Fixed EndRound, hopefully fixed Hyper Beam and similar moves recharge conditions

This commit is contained in:
CaptainSegis 2016-12-25 15:43:45 -05:00
parent 2b647f801a
commit 85b365a5ff
9 changed files with 16 additions and 8 deletions

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@ -199,7 +199,7 @@
End Sub End Sub
Public Sub StartRound(ByVal BattleScreen As BattleScreen) Public Sub StartRound(ByVal BattleScreen As BattleScreen)
If BattleScreen.OwnFaint OrElse BattleScreen.OppFaint Then If BattleScreen.OwnFaint OrElse (BattleScreen.OppFaint AndAlso BattleScreen.IsRemoteBattle) Then
IsAfterFaint = True IsAfterFaint = True
End If End If
BattleScreen.BattleMenu.MenuState = BattleMenu.MenuStates.Main BattleScreen.BattleMenu.MenuState = BattleMenu.MenuStates.Main
@ -1873,7 +1873,7 @@
End If End If
End If End If
moveUsed.MoveRecoil(own, BattleScreen) moveUsed.MoveRecoil(own, BattleScreen)
moveUsed.MoveRecharge(own, BattleScreen)
If op.HP > 0 Then If op.HP > 0 Then
If own = True Then If own = True Then
If BattleScreen.FieldEffects.OppRageCounter > 0 Then If BattleScreen.FieldEffects.OppRageCounter > 0 Then

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@ -1589,6 +1589,14 @@
'DO NOTHING HERE (will do recoil if moves overrides it) 'DO NOTHING HERE (will do recoil if moves overrides it)
End Sub End Sub
Public Overridable Sub MoveRecharge(ByVal own As Boolean, ByVal BattleScreen As BattleScreen)
'DO NOTHING HERE (will do recoil if moves overrides it)
End Sub
Public Overridable Sub MoveSwitch(ByVal own As Boolean, ByVal BattleScreen As BattleScreen)
'DO NOTHING HERE (will do recoil if moves overrides it)
End Sub
''' <summary> ''' <summary>
''' Event that occurs when the move misses its target. ''' Event that occurs when the move misses its target.
''' </summary> ''' </summary>

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@ -55,7 +55,7 @@
Me.AIField2 = AIField.Recharge Me.AIField2 = AIField.Recharge
End Sub End Sub
Public Overrides Sub PreAttack(Own As Boolean, BattleScreen As BattleScreen) Public Overrides Sub MoveRecharge(Own As Boolean, BattleScreen As BattleScreen)
If Own = True Then If Own = True Then
BattleScreen.FieldEffects.OwnRecharge += 1 BattleScreen.FieldEffects.OwnRecharge += 1
Else Else

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@ -55,7 +55,7 @@ Namespace BattleSystem.Moves.Fire
Me.AIField2 = AIField.Recharge Me.AIField2 = AIField.Recharge
End Sub End Sub
Public Overrides Sub PreAttack(Own As Boolean, BattleScreen As BattleScreen) Public Overrides Sub MoveRecharge(Own As Boolean, BattleScreen As BattleScreen)
If Own = True Then If Own = True Then
BattleScreen.FieldEffects.OwnRecharge += 1 BattleScreen.FieldEffects.OwnRecharge += 1
Else Else

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@ -55,7 +55,7 @@ Namespace BattleSystem.Moves.Grass
Me.AIField2 = AIField.Recharge Me.AIField2 = AIField.Recharge
End Sub End Sub
Public Overrides Sub PreAttack(Own As Boolean, BattleScreen As BattleScreen) Public Overrides Sub MoveRecharge(Own As Boolean, BattleScreen As BattleScreen)
If Own = True Then If Own = True Then
BattleScreen.FieldEffects.OwnRecharge += 1 BattleScreen.FieldEffects.OwnRecharge += 1
Else Else

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@ -55,7 +55,7 @@
Me.AIField2 = AIField.MultiTurn Me.AIField2 = AIField.MultiTurn
End Sub End Sub
Public Overrides Sub PreAttack(Own As Boolean, BattleScreen As BattleScreen) Public Overrides Sub MoveRecharge(Own As Boolean, BattleScreen As BattleScreen)
If Own = True Then If Own = True Then
BattleScreen.FieldEffects.OwnRecharge += 1 BattleScreen.FieldEffects.OwnRecharge += 1
Else Else

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@ -55,7 +55,7 @@
Me.AIField2 = AIField.Recharge Me.AIField2 = AIField.Recharge
End Sub End Sub
Public Overrides Sub PreAttack(Own As Boolean, BattleScreen As BattleScreen) Public Overrides Sub MoveRecharge(Own As Boolean, BattleScreen As BattleScreen)
If Own = True Then If Own = True Then
BattleScreen.FieldEffects.OwnRecharge += 1 BattleScreen.FieldEffects.OwnRecharge += 1
Else Else

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@ -55,7 +55,7 @@
Me.AIField2 = AIField.Recharge Me.AIField2 = AIField.Recharge
End Sub End Sub
Public Overrides Sub PreAttack(Own As Boolean, BattleScreen As BattleScreen) Public Overrides Sub MoveRecharge(Own As Boolean, BattleScreen As BattleScreen)
If Own = True Then If Own = True Then
BattleScreen.FieldEffects.OwnRecharge += 1 BattleScreen.FieldEffects.OwnRecharge += 1
Else Else