public FormPokemons(Attack _move)
        {
            if (lastForm != null) lastForm.Close();
            lastForm = this;

            move = _move;

            InitializeComponent();
            Initialize();
        }
 public void LearnMove(Attack move)
 {
     if (moves.Count < 4)
     {
         moves.Add(move);
     }
     else
     {
         new FormMoveDelete(this, move).ShowDialog();
     }
 }
示例#3
0
        public override void Update(GameTime gameTime)
        {
            if (lives == 0)
            {
                Game1.Screen = Game1.GameState.GameOver;
            }
            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            KeyboardState k = Keyboard.GetState();

            if (k.IsKeyDown(Keys.Space))
            {
                if (inventory.First != null)
                {
                    if (attacked == 0)
                    {
                        Attack a = new Attack(g, this.Position, inventory.First().type, lastWalk);
                        Game.Components.Add(a);
                        attacked = 1;
                    }
                }
            }
            if (k.IsKeyUp(Keys.Space))
            {
                attacked = 0;
            }



            if (k.IsKeyDown(Keys.Left))
            {
                Position -= new Vector2(elapsed, 0) * 100;
                walked = -1;
                lastWalk = walked;
                if (step > 0) //if he was walking right or was climbing
                {
                    step = -1;
                }
            }
            if (k.IsKeyDown(Keys.Right))
            {
                Position += new Vector2(elapsed, 0) * 100;
                walked = 1;
                lastWalk = walked;
                if ((step < 0) || (step > 6)) //if he was walking left or was climbing
                {
                    step = 1;
                }

            }

            if (jumping == 1) { jump(gameTime); }

            IGameComponent removeMe = null;
            IGameComponent removeMe2 = null;

            //Collision Detection (for stones)
            foreach (var c in Game.Components)
            {
                stone s = c as stone;

                if (s != null)
                {
                    if (boundingBox.Intersects(s.boundingBox))
                    {
                        pickUpStone(s);
                    }
                }

                Ground b = c as Ground;
                if (b != null)
                {
                    int diff = sprhei - 25; //25 = Ground height
                    if (boundingBox.Intersects(b.bb) && ((b.type == 1) || (b.type == 2) || (b.type == 3)))
                    {
                        if ((Position.Y > (b.bb.Top - diff)) && (Position.Y < (b.bb.Bottom - diff)))
                        // if the main player's position is between the top and the bottom of the bounding box
                        {
                            //it's a side collision.  check if position is to the left or right, and handle appropriately
                            if (Position.X < b.position.X) //it's on the left
                            {
                                Position = new Vector2(b.bb.Left - boundingBox.Width, Position.Y);
                            }
                            else Position = new Vector2(b.bb.Right, Position.Y);
                        }
                        else if (Position.Y < b.bb.Top)
                        // if the position of the player is above the top of the box, it's an above collision
                        {
                            Position = new Vector2(Position.X, b.bb.Top - boundingBox.Height + 1);
                        }

                        else
                            Position = new Vector2(Position.X, b.bb.Bottom);
                        //else it hit the bottom, but this should never happen.
                    }

                    if (boundingBox.Top < 50) Position = new Vector2(Position.X, 50);
                    if (boundingBox.Left < 25) Position = new Vector2(25, Position.Y);
                    if (boundingBox.Right >= 775) Position = new Vector2(725, Position.Y);
                    //if (boundingBox.Top < 40) Position = new Vector2(Position.X, 40 + boundingBox.Height / 2);
                    if ((boundingBox.Contains(b.bb) || (boundingBox.Intersects(b.bb))) && (b.type == 4))
                    //    if (boundingBox.Contains(b.bb) && (b.type == 4))
                    {
                        Position = new Vector2(Position.X, Position.Y - 2);
                        if (k.IsKeyDown(Keys.Up))
                        {
                            if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                                step = 6;
                            Position -= new Vector2(0, elapsed) * 100;
                            climbed = 1;
                        }
                        if (k.IsKeyDown(Keys.Down))
                        {
                            if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                                step = 6;
                            Position += new Vector2(0, elapsed) * 80;
                            climbed = 1;
                        }
                    }
                    if (boundingBox.Intersects(b.bb) && (b.type == 0) && (b.position.Y > (Position.Y - 64)))
                    {
                        Position += new Vector2(0, elapsed) * 80;

                    }
                }

                treasure t = c as treasure;

                if (t != null)
                {
                    if (boundingBox.Intersects(t.boundingBox))
                    {
                        score += t.points;
                        removeMe = t;
                        Game1.foodCount--;

                    }
                }

                Enemy e = c as Enemy;
                if (e != null)
                {
                    if (boundingBox.Intersects(e.boundingBox))
                    {
                        removeMe2 = getHit();
                        removeMe = e;
                    }
                }
                Portal p = c as Portal;

                if (p != null)
                {
                    if (Game1.foodCount <= 0)
                        p.SetActive(true); 
                    if(p.IsUsed())
                        Game1.Screen = Game1.GameState.LevelComplete;
                }
            }


            if (removeMe != null)
            {
                Game.Components.Remove(removeMe);
                if (removeMe2 != null)
                {
                    Game.Components.Remove(removeMe2);
                }
            }
            base.Update(gameTime);
        }
 public FormDeleteMove(Pokemons _poke, Attack _move)
 {
     //InitializeComponent();
 }
示例#5
0
        public override void Update(GameTime gameTime)
        {


            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            KeyboardState k = Keyboard.GetState();


            if (died == 0)
            {

                foreach (var c in Game.Components)
                {
                    if (mage != null)
                    {
                        Attack a = c as Attack;
                        //put this in the enemy class
                        if (a != null)
                        {
                            if (boundingBox.Intersects(a.boundingBox) && boundingBox.Left < a.boundingBox.Left)
                            {
                                life -= calculateDamage(mage.giveInventory().First().type, this.Type);
                                Console.WriteLine("monster life: " + life);
                                at = (Attack)c;
                                if (life <= 0)
                                {


                                    at = (Attack)c;
                                    died = 1;

                                    if (at.Type == 1) deathrec = new Rectangle(0, 0, 33, 33);//red
                                    else if (at.Type == 2) deathrec = new Rectangle(33, 0, 33, 33);//blue
                                    else deathrec = new Rectangle(66, 0, 33, 33);//yellow
                                }
                            }
                        }
                    }

                    Ground b = c as Ground;
                    //put this in the enemy class
                    if (boundingBox.Left < 25) Position = new Vector2(25, Position.Y);
                    if (boundingBox.Right >= 775) Position = new Vector2(725, Position.Y);
                    if (b != null)
                    {
                        int diff = sprhei - 25; //25 = Ground height
                        if (boundingBox.Intersects(b.bb) && ((b.type == 1) || (b.type == 2) || (b.type == 3)))
                        {
                            if ((Position.Y > (b.bb.Top - diff)) && (Position.Y < (b.bb.Bottom - diff)))
                            // if the main player's position is between the top and the bottom of the bounding box
                            {
                                //it's a side collision.  check if position is to the left or right, and handle appropriately
                                if (Position.X < b.position.X) //it's on the left
                                {
                                    Position = new Vector2(b.bb.Left - boundingBox.Width, Position.Y);
                                }
                                else Position = new Vector2(b.bb.Right, Position.Y);
                            }
                            else if (Position.Y < b.bb.Top)
                            // if the position of the player is above the top of the box, it's an above collision
                            {
                                Position = new Vector2(Position.X, b.bb.Top - boundingBox.Height + 1);
                            }
                            else
                                Position = new Vector2(Position.X, b.bb.Bottom);
                            //else it hit the bottom, but this should never happen.
                        }
                        //ladders
                        if (boundingBox.Contains(b.bb) || (boundingBox.Intersects(b.bb)) && (b.type == 4))
                        {
                            if (Position.Y > mage.Position.Y)
                            {
                                if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                                    step = 6;
                                Position -= new Vector2(0, elapsed) * 40;
                                climbed = 1;
                            }
                            if (Position.Y < mage.Position.Y)
                            {
                                if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                                    step = 6;
                                Position += new Vector2(0, elapsed) * 40;
                                climbed = 1;
                            }
                        }
                        if (boundingBox.Intersects(b.bb) && (b.type == 0) && (b.position.Y > (Position.Y - 50)))
                        {
                            Position += new Vector2(0, elapsed) * 40;

                        }
                    }

                }

                if (mage != null)
                {
                    if (Position.X > mage.Position.X)
                    {
                        Position -= new Vector2(elapsed, 0) * 40;
                        if (walked == 1)
                        {
                            step = -1;
                        }
                        walked = -1;
                    }

                    if (Position.X < mage.Position.X)
                    {
                        Position += new Vector2(elapsed, 0) * 40;
                        if (walked == -1)
                        {
                            step = 1;
                        }
                        walked = 1;
                    }
                }
            }
            else
            {

                if (dying < 60)
                {
                    if (dying % 10 == 0)
                    {
                        //monster dying animation

                        //((Attack)at).Type = 1;

                        deathAnimation *= -1;
                    }

                    dying++;
                }
                else
                {
                    Game.Components.Remove(this);
                }


            }


            if (at != null)
            {
                Game.Components.Remove((IGameComponent)at);

            }

            base.Update(gameTime);
        }
        private void timerLoading_Tick(object sender, EventArgs e)
        {
            points = (points + 1) % 4;
            labelLoading.Text = "Loading";
            for (int i = 1; i <= points; ++i) labelLoading.Text += ".";

            if (Resources.resourcesDone)
            {
                timerLoading.Stop();

                applicationIsRunning = true;

                if(newGame) new FormCharacterCreation().Show();
                else
                {
                    StreamReader sr = new StreamReader(Application.StartupPath + "\\game.sav");

                    string line;
                    string[] words;

                    line = sr.ReadLine();
                    words = line.Split();

                    Character player = new Character(words[0]);
                    player.money = Convert.ToInt32(words[1]);
                    player.badges = Convert.ToInt32(words[2]);
                    player.healingcenter = Convert.ToInt32(words[3]);
                    player.food = Convert.ToInt32(words[4]);

                    line = sr.ReadLine();
                    words = line.Split();
                    int pokeCount = Convert.ToInt32(words[0]);
                    for(int i=0;i<pokeCount;++i)
                    {
                        line = sr.ReadLine();
                        words = line.Split();
                        Pokemons pokemon = new Pokemons(Convert.ToInt32(words[0]), 1);
                        pokemon.level = Convert.ToInt32(words[1]);

                        pokemon.gender = Convert.ToInt32(words[2]);
                        pokemon.name = words[3] + "";
                        pokemon.lovebase = (float)Convert.ToDouble(words[4]);
                        pokemon.EarnLove((float)Convert.ToDouble(words[5]), (float)Convert.ToDouble(words[6]), (float)Convert.ToDouble(words[7]));

