public static void SendingOut(PokemonProxy pm) { pm.Reset(); var o = pm.OnboardPokemon; if (pm.State == PokemonState.BadlyPSN) { o.SetCondition(Cs.BadlyPSN, pm.Controller.TurnNumber); } var pass = pm.Tile.GetCondition <OnboardPokemon>(Cs.BatonPass); if (pass != null) { o.SetLv7D(pass.Lv5D.Atk, pass.Lv5D.Def, pass.Lv5D.SpAtk, pass.Lv5D.SpDef, pass.Lv5D.Speed, pass.AccuracyLv, pass.EvasionLv); pm.Tile.RemoveCondition(Cs.BatonPass); object c; //混乱状态 c = pass.GetCondition <object>(Cs.Confuse); if (c != null) { o.SetCondition(Cs.Confuse, c); } //寄生种子状态 c = pass.GetCondition <object>(Cs.LeechSeed); if (c != null) { o.SetCondition(Cs.LeechSeed, c); } //扣押状态 c = pass.GetCondition <object>(Cs.Embargo); if (c != null) { o.SetCondition(Cs.Embargo, c); } //回复封印状态 c = pass.GetCondition <object>(Cs.HealBlock); if (c != null) { o.SetCondition(Cs.HealBlock, c); } //念动力状态 c = pass.GetCondition <object>(Cs.Telekinesis); if (c != null) { o.SetCondition(Cs.Telekinesis, c); } //胃液状态 if (pass.HasCondition(Cs.GastroAcid)) { o.SetCondition(Cs.GastroAcid); } //扎根状态 if (pass.HasCondition(Cs.Ingrain)) { o.SetCondition(Cs.Ingrain); } //液态圈状态 if (pass.HasCondition(Cs.AquaRing)) { o.SetCondition(Cs.AquaRing); } //蓄气状态 if (pass.HasCondition(Cs.FocusEnergy)) { o.SetCondition(Cs.FocusEnergy); } //替身状态 c = pass.GetCondition <object>(Cs.Substitute); if (c != null) { o.SetCondition(Cs.Substitute, c); } //电磁浮游状态 c = pass.GetCondition <object>(Cs.MagnetRise); if (c != null) { o.SetCondition(Cs.MagnetRise, c); } //灭亡之歌状态 c = pass.GetCondition <object>(Cs.PerishSong); if (c != null) { o.SetCondition(Cs.PerishSong, c); } } ATs.Illusion(pm);//幻影特性以交换前的队伍顺序决定 }