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TechSkylander1518

PhoenixDex Moves Script Changes

Jun 27th, 2023 (edited)
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  1. #Backstab and Drag Under
  2. #Move_BaseEffects, under this line:
  3.              "TwoTurnAttackInvulnerableRemoveProtections",
  4. #add
  5.              "TwoTurnAttackInvulnerableAlwaysCriticalHit", #Backstab
  6.              "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct", #Drag Under
  7.  
  8. #This makes the Power Herb charge it
  9. #Battle_Battler, in this section:
  10.   def semiInvulnerable?
  11.     return inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
  12.                             "TwoTurnAttackInvulnerableUnderground",
  13.                             "TwoTurnAttackInvulnerableUnderwater",
  14.                             "TwoTurnAttackInvulnerableInSkyParalyzeTarget",
  15.                             "TwoTurnAttackInvulnerableRemoveProtections",
  16.                             "TwoTurnAttackInvulnerableInSkyTargetCannotAct")
  17.   end
  18. #add "TwoTurnAttackInvulnerableAlwaysCriticalHit" and "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct" to the list, like so
  19.   def semiInvulnerable?
  20.     return inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
  21.                             "TwoTurnAttackInvulnerableUnderground",
  22.                             "TwoTurnAttackInvulnerableUnderwater",
  23.                             "TwoTurnAttackInvulnerableInSkyParalyzeTarget",
  24.                             "TwoTurnAttackInvulnerableRemoveProtections",
  25.                             "TwoTurnAttackInvulnerableAlwaysCriticalHit", #Backstab
  26.                             "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct", #Drag Under
  27.                             "TwoTurnAttackInvulnerableInSkyTargetCannotAct")
  28.   end
  29.  
  30. #This makes semiInvulnerable? return true
  31.  
  32. #Under BOTH instances of this line:
  33.     return false if inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderground",
  34. #add
  35.                                      "TwoTurnAttackInvulnerableAlwaysCriticalHit", #Backstab
  36.                                      "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct", #Drag Under
  37. #This prevents Sandstorm and Hail damage
  38.  
  39.  
  40. #Battler_UseMoveSuccessChecks, change this line
  41.         elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableRemoveProtections")
  42. to
  43.         elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableRemoveProtections", "TwoTurnAttackInvulnerableAlwaysCriticalHit")
  44. #and this line
  45.         elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater")
  46. to
  47.         elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater","TwoTurnAttackInvulnerableUnderwaterTargetCannotAct")
  48.  
  49. #Battle_AbilityEffects, this code:
  50.     next false if battler.effects[PBEffects::SkyDrop] >= 0 ||
  51.                   battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSkyTargetCannotAct")   # Sky Drop
  52. #add Drag Under to the list, like so
  53.  
  54.     next false if battler.effects[PBEffects::SkyDrop] >= 0 ||
  55.                   battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSkyTargetCannotAct")   # Sky Drop
  56.                   battler.effects[PBEffects::DragUnder] >= 0 ||
  57.                   battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwaterTargetCannotAct") ||  # Drag Under
  58. #In Battle_ItemEffects, do the same with the code there
  59.  
  60.  
  61.  
  62.  