                        pokemon.hp = (float)Convert.ToDouble(words[8]);
                        pokemon.hpmax = (float)Convert.ToDouble(words[9]);
                        pokemon.atk = (float)Convert.ToDouble(words[10]);
                        pokemon.def = (float)Convert.ToDouble(words[11]);
                        pokemon.spatk = (float)Convert.ToDouble(words[12]);
                        pokemon.spdef = (float)Convert.ToDouble(words[13]);
                        pokemon.speed = (float)Convert.ToDouble(words[14]);

                        pokemon.xp = Convert.ToInt32(words[15]);

                        line = sr.ReadLine();
                        words = line.Split();
                        pokemon.moves = new List<Attack>();
                        int moveCount = Convert.ToInt32(words[0]);
                        for (int j = 0; j < moveCount; ++j)
                        {
                            Attack move = new Attack(Convert.ToInt32(words[1 + j * 2]));
                            move.PP = Convert.ToInt32(words[2 + j * 2]);
                            pokemon.LearnMove(move);
                        }

                        player.AddPokemon(pokemon);
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    int pokeLabCount = Convert.ToInt32(words[0]);
                    for (int i = 0; i < pokeLabCount; ++i)
                    {
                        line = sr.ReadLine();
                        words = line.Split();
                        Pokemons pokemon = new Pokemons(Convert.ToInt32(words[0]), 1);
                        pokemon.level = Convert.ToInt32(words[1]);

                        pokemon.gender = Convert.ToInt32(words[2]);
                        pokemon.name = words[3] + "";
                        pokemon.lovebase = (float)Convert.ToDouble(words[4]);
                        pokemon.EarnLove((float)Convert.ToDouble(words[5]), (float)Convert.ToDouble(words[6]), (float)Convert.ToDouble(words[7]));

                        pokemon.hp = (float)Convert.ToDouble(words[8]);
                        pokemon.hpmax = (float)Convert.ToDouble(words[9]);
                        pokemon.atk = (float)Convert.ToDouble(words[10]);
                        pokemon.def = (float)Convert.ToDouble(words[11]);
                        pokemon.spatk = (float)Convert.ToDouble(words[12]);
                        pokemon.spdef = (float)Convert.ToDouble(words[13]);
                        pokemon.speed = (float)Convert.ToDouble(words[14]);

                        pokemon.xp = Convert.ToInt32(words[15]);

                        line = sr.ReadLine();
                        words = line.Split();
                        pokemon.moves = new List<Attack>();
                        int moveCount = Convert.ToInt32(words[0]);
                        for (int j = 0; j < moveCount; ++j)
                        {
                            Attack move = new Attack(Convert.ToInt32(words[1 + j * 2]));
                            move.PP = Convert.ToInt32(words[2 + j * 2]);
                            pokemon.LearnMove(move);
                        }

                        player.pokemonsLab.Add(pokemon);
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    int pokeballCount = Convert.ToInt32(words[0]);
                    for (int i = 0; i < pokeballCount;++i )
                    {
                        Pokeball ball = new Pokeball(Convert.ToInt32(words[1 + i * 2]));
                        ball.number = Convert.ToInt32(words[2 + i * 2]);
                        player.pokeballs.Add(ball);
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    int potionCount = Convert.ToInt32(words[0]);
                    for (int i = 0; i < potionCount; ++i)
                    {
                        Potion pot = new Potion(Convert.ToInt32(words[1 + i * 2]));
                        pot.number = Convert.ToInt32(words[2 + i * 2]);
                        player.potions.Add(pot);
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    int TMCount = Convert.ToInt32(words[0]);
                    for (int i = 0; i < TMCount; ++i)
                    {
                        player.TMs.Add(new Attack(Convert.ToInt32(words[1 + i])));
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    int EvolutionItemsCount = Convert.ToInt32(words[0]);
                    for (int i = 0; i < EvolutionItemsCount; ++i)
                    {
                        player.evolutionItems.Add(new EvolutionItem(Convert.ToInt32(words[1 + i])));
                    }

                    FormGame formGame = new FormGame(player);

                    line = sr.ReadLine();
                    words = line.Split();
                    FormGame.map = new Map(Convert.ToInt32(words[0]), Convert.ToInt32(words[1]), Convert.ToInt32(words[2]));
                    FormGame.gameTime = Convert.ToInt32(words[3]);
                    Map.lastTimeGym = Convert.ToInt32(words[4]);

                    line = sr.ReadLine();
                    words = line.Split();
                    for (int i = 0; i < 200;++i )
                    {
                        if (Convert.ToInt32(words[i]) == 1) Map.trainerDefeated[i] = true;
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    for (int i = 1; i < 494; ++i)
                    {
                        if (Convert.ToInt32(words[i - 1]) == 1) Map.pokemonDefeated[i] = true;
                    }

                    line = sr.ReadLine();
                    words = line.Split();
                    FormPokedex.seen = Convert.ToInt32(words[0]);
                    FormPokedex.owned = Convert.ToInt32(words[1]);

                    line = sr.ReadLine();
                    words = line.Split();
                    for (int i = 1; i < 494; ++i)
                        if (Convert.ToInt32(words[i - 1]) == 1)
                            FormPokedex.inPokedex[i] = true;

                    line = sr.ReadLine();
                    words = line.Split();
                    for (int i = 1; i < 494; ++i)
                        if (Convert.ToInt32(words[i - 1]) == 1)
                            FormPokedex.ownedPokemon[i] = true;

                    line = sr.ReadLine();
                    words = line.Split();
                    for (int i = 1; i < 494; ++i)
                    {
                        string nameString = words[i - 1] + "";
                        if (nameString != "-")
                            FormPokedex.names[i] = nameString;
                    }

                    formGame.Show();

                    sr.Close();
                }

                this.Close();
            }
        }
示例#7
0
        public override void Update(GameTime gameTime)
        {
            if (lives == 0)
            {
                Game1.Screen = Game1.GameState.GameOver;
            }
            float         elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            KeyboardState k       = Keyboard.GetState();

            if (k.IsKeyDown(Keys.Space))
            {
                if (inventory.First != null)
                {
                    if (attacked == 0)
                    {
                        Attack a = new Attack(g, this.Position, inventory.First().type, lastWalk);
                        Game.Components.Add(a);
                        attacked = 1;
                    }
                }
            }
            if (k.IsKeyUp(Keys.Space))
            {
                attacked = 0;
            }



            if (k.IsKeyDown(Keys.Left))
            {
                Position -= new Vector2(elapsed, 0) * 100;
                walked    = -1;
                lastWalk  = walked;
                if (step > 0) //if he was walking right or was climbing
                {
                    step = -1;
                }
            }
            if (k.IsKeyDown(Keys.Right))
            {
                Position += new Vector2(elapsed, 0) * 100;
                walked    = 1;
                lastWalk  = walked;
                if ((step < 0) || (step > 6)) //if he was walking left or was climbing
                {
                    step = 1;
                }
            }

            if (jumping == 1)
            {
                jump(gameTime);
            }

            IGameComponent removeMe  = null;
            IGameComponent removeMe2 = null;

            //Collision Detection (for stones)
            foreach (var c in Game.Components)
            {
                stone s = c as stone;

                if (s != null)
                {
                    if (boundingBox.Intersects(s.boundingBox))
                    {
                        pickUpStone(s);
                    }
                }

                Ground b = c as Ground;
                if (b != null)
                {
                    int diff = sprhei - 25; //25 = Ground height
                    if (boundingBox.Intersects(b.bb) && ((b.type == 1) || (b.type == 2) || (b.type == 3)))
                    {
                        if ((Position.Y > (b.bb.Top - diff)) && (Position.Y < (b.bb.Bottom - diff)))
                        // if the main player's position is between the top and the bottom of the bounding box
                        {
                            //it's a side collision.  check if position is to the left or right, and handle appropriately
                            if (Position.X < b.position.X) //it's on the left
                            {
                                Position = new Vector2(b.bb.Left - boundingBox.Width, Position.Y);
                            }
                            else
                            {
                                Position = new Vector2(b.bb.Right, Position.Y);
                            }
                        }
                        else if (Position.Y < b.bb.Top)
                        // if the position of the player is above the top of the box, it's an above collision
                        {
                            Position = new Vector2(Position.X, b.bb.Top - boundingBox.Height + 1);
                        }

                        else
                        {
                            Position = new Vector2(Position.X, b.bb.Bottom);
                        }
                        //else it hit the bottom, but this should never happen.
                    }

                    if (boundingBox.Top < 50)
                    {
                        Position = new Vector2(Position.X, 50);
                    }
                    if (boundingBox.Left < 25)
                    {
                        Position = new Vector2(25, Position.Y);
                    }
                    if (boundingBox.Right >= 775)
                    {
                        Position = new Vector2(725, Position.Y);
                    }
                    //if (boundingBox.Top < 40) Position = new Vector2(Position.X, 40 + boundingBox.Height / 2);
                    if ((boundingBox.Contains(b.bb) || (boundingBox.Intersects(b.bb))) && (b.type == 4))
                    //    if (boundingBox.Contains(b.bb) && (b.type == 4))
                    {
                        Position = new Vector2(Position.X, Position.Y - 2);
                        if (k.IsKeyDown(Keys.Up))
                        {
                            if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                            {
                                step = 6;
                            }
                            Position -= new Vector2(0, elapsed) * 100;
                            climbed   = 1;
                        }
                        if (k.IsKeyDown(Keys.Down))
                        {
                            if ((step >= 0 && step <= 4) || (step < 0)) //if he had a walking sprite
                            {
                                step = 6;
                            }
                            Position += new Vector2(0, elapsed) * 80;
                            climbed   = 1;
                        }
                    }
                    if (boundingBox.Intersects(b.bb) && (b.type == 0) && (b.position.Y > (Position.Y - 64)))
                    {
                        Position += new Vector2(0, elapsed) * 80;
                    }
                }

                treasure t = c as treasure;

                if (t != null)
                {
                    if (boundingBox.Intersects(t.boundingBox))
                    {
                        score   += t.points;
                        removeMe = t;
                        Game1.foodCount--;
                    }
                }

                Enemy e = c as Enemy;
                if (e != null)
                {
                    if (boundingBox.Intersects(e.boundingBox))
                    {
                        removeMe2 = getHit();
                        removeMe  = e;
                    }
                }
                Portal p = c as Portal;

                if (p != null)
                {
                    if (Game1.foodCount <= 0)
                    {
                        p.SetActive(true);
                    }
                    if (p.IsUsed())
                    {
                        Game1.Screen = Game1.GameState.LevelComplete;
                    }
                }
            }


            if (removeMe != null)
            {
                Game.Components.Remove(removeMe);
                if (removeMe2 != null)
                {
                    Game.Components.Remove(removeMe2);
                }
            }
            base.Update(gameTime);
        }
        private void Battle(Pokemons attacker, Pokemons defender, Attack move)
        {
            tbHistory.Text = "\n" + tbHistory.Text;

