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Renamed ExplosiveAttr, simplified message for ContinuousResetStatusAbAttr
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@ -9,7 +9,7 @@ import { BattlerTag } from "./battler-tags";
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import { BattlerTagType } from "./enums/battler-tag-type";
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import { BattlerTagType } from "./enums/battler-tag-type";
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import { StatusEffect, getStatusEffectDescriptor, getStatusEffectHealText } from "./status-effect";
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import { StatusEffect, getStatusEffectDescriptor, getStatusEffectHealText } from "./status-effect";
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import { Gender } from "./gender";
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import { Gender } from "./gender";
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import Move, { AttackMove, Explosive, MoveCategory, MoveFlags, MoveTarget, RecoilAttr, StatusMoveTypeImmunityAttr, allMoves } from "./move";
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import Move, { AttackMove, ExplosiveAttr, MoveCategory, MoveFlags, MoveTarget, RecoilAttr, StatusMoveTypeImmunityAttr, allMoves } from "./move";
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import { ArenaTagType } from "./enums/arena-tag-type";
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import { ArenaTagType } from "./enums/arena-tag-type";
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import { Stat } from "./pokemon-stat";
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import { Stat } from "./pokemon-stat";
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import { PokemonHeldItemModifier } from "../modifier/modifier";
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import { PokemonHeldItemModifier } from "../modifier/modifier";
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@ -403,7 +403,7 @@ export class FieldPriorityMoveImmunityAbAttr extends PreDefendAbAttr {
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export class ExplosiveMoveImmunityAbAttr extends PreDefendAbAttr {
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export class ExplosiveMoveImmunityAbAttr extends PreDefendAbAttr {
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applyPreDefend(pokemon: Pokemon, passive: boolean, attacker: Pokemon, move: PokemonMove, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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applyPreDefend(pokemon: Pokemon, passive: boolean, attacker: Pokemon, move: PokemonMove, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if(move.getMove().getAttrs(Explosive).length) {
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if(move.getMove().getAttrs(ExplosiveAttr).length) {
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cancelled.value = true;
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cancelled.value = true;
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return true;
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return true;
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}
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}
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@ -837,7 +837,6 @@ export class BattleStatMultiplierAbAttr extends AbAttr {
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export class ContinuousResetStatusAbAttr extends AbAttr {
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export class ContinuousResetStatusAbAttr extends AbAttr {
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private immuneEffects: StatusEffect[];
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private immuneEffects: StatusEffect[];
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private curedStatus: StatusEffect;
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constructor(...immuneEffects: StatusEffect[]) {
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constructor(...immuneEffects: StatusEffect[]) {
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super();
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super();
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@ -847,17 +846,14 @@ export class ContinuousResetStatusAbAttr extends AbAttr {
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apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean | Promise<boolean> {
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apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean | Promise<boolean> {
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if (this.immuneEffects.includes(pokemon.status?.effect)) {
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if (this.immuneEffects.includes(pokemon.status?.effect)) {
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this.curedStatus=pokemon.status.effect;
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pokemon.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectHealText(pokemon.status?.effect)));
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pokemon.resetStatus();
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pokemon.resetStatus();
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pokemon.updateInfo();
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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getTriggerMessage(pokemon: Pokemon, abilityName: string, ...args: any[]): string {
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return getPokemonMessage(pokemon, getStatusEffectHealText(this.curedStatus));
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}
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}
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}
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export class PostAttackAbAttr extends AbAttr {
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export class PostAttackAbAttr extends AbAttr {
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@ -1165,7 +1165,7 @@ export class ClearTerrainAttr extends MoveEffectAttr {
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}
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}
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}
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}
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export class Explosive extends MoveAttr {
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export class ExplosiveAttr extends MoveAttr {
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getCondition(): MoveConditionFunc {
