mirror of
https://github.com/bryanthaboi/gen1recomp.git
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74eeb411ba
Introduce a tuned .luacheckrc and scripts/lint.sh so the engine has a standing static-analysis baseline -- the tool that would have caught both bugs in the previous commit before they shipped. The config is high-signal by design: it keeps the categories that catch real defects (undefined globals/locals, unused values, unreachable code) and mutes the cosmetic ones the codebase deliberately lives with (a self/dt an interface requires but a method ignores, documented empty fall-through branches, long lines). It marks `love` mutable (games assign callbacks onto it) and teaches it LuaJIT's table.unpack. .luacheckrc is tracked via a .gitignore exception, matching how .github and .gitignore opt out of the blanket dotfile ignore. `luacheck src` now reports 7 benign warnings and 0 errors, down from 185. Also drop one dead `require` (ItemEffects loaded src.pokemon.Pokemon and never used it). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
473 lines
19 KiB
Lua
473 lines
19 KiB
Lua
-- Item use effects, ported from engine/items/item_effects.asm.
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-- Heal amounts and behaviors match Gen 1; TMs/HMs teach their machine
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-- move when the species' tmhm list allows it.
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--
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-- ItemEffects.use returns:
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-- "consumed", messages item used up
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-- "kept", messages used but not consumed (TM kept? no --
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-- HMs and key items)
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-- "failed", messages no effect ("It won't have any effect.")
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-- "ball" caller must throw it (battle only)
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-- "learn", moveId caller must run the learn-move flow
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local Flags = require("src.script.Flags")
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local Strings = require("src.core.Strings")
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local ItemEffects = {}
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local HEAL_AMOUNT = {
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POTION = 20, SUPER_POTION = 50, HYPER_POTION = 200,
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FRESH_WATER = 50, SODA_POP = 60, LEMONADE = 80,
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}
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local STATUS_HEAL = {
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ANTIDOTE = { PSN = true }, BURN_HEAL = { BRN = true },
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ICE_HEAL = { FRZ = true }, AWAKENING = { SLP = true },
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PARLYZ_HEAL = { PAR = true },
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FULL_HEAL = { PSN = true, BRN = true, FRZ = true, SLP = true, PAR = true },
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}
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local BALLS = {
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POKE_BALL = true, GREAT_BALL = true, ULTRA_BALL = true,
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MASTER_BALL = true, SAFARI_BALL = true,
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}
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local STONES = {
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FIRE_STONE = true, WATER_STONE = true, THUNDER_STONE = true,
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LEAF_STONE = true, MOON_STONE = true,
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}
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-- vitamins: stat-exp boosters (ItemUseVitamin)
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local VITAMINS = { HP_UP = "hp", PROTEIN = "attack", IRON = "defense",
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CARBOS = "speed", CALCIUM = "special" }
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ItemEffects.BALLS = BALLS
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function ItemEffects.isBall(id) return BALLS[id] or false end
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function ItemEffects.isStone(id) return STONES[id] or false end
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-- Does using this item take item_effects.asm's .healHP path, the one that
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-- plays SFX_HEAL_HP and lengthens the party HP bar with UpdateHPBar2 before
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-- the message (item_effects.asm .doneHealing)? The status-only cures branch
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-- to .playStatusAilmentCuringSound instead and never touch the bar. BagMenu
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-- keeps the party picker open for these so the fill has something to draw
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-- on (#252).
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function ItemEffects.healsHP(id)
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return HEAL_AMOUNT[id] ~= nil or id == "MAX_POTION" or id == "FULL_RESTORE"
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or id == "REVIVE" or id == "MAX_REVIVE"
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end
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-- Does this item need a party-member target?
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function ItemEffects.needsTarget(id, itemDef)
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return HEAL_AMOUNT[id] or STATUS_HEAL[id] or id == "MAX_POTION"
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or id == "FULL_RESTORE" or id == "REVIVE" or id == "MAX_REVIVE"
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or id == "RARE_CANDY" or STONES[id]
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or (itemDef and itemDef.machine) or id == "ETHER"
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or id == "MAX_ETHER" or id == "ELIXER" or id == "MAX_ELIXER"
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or VITAMINS[id] or id == "PP_UP"
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end
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local function monName(data, mon)
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return mon.nickname or data.pokemon[mon.species].name
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end
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-- Curing the ACTIVE battler clears its Toxic escalation flag
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-- (.cureStatusAilment / trainer_ai.asm AICureStatus both do
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-- `res BADLY_POISONED`); the raw w*ToxicCounter is NOT reset by item
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-- cures in Gen 1, so battle.sideToxic is deliberately left alone.