            // check if same attack
            if (attacker.sameAttack == 0)
            {
                attacker.sameAttack = -1;

                tbHistory.Text = attacker.name + " became confused!\n" + tbHistory.Text;
                attacker.EraseAffections();
                attacker.isConfused = 3;
            }
            else if (attacker.sameAttack > 0)
            {
                move = attacker.sameAttackDef;
                attacker.sameAttack -= 1;
            }

            if (move.index == 166) // Sketch
            {
                for (int i = 0; i < attacker.moves.Count; ++i)
                    if (attacker.moves[i].index == 166 && attacker.moves[i].PP == 0)
                    {
                        if (lastmove != null)
                            attacker.moves[i] = lastmove;
                        break;
                    }
            }

            lastmove = move;

            #region Affections

            // check for weather damage

            // sandstorm does not damage rock, ground and steel
            if (weatherType == 3 && attacker.type1 != 9 && attacker.type1 != 13 && attacker.type1 != 17
                && attacker.type2 != 9 && attacker.type2 != 13 && attacker.type2 != 17)
            {
                attacker.hp -= attacker.hpmax / 8f;
            }

            // hail does not damage ice
            if (weatherType == 4 && attacker.type1 != 6 && attacker.type2 != 6)
            {
                attacker.hp -= attacker.hpmax / 16f;
            }

            // check if attacker regenerates life
            if (attacker.isRegeneratingLife)
                if (attacker.HealBlock == 0)
                {
                    attacker.hp += attacker.hpmax / 16f;
                    if (attacker.hp > attacker.hpmax)
                        attacker.hp = attacker.hpmax;
                }

            // check if attacker is burnt or poisoned or seeded
            if (attacker.isBurnt > 0 || attacker.isPoisoned > 0 || attacker.isSeeded)
            {
                if (attacker.isBurnt > 0)
                {
                    tbHistory.Text = attacker.name + " is affected by burn!\n" + tbHistory.Text;
                    attacker.isBurnt -= 1;
                    attacker.hp -= attacker.hpmax / 8f;
                }

                if (attacker.isPoisoned > 0)
                {
                    tbHistory.Text = attacker.name + " is affected by poison!\n" + tbHistory.Text;
                    attacker.isPoisoned -= 1;
                    attacker.hp -= attacker.hpmax / 16f;
                }

                if (attacker.isSeeded)
                {
                    tbHistory.Text = attacker.name + " had his HP absorbed!\n" + tbHistory.Text;
                    float x = attacker.hpmax / 12f;
                    attacker.hp -= x;
                    if (defender.HealBlock == 0)
                    {
                        defender.hp += x;
                        if (defender.hp > defender.hpmax)
                            defender.hp = defender.hpmax;
                    }
                }
            }

            // check if pokemon is out of PP
            int PPtotal = 0;
            for (int i = 0; i < attacker.moves.Count; ++i)
            {
                PPtotal += attacker.moves[i].PP;
            }
            if (PPtotal == 0)
            {
                tbHistory.Text = attacker.name + " is out of PPs!\n" + tbHistory.Text;
                attacker.hp = 0;
            }

            bool userCanAttack = true;

            // check if attacker is confused
            if (attacker.isConfused > 0)
            {
                if (rand.Next() % 100 + 1 <= 50)
                {
                    tbHistory.Text = attacker.name + " is confused and hurt itself in confusion!\n" + tbHistory.Text;
                    attacker.hp -= 40;
                    userCanAttack = false;
                }
                attacker.isConfused -= 1;
            }

            ChangeHealth();

            // stop attacking if the attacker is not alive anymore
            if (attacker.hp <= 0)
            {
                if (yourPokemonIsAttacking)
                {
                    YourPokemonDies(attacker);
                }
                else
                {
                    EnemyPokemonDies(attacker);
                }

                return;
            }
            #endregion

            // check if attacker is paralyzed or frozen or asleep or flinch or cannot attack or is attracted
            if (attacker.isParalyzed > 0 || attacker.isFrozen > 0 || attacker.isAsleep > 0 || attacker.Flinch > 0 || attacker.canNotAttack || attacker.isAttracted)
            {
                #region Affections
                if (attacker.isParalyzed > 0)
                {
                    if (rand.Next() % 100 + 1 <= 50)
                    {
                        tbHistory.Text = attacker.name + " is paralyzed!\n" + tbHistory.Text;
                        userCanAttack = false;
                    }
                    attacker.isParalyzed -= 1;
                }
                if (attacker.isFrozen > 0)
                {
                    tbHistory.Text = attacker.name + " is frozen!\n" + tbHistory.Text;
                    attacker.isFrozen -= 1;
                    userCanAttack = false;
                }
                if (attacker.isAsleep > 0)
                {
                    if (rand.Next() % 100 + 1 >= 80) // wake up earlier
                    {
                        attacker.isAsleep = 0;
                        attacker.Nightmare = false;
                    }
                    else
                    {
                        if (attacker.Nightmare)
                        {
                            attacker.hp *= 0.75f;
                            tbHistory.Text = attacker.name + " is having a horrible nightmare!\n" + tbHistory.Text;
                        }

                        tbHistory.Text = attacker.name + " is asleep!\n" + tbHistory.Text;
                        attacker.isAsleep -= 1;

                        if (move.index != 173) // you can use Snore while asleep
                            userCanAttack = false;
                    }

                    if (attacker.isAsleep == 0)
                    {
                        tbHistory.Text = attacker.name + " woke up!\n" + tbHistory.Text;
                    }
                }
                if (attacker.Flinch > 0)
                {
                    tbHistory.Text = attacker.name + " flinched and couldn't move!\n" + tbHistory.Text;
                    attacker.Flinch -= 1;
                    userCanAttack = false;
                }
                if (attacker.canNotAttack)
                {
                    tbHistory.Text = attacker.name + " can not attack this turn!\n" + tbHistory.Text;
                    attacker.canNotAttack = false;
                    userCanAttack = false;
                }
                if (attacker.isAttracted)
                {
                    if (rand.Next() % 100 + 1 < 30)
                    {
                        tbHistory.Text = attacker.name + " is in love with " + defender.name + "!\n" + tbHistory.Text;
                        userCanAttack = false;
                    }
                }
                #endregion
            }

            if (defender.MagnetRise > 0)
                defender.MagnetRise -= 1;

            // two turn attack was intrerupted
            if (!userCanAttack && attacker.twoTurnAttack != -1)
                attacker.twoTurnAttack = -1;

            // Mist
            if (defender.isMist > 0)
                defender.isMist -= 1;

            // Reflect
            if (defender.Reflect > 0)
                defender.Reflect -= 1;

            // Light Screen
            if (defender.LightScreen > 0)
                defender.LightScreen -= 1;

            // Safe Guard
            if (defender.isSafeGuard > 0)
                defender.isSafeGuard -= 1;

            // Heal Block
            if (attacker.HealBlock > 0)
                attacker.HealBlock -= 1;

            if (userCanAttack)
            {
                if (attacker.twoTurnAttack != -1)
                {
                    tbHistory.Text = attacker.name + " dealt " + attacker.twoTurnAttack + " damage!\n" + tbHistory.Text;
                    defender.hp -= attacker.twoTurnAttack;

                    attacker.twoTurnAttack = -1;

                    ChangeHealth();

                    if (defender.hp <= 0)
                    {
                        if (!yourPokemonIsAttacking)
                        {
                            YourPokemonDies(defender);
                        }
                        else
                        {
                            EnemyPokemonDies(defender);
                        }
                        return;
                    }
                }
                else
                {
                    // check if attack miss

                    bool attackMissed = true;

                    if (rand.Next() % 100 + 1 <= move.accuracy * attacker.accuracy / defender.evasiveness)
                        attackMissed = false;

                    if (move.index == 87) // Thunder's accuracy depends on weather
                    {
                        int thunderAccuracy = move.accuracy;
                        if (weatherType == 1) thunderAccuracy = 100;
                        if (weatherType == 2) thunderAccuracy = 50;

                        attackMissed = true;
                        if (rand.Next() % 100 + 1 <= thunderAccuracy && rand.Next() % 100 + 1 <= attacker.accuracy)
                            attackMissed = false;
                    }

                    if (move.index == 351 || move.index == 443 || move.index == 185
                        || move.index == 396 || move.index == 233 || move.index == 332
                        || move.index == 325 || move.index == 345 || move.index == 129)
                        // Never miss: Shock Wave, Magnet Bomb, Faint Attack, Aura Sphere, Vital Throw, Aerial Ace
                        // Shadow Punch, Magical Leaf, Swift
                        attackMissed = false;

                    if (!attackMissed)
                    {
                        if (move.type == 2 && defender.isFrozen > 0) // Fire-type moves defrost defender
                        {
                            tbHistory.Text = move.name + " dispelled the frozen effect from " + defender.name + "!\n" + tbHistory.Text;
                            defender.isFrozen = 0;
                        }

                        if (move.index == 210) // Fury Cutter
                        {
                            if (attacker.FuryCutter < 5)
                                attacker.FuryCutter += 1;
                        }
                        else attacker.FuryCutter = 0;

                        if (move.category != 3) // Physical, Special moves
                        {
                            float damage = CalculateDamage(attacker, defender, move);

                            #region Effects

                            int criticalChance = attacker.critical;

                            if (move.index == 75 || move.index == 2 || move.index == 152
                                || move.index == 444 || move.index == 440 || move.index == 342
                                || move.index == 460 || move.index == 454 || move.index == 400
                                || move.index == 238 || move.index == 299 || move.index == 177
                                || move.index == 314 || move.index == 421 || move.index == 163
                                || move.index == 348 || move.index == 427)
                                // Critical chance: Razor Leaf, Karate Chop, Crabhammer, Stone Edge, Cross Poison,
                                // Poison Tail, Special Rend, Attack Order, Night Slash, Cross Chop, Blaze Kick,
                                // Aeroblast, Air Cutter, Shadow Claw, Slash, Leaf Blade, Psycho Cut
                                criticalChance += 20;

                            if (attacker.isCritChanted)
                                criticalChance = 0;

                            if (rand.Next() % 100 + 1 <= criticalChance)
                            {
                                tbHistory.Text = "Critical Hit!\n" + tbHistory.Text;
                                damage *= 2;
                            }

                            if (weatherType == 1 && move.type == 3)
                                damage *= 1.125f;

                            if (weatherType == 2 && move.type == 2)
                                damage *= 1.125f;

                            if (defender.isWaterSported && move.type == 2)
                                damage *= 0.75f;

