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Old September 5th, 2012 (04:18 AM).
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Maruno Maruno is offline
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Code:
class PokeBattle_Move_141 < PokeBattle_Move
  def pbEffect(attacker,opponent)
    ret=super(attacker,opponent)
    if opponent.damagestate.calcdamage>0
      attacker.effects[PBEffects::HyperBeam]=2
      attacker.currentMove=@id
    end
    return ret
    haveanim=false
    if !attacker.pbTooHigh?(PBStats::ATTACK)
      attacker.stages[PBStats::ATTACK]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Attack rose!",attacker.pbThis))
    end
    if !attacker.pbTooHigh?(PBStats::DEFENSE)
      attacker.stages[PBStats::DEFENSE]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Defense rose!",attacker.pbThis))
    end
    if !attacker.pbTooHigh?(PBStats::SPEED)
      attacker.stages[PBStats::SPEED]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Speed rose!",attacker.pbThis))
    end
    if !attacker.pbTooHigh?(PBStats::SPATK)
      attacker.stages[PBStats::SPATK]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Special Attack rose!",attacker.pbThis))
    end
    if !attacker.pbTooHigh?(PBStats::SPDEF)
      attacker.stages[PBStats::SPDEF]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Special Defense rose!",attacker.pbThis))
    end
    if !attacker.pbTooHigh?(PBStats::ACCURACY)
      attacker.stages[PBStats::ACCURACY]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Accuracy rose!",attacker.pbThis))
    end
    if !attacker.pbTooHigh?(PBStats::EVASION)
      attacker.stages[PBStats::EVASION]+=1
      @battle.pbCommonAnimation("StatUp",attacker,nil) if !haveanim; haveanim=true
      @battle.pbDisplay(_INTL("{1}'s Evasion rose!",attacker.pbThis))
    end
    return true
  end
end
Delete the red line, add the green line.


Code:
class PokeBattle_Move_148 < PokeBattle_Move
  def pbAdditionalEffect(attacker,opponent)
    rnd=@battle.pbRandom(10)
    case rnd
      when 0
        return false if !opponent.pbCanBurn?(true)
        opponent.pbBurn(attacker)
        @battle.pbDisplay(_INTL("{1} was burned!",opponent.pbThis))
      when 1
        return false if !opponent.pbCanFreeze?(true)
        opponent.pbFreeze
        @battle.pbDisplay(_INTL("{1} was frozen solid!",opponent.pbThis))
      when 2
        return false if !opponent.pbCanParalyze?(true)
        opponent.pbParalyze(attacker)
        @battle.pbDisplay(_INTL("{1} is paralyzed!  It may be unable to move!",opponent.pbThis))
      when 3
        return false if !opponent.pbCanPoison?(true)
        opponent.pbPoison(attacker)
        @battle.pb.Display(_INTL("{1} was poisoned!",opponent.pbThis))
      when 4
        return false if !opponent.pbCanSleep?(true)
        opponent.pbSleep
        @battle.pbDisplay(_INTL("{1} went to sleep!",opponent.pbThis))
      when 5
        return false if !opponent.pbCanBurn?(true)
        opponent.pbBurn(attacker)
        @battle.pbDisplay(_INTL("{1} was burned!",opponent.pbThis))
      when 6
        return false if !opponent.pbCanSleep?(true)
        opponent.pbSleep
        @battle.pbDisplay(_INTL("{1} went to sleep!",opponent.pbThis))
      when 7
        return false if !opponent.pbCanParalyze?(true)
        opponent.pbParalyze(attacker)
        @battle.pbDisplay(_INTL("{1} is paralyzed!  It may be unable to move!",opponent.pbThis))
      when 8
        return false if !opponent.pbCanPoison?(true)
        opponent.pbPoison(attacker)
        @battle.pb.Display(_INTL("{1} was poisoned!",opponent.pbThis))
      when 9
        return false if !opponent.pbCanSleep?(true)
        opponent.pbSleep
        @battle.pbDisplay(_INTL("{1} went to sleep!",opponent.pbThis))
    end
    return true
  end
end
Fix the extraneous dot in the red part. Other than that, though, the code itself is correct. Make sure the move as defined in moves.txt has an additional effect probability of [whatever] rather than 0 (maybe 30?).
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