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local function cureActiveToxic(battle, target)
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if not battle then return end
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for _, b in ipairs({ battle.player, battle.enemy }) do
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if b and b.mon == target then b.toxicCounter = nil end
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end
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end
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-- battle-only stat boosters (engine/items/item_effects.asm ItemUseXStat)
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local X_ITEMS = {
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X_ATTACK = "attack", X_DEFEND = "defense", X_SPEED = "speed",
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X_SPECIAL = "special", X_ACCURACY = "accuracy",
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}
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-- The two static Snorlax encounters (scripts/Route12.asm, Route16.asm).
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-- ItemUsePokeFlute only wakes one when the player is on its route, hasn't
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-- beaten it yet, and is standing in one of the four cells orthogonally
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-- adjacent to it (Route12SnorlaxFluteCoords/Route16SnorlaxFluteCoords are
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-- exactly Snorlax's four neighbors, so a Manhattan distance of 1 from the
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-- NPC matches them without hand-listing map coordinates here).
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local SNORLAX_ROUTES = {
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ROUTE_12 = { obj = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX" },
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ROUTE_16 = { obj = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX" },
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}
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-- Is the player adjacent to a not-yet-beaten Snorlax on the current map?
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-- Returns the map id and NPC to wake it, or nil.
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local function adjacentSleepingSnorlax(save, ow)
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local route = ow and ow.map and SNORLAX_ROUTES[ow.map.id]
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if not route or Flags.get(save, route.beatFlag) then return nil end
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local p = ow.player
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if not p then return nil end
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for _, npc in ipairs(ow.npcs or {}) do
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if npc.def and npc.def.name == route.obj then
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if math.abs(p.cellX - npc.cellX) + math.abs(p.cellY - npc.cellY) == 1 then
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return ow.map.id, npc
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end
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return nil
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end
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end
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return nil
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end
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-- Use an item on a target party mon (target may be nil for targetless
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-- items). data = generated data tables; battle = BattleState when used
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-- mid-battle; ow = the overworld (OverworldState), needed only to check
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-- Snorlax adjacency for a field-used POKé FLUTE.
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function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
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local itemDef = data.items[itemId]
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local name = itemDef and itemDef.name or itemId
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-- ItemUseVitamin / ItemUsePPUp / ItemUseEvoStone / ItemUseCoinCase /
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-- ItemUseTMHM all refuse mid-battle (jp nz, ItemUseNotTime)
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if battle and (VITAMINS[itemId] or STONES[itemId] or itemId == "PP_UP"
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or itemId == "RARE_CANDY" or itemId == "COIN_CASE"
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or (itemDef and itemDef.machine)) then
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return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!",
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save.player.name) }
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end
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if BALLS[itemId] then
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return "ball"
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end
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-- The POKé FLUTE wakes every sleeping Pokémon on both sides
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-- (ItemUsePokeFlute, engine/items/item_effects.asm); never consumed.
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if itemId == "POKE_FLUTE" then
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if not battle then
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-- standing next to a not-yet-beaten Snorlax: this is the ONLY way
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-- Snorlax wakes -- using the flute from the item-use menu, never
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-- just talking to it with the flute in the bag (see
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-- data/scripts/story.lua's snorlaxWake)
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local mapId, npc = adjacentSleepingSnorlax(save, ow)
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if npc then
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return "flute_wake", { data.text._PlayedFluteHadEffectText
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or Strings("{PLAYER} played the\nPOKé FLUTE.") },
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{ mapId = mapId, npc = npc }
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end
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-- otherwise: play the tune, nothing happens (ItemUsePokeFlute's
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-- PlayedFluteNoEffectText branch)
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return "flute_field", { Strings("Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!") }
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end
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local woke = false
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local function wake(mon)
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if mon and mon.status == "SLP" then
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mon.status = nil
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woke = true
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end
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end
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for _, mon in ipairs(save.party) do wake(mon) end
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wake(battle.player and battle.player.mon)
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wake(battle.enemy and battle.enemy.mon)
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-- WakeUpEntireParty runs on the enemy's bench too
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for _, mon in ipairs(battle.enemyParty or {}) do wake(mon) end
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if not woke then
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return "failed", { Strings("Played the POKé\nFLUTE.\fNow, that's a\ncatchy tune!") }
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end
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return "flute", { Strings("%s played the\nPOKé FLUTE.", save.player.name),
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Strings("All sleeping\nPOKéMON woke up!") }
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end
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-- battle-only items
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if X_ITEMS[itemId] or itemId == "DIRE_HIT" or itemId == "GUARD_SPEC"
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or itemId == "POKE_DOLL" then
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if not battle then
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return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
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end
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local b = battle.player
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-- PIKAHAPPY_USEDXITEM (item_effects.asm ItemUseXAccuracy /
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-- GuardSpec / DireHit / XStat) on the active companion
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if itemId ~= "POKE_DOLL" then
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require("src.world.PikachuFollower")
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.modifyHappiness(save, "USEDXITEM", b and b.mon)
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end
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if itemId == "X_ACCURACY" then
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-- ItemUseXAccuracy sets USING_X_ACCURACY: moves never miss
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-- (not an accuracy stage)
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b.xAccuracy = true
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return "consumed", { Strings("%s's\nhits will never\nmiss!", b.name) }
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end
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if X_ITEMS[itemId] then
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local stat = X_ITEMS[itemId]
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local cur = b.stages[stat] or 0
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-- ItemUseXStat removes the item BEFORE running the stat-up
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-- effect, so at +6 it is still consumed and StatModifierUpEffect
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-- just prints "Nothing happened!"