                            if (attacker.isCharged)
                            {
                                attacker.isCharged = false;
                                if (move.type == 4) damage *= 1.5f;
                            }

                            if (move.index == 387) // Last Resort
                            {
                                bool tmp = true;
                                for (int i = 0; i < attacker.moves.Count; ++i)
                                {
                                    if (attacker.moves[i].index != 387 && attacker.moves[i].PP > 0)
                                        tmp = false;
                                }
                                if (!tmp) damage = 0;
                            }

                            if (move.index == 263) // Bonus for affections: Facade
                            {
                                if (attacker.isPoisoned > 0 || attacker.isParalyzed > 0 || attacker.isBurnt > 0)
                                    damage *= 2;
                            }

                            if (move.index == 283) // Enemy life = your life: Endeavor
                            {
                                if (defender.hp > attacker.hp) damage = defender.hp - attacker.hp;
                                else damage = 0;
                            }

                            if (move.index == 12 || move.index == 32 || move.index == 329
                                || move.index == 90) // K.O.: Guillotine, Horn Drill, Sheer Cold, Fissure
                            {
                                damage = defender.hpmax;
                            }

                            if (move.index == 362) // Double attack if hp lower than half: Brine
                                if (defender.hp <= defender.hpmax / 2f)
                                {
                                    damage *= 2;
                                }

                            if (move.index == 24 || move.index == 41 || move.index == 155
                                || move.index == 458) // 2 attacks: Double Kick, Twineedle, Bonemerang, Double Hit
                            {
                                int hits = 2;
                                tbHistory.Text = move.name + " hit " + hits + " times!\n" + tbHistory.Text;
                                damage *= hits;
                            }

                            if (move.index == 167) // 1-3 attacks: Triple Kick
                            {
                                int hits = rand.Next() % 2 + 1;
                                tbHistory.Text = move.name + " hit " + hits + " times!\n" + tbHistory.Text;
                                damage *= hits;
                            }

                            if (move.index == 3 || move.index == 4 || move.index == 31
                                || move.index == 42 || move.index == 350 || move.index == 333
                                || move.index == 292 || move.index == 331 || move.index == 198
                                || move.index == 140 || move.index == 154 || move.index == 131)
                            // 2-5 attacks: Double Slap, Comet Punch, Fury Attack, Pin Missile, Rock Blast,
                            // Icicle Spear, Arm Thrust, Bullet Seed, Bone Rush, Barrage, Fury Swipes, Spike Cannon
                            {
                                int hits = rand.Next() % 4 + 2;
                                tbHistory.Text = move.name + " hit " + hits + " times!\n" + tbHistory.Text;
                                damage *= hits;
                            }

                            if (move.index == 71 || move.index == 72 || move.index == 141
                                || move.index == 409 || move.index == 202)
                                // Life drain: Absorb, Mega Drain, Leech Life, Drain Punch, Giga Drain
                                if (attacker.HealBlock == 0)
                                {
                                    attacker.hp += damage * 0.5f;
                                    if (attacker.hp > attacker.hpmax)
                                        attacker.hp = attacker.hpmax;
                                }

                            if (move.index == 138) // Attack while enemy asleep: Dream Eater
                            {
                                if (defender.isAsleep > 0)
                                {
                                    if (attacker.HealBlock == 0)
                                    {
                                        attacker.hp += damage * 0.5f;
                                        if (attacker.hp > attacker.hpmax)
                                            attacker.hp = attacker.hpmax;
                                    }
                                }
                                else damage = 0;
                            }

                            if (move.index == 173) // Attack while asleep: Snore
                            {
                                if (attacker.isAsleep > 0)
                                {
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        defender.Flinch = 1;
                                    }
                                }
                                else damage = 0;
                            }

                            if (move.index == 69 || move.index == 101 || move.index == 149)
                                // damage = level: Seismic Toss, Night Shade, Psywave
                                damage = attacker.level;

                            if (move.index == 149) // Bonus 1-1.5: Psywave
                                damage *= (rand.Next() % 6 + 10) / 10f;

                            if (move.index == 265) // Bonus if enemy paralyzed: Smelling Salts
                            {
                                if (defender.isParalyzed > 0)
                                    damage *= 2;
                            }

                            if (move.index == 162) // 1/2 HP damage: Super Fang
                                damage = defender.hp * 0.5f;

                            if (move.index == 82) // 40 damage: Dragon Rage
                                damage = 40;

                            if (move.index == 49) // 20 damage: Sonic Boom
                                damage = 20;

                            if (move.index == 6) // Bonus money: Pay Day
                                winMoney += 100;

                            if (move.index == 264) // Attack second - failed attack: Focus Punch
                                if (!youAttackFirst)
                                {
                                    damage = 0;
                                    tbHistory.Text = attacker.name + " flinched before attacking!\n" + tbHistory.Text;
                                }

                            if (move.index == 371 || move.index == 228 || move.index == 279
                                || move.index == 372 || move.index == 419)
                                // Attack second - double damage: Payback, Pursuit, Revenge, Assurance, Avalanche
                                if (!youAttackFirst) damage *= 2;

                            if (move.index == 63 || move.index == 308 || move.index == 439
                                || move.index == 459 || move.index == 307 || move.index == 338
                                || move.index == 416)
                            // Cannot attack next turn: Hyper Beam, Hydro Cannon, Rock Wrecker, Roar of Time,
                            // Blast Burn, Frenzy Plant, Giga Impact
                            {
                                attacker.canNotAttack = true;
                            }

                            if (defender.isSafeGuard == 0)
                            {
                                #region Affections

                                if (move.index == 7 || move.index == 52 || move.index == 53
                                    || move.index == 299 || move.index == 126 || move.index == 424
                                    || move.index == 257 || move.index == 436 || move.index == 221
                                    || move.index == 161)
                                    // Burn: Fire Punch, Ember, Flamethrower, Blaze Kick, Fire Blast, Fire Fang,
                                    // Heat Wave, Sacred Fire, Tri Attack
                                    if (rand.Next() % 100 + 1 <= 10 && defender.type1 != 2 && defender.type2 != 2)
                                    {
                                        tbHistory.Text = defender.name + " was burnt!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isBurnt = 3;
                                    }

                                if (move.index == 40 || move.index == 41 || move.index == 440 || move.index == 441
                                    || move.index == 305 || move.index == 398 || move.index == 342 || move.index == 124
                                    || move.index == 188)
                                    // Poison: Poison Sting, Twineedle, Cross Poison, Gunk Shot, Poison Fang, Poison Jab
                                    // Poison Tail, Sludge, Sludge Bomb
                                    if (rand.Next() % 100 + 1 <= 10 && defender.type1 != 8 && defender.type2 != 8
                                        && defender.type1 != 17 && defender.type2 != 17)
                                    {
                                        tbHistory.Text = defender.name + " was poisoned!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isPoisoned = 3;
                                    }

                                if (move.index == 8 || move.index == 58 || move.index == 59
                                    || move.index == 423 || move.index == 181 || move.index == 161)
                                    // Freeze: Ice Punch, Ice Beam, Blizzard, Ice Fang, Powder Snow, Tri Attack
                                    if (rand.Next() % 100 + 1 <= 10 && defender.type1 != 6 && defender.type2 != 6)
                                    {
                                        tbHistory.Text = defender.name + " was frozen!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isFrozen = 3;
                                    }

                                if (move.index == 60 || move.index == 352 || move.index == 324
                                    || move.index == 448 || move.index == 93 || move.index == 146
                                    || move.index == 431)
                                    // Confusion: Psybeam, Water Pulse, Signal Beam, Chatter, Confusion, Dizzy Punch,
                                    // Rock Climb
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        tbHistory.Text = defender.name + " became confused!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isConfused = 3;
                                    }

                                if (move.index == 223) // Confusion 100%: Dynamic Punch
                                {
                                    tbHistory.Text = defender.name + " became confused!\n" + tbHistory.Text;
                                    defender.EraseAffections();
                                    defender.isConfused = 3;
                                }

                                if (move.index == 9 || move.index == 34 || move.index == 84
                                    || move.index == 85 || move.index == 87 || move.index == 435
                                    || move.index == 209 || move.index == 422 || move.index == 344
                                    || move.index == 225 || move.index == 395 || move.index == 340
                                    || move.index == 122 || move.index == 161)
                                    // Paralyze: Thunder Punch, Body Slam, Thunder Shock, Thunderbolt, Thunder
                                    // Discharge, Spark, Thunder Fang, Volt Tackle, Dragon Breath, Force Palm,
                                    // Bounce, Lick, Tri Attack
                                    if (rand.Next() % 100 + 1 <= 10 && defender.type1 != 4 && defender.type2 != 4)
                                    {
                                        tbHistory.Text = defender.name + " was paralyzed!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isParalyzed = 3;
                                    }

                                if (move.index == 192) // Paralyze 100%: Zap Cannon
                                    if (defender.type1 != 4 && defender.type2 != 4)
                                    {
                                        tbHistory.Text = defender.name + " was paralyzed!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isParalyzed = 3;
                                    }

                                #endregion
                            }

                            if (move.index == 23 || move.index == 27 || move.index == 29
                                || move.index == 44 || move.index == 422 || move.index == 127
                                || move.index == 442 || move.index == 157 || move.index == 407
                                || move.index == 423 || move.index == 399 || move.index == 424
                                || move.index == 403 || move.index == 310 || move.index == 302
                                || move.index == 125 || move.index == 326 || move.index == 428
                                || move.index == 158)
                                // Flinch: Stomp, Rolling Kick, Headbutt, Bite, Thunder Fang, Waterfall
                                // Iron Head, Rock Slide, Dragon Rush, Ice Fang, Dark Pulse, Fire Fang,
                                // Air Slash, Sky Attack, Astonish, Needle Arm, Bone Club, Extrasensory,
                                // Zen Headbutt, Hyper Fang
                                if (rand.Next() % 100 + 1 <= 10)
                                {
                                    defender.Flinch = 1;
                                }

                            if (defender.isMist == 0)
                            {
                                #region Stats Reduction

