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- #Backstab and Drag Under
- #Move_BaseEffects, under this line:
- "TwoTurnAttackInvulnerableRemoveProtections",
- #add
- "TwoTurnAttackInvulnerableAlwaysCriticalHit", #Backstab
- "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct", #Drag Under
- #This makes the Power Herb charge it
- #Battle_Battler, in this section:
- def semiInvulnerable?
- return inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
- "TwoTurnAttackInvulnerableUnderground",
- "TwoTurnAttackInvulnerableUnderwater",
- "TwoTurnAttackInvulnerableInSkyParalyzeTarget",
- "TwoTurnAttackInvulnerableRemoveProtections",
- "TwoTurnAttackInvulnerableInSkyTargetCannotAct")
- end
- #add "TwoTurnAttackInvulnerableAlwaysCriticalHit" and "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct" to the list, like so
- def semiInvulnerable?
- return inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
- "TwoTurnAttackInvulnerableUnderground",
- "TwoTurnAttackInvulnerableUnderwater",
- "TwoTurnAttackInvulnerableInSkyParalyzeTarget",
- "TwoTurnAttackInvulnerableRemoveProtections",
- "TwoTurnAttackInvulnerableAlwaysCriticalHit", #Backstab
- "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct", #Drag Under
- "TwoTurnAttackInvulnerableInSkyTargetCannotAct")
- end
- #This makes semiInvulnerable? return true
- #Under BOTH instances of this line:
- return false if inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderground",
- #add
- "TwoTurnAttackInvulnerableAlwaysCriticalHit", #Backstab
- "TwoTurnAttackInvulnerableUnderwaterTargetCannotAct", #Drag Under
- #This prevents Sandstorm and Hail damage
- #Battler_UseMoveSuccessChecks, change this line
- elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableRemoveProtections")
- to
- elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableRemoveProtections", "TwoTurnAttackInvulnerableAlwaysCriticalHit")
- #and this line
- elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater")
- to
- elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater","TwoTurnAttackInvulnerableUnderwaterTargetCannotAct")
- #Battle_AbilityEffects, this code:
- next false if battler.effects[PBEffects::SkyDrop] >= 0 ||
- battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSkyTargetCannotAct") # Sky Drop
- #add Drag Under to the list, like so
- next false if battler.effects[PBEffects::SkyDrop] >= 0 ||
- battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSkyTargetCannotAct") # Sky Drop
- battler.effects[PBEffects::DragUnder] >= 0 ||
- battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwaterTargetCannotAct") || # Drag Under
- #In Battle_ItemEffects, do the same with the code there
- #Fairy Ring
- #In Battle_EndOfRoundPhase,
- TRAPPING_MOVE_COMMON_ANIMATIONS = {
- :BIND => "Bind",
- :CLAMP => "Clamp",
- :FIRESPIN => "FireSpin",
- :MAGMASTORM => "MagmaStorm",
- :SANDTOMB => "SandTomb",
- :WRAP => "Wrap",
- :INFESTATION => "Infestation"
- }
- #Add Fairy Ring, like so:
- TRAPPING_MOVE_COMMON_ANIMATIONS = {
- :BIND => "Bind",
- :CLAMP => "Clamp",
- :FIRESPIN => "FireSpin",
- :MAGMASTORM => "MagmaStorm",
- :SANDTOMB => "SandTomb",
- :WRAP => "Wrap",
- :INFESTATION => "Infestation",
- :FAIRYRING => "FairyRing"
- }
- #MoveEffects_SwitchingActing, you can add a unique message for Fairy Ring here
- # Message
- msg = _INTL("{1} was trapped in the vortex!", target.pbThis)
- case @id
- when :BIND
- msg = _INTL("{1} was squeezed by {2}!", target.pbThis, user.pbThis(true))
- when :CLAMP
- msg = _INTL("{1} clamped {2}!", user.pbThis, target.pbThis(true))
- when :FIRESPIN
- msg = _INTL("{1} was trapped in the fiery vortex!", target.pbThis)
- when :INFESTATION
- msg = _INTL("{1} has been afflicted with an infestation by {2}!", target.pbThis, user.pbThis(true))
- when :MAGMASTORM
- msg = _INTL("{1} became trapped by Magma Storm!", target.pbThis)
- when :SANDTOMB
- msg = _INTL("{1} became trapped by Sand Tomb!", target.pbThis)
- when :WHIRLPOOL
- msg = _INTL("{1} became trapped in the vortex!", target.pbThis)
- when :WRAP
- msg = _INTL("{1} was wrapped by {2}!", target.pbThis, user.pbThis(true))
- end
- #Moonbeam Lance/Spire Lance/Stinger Lance/Winter Lance
- #In Battler_UseMoveTriggerEffects, find this code -
- # Target's item
- if target.itemActive?(true)
- oldHP = user.hp
- Battle::ItemEffects.triggerOnBeingHit(target.item, user, target, move, @battle)
- user.pbItemHPHealCheck if user.hp < oldHP
- end
- #Change it to:
- # Target's item
- if target.itemActive?(true) && move.function != "IgnoreTargetAbilityAndItem"
- oldHP = user.hp
- Battle::ItemEffects.triggerOnBeingHit(target.item, user, target, move, @battle)
- user.pbItemHPHealCheck if user.hp < oldHP
- end
- #Power Garden
- #In Move_BaseEffects, find this section:
- if !user.effects[PBEffects::TwoTurnAttack]
- @powerHerb = user.hasActiveItem?(:POWERHERB)
- @chargingTurn = true
- @damagingTurn = @powerHerb
- end
- #change to
- if !user.effects[PBEffects::TwoTurnAttack]
- @powerHerb = user.hasActiveItem?(:POWERHERB) || @battle.field.effects[PBEffects::GardenType] == "Power"
- @chargingTurn = true
- @damagingTurn = @powerHerb
- end
- #Further down, find this line
- @battle.pbDisplay(_INTL("{1} became fully charged due to its Power Herb!", user.pbThis))
- user.pbConsumeItem
- #Change to
- if @battle.field.effects[PBEffects::GardenType] == "Power"
- @battle.pbDisplay(_INTL("{1} became fully charged due to the Power Garden!", user.pbThis))
- else
- @battle.pbDisplay(_INTL("{1} became fully charged due to its Power Herb!", user.pbThis))
- user.pbConsumeItem
- end
- #In Battle_EndOfRoundPhase, find this code:
- # Magic Room
- pbEORCountDownFieldEffect(PBEffects::MagicRoom,
- _INTL("Magic Room wore off, and held items' effects returned to normal!"))
- #Right below it, add
- # Gardens
- pbEORCountDownFieldEffect(PBEffects::GardenCount,
- _INTL("The garden wilted!"))
- #Stoke
- #In Move_UsageCalculations, under
- if user.effects[PBEffects::Charge] > 0 && type == :ELECTRIC
- multipliers[:base_damage_multiplier] *= 2
- end
- #add
- if user.effects[PBEffects::Stoke] > 0 && type == :FIRE
- multipliers[:base_damage_multiplier] *= 2
- end
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