More documentation for script hooks, reworks stat changes to only be changeable through a function that allows for script hooks, and events.
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This commit is contained in:
2022-06-27 18:26:27 +02:00
parent 1c9edd4d9c
commit cf4d74d898
5 changed files with 119 additions and 9 deletions

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@@ -165,11 +165,19 @@ pub trait Script: Send + Sync {
_modifier: &mut f32,
) {
}
/// This function allows a script to apply a raw multiplier to the damage done by a move.
fn change_damage_modifier(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _modifier: &mut f32) {}
/// This function allows a script to modify the outgoing damage done by a move.
fn change_damage(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _damage: &mut u32) {}
/// This function allows a script to modify the incoming damage done by a move.
fn change_incoming_damage(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _damage: &mut u32) {}
/// This function triggers when an incoming hit happens. This triggers after the damage is done,
/// but before the secondary effect of the move happens.
fn on_incoming_hit(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8) {}
/// This function triggers when an opponent on the field faints.
fn on_opponent_faints(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8) {}
/// This function allows a script attached to a Pokemon or its parents to prevent stat boost
/// changes on that Pokemon.
fn prevent_stat_boost_change(
&self,
_target: &Pokemon,
@@ -179,9 +187,23 @@ pub trait Script: Send + Sync {
_prevent: &mut bool,
) {
}
fn change_stat_boost_change(&self, _target: &Pokemon, _stat: Statistic, _self_inflicted: bool, _amount: *mut i8) {}
/// This function allows a script attached to a Pokemon or its parents to modify the amount by
/// which the stat boost will change. If the stat boost is done by the user itself, self
/// inflicted will be true, otherwise it will be false.
fn change_stat_boost_change(&self, _target: &Pokemon, _stat: Statistic, _self_inflicted: bool, _amount: &mut i8) {}
/// This function allows a script attached to a Pokemon or its parents to prevent an incoming
/// secondary effect. This means the move will still hit and do damage, but not trigger its
/// secondary effect. Note that this function is not called for status moves.
fn prevent_secondary_effect(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _prevent: &mut bool) {}
/// This function allows a script attached to a move or its parents to change the chance the
/// secondary effect of a move will trigger. The chance is depicted in percentage here, so
/// changing this to above or equal to 100 will make it always hit, while setting it to equal or
/// below 0 will make it never hit.
fn change_effect_chance(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _chance: &mut f32) {}
/// This function allows a script attached to a Pokemon or its parents to change the chance the
/// secondary effect of an incoming move will trigger. The chance is depicted in percentage here,
/// so changing this to above or equal to 100 will make it always hit, while setting it to equal
/// or below 0 will make it never hit.
fn change_incoming_effect_chance(
&self,
_move: &ExecutingMove,
@@ -190,25 +212,55 @@ pub trait Script: Send + Sync {
_chance: &mut f32,
) {
}
/// This function triggers when the move uses its secondary effect. Moves should implement their
/// secondary effects here. Status moves should implement their actual functionality in this
/// function as well, as status moves effects are defined as secondary effects for simplicity.
fn on_secondary_effect(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8) {}
/// This function triggers on a move or its parents when all hits on a target are finished.
fn on_after_hits(&self, _move: &ExecutingMove, _target: &Arc<Pokemon>) {}
/// This function prevents the pokemon it is attached to from being able to switch out.
fn prevent_self_switch(&self, _choice: &TurnChoice, _prevent: &mut bool) {}
/// This function allows the prevention of switching for any opponent.
fn prevent_opponent_switch(&self, _choice: &TurnChoice, _prevent: &mut bool) {}
/// This function is called on a move and its parents when the move fails.
fn on_fail(&self, _target: &Pokemon) {}
/// This function is called on a script when an opponent fails.
fn on_opponent_fail(&self, _target: &Pokemon) {}
/// This function allows preventing the running away of the Pokemon its attached to
fn prevent_self_run_away(&self, _choice: &TurnChoice, _prevent: &mut bool) {}
/// This function prevents a Pokemon on another side than where its attached to from running away.
fn prevent_opponent_run_away(&self, _choice: &TurnChoice, _prevent: &mut bool) {}
/// This function id triggered on all scripts active in the battle after all choices have finished
/// running. Note that choices are not active anymore here, so their scripts do not call this
/// function.
fn on_end_turn(&self) {}
/// This function is triggered on a Pokemon and its parents when the given Pokemon takes damage.
fn on_damage(&self, _pokemon: &Pokemon, _source: DamageSource, _old_health: u32, _new_health: u32) {}
/// This function is triggered on a Pokemon and its parents when the given Pokemon faints.
fn on_faint(&self, _pokemon: &Pokemon, _source: DamageSource) {}
/// This function is triggered on a Pokemon and its parents when the given Pokemon is switched into
/// the battlefield.
fn on_switch_in(&self, _pokemon: &Pokemon) {}
/// This function is triggered on a Pokemon and its parents when the given Pokemon consumes the
/// held item it had.
fn on_after_held_item_consume(&self, _pokemon: &Pokemon, _item: &Item) {}
/// This function is triggered on a Pokemon and its parents when the given Pokemon gains experience,
/// and allows for changing this amount of experience.
fn change_experience_gained(&self, _fainted_mon: &Pokemon, _winning_mon: &Pokemon, _amount: &mut u32) {}
/// This function is triggered on a Pokemon and its parents when the given Pokemon gains experience,
/// and allows for making the experience be shared across multiple Pokemon.
fn share_experience(&self, _fainted_mon: &Pokemon, _winning_mon: &Pokemon, _shares: &mut bool) {}
/// This function is triggered on a battle and its parents when something attempts to change the
/// weather, and allows for blocking the weather change.
fn block_weather(&self, _battle: &Battle, _blocked: &mut bool) {}
/// This function is called when a pokeball is thrown at a Pokemon, and allows modifying the catch
/// rate of this attempt. Pokeball modifier effects should be implemented here, as well as for
/// example status effects that change capture rates.
fn change_capture_rate_bonus(&self, _target: &Pokemon, _pokeball: &Item, _modifier: &mut u8) {}
/// Helper function to turn the self into an Any for downcasting.
fn as_any(&self) -> &dyn Any;
/// Helper function to turn the self into an Any for downcasting.
fn as_any_mut(&mut self) -> &mut dyn Any;
}