                                if (move.index == 51) // Decrease attack: Aurora Beam
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.tatk <= defender.tatk * 0.41f)
                                        {
                                            tbHistory.Text = defender.name + "'s attack can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.tatk *= 0.8f;
                                            tbHistory.Text = defender.name + " had his attack lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                if (move.index == 296) // Decrease special attack: Mist Ball
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.tspatk <= defender.spatk * 0.41f)
                                        {
                                            tbHistory.Text = defender.name + "'s special attack can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.tspatk *= 0.8f;
                                            tbHistory.Text = defender.name + " had his special attack lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                if (move.index == 231 || move.index == 242 || move.index == 249
                                    || move.index == 306) // Decrease defense: Iron Tail, Crunch, Rock Smash, Crush Claw
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.tdef <= defender.def * 0.41f)
                                        {
                                            tbHistory.Text = defender.name + "'s defense can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.tdef *= 0.8f;
                                            tbHistory.Text = defender.name + " had his defense lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                if (move.index == 370) // Decrease defense 100%: Close Combat
                                {
                                    if (defender.tdef <= defender.def * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s defense can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tdef *= 0.8f;
                                        tbHistory.Text = defender.name + " had his defense lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 330 || move.index == 190 || move.index == 429
                                    || move.index == 426 || move.index == 189)
                                    // Decrease accuracy: Muddy Water, Octazooka, Mirror Shot, Mud Bomb, Mud Slap
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.accuracy <= 41)
                                        {
                                            tbHistory.Text = defender.name + "'s accuracy can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.accuracy *= 0.8f;
                                            tbHistory.Text = defender.name + " had his accuracy lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                if (move.index == 51 || move.index == 430 || move.index == 405
                                    || move.index == 411 || move.index == 247 || move.index == 412
                                    || move.index == 414 || move.index == 295 || move.index == 94)
                                    // Decrease special defense: Acid, Flash Cannon, Bug Buzz, Focus Blast,
                                    // Shadow Ball, Energy Ball, Earth Power, Luster Purge, Psychic
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.tspdef <= defender.spdef * 0.41f)
                                        {
                                            tbHistory.Text = defender.name + "'s special defense can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.tspdef *= 0.8f;
                                            tbHistory.Text = defender.name + " had his special defense lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                if (move.index == 465) // Decrease special defense x2: Seed Flare
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.tspdef <= defender.spdef * 0.41f)
                                        {
                                            tbHistory.Text = defender.name + "'s special defense can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.tspdef *= 0.64f;
                                            tbHistory.Text = defender.name + " had his special defense lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                if (move.index == 370) // Decrease special defense 100%: Close Combat
                                {
                                    if (defender.tspdef <= defender.spdef * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s special defense can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tspdef *= 0.8f;
                                        tbHistory.Text = defender.name + " had his special defense lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 61 || move.index == 145 || move.index == 317
                                    || move.index == 196 || move.index == 132 || move.index == 341)
                                    // Decrease speed: Bubble Beam, Bubble, Rock Tomb, Icy Wind, Constrict, Mud Shot
                                    if (rand.Next() % 100 + 1 <= 10)
                                    {
                                        if (defender.tspeed <= defender.speed * 0.41f)
                                        {
                                            tbHistory.Text = defender.name + "'s speed can not be decreased anymore.\n" + tbHistory.Text;
                                        }
                                        else
                                        {
                                            defender.tspeed *= 0.8f;
                                            tbHistory.Text = defender.name + " had his speed lowered.\n" + tbHistory.Text;
                                        }
                                    }

                                #endregion
                            }

                            #region Stats Raised

                            if (move.index == 130) // Raised defense 100%: Skull Bash
                            {
                                if (attacker.tdef >= 3.8f * attacker.def)
                                {
                                    tbHistory.Text = attacker.name + "'s defense can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tdef *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s defense rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 451) // Raised special attack: Charge Beam
                                if (rand.Next() % 100 + 1 <= 10)
                                {
                                    if (attacker.tspatk >= 3.8f * attacker.spatk)
                                    {
                                        tbHistory.Text = attacker.name + "'s special attack can not be increased anymore!\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        attacker.tspatk *= 1.4f;
                                        tbHistory.Text = attacker.name + "'s special attack rose!\n" + tbHistory.Text;
                                    }
                                }

                            if (move.index == 232 || move.index == 309) // Raised attack: Metal Claw, Meteor Mash
                                if (rand.Next() % 100 + 1 <= 10)
                                {
                                    if (attacker.tatk >= 3.8f * attacker.atk)
                                    {
                                        tbHistory.Text = attacker.name + "'s attack can not be increased anymore!\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        attacker.tatk *= 1.4f;
                                        tbHistory.Text = attacker.name + "'s attack rose!\n" + tbHistory.Text;
                                    }
                                }

                            if (move.index == 99) // Raised attack 100%: Rage
                            {
                                if (attacker.tatk >= 3.8f * attacker.atk)
                                {
                                    tbHistory.Text = attacker.name + "'s attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tatk *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s attack rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 246 || move.index == 318) // Raised all stats: Ancient Power, Silver Wind
                                if (rand.Next() % 100 + 1 <= 10)
                                {
                                    if (attacker.tatk <= 3.8f * attacker.atk) attacker.tatk *= 1.4f;
                                    if (attacker.tdef <= 3.8f * attacker.atk) attacker.tdef *= 1.4f;
                                    if (attacker.tspatk <= 3.8f * attacker.atk) attacker.tspatk *= 1.4f;
                                    if (attacker.tspdef <= 3.8f * attacker.atk) attacker.tspdef *= 1.4f;
                                    if (attacker.tspeed >= 3.8f * attacker.speed) attacker.tspeed *= 1.4f;

                                    tbHistory.Text = attacker.name + " had his stats increased!\n" + tbHistory.Text;
                                }

                            #endregion

                            if (move.index == 434 || move.index == 315 || move.index == 437
                                || move.index == 354)
                            // Recoil - decrease special attack x2: Draco Meteor, Overheat, Leaf Storm, Psycho Boost
                            {
                                if (attacker.tspatk >= attacker.spatk * 0.41f)
                                    attacker.tspatk *= 0.64f;
                            }

                            if (move.index == 359) // Recoil - decrease speed: Hammer Arm
                            {
                                if (attacker.tspeed >= attacker.speed * 0.41f)
                                    attacker.tspeed *= 0.8f;
                            }

                            if (move.index == 276) // Recoil - decrease attack: Superpower
                            {
                                if (attacker.tatk >= attacker.atk * 0.41f)
                                    attacker.tatk *= 0.64f;
                            }

                            if (move.index == 276) // Recoil - decrease defense: Superpower
                            {
                                if (attacker.tdef >= attacker.def * 0.41f)
                                    attacker.tdef *= 0.64f;
                            }

                            if (move.index == 36) // Self-damage: Take Down
                            {
                                attacker.hp *= 0.84f;
                            }

                            if (move.index == 38 || move.index == 344 || move.index == 457
                                || move.index == 394 || move.index == 413 || move.index == 452)
                            // Self-damage: Double-Edge, Volt Tackle, Head Smash, Flare Blitz, Brave Bird, Wood Hammer
                            {
                                attacker.hp *= 0.67f;
                            }

                            if (move.index == 66) // Self-damage: Submission
                            {
                                attacker.hp -= damage * 0.25f;
                                if (attacker.hp <= 1) attacker.hp = 1;
                            }

                            if (move.index == 20 || move.index == 35 || move.index == 83
                                || move.index == 128 || move.index == 250 || move.index == 463
                                || move.index == 328)
                            // Trapped: Bind, Wrap, Fire Spin, Clamp, Whirlpool, Magma Storm, Sand Tomb
                            {
                                int x = rand.Next() % 4 + 2;
                                if (x > defender.isTrapped) defender.isTrapped = x;
                            }

                            if (move.index == 358) // Wake-up Slap
                                if (defender.isAsleep > 0)
                                {
                                    damage *= 2;
                                    defender.isAsleep = 0;
                                    tbHistory.Text = defender.name + " woke up!\n" + tbHistory.Text;
                                }

                            if (move.index == 280) // Destroy LightScreen/Reflect: Brick Break
                            {
                                defender.LightScreen = 0;
                                defender.Reflect = 0;
                            }

                            if (move.index == 229) // Free from trapped: Rapid Spin
                                attacker.isTrapped = 0;

                            if (move.index == 229) // Free from Leech Seed: Rapid Spin
                                attacker.isSeeded = false;

                            if (move.index == 210) // Fury Cutter
                            {
                                damage *= attacker.FuryCutter;
                            }

                            if (move.type == 9 && defender.MagnetRise > 0) // Magnet Rise: Immune to ground-attacks
                            {
                                damage = 0;
                            }

                            if (move.index == 205 || move.index == 301)
                            // Same attack 5 turns - stronger: Rollout, Ice Ball
                            {
                                if (attacker.sameAttack == -1)
                                {
                                    attacker.sameAttack = 4;
                                    attacker.sameAttackDef = move;
                                }
                                else
                                {
                                    damage += damage * (4 - attacker.sameAttack) * 0.5f;
                                }
                            }

                            if (move.index == 80 || move.index == 37 || move.index == 200
                                || move.index == 353)
                                // Same attack 2-3 turns: Petal Dance, Thrash, Outrage, Doom Desire
                                if (attacker.sameAttack == -1)
                                {
                                    attacker.sameAttack = rand.Next() % 2 + 1;
                                    attacker.sameAttackDef = move;
                                }

                            if (move.category == 1 && defender.Reflect > 0) // Reflect
                                damage *= 0.5f;

                            if (move.category == 2 && defender.LightScreen > 0) // Light Screen
                                damage *= 0.5f;

                            if (move.index == 467 || move.index == 19 || move.index == 291
                                || move.index == 91)
                            // Protected for the next attack: Shadow Force, Fly, Dive, Dig
                            {
                                attacker.isProtected = true;
                            }

                            if (move.index == 76 || move.index == 467 || move.index == 19
                                || move.index == 291 || move.index == 13 || move.index == 130
                                || move.index == 91)
                            // Two-turn attack: Solar Beam, Shadow Force, Fly, Dive, Razor Wind, Skull Bash, Dig
                            {
                                if (move.index == 13 && rand.Next() % 100 + 1 <= 25) // Razor Wind
                                    damage *= 2;

                                attacker.twoTurnAttack = damage;
                                tbHistory.Text = attacker.name + " used " + move.name + ".\n" + tbHistory.Text;
                            }

                            if (move.index == 153 || move.index == 120) // Faint: Explosion, Self-Destruct
                            {
                                attacker.hp = 0;

                                if (yourPokemonIsAttacking)
                                {
                                    YourPokemonDies(attacker);
                                }
                                else
                                {
                                    EnemyPokemonDies(attacker);
                                }
                            }

                            if (move.index == 206) // Enemy can not faint
                            {
                                if (defender.hp - damage < 1) damage = defender.hp - 1;
                            }

                            #endregion

                            if (!defender.isProtected)
                            {
                                if (attacker.twoTurnAttack == -1)
                                {
                                    defender.hp -= damage;
                                    tbHistory.Text = attacker.name + " used " + move.name + " and dealt " + damage + " damage.\n" + tbHistory.Text;
                                }
                            }
                            else
                            {
                                tbHistory.Text = attacker.name + " used " + move.name + ".\n" + tbHistory.Text;
                                tbHistory.Text = defender.name + " was protected.\n" + tbHistory.Text;
                                defender.isProtected = false;
                            }

