Then, 'PokeBattle_Battler' script, add under Yawn:
Code:
@effects[PBEffects::WeightChange] = 0
@effects[PBEffects::Yawn] = 0
@effects[PBEffects::LastMoveFailed] = false
Now, 'def pbProcessMoveAgainstTarget(thismove,user,target,numhits,turneffects,nocheck=false,alltargets=nil,showanimation=true)' add inside here:
Code:
user.effects[PBEffects::Outrage]=0 if thismove.function==0xD2 # Outrage
user.effects[PBEffects::Rollout]=0 if thismove.function==0xD3 # Rollout
user.effects[PBEffects::FuryCutter]=0 if thismove.function==0x91 # Fury Cutter
user.effects[PBEffects::Stockpile]=0 if thismove.function==0x113 # Spit Up
user.effects[PBEffects::LastMoveFailed]=true
return
end
# Add to counters for moves which increase them when used in succession
And under Illusion code, replace for (pay attention about the line):
Code:
# Illusion
if target.effects[PBEffects::Illusion] && target.hasWorkingAbility(:ILLUSION) && damage>0 &&
!target.damagestate.substitute
PBDebug.log("[Ability triggered] #{target.pbThis}'s Illusion ended")
target.effects[PBEffects::Illusion]=nil; @battle.scene.pbChangePokemon(target,target.pokemon)
@battle.pbDisplayEffect(target) if !$NoDisplayEffect
if EFFECTMESSAGES
@battle.pbDisplay(_INTL("{1}'s {2} wore off!",target.pbThis,PBAbilities.getName(target.ability)))
else
@battle.pbDisplay(_INTL("{1}'s {2} was broken!",target.pbThis,PBAbilities.getName(target.ability)))
end
PBDebug.log("[#{target.pbThis}'s Illusion was broken by #{user.pbThis(true)}]")
end
user.pbFaint if user.fainted? # no return
#return if numhits>1 && target.damagestate.calcdamage<=0
if numhits>1 && target.damagestate.calcdamage<=0
user.effects[PBEffects::LastMoveFailed]=true
return
end
@battle.pbJudgeCheckpoint(user,thismove)
# Additional effect
Same here:
Code:
# Destiny Bond
if !user.fainted? && target.fainted?
if destinybond && target.pbIsOpposing?(user.index)
PBDebug.log("[Lingering effect triggered] #{target.pbThis}'s Destiny Bond")
@battle.pbDisplay(_INTL("{1} took its attacker down with it!",target.pbThis))
user.pbReduceHP(user.hp)
user.pbFaint # no return
@battle.pbJudgeCheckpoint(user)
end
end
pbEffectsAfterHit(user,target,thismove,turneffects)
# Berry check
for j in 0...4
@battle.battlers[j].pbBerryCureCheck
end
target.pbUpdateTargetedMove(thismove,user)
user.effects[PBEffects::LastMoveFailed]=false
end
Finally, in PokeBattle_MoveEffect script, paste (change 162 for what you want, here and inside move.txt. They need to be the same number):
Code:
################################################################################
#Stomping Tantrum
################################################################################
class PokeBattle_Move_162 < PokeBattle_Move
def pbBaseDamage(basedmg,attacker,opponent)
return basedmg*2 if attacker.effects[PBEffects::LastMoveFailed]
return basedmg
end
end