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if cur >= 6 then
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return "consumed", { Strings("Nothing happened!") }
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end
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b.stages[stat] = cur + 1
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return "consumed", { Strings("%s's\n%s rose!", b.name, stat:upper()) }
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end
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-- ItemUseDireHit/ItemUseGuardSpec always set the bit and consume
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-- the item, even when it is already active
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if itemId == "DIRE_HIT" then
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b.focusEnergy = true
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return "consumed", { Strings("%s's\ngetting pumped!", b.name) }
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end
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if itemId == "GUARD_SPEC" then
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b.mist = true
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return "consumed", { Strings("%s's\nprotected against\nstat changes!", b.name) }
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end
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if itemId == "POKE_DOLL" then
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if battle.kind ~= "wild" then
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-- ItemUsePokeDoll jumps to ItemUseNotTime in trainer battles
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return "failed", { Strings(
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"OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
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end
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return "consumed_escape", { Strings("The wild POKéMON\nran away!") }
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end
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end
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-- PP restores. The ETHERs restore the move the player picked
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-- (moveIndex, from the ItemUsePPRestore move menu); the ELIXERs
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-- restore every move with no menu.
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if itemId == "ETHER" or itemId == "MAX_ETHER"
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or itemId == "ELIXER" or itemId == "MAX_ELIXER" then
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if not target then return "failed", { Strings("It won't have\nany effect.") } end
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local restored = false
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local full = itemId == "MAX_ETHER" or itemId == "MAX_ELIXER"
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local allMoves = itemId == "ELIXER" or itemId == "MAX_ELIXER"
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local function restore(mv)
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local mdef = data.moves[mv.id]
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local maxPP = mdef and (mdef.pp + (mv.ppUps or 0) * math.floor(mdef.pp / 5))
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if maxPP and mv.pp < maxPP then
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mv.pp = full and maxPP or math.min(maxPP, mv.pp + 10)
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return true
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end
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return false
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end
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if allMoves then
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for _, mv in ipairs(target.moves) do
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restored = restore(mv) or restored
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end
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else
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local mv = target.moves[moveIndex or 1]
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restored = mv and restore(mv) or false
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end
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if not restored then
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return "failed", { Strings("It won't have\nany effect.") }
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end
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return "consumed", { Strings("%s's PP\nwas restored!", monName(data, target)) }
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end
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-- PIKAHAPPY_USEDITEM (item_effects.asm ItemUseMedicine, item id up to
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-- CALCIUM): fires once a medicine has a target, before the effect
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-- resolves -- potions, status cures, revives and vitamins all count,
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-- RARE_CANDY does not (its success is a LEVELUP bump instead)
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if target and (HEAL_AMOUNT[itemId] or STATUS_HEAL[itemId]
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or itemId == "MAX_POTION" or itemId == "FULL_RESTORE"
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or itemId == "REVIVE" or itemId == "MAX_REVIVE"
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or VITAMINS[itemId]) then
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require("src.world.PikachuFollower")
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.modifyHappiness(save, "USEDITEM", target)
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end
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local heal = HEAL_AMOUNT[itemId]
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if heal or itemId == "MAX_POTION" or itemId == "FULL_RESTORE" then
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-- a FULL RESTORE on a statused mon already at full HP acts as a
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-- Full Heal: cured, consumed, ailment sound (item_effects.asm
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-- swaps wCurItem to FULL_HEAL and jumps to .cureStatusAilment)
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if itemId == "FULL_RESTORE" and target and target.hp > 0
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and target.hp >= target.stats.hp and target.status then
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target.status = nil
