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Night Terror:
It seems to combine the mechanics of Dream Eater, draining moves and Nightmare or Curse (Ghost type effect). Look up how those moves are programmed. My question is; does the attrition aspect end when the target wakes up or is it like the attrition damage dealt from being poisoned...
In def pbEffectAfterAllHits make the following change:
def pbEffectAfterAllHits(user, target)
return if target.fainted?
return if target.damageState.unaffected || target.damageState.substitute
# return if target.effects[PBEffects::Attract] >= 0
return if...
It appears to be an ID mismatch. If you change the first argument to @event_id that makes the event become the follower event without the possibility of an ID mismatch error.
Not quite. My initial code had a bug. What I would suggest is in the Pokemon script as follows:
# @return [Boolean] whether this Pokémon is shiny (differently colored)
def shiny?
if @shiny.nil?
a = @personalID ^ @owner.id
b = a & 0xFFFF
c = (a >> 16) & 0xFFFF
d =...
What you should do is use two separate arrays for the two values you're working with.
class Battle::Move::HealAllyOrDamageFoeAndCureTargetBurn < Battle::Move
def pbEffectWhenDealingDamage(user, target)
hitAllyId = []
hitAllyHp = []
battler.allAllies.each do |b|
next if...
Sounds like the standard incense item mechanic that changes the newly-hatched Pokémon's species to their baby form (e.g. a female Snorlax holding a Full Incense will lay a Munchlax egg instead of a Snorlax egg). Try copying that. No alternate forms are necessary.