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【进站必读】宝可饭堂社区全局规定v1.10
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<blockquote data-quote="韩英鑫1111" data-source="post: 2959" data-attributes="member: 2566"><p>[CODE=ruby]#注:不考虑任何插件覆盖和冲突情况</p><p>#0定义三个天气 (√)</p><p> GameData::BattleWeather.register({</p><p> :id => :FullMoon,</p><p> :name => _INTL("满月夜"),</p><p> :animation => "FullMoon"</p><p> })</p><p> GameData::BattleWeather.register({</p><p> :id => :ScaryNight,</p><p> :name => _INTL("惊魂夜"),</p><p> :animation => "ScaryNight"</p><p> })</p><p> GameData::BattleWeather.register({</p><p> :id => :Midnight,</p><p> :name => _INTL("子午夜"),</p><p> :animation => "Midnight"</p><p> })</p><p> when :FullMoon then pbDisplay(_INTL("今夜月光正好!"))</p><p> when :ScaryNight then pbDisplay(_INTL("今晚可不太平!"))</p><p> when :Midnight then pbDisplay(_INTL("太阳下山了!"))</p><p>#1:开启午夜 (√)</p><p> #1-1:招式开启午夜</p><p> class Battle::Move::StartNightWeather < Battle::Move::WeatherMove</p><p> def pbOnStartUse(user, targets)</p><p> @weatherType = :Midnight #其余情况变为午夜</p><p> @weatherType = :FullMoon if %i[FullMoon Sun].include?(user.battle.field.weather) #晴天下入夜变为满月,满月不变</p><p> @weatherType = :ScaryNight if %i[ScaryNight Rain].include?(user.battle.field.weather) #雨天下入夜变为鬼夜,鬼夜不变</p><p> end</p><p> end</p><p> #1-2:特性开启午夜</p><p> Battle::AbilityEffects::OnSwitchIn.add(:INNIGHT,</p><p> proc { |ability, battler, battle, switch_in|</p><p> case battler.effectiveWeather</p><p> when :Sun, :FullMoon then battle.pbStartWeatherAbility(:FullMoon, battler) #晴天下入夜变为满月</p><p> when :Rain, :ScaryNight then battle.pbStartWeatherAbility(:ScaryNight, battler) #雨天下入夜变为鬼夜</p><p> #满月和鬼夜不变</p><p> else</p><p> battle.pbStartWeatherAbility(:Midnight, battler) #其余情况变为午夜</p><p> end</p><p> }</p><p> )</p><p> #1-3:夜间的转换</p><p> #1-3.1:雨天相关</p><p> #1-3.1.1:降雨特性</p><p> Battle::AbilityEffects::OnSwitchIn.add(:DRIZZLE,</p><p> proc { |ability, battler, battle, switch_in|</p><p> case battler.effectiveWeather</p><p> when :FullMoon, :Midnight then battle.pbStartWeatherAbility(:ScaryNight, battler) #满月和午夜下雨变成鬼夜</p><p> when :ScaryNight then battle.pbStartWeatherAbility(:ScaryNight, battler) #鬼夜下雨不变</p><p> else</p><p> battle.pbStartWeatherAbility(:Rain, battler) #其余情况下雨</p><p> end</p><p> }</p><p> )</p><p> #1-3.1.2:降雨招式</p><p> class Battle::Move::StartRainWeather < Battle::Move::WeatherMove</p><p> def pbOnStartUse(user, targets)</p><p> @weatherType = :Rain #其余情况下雨</p><p> @weatherType = :ScaryNight if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #满月和午夜放晴下雨鬼夜,鬼夜不变</p><p> end</p><p> end </p><p> #1-3.2:晴天相关</p><p> #1-3.2.1:日照特性</p><p> Battle::AbilityEffects::OnSwitchIn.add(:DROUGHT,</p><p> proc { |ability, battler, battle, switch_in|</p><p> case battler.effectiveWeather</p><p> when :ScaryNight, :Midnight then battle.pbStartWeatherAbility(:FullMoon, battler) #鬼夜和午夜放晴变成满月</p><p> when :FullMoon then battle.pbStartWeatherAbility(:FullMoon, battler) #满月放晴不变</p><p> else</p><p> battle.pbStartWeatherAbility(:Sun, battler) #其余情况放晴</p><p> end</p><p> }</p><p> )</p><p> #1-3.2.2:放晴招式</p><p> class Battle::Move::StartSunWeather < Battle::Move::WeatherMove</p><p> def pbOnStartUse(user, targets)</p><p> @weatherType = :Sun #其余情况放晴</p><p> @weatherType = :FullMoon if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #鬼夜和午夜放晴变成满月,满月不变</p><p> end</p><p> end</p><p> #1-3.3:沙雪</p><p> #1-3.3.1:沙雪特性</p><p> Battle::AbilityEffects::OnSwitchIn.add(:SANDSTREAM,</p><p> proc { |ability, battler, battle, switch_in|</p><p> case battler.effectiveWeather</p><p> when :ScaryNight, :FullMoon then battle.pbStartWeatherAbility(:Midnight, battler) #鬼夜和满月沙暴变成午夜</p><p> when :Midnight then battle.pbStartWeatherAbility(:Midnight, battler) #午夜沙暴不变</p><p> else</p><p> battle.pbStartWeatherAbility(:Sandstorm, battler) #其余情况沙暴</p><p> end</p><p> }</p><p> )</p><p> Battle::AbilityEffects::OnSwitchIn.add(:SNOWWARNING,</p><p> proc { |ability, battler, battle, switch_in|</p><p> case battler.effectiveWeather</p><p> when :ScaryNight, :FullMoon then battle.pbStartWeatherAbility(:Midnight, battler) #鬼夜和满月下雪变成午夜</p><p> when :Midnight then battle.pbStartWeatherAbility(:Midnight, battler) #午夜下雪不变</p><p> else</p><p> battle.pbStartWeatherAbility(:Hail, battler) #其余情况下雪</p><p> end</p><p> }</p><p> )</p><p> #1-3.3.1:沙雪招式</p><p> class Battle::Move::StartSandstormWeather < Battle::Move::WeatherMove</p><p> def pbOnStartUse(user, targets)</p><p> @weatherType = :Sandstorm #其余情况沙暴</p><p> @weatherType = :Midnight if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #鬼夜和满月沙暴变成午夜,午夜不变</p><p> end</p><p> end</p><p> class Battle::Move::StartHailWeather < Battle::Move::WeatherMove</p><p> def pbOnStartUse(user, targets)</p><p> @weatherType = :Hail #其余情况下雪</p><p> @weatherType = :Midnight if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #鬼夜和满月下雪变成午夜,午夜不变</p><p> end</p><p> end</p><p>#2:夜晚效果</p><p> #2-1:基础属性(√)</p><p> #2-1.1:满月夜:妖精系招式命中后随机提升一项能力(√)</p><p> #写在# Cramorant - Gulp Missile和# User's ability中间</p><p> #使用者能力随机上升</p><p> if user.effectiveWeather == :FullMoon && moveType == :FAIRY</p><p> case @battle.pbRandom(7)</p><p> when 0 then user.pbRaiseStatStage(:ATTACK, 1, user) if user.pbCanRaiseStatStage?(:ATTACK, user)</p><p> when 1 then user.pbRaiseStatStage(:SPECIAL_ATTACK, 1, user) if user.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user)</p><p> when 2 then user.pbRaiseStatStage(:DEFENSE, 1, user) if user.pbCanRaiseStatStage?(:DEFENSE, user)</p><p> when 3 then user.pbRaiseStatStage(:SPECIAL_DEFENSE, 1, user) if user.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user)</p><p> when 4 then user.pbRaiseStatStage(:SPEED, 1, user) if user.pbCanRaiseStatStage?(:SPEED, user)</p><p> when 5 then user.pbRaiseStatStage(:ACCURACY, 1, user) if user.pbCanRaiseStatStage?