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Old August 31st, 2012, 02:43 PM
Black Temple Gaurdian
Unhatched Egg
 
Join Date: May 2010
Yes it was the effect portion of the moves. I guess that's what I get from basing my work on other people (it was a previous programmer who left :/ ).

So I tried:
Code:
class PokeBattle_Move_135 < PokeBattle_Move
  def pbBaseDamage(basedmg,attacker,opponent)
    multiplier=2 if pbHasMove?(attacker,:ALPHASHOCK) &&
                    pbHasMove?(attacker,:BETAFLAME) &&
                    pbHasMove?(attacker,:GAMMASPORE) &&
                    pbHasMove?(attacker,:DELTAWAVE)
    else multiplier=1
    return basedmg*multiplier
  end
     
def pbAdditionalEffect(attacker,opponent)
    multiplier=2 if pbHasMove?(attacker,:ALPHASHOCK) &&
                    pbHasMove?(attacker,:BETAFLAME) &&
                    pbHasMove?(attacker,:GAMMASPORE) &&
                    pbHasMove?(attacker,:DELTAWAVE)
    else multiplier=1
    rnd=@battle.pbRandom(10/multiplier)
    case rnd
      when 0
        return false if !opponent.pbCanParalyze?(false)
        opponent.pbParalyze(attacker)
        @battle.pbDisplay(_INTL("{1} is paralyzed!  It may be unable to move!",opponent.pbThis))
        return true
    end
    return false
  end
But that doesn't work. What's wrong with it?
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