] || -1
  5. if attacker.hasWorkingAbility && isSoundBased? #This line
  6. atype=getConst(PBTypes,:WATER) || 0
  7. end
  8.  
  9. if thismove.basedamage>0 && thismove.function!=0x02 && # Struggle
  10. thismove.function!=0x111 # Future Sight
  11. type=thismove.pbType(thismove.type,user,target)
  12. typemod=thismove.pbTypeModifier(type,user,target) #This line
  13.  
  14. def pbSuccessCheck(*args)
  15. index = args[1].index
  16. ret = pbSuccessCheck_ebs(*args) #this line
  17. @battle.scene.revertMoveTransformations(index) if ret==false
  18. return ret
  19. end
  20.  
  21. if !nocheck &&
  22. !pbSuccessCheck(thismove,user,target,turneffects,i==0 || thismove.successCheckPerHit?) #this line
  23. if thismove.function==0xBF && realnumhits>0 # Triple Kick
  24. break # Considered a success if Triple Kick hits at least once
  25. elsif thismove.function==0x10B # Hi Jump Kick, Jump Kick
  26. if !user.hasWorkingAbility(:MAGICGUARD)
  27. PBDebug.log("[Move effect triggered] #{user.pbThis} took crash damage")
  28. # TODO: Not shown if message is "It doesn't affect XXX..."
  29. @battle.pbDisplay(_INTL("{1} kept going and crashed!",user.pbThis))
  30. damage=(user.totalhp/2).floor
  31. if damage>0
  32. @battle.scene.pbDamageAnimation(user,0)
  33. user.pbReduceHP(damage)
  34. end
  35. user.pbFaint if user.isFainted?
  36. end
  37. end
  38.  
  39. def pbProcessMoveAgainstTarget(thismove,user,target,numhits,turneffects,nocheck=false,alltargets=nil,showanimation=true)
  40. realnumhits=0
  41. totaldamage=0
  42. destinybond=false
  43. for i in 0...numhits #this line
  44. target.damagestate.reset
  45.  
  46. alias pbProcessMoveAgainstTarget_ebs pbProcessMoveAgainstTarget unless self.method_defined?(:pbProcessMoveAgainstTarget_ebs)
  47. def pbProcessMoveAgainstTarget(*args)
  48. @thisMoveHits = args[3]
  49. return pbProcessMoveAgainstTarget_ebs(*args) #this line
  50. end
  51. end
  52.  
  53.  
  54. # For each target in turn
  55. i=0; loop do break if i>=targets.length #this line
  56.  
  57. # Use move against the current target
  58. pbProcessMoveAgainstTarget(thismove,user,target,numhits,turneffects,false,alltargets,showanimation)
  59. showanimation=false
  60. i+=1
  61. end
  62. end
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