(:ACCURACY, user)</p><p> when 6 then user.pbRaiseStatStage(:EVASION, 1, user) if user.pbCanRaiseStatStage?(:EVASION, user)</p><p> end</p><p> end</p><p> #2-1.2:子午夜:恶系宝可梦CT+2(√)</p><p> #写在def pbIsCritical</p><p> c += 1 if user.effectiveWeather == :Midnight && user.pbHasType?(:DARK)</p><p> #2-1.3:惊魂夜:鬼系技能可以攻击到一般系(√)</p><p> #写在def pbCalcTypeModSingle</p><p> if user.effectiveWeather == :ScaryNight && moveType == :GHOST && defType == :NORMAL</p><p> ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER[/CODE]</p></blockquote><p></p>
[QUOTE="韩英鑫1111, post: 2959, member: 2566"] [CODE=ruby]#注:不考虑任何插件覆盖和冲突情况 #0定义三个天气 (√) GameData::BattleWeather.register({ :id => :FullMoon, :name => _INTL("满月夜"), :animation => "FullMoon" }) GameData::BattleWeather.register({ :id => :ScaryNight, :name => _INTL("惊魂夜"), :animation => "ScaryNight" }) GameData::BattleWeather.register({ :id => :Midnight, :name => _INTL("子午夜"), :animation => "Midnight" }) when :FullMoon then pbDisplay(_INTL("今夜月光正好!")) when :ScaryNight then pbDisplay(_INTL("今晚可不太平!")) when :Midnight then pbDisplay(_INTL("太阳下山了!")) #1:开启午夜 (√) #1-1:招式开启午夜 class Battle::Move::StartNightWeather < Battle::Move::WeatherMove def pbOnStartUse(user, targets) @weatherType = :Midnight #其余情况变为午夜 @weatherType = :FullMoon if %i[FullMoon Sun].include?(user.battle.field.weather) #晴天下入夜变为满月,满月不变 @weatherType = :ScaryNight if %i[ScaryNight Rain].include?(user.battle.field.weather) #雨天下入夜变为鬼夜,鬼夜不变 end end #1-2:特性开启午夜 Battle::AbilityEffects::OnSwitchIn.add(:INNIGHT, proc { |ability, battler, battle, switch_in| case battler.effectiveWeather when :Sun, :FullMoon then battle.pbStartWeatherAbility(:FullMoon, battler) #晴天下入夜变为满月 when :Rain, :ScaryNight then battle.pbStartWeatherAbility(:ScaryNight, battler) #雨天下入夜变为鬼夜 #满月和鬼夜不变 else battle.pbStartWeatherAbility(:Midnight, battler) #其余情况变为午夜 end } ) #1-3:夜间的转换 #1-3.1:雨天相关 #1-3.1.1:降雨特性 Battle::AbilityEffects::OnSwitchIn.add(:DRIZZLE, proc { |ability, battler, battle, switch_in| case battler.effectiveWeather when :FullMoon, :Midnight then battle.pbStartWeatherAbility(:ScaryNight, battler) #满月和午夜下雨变成鬼夜 when :ScaryNight then battle.pbStartWeatherAbility(:ScaryNight, battler) #鬼夜下雨不变 else battle.pbStartWeatherAbility(:Rain, battler) #其余情况下雨 end } ) #1-3.1.2:降雨招式 class Battle::Move::StartRainWeather < Battle::Move::WeatherMove def pbOnStartUse(user, targets) @weatherType = :Rain #其余情况下雨 @weatherType = :ScaryNight if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #满月和午夜放晴下雨鬼夜,鬼夜不变 end end #1-3.2:晴天相关 #1-3.2.1:日照特性 Battle::AbilityEffects::OnSwitchIn.add(:DROUGHT, proc { |ability, battler, battle, switch_in| case battler.effectiveWeather when :ScaryNight, :Midnight then battle.pbStartWeatherAbility(:FullMoon, battler) #鬼夜和午夜放晴变成满月 when :FullMoon then battle.pbStartWeatherAbility(:FullMoon, battler) #满月放晴不变 else