                            ChangeHealth();

                            if (defender.hp <= 0)
                            {
                                if (!yourPokemonIsAttacking)
                                {
                                    YourPokemonDies(defender);
                                }
                                else
                                {
                                    EnemyPokemonDies(defender);
                                    return;
                                }
                            }

                        } // Status moves
                        else
                        {
                            tbHistory.Text = attacker.name + " used " + move.name + "!\n" + tbHistory.Text;

                            #region Effects

                            if (defender.isSafeGuard == 0)
                            {
                                #region Affections
                                if (move.index == 47 || move.index == 79 || move.index == 464
                                    || move.index == 320 || move.index == 147 || move.index == 95
                                    || move.index == 142)
                                // Sleep: Sing, Sleep Powder, Dark Void, Grass Whistle, Spore, Hypnosis, Lovely Kiss
                                {
                                    tbHistory.Text = defender.name + " fell asleep!\n" + tbHistory.Text;
                                    defender.EraseAffections();
                                    defender.isAsleep = 3;
                                }

                                if (move.index == 281) // Sleep both: Yawn
                                {
                                    tbHistory.Text = defender.name + " fell asleep!\n" + tbHistory.Text;
                                    defender.EraseAffections();
                                    defender.isAsleep = 1;

                                    tbHistory.Text = attacker.name + " fell asleep!\n" + tbHistory.Text;
                                    attacker.EraseAffections();
                                    attacker.isAsleep = 1;
                                }

                                if (move.index == 48) // Confusion: Supersonic
                                    if (rand.Next() % 100 + 1 <= 75)
                                    {
                                        tbHistory.Text = defender.name + " became confused!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isConfused = 3;
                                    }

                                if (move.index == 260 || move.index == 109 || move.index == 207
                                    || move.index == 186 || move.index == 298)
                                // Confusion 100%: Flatter, Confuse Ray, Swagger, Sweet Kiss, Teeter Dance
                                {
                                    tbHistory.Text = defender.name + " became confused!\n" + tbHistory.Text;
                                    defender.EraseAffections();
                                    defender.isConfused = 3;
                                }

                                if (move.index == 298) // Self-Confusion: Teeter Dance
                                {
                                    tbHistory.Text = attacker.name + " became confused!\n" + tbHistory.Text;
                                    attacker.EraseAffections();
                                    attacker.isConfused = 3;
                                }

                                if (move.index == 77 || move.index == 139) // Poison: Poison Powder, Poison Gas
                                    if (rand.Next() % 100 + 1 <= 75 && defender.type1 != 8 && defender.type2 != 8
                                        && defender.type1 != 17 && defender.type2 != 17)
                                    {
                                        tbHistory.Text = defender.name + " was poisoned!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isPoisoned = 3;
                                    }

                                if (move.index == 92) // Poison 100%: Toxic
                                    if (defender.type1 != 8 && defender.type2 != 8 && defender.type1 != 17 && defender.type2 != 17)
                                    {
                                        tbHistory.Text = defender.name + " was poisoned!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isPoisoned = 3;
                                    }

                                if (move.index == 261) // Burn: Will-o-wisp
                                    if (defender.type1 != 2 && defender.type2 != 2)
                                    {
                                        tbHistory.Text = defender.name + " was burnt!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isBurnt = 3;
                                    }

                                if (move.index == 78) // Paralyze: Stun Spore
                                    if (rand.Next() % 100 + 1 <= 75 && defender.type1 != 4 && defender.type2 != 4)
                                    {
                                        tbHistory.Text = defender.name + " was paralyzed!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isParalyzed = 3;
                                    }

                                if (move.index == 86 || move.index == 137) // Paralyze 100%: Thunder Wave, Glare
                                    if (defender.type1 != 4 && defender.type2 != 4)
                                    {
                                        tbHistory.Text = defender.name + " was paralyzed!\n" + tbHistory.Text;
                                        defender.EraseAffections();
                                        defender.isParalyzed = 3;
                                    }
                                #endregion
                            }

                            if (move.index == 182 || move.index == 197 || move.index == 203) // Protected for the next attack: Protect, Detect, Endure
                                if (rand.Next() % 100 + 1 <= 100 / move.PPmax * (move.PP + 1))
                                {
                                    attacker.isProtected = true;
                                }

                            if (move.index == 219) // Safe Guard
                            {
                                attacker.isSafeGuard = 5;
                            }

                            if (move.index == 433) // Trick Room
                            {
                                if (trickRoom < 5) trickRoom = 5;
                            }

                            if (move.index == 115) // Reflect
                            {
                                attacker.Reflect = 5;
                            }

                            if (move.index == 113) // LightScreen
                            {
                                attacker.LightScreen = 5;
                            }

                            if (move.index == 432) // Remove Reflect/Light Screen/Safeguard/Mist: Defog
                            {
                                defender.Reflect = 0;
                                defender.LightScreen = 0;
                                defender.isSafeGuard = 0;
                                defender.isMist = 0;
                            }

                            if (move.index == 54) // Mist
                            {
                                attacker.isMist = 5;
                            }

                            if (defender.isMist == 0)
                            {
                                #region Stats Reduction

                                if (move.index == 45 || move.index == 321) // Decrease attack: Growl, Tickle
                                {
                                    if (defender.tatk <= defender.atk * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s attack can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tatk *= 0.8f;
                                        tbHistory.Text = defender.name + " had his attack lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 297 || move.index == 262 || move.index == 204) // Decrease attack x2: Feather Dance, Memento, Charm
                                {
                                    if (defender.tatk <= defender.atk * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s attack can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tatk *= 0.64f;
                                        tbHistory.Text = defender.name + " had his attack lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if ((move.index == 445 && defender.gender == 1 - attacker.gender) || move.index == 262) // Decrease special attack x2: Captivate, Memento
                                {
                                    if (defender.tspatk <= defender.spatk * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s special attack can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tspatk *= 0.64f;
                                        tbHistory.Text = defender.name + " had his special attack lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 39 || move.index == 43 || move.index == 321) // Decrease defense: Tail Whip, Leer, Tickle
                                {
                                    if (defender.tdef <= defender.def * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s defense can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tdef *= 0.8f;
                                        tbHistory.Text = defender.name + " had his defense lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 319 || move.index == 103) // Decrease defense x2: Metal Sound, Screech
                                {
                                    if (defender.tdef <= defender.def * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s defense can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tdef *= 0.64f;
                                        tbHistory.Text = defender.name + " had his defense lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 313) // Decrease special defense x2: Fake Tears
                                {
                                    if (defender.tspdef <= defender.spdef * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s special defense can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tspdef *= 0.64f;
                                        tbHistory.Text = defender.name + " had his special defense lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 108 || move.index == 28 || move.index == 134
                                    || move.index == 148) // Decrease accuracy: Smokescreen, Sand Attack, Kinesis, Flash
                                {
                                    if (defender.accuracy <= 41)
                                    {
                                        tbHistory.Text = defender.name + "'s accuracy can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.accuracy *= 0.8f;
                                        tbHistory.Text = defender.name + " had his accuracy lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 81) // Decrease speed: String Shot
                                {
                                    if (defender.tspeed <= defender.speed * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s speed can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tspeed *= 0.8f;
                                        tbHistory.Text = defender.name + " had his speed lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 184 || move.index == 178) // Decrease speed x2: Scary Face, Cotton Spore
                                {
                                    if (defender.tspeed <= defender.speed * 0.41f)
                                    {
                                        tbHistory.Text = defender.name + "'s speed can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.tspeed *= 0.64f;
                                        tbHistory.Text = defender.name + " had his speed lowered.\n" + tbHistory.Text;
                                    }
                                }

                                if (move.index == 230) // Decrease evasiveness: Sweet Scent
                                {
                                    if (defender.evasiveness <= 41)
                                    {
                                        tbHistory.Text = defender.name + "'s evasiveness can not be decreased anymore.\n" + tbHistory.Text;
                                    }
                                    else
                                    {
                                        defender.evasiveness *= 0.8f;
                                        tbHistory.Text = defender.name + " had his evasiveness lowered.\n" + tbHistory.Text;
                                    }
                                }

                                #endregion
                            }

                            #region Stats Raised

                            int randomStat = 0;
                            if (move.index == 367) // Raised random stats x2: Acupressure
                            {
                                randomStat = rand.Next() % 5 + 1;
                            }

                            if (move.index == 397 || move.index == 294 || move.index == 97
                                || randomStat == 1) // Raised speed x2: Rock Polish, Tail Glow, Agility
                            {
                                if (attacker.tspeed >= 3.8f * attacker.speed)
                                {
                                    tbHistory.Text = attacker.name + "'s speed can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tspeed *= 1.96f;
                                    tbHistory.Text = attacker.name + "'s speed sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 187) // Raised attack x4: Belly Drum
                            {
                                if (attacker.hp > attacker.hpmax * 0.5f)
                                {
                                    attacker.hp -= attacker.hpmax * 0.5f;
                                    attacker.tatk = attacker.atk * 3.8416f;
                                    tbHistory.Text = attacker.name + "'s attack was maximized!\n" + tbHistory.Text;
                                }
                                else tbHistory.Text = attacker.name + "'s HP is too low to use Belly Drum!\n" + tbHistory.Text;
                            }