  63. #Fairy Ring
  64. #In Battle_EndOfRoundPhase,
  65.   TRAPPING_MOVE_COMMON_ANIMATIONS = {
  66.     :BIND        => "Bind",
  67.     :CLAMP       => "Clamp",
  68.     :FIRESPIN    => "FireSpin",
  69.     :MAGMASTORM  => "MagmaStorm",
  70.     :SANDTOMB    => "SandTomb",
  71.     :WRAP        => "Wrap",
  72.     :INFESTATION => "Infestation"
  73.   }
  74. #Add Fairy Ring, like so:
  75.   TRAPPING_MOVE_COMMON_ANIMATIONS = {
  76.     :BIND        => "Bind",
  77.     :CLAMP       => "Clamp",
  78.     :FIRESPIN    => "FireSpin",
  79.     :MAGMASTORM  => "MagmaStorm",
  80.     :SANDTOMB    => "SandTomb",
  81.     :WRAP        => "Wrap",
  82.     :INFESTATION => "Infestation",
  83.     :FAIRYRING   => "FairyRing"
  84.   }
  85. #MoveEffects_SwitchingActing, you can add a unique message for Fairy Ring here
  86.     # Message
  87.     msg = _INTL("{1} was trapped in the vortex!", target.pbThis)
  88.     case @id
  89.     when :BIND
  90.       msg = _INTL("{1} was squeezed by {2}!", target.pbThis, user.pbThis(true))
  91.     when :CLAMP
  92.       msg = _INTL("{1} clamped {2}!", user.pbThis, target.pbThis(true))
  93.     when :FIRESPIN
  94.       msg = _INTL("{1} was trapped in the fiery vortex!", target.pbThis)
  95.     when :INFESTATION
  96.       msg = _INTL("{1} has been afflicted with an infestation by {2}!", target.pbThis, user.pbThis(true))
  97.     when :MAGMASTORM
  98.       msg = _INTL("{1} became trapped by Magma Storm!", target.pbThis)
  99.     when :SANDTOMB
  100.       msg = _INTL("{1} became trapped by Sand Tomb!", target.pbThis)
  101.     when :WHIRLPOOL
  102.       msg = _INTL("{1} became trapped in the vortex!", target.pbThis)
  103.     when :WRAP
  104.       msg = _INTL("{1} was wrapped by {2}!", target.pbThis, user.pbThis(true))
  105.     end
  106.  
  107.  
  108. #Moonbeam Lance/Spire Lance/Stinger Lance/Winter Lance
  109. #In Battler_UseMoveTriggerEffects, find this code -
  110.       # Target's item
  111.       if target.itemActive?(true)
  112.         oldHP = user.hp
  113.         Battle::ItemEffects.triggerOnBeingHit(target.item, user, target, move, @battle)
  114.         user.pbItemHPHealCheck if user.hp < oldHP
  115.       end
  116. #Change it to:
  117.       # Target's item
  118.       if target.itemActive?(true) && move.function != "IgnoreTargetAbilityAndItem"
  119.         oldHP = user.hp
  120.         Battle::ItemEffects.triggerOnBeingHit(target.item, user, target, move, @battle)
  121.         user.pbItemHPHealCheck if user.hp < oldHP
  122.       end
  123.  
  124. #Power Garden
  125. #In Move_BaseEffects, find this section:
  126.     if !user.effects[PBEffects::TwoTurnAttack]
  127.       @powerHerb = user.hasActiveItem?(:POWERHERB)
  128.       @chargingTurn = true
  129.       @damagingTurn = @powerHerb
  130.     end
  131. #change to
  132.     if !user.effects[PBEffects::TwoTurnAttack]
  133.       @powerHerb = user.hasActiveItem?(:POWERHERB) || @battle.field.effects[PBEffects::GardenType] == "Power"
  134.       @chargingTurn = true
  135.       @damagingTurn = @powerHerb
  136.     end
  137.  
  138. #Further down, find this line
  139.         @battle.pbDisplay(_INTL("{1} became fully charged due to its Power Herb!", user.pbThis))
  140.         user.pbConsumeItem
  141. #Change to
  142.         if @battle.field.effects[PBEffects::GardenType] == "Power"
  143.             @battle.pbDisplay(_INTL("{1} became fully charged due to the Power Garden!", user.pbThis))
  144.         else
  145.             @battle.pbDisplay(_INTL("{1} became fully charged due to its Power Herb!", user.pbThis))
  146.             user.pbConsumeItem
  147.         end
  148.  
  149. #In Battle_EndOfRoundPhase, find this code:
  150. # Magic Room
  151.     pbEORCountDownFieldEffect(PBEffects::MagicRoom,
  152.                               _INTL("Magic Room wore off, and held items' effects returned to normal!"))
  153. #Right below it, add
  154. # Gardens
  155.     pbEORCountDownFieldEffect(PBEffects::GardenCount,
  156.                               _INTL("The garden wilted!"))
  157.  
  158. #Stoke
  159. #In Move_UsageCalculations, under
  160.     if user.effects[PBEffects::Charge] > 0 && type == :ELECTRIC
  161.       multipliers[:base_damage_multiplier] *= 2
  162.     end
  163. #add
  164.     if user.effects[PBEffects::Stoke] > 0 && type == :FIRE
  165.       multipliers[:base_damage_multiplier] *= 2
  166.     end
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