Drifblim almost never runs it. And even in formats that allow any
ability, it isn't even used half as much as Guts. Lack of a Special
Facade is probably why.
Moved all checks for primal weather into setWeather() instead of
hard-coding the check into every effect attempting to change the weather.
Also to prevent hardcoding, the check now runs on the event system, and
the primal weathers themselves deny regular weathers from being set.
Moved Anger Point's check for critical from onCritical to onAfterDamage.
This not only allows it to avoid being suppressed by Mold Breaker, it
also results in the Anger Point message being displayed in the correct
order with respect to the other messages.
Unaware currently doesn't work because the ModifyMove event is fired on the move before each target is caculated in doubles and triples.
This means that the ModifyMove event should be fired for each target and the move not modified unless it fits the attacker-target.
It's easier and less expensive to use an ability property to check on attacker/target than to fire events.
This fixes Unaware in doubles/triples.
It takes account interaction with Mold Breaker, Gastro Acid, and other ability supressers.
Fixed ability interactions with Hidden Power, Judgment, and other moves
that change their types.
-ate Abilities don't trigger with Natural Gift.
Normalize > move's type change > -ate Ability > Ion Deluge/Electrify
For Gen 4, the order is: move's type change > Normalize
Thought this was fixed a long time ago:
2014-01-12
15:16:23: <Marty> V4, if Fur Coat halves Psyshock damage, it must be
Huge Power for Defense, yes?
15:17:13: <V4> Ya
15:17:32: <Marty> cool
2014-01-19
17:31:20: <CDXCIV> Marty did you ever try that thing with Fur Coat?
17:32:24: <Marty> the Psyshock thing? yeah I tried it before asking you
17:32:46: <Marty> it's double Defense
For shame, V4 :(
Added functionality for setAbility to send End events to abilities.
Fixed bug with Mold Breaker negating all Battle#singleEvent ability calls,
even those that don't involve damage calculation.
Fixed Skill Swap to now use End and Start events in the right order:
send the End events, then change the abilities, then send Start events.
If the same ability is swapped, don't send End events (the game simply
re-activates the abilities in question)
Moved SwitchOut/Faint events from weather to ability so the weather
can interact properly with Cloud Nine or Air Lock.
Primal weathers persist if a Pokemon with the relevant ability is
on-field, even if the originator switches out.
- Griseous Orb, Plates, Drives, and Mega Stones can no longer be removed
from or given to their respective species by any means
- Mold Breaker and friends can no longer remove a Plate from an Arceus
- The Fling base power for these related items is now defined in Tools,
like Berries
- Sticky Hold works correctly with Bestow, Fling, Knock Off, Switcheroo,
and Trick
- Implement BattlePokemon#isLastActive to do the check for whether this is the last non-fainted active pokémon in a team.
- BattlePokemon#tryTrap now accepts an argument that, if true, will hide the fact that a pokémon is trapped.
- This should revert an small (annoying) change in the UI for locked moves introduced as a secondary effect in 8afc588e4.
- NEXT: Shadow Tag shouldn't activate the 'maybeTrapped' flag after the suspected Shadow Tagger has made a move.
- Implement BattlePokemon#runEffectiveness, accounting for battle events.
- Refactor Tools#getEffectiveness accordingly.
- Remove Inverse mod. It's now implemented using the global event 'Effectiveness', and with a few changes in the base data for hazards and Arena Trap.
- NEXT: Fix Filter and Solid Rock not accounting for the special effects of Freeze Dry and Flying Press.
Future moves fail to activate if the opponent has Wonder Guard, and
deals damage if it activated beforehand to a Wonder Guard Pokemon that
is not weak to them. This commit fixes both of those issues. However,
future moves still hit through wonder guard in generation 5, so that
is untouched.
JSHint is now a fair bit stricter, and is now correctly checking
files in `mods/`.
The code has been fixed to match the new stricter standards.
JSHint has now caught its second actual bug: Gen 5 Pinap Berry
was Ice instead of Grass.
- Fix an issue introduced in 6539521adc, where Protean didn't activate if the target was immune to the move.
- Protean should not activate if the user fails a Detect/Protect, or the move is Fling or Natural Gift and the user has no item.
- Protean should not activate on the first turn of a Pledge Combo. Aditionally, fix Flash Fire/Storm Drain, etc being activated by the first move in the combo.
- Introduce event 'PrepareHit', which is ran after any move target is resolved but before immunity is checked.