This commit is contained in:
Flashfyre 2024-04-02 09:14:40 -04:00
parent 10c54af93e
commit 058d7e321c

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@ -1691,7 +1691,7 @@ export class VariableAtkAttr extends MoveAttr {
} }
} }
export class TargetAtkAsAtkAttr extends VariableAtkAttr { export class TargetAtkUserAtkAttr extends VariableAtkAttr {
constructor(){ constructor(){
super(); super();
} }
@ -1784,13 +1784,11 @@ export class VariableMoveTypeMultiplierAttr extends MoveAttr {
} }
} }
export class FreezeDryMultiplierAttr extends VariableMoveTypeMultiplierAttr { export class WaterSuperEffectTypeMultiplierAttr extends VariableMoveTypeMultiplierAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const multiplier = args[0] as Utils.NumberHolder; const multiplier = args[0] as Utils.NumberHolder;
if (target.isOfType(Type.WATER)){ if (target.isOfType(Type.WATER))
//Increased twice because initial reduction against water multiplier.value *= 4; // Increased twice because initial reduction against water
multiplier.value *=4;
}
return false; return false;
} }
} }
@ -3917,7 +3915,7 @@ export function initMoves() {
.attr(StatChangeAttr, BattleStat.SPDEF, -2) .attr(StatChangeAttr, BattleStat.SPDEF, -2)
.ballBombMove(), .ballBombMove(),
new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, "The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.", -1, 0, 5) new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, "The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.", -1, 0, 5)
.attr(TargetAtkAsAtkAttr), .attr(TargetAtkUserAtkAttr),
new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam (N)", Type.NORMAL, 100, 15, "The user's mysterious psychic wave changes the target's Ability to Simple.", -1, 0, 5), new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam (N)", Type.NORMAL, 100, 15, "The user's mysterious psychic wave changes the target's Ability to Simple.", -1, 0, 5),
new StatusMove(Moves.ENTRAINMENT, "Entrainment (N)", Type.NORMAL, 100, 15, "The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.", -1, 0, 5), new StatusMove(Moves.ENTRAINMENT, "Entrainment (N)", Type.NORMAL, 100, 15, "The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.", -1, 0, 5),
new StatusMove(Moves.AFTER_YOU, "After You (N)", Type.NORMAL, -1, 15, "The user helps the target and makes it use its move right after the user.", -1, 0, 5) new StatusMove(Moves.AFTER_YOU, "After You (N)", Type.NORMAL, -1, 15, "The user helps the target and makes it use its move right after the user.", -1, 0, 5)
@ -4095,7 +4093,7 @@ export function initMoves() {
.target(MoveTarget.ALL_NEAR_OTHERS), .target(MoveTarget.ALL_NEAR_OTHERS),
new AttackMove(Moves.FREEZE_DRY, "Freeze-Dry", Type.ICE, MoveCategory.SPECIAL, 70, 100, 20, "The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.", 10, 0, 6) new AttackMove(Moves.FREEZE_DRY, "Freeze-Dry", Type.ICE, MoveCategory.SPECIAL, 70, 100, 20, "The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.", 10, 0, 6)
.attr(StatusEffectAttr, StatusEffect.FREEZE) .attr(StatusEffectAttr, StatusEffect.FREEZE)
.attr(FreezeDryMultiplierAttr), .attr(WaterSuperEffectTypeMultiplierAttr),
new AttackMove(Moves.DISARMING_VOICE, "Disarming Voice", Type.FAIRY, MoveCategory.SPECIAL, 40, -1, 15, "Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.", -1, 0, 6) new AttackMove(Moves.DISARMING_VOICE, "Disarming Voice", Type.FAIRY, MoveCategory.SPECIAL, 40, -1, 15, "Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.", -1, 0, 6)
.soundBased() .soundBased()
.target(MoveTarget.ALL_NEAR_ENEMIES), .target(MoveTarget.ALL_NEAR_ENEMIES),