Konfustrahl:
def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true) return super(attacker,opponent,hitnum,alltargets,showanimation) if pbIsDamaging? if opponent.pbCanConfuse?(attacker,true,self) pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation) opponent.pbConfuse @battle.pbDisplay(_INTL("{1} became confused!",opponent.pbThis)) return 0 end return -1 end
Aussetzer:
def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
if opponent.effects[PBEffects::Disable]>0
@battle.pbDisplay(_INTL("But it failed!"))
return -1
end
if !attacker.hasMoldBreaker
if opponent.hasWorkingAbility(:AROMAVEIL)
@battle.pbDisplay(_INTL("But it failed because of {1}'s {2}!",
opponent.pbThis,PBAbilities.getName(opponent.ability)))
return -1
elsif opponent.pbPartner.hasWorkingAbility(:AROMAVEIL)
@battle.pbDisplay(_INTL("But it failed because of {1}'s {2}!",
opponent.pbPartner.pbThis,PBAbilities.getName(opponent.pbPartner.ability)))
return -1
end
end
for i in opponent.moves
if i.id>0 && i.id==opponent.lastMoveUsed && (i.pp>0 || i.totalpp==0)
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
opponent.effects[PBEffects::Disable]=5
opponent.effects[PBEffects::DisableMove]=opponent.lastMoveUsed
@battle.pbDisplay(_INTL("{1}'s {2} was disabled!",opponent.pbThis,i.name))
return 0
end
end
@battle.pbDisplay(_INTL("But it failed!"))
return -1
end
end
Alles anzeigen