Replace the pokemon.negateImmunity object with a new `NegateImmunity`
event that handles all the immunity negation.
Also deprecate 'IgnoreEffectiveness' in favor of having relevant moves
and items use `Effectiveness` event handlers instead.
- On failure, they will no longer trigger the `AfterMoveSecondarySelf` event. It was a common pattern to check for success on its handlers, so this removes some duplication.
- All failed moves will now run any set `MoveFail` single events.
- Life Orb will now harm the holder if a successful attack did 0 damage (e.g. False Swipe on a 1 HP target).
An examination of the commit history seems to indicate that it was
intended to be bypassed by Mold Breaker variants, and not be affected
by Gastro Acid.
It currently deducts an extra PP on a switch. According to the comment,
PP is not deducted earlier, which is why it was being deducted here.
But this is incorrect. PP is deducted earlier on a switch.
Where as SmogDex does not list the NU tier, it is been a long-standing existing tier within Smogon and rby2k10 communities.
The NU tiering serves for Random Battle balance purposes mainly, as there is no UU format.
One could use the change to build a Gen 1 NU tier or similar, though.
- Hardcode Assault Vest and Belch behavior to avoid breaking other core mechanics.
- Rework Encore so that its effect is similar to that of Choice Items.
- Handle these moves with a flag set in BattlePokemon#getLinkedMoves
- Fixes Assault Vest and Belch failing to prevent status moves and itself respectively if called in a link.
The routine for burn and para drops is checked after applying boosts to the Pokémon whose turn is not, regardless of the target of the move, when a Pokémon uses a move that results in a stat change.
- The lock starts even if the move is blocked by Protect, misses, or the
target is immune
- The lock ends without causing confusion whenever the move cannot be
executed
- When the lock ends normally, confusion begins even if the user is
already confused, and there is no indication that confusion has started
- In Gen 1 the duration is 3-4 turns
Instead of having a hardcode in scripts.js that people needed to
reference, it seemed more intuitive to take advantage of the Damage
event instead, and have Rock Head negate damage within the event.
Fixed a bug in Gen-NEXT Rock Head exhibiting the same behavior that
was causing the original Rock Head + Mummy glitch.
BattlePokemon#ignoringItem and BattlePokemon#ignoringAbility are
hardcodedto return true for any situation where pokemon.ignore['Item']
or pokemon.ignore['Ability'] respectively would have been true.
This is quite complex.
In gen 2, the egg moves pass through father and species through mother.
Therefore, we must check that:
1. Two egg moves come from the same father or are learned in another way.
2. If two egg moves come from the same father, check if the father can learn those two as well.
Also, we must keep track of the state of egg and machine moves in the learnset in order to properly reject them when the problem is found.
Related commits: 17e8515486 and 33cc1e09eb