def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
return super(attacker,opponent,hitnum,alltargets,showanimation) if @basedamage>0
[email protected](7)
case rnd
when 0
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::ATTACK,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::ATTACK,1,false)
return ret ? 0 : -1
when 1
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::DEFENSE,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::DEFENSE,1,false)
return ret ? 0 : -1
when 2
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::SPATK,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::SPATK,1,false)
return ret ? 0 : -1
when 3
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::SPDEF,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::SPDEF,1,false)
return ret ? 0 : -1
when 4
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::SPEED,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::SPEED,1,false)
return ret ? 0 : -1
when 5
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::ACCURACY,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::ACCURACY,1,false)
return ret ? 0 : -1
when 6
return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::EVASION,true)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
ret=attacker.pbIncreaseStat(PBStats::EVASION,1,false)
return ret ? 0 : -1
end
end