                            if (move.index == 14 || randomStat == 2) // Raised attack x2: Swords Dance
                            {
                                if (attacker.tatk >= 3.8f * attacker.atk)
                                {
                                    tbHistory.Text = attacker.name + "'s attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tatk *= 1.96f;
                                    tbHistory.Text = attacker.name + "'s attack sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 334 || move.index == 151 || move.index == 112
                                || randomStat == 3) // Raised defense x2: Iron Defense, Acid Armor, Barrier
                            {
                                if (attacker.tdef >= 3.8f * attacker.def)
                                {
                                    tbHistory.Text = attacker.name + "'s defense can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tdef *= 1.96f;
                                    tbHistory.Text = attacker.name + "'s defense sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 110 || move.index == 455 || move.index == 339
                                || move.index == 106 || move.index == 322 || move.index == 111
                                || move.index == 254)
                            // Raised defense: Withdraw, Defend Order, Bulk Up, Harden, Cosmic Power, Defense Curl
                            // Stockpile
                            {
                                if (attacker.tdef >= 3.8f * attacker.def)
                                {
                                    tbHistory.Text = attacker.name + "'s defense can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tdef *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s defense rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 349 || move.index == 339 || move.index == 96
                                || move.index == 336 || move.index == 159)
                            // Raised attack: Dragon Dance, Bulk Up, Meditate, Howl, Sharpen
                            {
                                if (attacker.tatk >= 3.8f * attacker.atk)
                                {
                                    tbHistory.Text = attacker.name + "'s attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tatk *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s attack rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 74 || move.index == 347) // Raised special attack: Growth, Calm Mind
                            {
                                if (attacker.tspatk >= 3.8f * attacker.spatk)
                                {
                                    tbHistory.Text = attacker.name + "'s special attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tspatk *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s special attack rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 417 || randomStat == 4) // Raised special attack x2: Nasty Plot
                            {
                                if (attacker.tspatk >= 3.8f * attacker.spatk)
                                {
                                    tbHistory.Text = attacker.name + "'s special attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tspatk *= 1.96f;
                                    tbHistory.Text = attacker.name + "'s special attack sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 268 || move.index == 455 || move.index == 347
                                || move.index == 322 || move.index == 254)
                            // Raised special defense: Charge, Defend Order, Calm Mind, Cosmic Power, Stockpile
                            {
                                if (attacker.tspdef >= 3.8f * attacker.spdef)
                                {
                                    tbHistory.Text = attacker.name + "'s special defense can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tspdef *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s special defense rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 133 || randomStat == 5) // Raised special defense x2: Amnesia
                            {
                                if (attacker.tspdef >= 3.8f * attacker.spdef)
                                {
                                    tbHistory.Text = attacker.name + "'s special defense can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tspdef *= 1.96f;
                                    tbHistory.Text = attacker.name + "'s special defense sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 349 || move.index == 366) // Raised speed: Dragon Dance, Tailwind
                            {
                                if (attacker.tspeed >= 3.8f * attacker.speed)
                                {
                                    tbHistory.Text = attacker.name + "'s speed can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.tspeed *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s speed rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 107 || move.index == 104) // Raised evasiveness: Minimize, Double Team
                            {
                                if (attacker.evasiveness >= 380)
                                {
                                    tbHistory.Text = attacker.name + "'s evasiveness can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    attacker.evasiveness *= 1.4f;
                                    tbHistory.Text = attacker.name + "'s evasiveness rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 260) // Raised opponent's special attack x2: Flatter
                            {
                                if (defender.tspatk >= 3.8f * defender.spatk)
                                {
                                    tbHistory.Text = defender.name + "'s special attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    defender.tspatk *= 1.96f;
                                    tbHistory.Text = defender.name + "'s special attack sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            if (move.index == 207) // Raised opponent's attack x2: Swagger
                            {
                                if (defender.tatk >= 3.8f * defender.atk)
                                {
                                    tbHistory.Text = defender.name + "'s attack can not be increased anymore!\n" + tbHistory.Text;
                                }
                                else
                                {
                                    defender.tatk *= 1.96f;
                                    tbHistory.Text = defender.name + "'s attack sharply rose!\n" + tbHistory.Text;
                                }
                            }

                            #endregion

                            if (move.index == 114) // Reset all stats: Haze
                            {
                                attacker.tatk = attacker.atk;
                                attacker.tdef = attacker.def;
                                attacker.tspatk = attacker.spatk;
                                attacker.tspdef = attacker.spdef;
                                attacker.tspeed = attacker.speed;

                                defender.tatk = defender.atk;
                                defender.tdef = defender.def;
                                defender.tspatk = defender.spatk;
                                defender.tspdef = defender.spdef;
                                defender.tspeed = defender.speed;
                            }

                            if (move.index == 316 || move.index == 193) // Reset evasiveness: Odor Sleuth, Foresight
                            {
                                defender.evasiveness = 100;
                            }

                            if (move.index == 466) // Raised all stats: Ominous Wind
                            {
                                if (attacker.tatk <= 3.8f * attacker.atk) attacker.tatk *= 1.4f;
                                if (attacker.tdef <= 3.8f * attacker.atk) attacker.tdef *= 1.4f;
                                if (attacker.tspatk <= 3.8f * attacker.atk) attacker.tspatk *= 1.4f;
                                if (attacker.tspdef <= 3.8f * attacker.atk) attacker.tspdef *= 1.4f;
                                if (attacker.tspeed >= 3.8f * attacker.speed) attacker.tspeed *= 1.4f;

                                tbHistory.Text = attacker.name + " has his stats increased!\n" + tbHistory.Text;
                            }

                            if (move.index == 375) // Transfer status problems: Psycho Shift
                            {
                                if (attacker.isAsleep > 0) { defender.EraseAffections(); defender.isAsleep = attacker.isAsleep; }
                                if (attacker.isBurnt > 0) { defender.EraseAffections(); defender.isBurnt = attacker.isBurnt; }
                                if (attacker.isPoisoned > 0) { defender.EraseAffections(); defender.isPoisoned = attacker.isPoisoned; }
                                if (attacker.isConfused > 0) { defender.EraseAffections(); defender.isConfused = attacker.isConfused; }
                                if (attacker.isFrozen > 0) { defender.EraseAffections(); defender.isFrozen = attacker.isFrozen; }
                                if (attacker.isParalyzed > 0) { defender.EraseAffections(); defender.isParalyzed = attacker.isParalyzed; }
                                attacker.EraseAffections();
                            }

                            if (move.index == 244) // Copy stats change: Psych Up
                            {
                                attacker.tatk *= defender.tatk / defender.atk;
                                attacker.tdef *= defender.tdef / defender.def;
                                attacker.tspatk *= defender.tspatk / defender.spatk;
                                attacker.tspdef *= defender.tspdef / defender.spdef;
                                attacker.tspeed *= defender.tspeed / defender.speed;
                            }

                            if (move.index == 384 || move.index == 391) // Swap atk: Power Swap, Heart Swap
                            {
                                float x1 = attacker.tatk / attacker.atk;
                                float x2 = defender.tatk / defender.atk;

                                attacker.tatk = attacker.atk * x2;
                                defender.tatk = defender.atk * x1;
                            }

                            if (move.index == 384 || move.index == 391) // Swap spatk: Power Swap, Heart Swap
                            {
                                float x1 = attacker.tspatk / attacker.spatk;
                                float x2 = defender.tspatk / defender.spatk;

                                attacker.tspatk = attacker.spatk * x2;
                                defender.tspatk = defender.spatk * x1;
                            }

                            if (move.index == 385 || move.index == 391) // Swap def: Guard Swap, Heart Swap
                            {
                                float x1 = attacker.tdef / attacker.def;
                                float x2 = defender.tdef / defender.def;

                                attacker.tdef = attacker.def * x2;
                                defender.tdef = defender.def * x1;
                            }

                            if (move.index == 385 || move.index == 391) // Swap spdef: Guard Swap, Heart Swap
                            {
                                float x1 = attacker.tspdef / attacker.spdef;
                                float x2 = defender.tspdef / defender.spdef;

                                attacker.tspdef = attacker.spdef * x2;
                                defender.tspdef = defender.spdef * x1;
                            }

                            if (move.index == 391) // Swap speed: Heart Swap
                            {
                                float x1 = attacker.tspeed / attacker.speed;
                                float x2 = defender.tspeed / defender.speed;

                                attacker.tspeed = attacker.speed * x2;
                                defender.tspeed = defender.speed * x1;
                            }

                            if (move.index == 379) // Swap atk and def: Power Trick
                            {
                                float aux = attacker.tdef;
                                attacker.tdef = attacker.tatk;
                                attacker.tatk = aux;
                            }

                            if (move.index == 116) // Raised Critical Chance: Focus Energy
                            {
                                if (attacker.critical < 45) attacker.critical += 10;
                            }

                            if (move.index == 381) // Prevent Critical Hits: Lucky Chant
                            {
                                defender.isCritChanted = true;
                            }

                            if (move.index == 220) // Pain Split
                            {
                                float aux = (attacker.hp + defender.hp) * 0.5f;
                                attacker.hp = aux;
                                defender.hp = aux;

                                if (attacker.hp > attacker.hpmax)
                                    attacker.hp = attacker.hpmax;
                                if (defender.hp > defender.hpmax)
                                    defender.hp = defender.hpmax;
                            }

                            if (move.index == 456 || move.index == 355 || move.index == 208
                                || move.index == 105 || move.index == 303 || move.index == 135)
                                // Heal 1/2 HP: Heal Order, Roost, Milk Drink, Recover, Slack Off, Soft-Boiled
                                if (attacker.HealBlock == 0)
                                {
                                    attacker.hp += attacker.hpmax * 0.5f;
                                    if (attacker.hp > attacker.hpmax)
                                        attacker.hp = attacker.hpmax;
                                }

                            if (move.index == 287) // Cure poison, burn, paralysis: Refresh
                            {
                                attacker.isBurnt = 0;
                                attacker.isParalyzed = 0;
                                attacker.isPoisoned = 0;
                            }

                            if (move.index == 312 || move.index == 215) // Aromatherapy, Heal Bell
                            {
                                if (yourPokemonIsAttacking) // erase your affections
                                {
                                    for (int i = 0; i < player.pokemons.Count; ++i)
                                    {
                                        player.pokemons[i].EraseAffections();
                                    }
                                }
                                else // erase enemy's affections
                                {
                                    if (enemyTrainer == null)
                                        enemyPokemon.EraseAffections();
                                    else for (int i = 0; i < enemyTrainer.pokemons.Count; ++i)
                                            enemyTrainer.pokemons[i].EraseAffections();
                                }
                            }

                            if (move.index == 235 || move.index == 236 || move.index == 234) // Heal: Synthesis, Moonlight, Morning Sun
                                if (attacker.HealBlock == 0)
                                {
                                    if (weatherType == 2)
                                        attacker.hp += attacker.hpmax * 0.67f;
                                    else if (weatherType == 0)
                                        attacker.hp += attacker.hpmax * 0.5f;
                                    else attacker.hp += attacker.hpmax * 0.25f;

                                    if (attacker.hp > attacker.hpmax)
                                        attacker.hp = attacker.hpmax;
                                }

                            if (move.index == 156) // Heal: Rest
                                if (attacker.HealBlock == 0)
                                {
                                    attacker.hp = attacker.hpmax;
                                    attacker.EraseAffections();
                                    attacker.isAsleep = 2;
                                }

                            if (move.index == 169 || move.index == 335 || move.index == 212)
                            // Trapped forever: Spider Web, Block, Mean Look
                            {
                                defender.isTrapped = 100;
                            }

                            if (move.index == 73) // Leech Seed
                            {
                                defender.isSeeded = true;
                            }

                            if (move.index == 377) // Heal Block
                            {
                                defender.HealBlock = 5;
                            }

                            if (move.index == 213 && defender.gender == 1 - attacker.gender) // Attract
                            {
                                defender.isAttracted = true;
                            }

                            if (move.index == 254) // Stockpile
                            {
                                if (attacker.Stockpile < 3)
                                    attacker.Stockpile += 1;
                            }

                            if (move.index == 256) // Heal: Swallow
                                if (attacker.HealBlock == 0)
                                {
                                    float hpSwallowed = attacker.hpmax;