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cureActiveToxic(battle, target)
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require("src.core.Sound").play(data, "Heal_Ailment")
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return "consumed", { Strings("%s's\nstatus returned\nto normal!", monName(data, target)) }
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end
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if not target or target.hp <= 0 or target.hp >= target.stats.hp then
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return "failed", { Strings("It won't have\nany effect.") }
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end
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-- wHPBarOldHP: the bar animation starts from the HP the mon had BEFORE
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-- the item landed (item_effects.asm latches it with the party menu still
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-- up), so latch it here and hand it back as extra.healedFrom for the
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-- party-menu fill (#252)
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local before = target.hp
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if itemId == "MAX_POTION" or itemId == "FULL_RESTORE" then
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target.hp = target.stats.hp
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else
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target.hp = math.min(target.stats.hp, target.hp + heal)
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end
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local msgs = { Strings("%s's HP\nwas restored!", monName(data, target)) }
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if itemId == "FULL_RESTORE" then
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target.status = nil
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cureActiveToxic(battle, target)
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end
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require("src.core.Sound").play(data, "Heal_HP")
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return "consumed", msgs, { healedFrom = before }
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end
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local cures = STATUS_HEAL[itemId]
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if cures then
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if not target or not target.status or not cures[target.status] then
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return "failed", { Strings("It won't have\nany effect.") }
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end
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target.status = nil
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cureActiveToxic(battle, target)
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require("src.core.Sound").play(data, "Heal_Ailment")
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return "consumed", { Strings("%s's\nstatus returned\nto normal!", monName(data, target)) }
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end
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if itemId == "REVIVE" or itemId == "MAX_REVIVE" then
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if not target or target.hp > 0 then
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return "failed", { Strings("It won't have\nany effect.") }
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end
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target.status = nil
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target.hp = itemId == "REVIVE" and math.floor(target.stats.hp / 2) or target.stats.hp
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require("src.core.Sound").play(data, "Heal_HP")
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-- a revive takes the same .healHP -> .doneHealing route, animating up
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-- from the fainted mon's 0 HP (#252)
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return "consumed", { Strings("%s\nis revitalized!", monName(data, target)) },
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{ healedFrom = 0 }
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end
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if itemId == "RARE_CANDY" then
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if not target or target.level >= 100 then
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return "failed", { Strings("It won't have\nany effect.") }
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end
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local Growth = require("src.pokemon.Growth")
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local Stats = require("src.pokemon.Stats")
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local speciesDef = data.pokemon[target.species]
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target.level = target.level + 1
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target.exp = Growth.expForLevel(speciesDef.growthRate, target.level)
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local old = target.stats
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target.stats = Stats.calc(speciesDef, target.level, target.dvs, target.statExp)
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target.hp = math.min(target.stats.hp, target.hp + (target.stats.hp - old.hp))
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-- PIKAHAPPY_LEVELUP on a candy level (item_effects.asm:1540)
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require("src.world.PikachuFollower")
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.modifyHappiness(save, "LEVELUP", target)
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return "consumed", { Strings("%s grew\nto level %d!", monName(data, target), target.level) },
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{ leveledTo = target.level }
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end
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if STONES[itemId] then
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if not target then return "failed", { Strings("It won't have\nany effect.") } end
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-- Yellow's starter Pikachu never evolves: ItemUseEvoStone runs
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-- IsThisPartyMonStarterPikachu (OT identity match) before
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-- TryEvolvingMon and bails with the voiced cry + RefusingText.
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-- The stone is NOT consumed on the refuse path.
