Class: Battle::Effects::Nightmare

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

Overview

Implement the Nightmare effect

Instance Method Summary collapse

Methods inherited from PokemonTiedEffectBase

#initialize, #on_baton_pass_switch

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?, #initialize, #kill, #mod1_multiplier, #mod2_multiplier, #mod3_multiplier, #on_damage_prevention, #on_delete, #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

This class inherits a constructor from Battle::Effects::PokemonTiedEffectBase

Instance Method Details

#nameSymbol

Get the name of the effect

Returns:

  • (Symbol)


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# File 'scripts/01600 Alpha 25 Battle Engine/04000 Effects/00500 Move Effects/01000 Nightmare.rb', line 21

def name
  return :nightmare
end

#on_end_turn_event(logic, scene, battlers)

Function called at the end of a turn

Parameters:



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# File 'scripts/01600 Alpha 25 Battle Engine/04000 Effects/00500 Move Effects/01000 Nightmare.rb', line 9

def on_end_turn_event(logic, scene, battlers)
  return kill unless @pokemon.asleep? || @pokemon.has_ability?(:comatose)
  return if @pokemon.dead?
  return if @pokemon.has_ability?(:magic_guard)

  hp = @pokemon.max_hp / 4
  scene.display_message_and_wait(parse_text_with_pokemon(19, 324, @pokemon))
  logic.damage_handler.damage_change(hp.clamp(1, Float::INFINITY), @pokemon)
end