private void StatBoostTypeMove(RBYPokemon Attacker, RBYPokemon Defender, AttackType atk, int accuracy, bool sec = false) { var query = atk.Stats.Where(p => p.Boost < StatBoostDegree.MeDown); if (query.Count() != 0 && !sec) { Defender.LastDmg = 0; Defender.NonDmgHit(); if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, accuracy) || Defender.IsMisted && !Unhittable(Defender)) { Displayer.AtkMissed(); return; } } foreach (var p in atk.Stats) { if (p.Boost < StatBoostDegree.MeDown) { Defender.IncreaseStage(p.Stat, DetermineStatDegree(p.Boost)); } else { Attacker.IncreaseStage(p.Stat, DetermineStatDegree(p.Boost)); } } }
public void GUILLOTINE(RBYPokemon Attacker, RBYPokemon Defender) { if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, 30)) { Displayer.AtkMissed(); Displayer.Enter(); Defender.NonDmgHit(); return; } Defender.TakeDamage(Defender.SubHPRemaining, true, 1, true); }
public void DRAGON_RAGE(RBYPokemon Attacker, RBYPokemon Defender) { if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, 100)) { Displayer.AtkMissed(); Displayer.Enter(); Defender.NonDmgHit(); return; } Defender.TakeDamage(40, false, 1, true); }
public void SUPER_FANG(RBYPokemon Attacker, RBYPokemon Defender) { if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, 100)) { Displayer.AtkMissed(); Displayer.Enter(); Defender.NonDmgHit(); return; } Defender.TakeDamage(Attacker.SubHPRemaining / 2, true); }
public void SONICBOOM(RBYPokemon Attacker, RBYPokemon Defender) { if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, 100)) { Displayer.AtkMissed(); Displayer.Enter(); Defender.NonDmgHit(); return; } Defender.TakeDamage(20, true, 1, true); }
private void StatusTypeMove(RBYPokemon Attacker, RBYPokemon Defender, Attacks atk, bool sec = false) { if (!sec) { Defender.LastDmg = 0; Defender.NonDmgHit(); if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, atk.Accuracy) && !Defender.ActiveSub && !Unhittable(Defender)) { Displayer.AtkMissed(); return; } } switch (atk.Attack.Status) { case StatusConditionInflicted.BadPoison: PoisonLogic(Defender, true, sec); break; case StatusConditionInflicted.Burn: BurnLogic(Defender, sec); break; case StatusConditionInflicted.Confuse: ConfuseLogic(Defender); break; case StatusConditionInflicted.Flinch: FlinchLogic(Defender, atk.Attack.Chance); break; case StatusConditionInflicted.Freeze: YouAreFrozen(Defender); break; case StatusConditionInflicted.Leech: LeechedLogic(Defender); break; case StatusConditionInflicted.Para: ParalysisLogic(Defender, atk.MoveType); break; case StatusConditionInflicted.Poison: PoisonLogic(Defender, false, sec); break; case StatusConditionInflicted.Sleep: SleepLogic(Defender); break; } }
public void PSYWAVE(RBYPokemon Attacker, RBYPokemon Defender) { if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, 100)) { Displayer.AtkMissed(); Displayer.Enter(); Defender.NonDmgHit(); return; } int rng = RandomNumberGenerator(10, 15); int dmg = (rng * Attacker.Level) / 10; Defender.TakeDamage(dmg, false, 1, true); }
private void DamageTypeMove(RBYPokemon Attacker, RBYPokemon Defender, Attacks atk, AttackingMoveSecondary attacktype, bool nomiss = false) { bool crit_chance = CriticalChance(Attacker, false); Attacker.RecalcStats(crit_chance); Defender.RecalcStats(crit_chance); if (!HitOrMiss(Attacker.Accuracy, Defender.Evasion, atk.Accuracy) && !Unhittable(Defender) && !nomiss) { Displayer.AtkMissed(); Defender.NonDmgHit(); return; } ElementTypes type = atk.MoveType; int basepwr = atk.BasePower; bool physpec = PhysicalSpecial(type); float multipler = TypeMatrixCalc(atk.MoveType, Defender.Type1, Defender.Type2); double stab = 1; int power = physpec == true ? Attacker.InBattleAtk : Attacker.InBattleSpecialAtk; int defense = physpec == true ? Defender.InBattleDef : Defender.InBattleSpecialAtk; if (Attacker.Type1 == type || Attacker.Type2 == type) { stab = 1.5; } int dmg = 0; if (attacktype != AttackingMoveSecondary.Turn2 && attacktype != AttackingMoveSecondary.SpecialMech) { if (crit_chance) { Displayer.RelayMessage("Critical Hit!"); } } switch (attacktype) { case AttackingMoveSecondary.None: dmg = DamageCalculation(power, defense, Attacker.Level, basepwr, stab, multipler, crit_chance); Defender.TakeDamage(dmg, physpec, multipler); break; case AttackingMoveSecondary.MultiHit: MultiHitMove(atk.Name, power, defense, Attacker.Level, basepwr, stab, multipler, Defender, physpec, crit_chance); break; case AttackingMoveSecondary.Recoil: dmg = DamageCalculation(power, defense, Attacker.Level, basepwr, stab, multipler, crit_chance); Defender.TakeDamage(dmg, physpec, multipler); RecoilLogic(Defender, Attacker, dmg); break; case AttackingMoveSecondary.SpecialMech: CallSpecialMove(atk.Name, Attacker, Defender); break; case AttackingMoveSecondary.Trap: dmg = DamageCalculation(power, defense, Attacker.Level, basepwr, stab, multipler, crit_chance); Defender.TakeDamage(dmg, physpec, multipler); TrapLogic(Defender, Attacker); break; case AttackingMoveSecondary.Turn2: Attacker.ActivateTwoTurn(atk); break; case AttackingMoveSecondary.Absorbing: dmg = DamageCalculation(power, defense, Attacker.Level, basepwr, stab, multipler, crit_chance); Defender.TakeDamage(dmg, physpec, multipler); Attacker.HealDamage(dmg / 2); break; case AttackingMoveSecondary.Recharge: dmg = DamageCalculation(power, defense, Attacker.Level, basepwr, stab, multipler, crit_chance); Defender.TakeDamage(dmg, physpec, multipler); RechargeLogic(Defender, Attacker); break; } Defender.LastDmg = dmg; if (Defender.CurrentStatus == StatusConditionInflicted.Freeze && atk.MoveType == ElementTypes.FIRE) { Defender.UnFreez(); } SecondaryAffects(Attacker, Defender, atk); }