Class: Battle::Effects::FutureSight

Inherits:
PositionTiedEffectBase show all
Defined in:
scripts/01600 Alpha 25 Battle Engine/04000 Effects/00500 Move Effects/01000 FutureSight.rb

Instance Attribute Summary

Attributes inherited from PositionTiedEffectBase

#bank, #position

Instance Method Summary collapse

Methods inherited from EffectBase

#base_power_multiplier, #can_attack_hit_out_of_reach?, #chance_of_hit_multiplier, #counter=, #dead?, #effect_chance_modifier, #force_next_move?, #kill, #mod1_multiplier, #mod2_multiplier, #mod3_multiplier, #on_damage_prevention, #on_end_turn_event, #on_fterrain_prevention, #on_held_item_use_prevention, #on_move_ability_immunity, #on_move_disabled_check, #on_move_prevention_target, #on_move_prevention_user, #on_move_priority_change, #on_move_type_change, #on_post_accuracy_check, #on_post_action_event, #on_post_damage, #on_post_damage_death, #on_post_fterrain_change, #on_post_item_change, #on_post_status_change, #on_post_weather_change, #on_pre_item_change, #on_single_type_multiplier_overwrite, #on_stat_change, #on_stat_change_post, #on_stat_decrease_prevention, #on_stat_increase_prevention, #on_status_prevention, #on_switch_event, #on_switch_passthrough, #on_switch_prevention, #on_transform_event, #on_two_turn_shortcut, #on_weather_prevention, #out_of_reach?, #rapid_spin_affected?, #sp_atk_multiplier, #sp_def_multiplier, #spd_modifier, #targetted?, #update_counter

Constructor Details

#initialize(logic, bank, position, countdown, damages) ⇒ FutureSight

Create a new position tied effect

Parameters:

  • logic (Battle::Logic)

    logic used to get all the handler in order to allow the effect to work

  • bank (Integer)

    bank where the effect is tied

  • position (Integer)

    position where the effect is tied

  • countdown (Integer)

    amount of turn before the effect proc (including the current one)

  • damages (Integer)

    damages dealt by the move



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# File 'scripts/01600 Alpha 25 Battle Engine/04000 Effects/00500 Move Effects/01000 FutureSight.rb', line 10

def initialize(logic, bank, position, countdown, damages)
  super(logic, bank, position)
  self.counter = countdown
  @damages = damages
end

Instance Method Details

#nameSymbol

Function giving the name of the effect

Returns:

  • (Symbol)


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# File 'scripts/01600 Alpha 25 Battle Engine/04000 Effects/00500 Move Effects/01000 FutureSight.rb', line 18

def name
  :future_sight
end

#on_delete

Function called when the effect has been deleted from the effects handler



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# File 'scripts/01600 Alpha 25 Battle Engine/04000 Effects/00500 Move Effects/01000 FutureSight.rb', line 23

def on_delete
  return unless appliable?
  return unless (target = find_target)
  return if target.type_dark?

  @logic.scene.display_message_and_wait(proc_message(target))
  # @todo add animation
  @logic.damage_handler.damage_change_with_process(@damages, target)
end