battle.pbStartWeatherAbility(:Sun, battler) #其余情况放晴 end } ) #1-3.2.2:放晴招式 class Battle::Move::StartSunWeather < Battle::Move::WeatherMove def pbOnStartUse(user, targets) @weatherType = :Sun #其余情况放晴 @weatherType = :FullMoon if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #鬼夜和午夜放晴变成满月,满月不变 end end #1-3.3:沙雪 #1-3.3.1:沙雪特性 Battle::AbilityEffects::OnSwitchIn.add(:SANDSTREAM, proc { |ability, battler, battle, switch_in| case battler.effectiveWeather when :ScaryNight, :FullMoon then battle.pbStartWeatherAbility(:Midnight, battler) #鬼夜和满月沙暴变成午夜 when :Midnight then battle.pbStartWeatherAbility(:Midnight, battler) #午夜沙暴不变 else battle.pbStartWeatherAbility(:Sandstorm, battler) #其余情况沙暴 end } ) Battle::AbilityEffects::OnSwitchIn.add(:SNOWWARNING, proc { |ability, battler, battle, switch_in| case battler.effectiveWeather when :ScaryNight, :FullMoon then battle.pbStartWeatherAbility(:Midnight, battler) #鬼夜和满月下雪变成午夜 when :Midnight then battle.pbStartWeatherAbility(:Midnight, battler) #午夜下雪不变 else battle.pbStartWeatherAbility(:Hail, battler) #其余情况下雪 end } ) #1-3.3.1:沙雪招式 class Battle::Move::StartSandstormWeather < Battle::Move::WeatherMove def pbOnStartUse(user, targets) @weatherType = :Sandstorm #其余情况沙暴 @weatherType = :Midnight if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #鬼夜和满月沙暴变成午夜,午夜不变 end end class Battle::Move::StartHailWeather < Battle::Move::WeatherMove def pbOnStartUse(user, targets) @weatherType = :Hail #其余情况下雪 @weatherType = :Midnight if %i[FullMoon Midnight ScaryNight].include?(user.battle.field.weather) #鬼夜和满月下雪变成午夜,午夜不变 end end #2:夜晚效果 #2-1:基础属性(√) #2-1.1:满月夜:妖精系招式命中后随机提升一项能力(√) #写在# Cramorant - Gulp Missile和# User's ability中间 #使用者能力随机上升 if user.effectiveWeather == :FullMoon && moveType == :FAIRY case @battle.pbRandom(7) when 0 then user.pbRaiseStatStage(:ATTACK, 1, user) if user.pbCanRaiseStatStage?(:ATTACK, user) when 1 then user.pbRaiseStatStage(:SPECIAL_ATTACK, 1, user) if user.pbCanRaiseStatStage?(:SPECIAL_ATTACK, user) when 2 then user.pbRaiseStatStage(:DEFENSE, 1, user) if user.pbCanRaiseStatStage?(:DEFENSE, user) when 3 then user.pbRaiseStatStage(:SPECIAL_DEFENSE, 1, user) if user.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user) when 4 then user.pbRaiseStatStage(:SPEED, 1, user) if user.pbCanRaiseStatStage?(:SPEED, user) when 5 then user.pbRaiseStatStage(:ACCURACY, 1, user) if user.pbCanRaiseStatStage?(:ACCURACY, user) when 6 then user.pbRaiseStatStage(:EVASION, 1, user) if user.pbCanRaiseStatStage?(:EVASION, user) end end #2-1.2:子午夜:恶系宝可梦CT+2(√) #写在def pbIsCritical c += 1 if user.effectiveWeather == :Midnight && user.pbHasType?(:DARK) #2-1.3:惊魂夜:鬼系技能可以攻击到一般系(√) #写在def pbCalcTypeModSingle if user.effectiveWeather == :ScaryNight && moveType == :GHOST && defType == :NORMAL ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER[/CODE] [/QUOTE]
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