                                    if (attacker.Stockpile == 0) hpSwallowed = 0;
                                    else if (attacker.Stockpile == 1) hpSwallowed *= 0.25f;
                                    else if (attacker.Stockpile == 2) hpSwallowed *= 0.5f;

                                    attacker.hp += hpSwallowed;
                                    if (attacker.hp > attacker.hpmax)
                                        attacker.hp = attacker.hpmax;

                                    attacker.Stockpile = 0;
                                }

                            if (move.index == 268) // Charge user
                            {
                                attacker.isCharged = true;
                            }

                            if (move.index == 373 || move.index == 282) // Cannot use items: Embargo, Knock Off
                            {
                                defender.canUseItems = false;
                            }

                            if (move.index == 275) // Can not switch: Ingrain
                            {
                                attacker.canBeSwitched = false;
                            }

                            if (move.index == 392 || move.index == 275) // Regenerate life every turn: Aqua Ring, Ingrain
                            {
                                attacker.isRegeneratingLife = true;
                            }

                            if (move.index == 346) // Weaken fire moves: Water Sport
                            {
                                attacker.isWaterSported = true;
                            }

                            if (move.index == 240) // Weather - rain: Rain Dance
                            {
                                // can not change weather if it's already raining more
                                if (weatherType == 1 && weatherDuration > 5) ;
                                else
                                {
                                    weatherType = 1;
                                    weatherDuration = 5;
                                }
                            }

                            if (move.index == 241) // Weather - sunny: Sunny Day
                            {
                                if (weatherType == 2 && weatherDuration > 5) ;
                                else
                                {
                                    weatherType = 2;
                                    weatherDuration = 5;
                                }
                            }

                            if (move.index == 201) // Weather - sandstorm: Sandstorm
                            {
                                if (weatherType == 3 && weatherDuration > 5) ;
                                else
                                {
                                    weatherType = 3;
                                    weatherDuration = 5;
                                }
                            }

                            if (move.index == 258) // Weather - hail: Hail
                            {
                                if (weatherType == 4 && weatherDuration > 5) ;
                                else
                                {
                                    weatherType = 4;
                                    weatherDuration = 5;
                                }
                            }

                            if (move.index == 171) // Nightmare
                                if (defender.isAsleep > 0)
                                {
                                    defender.Nightmare = true;
                                }

                            if (move.index == 393) // Magnet Rise
                            {
                                attacker.MagnetRise = 5;
                            }

                            if (move.index == 262) // Faint: Memento
                            {
                                attacker.hp = 0;

                                if (yourPokemonIsAttacking)
                                {
                                    YourPokemonDies(attacker);
                                }
                                else
                                {
                                    EnemyPokemonDies(attacker);
                                }
                                return;
                            }

                            ChangeHealth();

                            #endregion
                        }

                        if (move.index == 18 || move.index == 46 || move.index == 100
                            || move.index == 369 || move.index == 226)
                        // Swap pokemon: Whirlwind, Roar, Teleport, U-Turn, Baton Pass
                        {
                            if (move.index == 18)
                                tbHistory.Text = defender.name + " was blown away!\n" + tbHistory.Text;
                            if (move.index == 46)
                                tbHistory.Text = defender.name + " ran away!\n" + tbHistory.Text;

                            bool tmp = yourPokemonIsAttacking;
                            if (move.index == 100 || move.index == 369 || move.index == 226) tmp = !tmp;

                            if (tmp)
                            {
                                if (enemyTrainer != null)
                                {
                                    int crtEnemyPokemon = 0;

                                    for (int i = 0; i < enemyTrainer.pokemons.Count; ++i)
                                        if (enemyTrainer.pokemons[i] == enemyPokemon)
                                        {
                                            crtEnemyPokemon = i;
                                            break;
                                        }

                                    for (int i = 0; i < enemyTrainer.pokemons.Count; ++i)
                                        if (enemyTrainer.pokemons[i].hp > 0 && i != crtEnemyPokemon)
                                        {
                                            enemyPokemon = enemyTrainer.pokemons[i];
                                            battleScreen.Invalidate();
                                            if (move.index == 100 || move.index == 369 || move.index == 226) break;
                                            else return;
                                        }
                                }
                                else
                                {
                                    if (enemyPokemon.isTrapped == 0)
                                    {
                                        waitTime = true;
                                        endBattleTimer.Start();
                                        return;
                                    }
                                }
                            }
                            else
                            {
                                bool changed = false;

                                firstChangeCrtPokemon = true;

                                for (int i = 0; i < player.pokemons.Count; ++i)
                                    if (player.pokemons[i].hp > 0 && i != crtPokemon)
                                    {
                                        changed = true;
                                        ChangeCrtPokemon(i);
                                        break;
                                    }

                                if (!changed && enemyTrainer == null)
                                {
                                    waitTime = true;
                                    endBattleTimer.Start();
                                    return;
                                }
                            }
                        }
                    }
                    else
                    {
                        // attack missed
                        tbHistory.Text = attacker.name + " used " + move.name + " but it missed!\n" + tbHistory.Text;

                        attacker.FuryCutter = 0; // Fury Cutter resets

                        if (move.index == 26 || move.index == 136) // Jump Kick, Hight Jump Kick
                        {
                            tbHistory.Text = attacker.name + " hurt himself!\n" + tbHistory.Text;
                            attacker.hp -= attacker.hpmax / 8f;
                            if (attacker.hp <= 0)
                            {
                                if (yourPokemonIsAttacking)
                                {
                                    YourPokemonDies(attacker);
                                }
                                else
                                {
                                    EnemyPokemonDies(attacker);
                                }
                                return;
                            }
                        }
                    }
                }
            }

            waitTime = true;
            attackTimerCount = 0;
            attackTimer.Start();

            battleScreen.Invalidate();
        }
        private float CalculateDamage(Pokemons attacker, Pokemons defender, Attack move)
        {
            if (move.category == 3 || move.index == 150) return 0; // Status move or splash

            float basedamage = move.damage;

            #region Effects

            if (move.index == 179 || move.index == 175) // Reversal, Flail
            {
                float x = attacker.hp * 100f / attacker.hpmax;
                if (x > 70) basedamage = 20;
                else if (x > 35) basedamage = 40;
                else if (x > 20) basedamage = 80;
                else if (x > 10) basedamage = 100;
                else if (x > 4) basedamage = 150;
                else basedamage = 200;
            }

            if (move.index == 222) // Magnitude
            {
                int z, x = rand.Next() % 100 + 1;
                if (x <= 5) { z = 4; basedamage = 10; }
                else if (x <= 15) { z = 5; basedamage = 30; }
                else if (x <= 35) { z = 6; basedamage = 50; }
                else if (x <= 65) { z = 7; basedamage = 70; }
                else if (x <= 85) { z = 8; basedamage = 90; }
                else if (x <= 95) { z = 9; basedamage = 110; }
                else { z = 10; basedamage = 150; }

                tbHistory.Text = "Magnitude " + z + "!\n" + tbHistory.Text;
            }

            if (move.index == 67 || move.index == 447) // Low Kick, Grass Knot
            {
                if (defender.weight <= 10) basedamage = 20;
                else if (defender.weight <= 25) basedamage = 40;
                else if (defender.weight <= 50) basedamage = 60;
                else if (defender.weight <= 100) basedamage = 80;
                else if (defender.weight <= 200) basedamage = 100;
                else basedamage = 120;
            }

            if (move.index == 255) // Spit Up
            {
                basedamage = 100 * attacker.Stockpile;
                attacker.Stockpile = 0;
            }

            if (move.index == 218) // Frustration
            {
                basedamage = (300 - attacker.love) / 2.5f;
            }

            if (move.index == 216) // Return
            {
                basedamage = (100 + attacker.love) / 2.5f;
            }

            if (move.index == 360) // Gyro Ball
            {
                basedamage = 25f * defender.tspeed / attacker.tspeed;
            }

            if (move.index == 323 || move.index == 284) // Water Spout, Eruption
            {
                basedamage = attacker.hp * move.damage / attacker.hpmax;
            }

            if (move.index == 462 || move.index == 378) // Crush Grip, Wring Out
            {
                basedamage = defender.hp * move.damage / defender.hpmax;
            }

            if (move.index == 376) // Trump Card
            {
                if (move.PP >= 4) basedamage = 40;
                else if (move.PP == 3) basedamage = 50;
                else if (move.PP == 2) basedamage = 60;
                else if (move.PP == 1) basedamage = 75;
                else if (move.PP == 0) basedamage = 190;
            }

            if (move.index == 386) // Punishment
            {
                float x;
                x = attacker.tatk / attacker.atk;
                while (x > 1.1)
                {
                    x /= 1.4f;
                    basedamage += 20;
                }
                x = attacker.tdef / attacker.def;
                while (x > 1.1)
                {
                    x /= 1.4f;
                    basedamage += 20;
                }
                x = attacker.tspatk / attacker.spatk;
                while (x > 1.1)
                {
                    x /= 1.4f;
                    basedamage += 20;
                }
                x = attacker.tspdef / attacker.spdef;
                while (x > 1.1)
                {
                    x /= 1.4f;
                    basedamage += 20;
                }
                x = attacker.tspeed / attacker.speed;
                while (x > 1.1)
                {
                    x /= 1.4f;
                    basedamage += 20;
                }
            }

            if (move.index == 217) // Present
            {
                int x = rand.Next() % 100 + 1;
                if (x <= 40) basedamage = 40;
                else if (x <= 70) basedamage = 80;
                else if (x <= 80) basedamage = 120;
                else basedamage = 0;
            }
            #endregion

            // base damage formula
            float damage = (2 * attacker.level + 10) * basedamage / 250f;

            // attack category (physical, special)
            switch (move.category)
            {
                case 1: damage *= attacker.tatk * 1f / defender.tdef; break;
                case 2: damage *= attacker.tspatk * 1f / defender.tspdef; break;
            }

            damage += 2;

            // same-type attack bonus
            if (move.type == attacker.type1 || move.type == attacker.type2)
                damage *= 1.5f;

            // effectiveness bonus
            damage *= Resources.effectiveness[move.type][defender.type1] * Resources.effectiveness[move.type][defender.type2];

            // love bonus
            if (attacker.love >= 100)
                damage *= (1 + (attacker.love - 100) / 400f);

            // random factor x [0.85,1]
            damage *= (100 - rand.Next() % 16) / 100f;

            damage = (float)Convert.ToDouble(damage.ToString("n2"));

            if (basedamage == 0 && move.index == 217) // Present
            {
                tbHistory.Text = defender.name + " was healed!\n" + tbHistory.Text;
                defender.hp += 80;
                if (defender.hp > defender.hpmax)
                    defender.hp = defender.hpmax;
                damage = 0;
            }

            return damage;
        }