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if target.species == "PIKACHU"
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and require("src.core.GameVersion").isYellow()
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and target.ot == save.player.name
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and target.otId == save.player.id then
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require("src.core.Sound").playCry(data, "PIKACHU")
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local raw = data.text and data.text._RefusingText
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local line = raw and raw:gsub("{RAM:[^}]*}", monName(data, target))
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or Strings("%s\nis refusing!", monName(data, target))
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return "failed", { line }
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end
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local speciesDef = data.pokemon[target.species]
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for _, evo in ipairs(speciesDef.evolutions) do
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if evo.method == "ITEM" and evo.item == itemId then
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return "consumed", nil, { evolveTo = evo.species }
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end
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end
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return "failed", { Strings("It won't have\nany effect.") }
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end
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-- vitamins: +2560 stat exp, refused at 25600+ (ItemUseVitamin,
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-- engine/items/item_effects.asm)
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local vitaminStat = VITAMINS[itemId]
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if vitaminStat then
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if not target then return "failed", { Strings("It won't have\nany effect.") } end
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target.statExp = target.statExp or {}
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local cur = target.statExp[vitaminStat] or 0
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if cur >= 25600 then
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return "failed", { Strings("It won't have\nany effect.") }
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end
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target.statExp[vitaminStat] = math.min(65535, cur + 2560)
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local Stats = require("src.pokemon.Stats")
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target.stats = Stats.calc(data.pokemon[target.species], target.level,
|
|
target.dvs, target.statExp)
|
|
target.hp = math.min(target.hp, target.stats.hp)
|
|
return "consumed", { Strings("%s's %s\nrose!", monName(data, target),
|
|
vitaminStat == "hp" and "HP" or vitaminStat:upper()) }
|
|
end
|
|
|
|
-- PP UP boosts the move the player picked (ItemUsePPUp's move menu)
|
|
if itemId == "PP_UP" then
|
|
if not target then return "failed", { Strings("It won't have\nany effect.") } end
|
|
local mv = target.moves[moveIndex or 1]
|
|
local mdef = mv and data.moves[mv.id]
|
|
if mdef and (mv.ppUps or 0) < 3 then
|
|
mv.ppUps = (mv.ppUps or 0) + 1
|
|
-- each PP UP adds maxPP/5 uses on top of the base maximum
|
|
mv.pp = mv.pp + math.floor(mdef.pp / 5)
|
|
return "consumed", { Strings("%s's PP\nincreased!", mdef.name) }
|
|
end
|
|
return "failed", { Strings("It won't have\nany effect.") }
|
|
end
|
|
|
|
if itemDef and itemDef.machine then
|
|
if not target then return "failed", { Strings("It won't have\nany effect.") } end
|
|
local speciesDef = data.pokemon[target.species]
|
|
local ok = false
|
|
for _, m in ipairs(speciesDef.tmhm) do
|
|
if m == itemDef.machine.move then ok = true break end
|
|
end
|
|
if not ok then
|
|
-- the only item-use refusal with a sound in pokered: item_effects.asm
|
|
-- plays SFX_DENIED before MonCannotLearnMachineMoveText (the generic
|
|
-- ItemUseNotTime/NoCyclingAllowedHere paths are silent)
|
|
require("src.core.Sound").play(data, "Denied")
|
|
return "failed", { Strings("%s can't\nlearn that move!", monName(data, target)) }
|
|
end
|
|
for _, mv in ipairs(target.moves) do
|
|
if mv.id == itemDef.machine.move then
|
|
return "failed", { Strings("It knows that\nmove already!") }
|
|
end
|
|
end
|
|
-- HMs are never consumed; TMs are single-use
|
|
return (itemDef.machine.kind == "HM" and "learnkept" or "learn"), itemDef.machine.move
|
|
end
|
|
|
|
if itemId == "OLD_ROD" or itemId == "GOOD_ROD" or itemId == "SUPER_ROD" then
|
|
if battle then
|
|
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
|
end
|
|
return "fish", itemId
|
|
end
|
|
|
|
if itemId == "BICYCLE" then
|
|
if battle then
|
|
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
|
end
|
|
return "bicycle"
|
|
end
|
|
|
|
if itemId == "ESCAPE_ROPE" then
|
|
return "escape_rope"
|
|
end
|
|
if itemId == "TOWN_MAP" then
|
|
if battle then
|
|
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
|
end
|
|
return "townmap"
|
|
end
|
|
if itemId == "ITEMFINDER" then
|
|
if battle then
|
|
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
|
end
|
|
return "itemfinder"
|
|
end
|
|
if itemId == "COIN_CASE" then
|
|
return "failed", { Strings("Coin count:\n%d", save.coins or 0) }
|
|
end
|
|
if itemId == "REPEL" or itemId == "SUPER_REPEL" or itemId == "MAX_REPEL" then
|
|
local steps = itemId == "REPEL" and 100 or itemId == "SUPER_REPEL" and 200 or 250
|
|
save.repelSteps = steps
|
|
return "consumed", { Strings("%s used\n%s!", save.player.name, name) }
|
|
end
|
|
|
|
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
|
|
end
|
|
|
|
return ItemEffects
|