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getCondition(): MoveConditionFunc {
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return (user, target, move) => {
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return (user, target, move) => {
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const cancelled = new Utils.BooleanHolder(false);
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const cancelled = new Utils.BooleanHolder(false);
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@ -3689,7 +3689,7 @@ export function initMoves() {
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.attr(CopyMoveAttr)
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.attr(CopyMoveAttr)
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.ignoresVirtual(),
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.ignoresVirtual(),
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new AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, "The user attacks everything around it by causing an explosion. The user faints upon using this move.", -1, 0, 1)
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new AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, "The user attacks everything around it by causing an explosion. The user faints upon using this move.", -1, 0, 1)
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.attr(Explosive)
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.attr(ExplosiveAttr)
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.attr(SacrificialAttr)
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.attr(SacrificialAttr)
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.makesContact(false)
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.makesContact(false)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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.target(MoveTarget.ALL_NEAR_OTHERS),
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@ -3780,7 +3780,7 @@ export function initMoves() {
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new AttackMove(Moves.CRABHAMMER, "Crabhammer", Type.WATER, MoveCategory.PHYSICAL, 100, 90, 10, "The target is hammered with a large pincer. Critical hits land more easily.", -1, 0, 1)
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new AttackMove(Moves.CRABHAMMER, "Crabhammer", Type.WATER, MoveCategory.PHYSICAL, 100, 90, 10, "The target is hammered with a large pincer. Critical hits land more easily.", -1, 0, 1)
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.attr(HighCritAttr),
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.attr(HighCritAttr),
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new AttackMove(Moves.EXPLOSION, "Explosion", Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, "The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.", -1, 0, 1)
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new AttackMove(Moves.EXPLOSION, "Explosion", Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, "The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.", -1, 0, 1)
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.attr(Explosive)
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.attr(ExplosiveAttr)
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.attr(SacrificialAttr)
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.attr(SacrificialAttr)
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.makesContact(false)
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.makesContact(false)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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.target(MoveTarget.ALL_NEAR_OTHERS),
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@ -5114,7 +5114,7 @@ export function initMoves() {
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new AttackMove(Moves.TEN_MILLION_VOLT_THUNDERBOLT, "10,000,000 Volt Thunderbolt (P)", Type.ELECTRIC, MoveCategory.SPECIAL, 195, -1, 1, "The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily.", -1, 0, 7),
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new AttackMove(Moves.TEN_MILLION_VOLT_THUNDERBOLT, "10,000,000 Volt Thunderbolt (P)", Type.ELECTRIC, MoveCategory.SPECIAL, 195, -1, 1, "The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily.", -1, 0, 7),
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/* End Unused */
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/* End Unused */
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new AttackMove(Moves.MIND_BLOWN, "Mind Blown", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, "The user attacks everything around it by causing its own head to explode. This also damages the user.", -1, 0, 7)
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new AttackMove(Moves.MIND_BLOWN, "Mind Blown", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, "The user attacks everything around it by causing its own head to explode. This also damages the user.", -1, 0, 7)
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.attr(Explosive)
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.attr(ExplosiveAttr)
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.attr(HalfHpAttackAttr)
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.attr(HalfHpAttackAttr)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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.target(MoveTarget.ALL_NEAR_OTHERS),
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new AttackMove(Moves.PLASMA_FISTS, "Plasma Fists (P)", Type.ELECTRIC, MoveCategory.PHYSICAL, 100, 100, 15, "The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.", -1, 0, 7)
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new AttackMove(Moves.PLASMA_FISTS, "Plasma Fists (P)", Type.ELECTRIC, MoveCategory.PHYSICAL, 100, 100, 15, "The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.", -1, 0, 7)
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@ -5310,7 +5310,7 @@ export function initMoves() {
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.attr(ShellSideArmCategoryAttr)
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.attr(ShellSideArmCategoryAttr)
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.attr(StatusEffectAttr, StatusEffect.POISON),
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.attr(StatusEffectAttr, StatusEffect.POISON),
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new AttackMove(Moves.MISTY_EXPLOSION, "Misty Explosion", Type.FAIRY, MoveCategory.SPECIAL, 100, 100, 5, "The user attacks everything around it and faints upon using this move. This move's power is increased on Misty Terrain.", -1, 0, 8)
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new AttackMove(Moves.MISTY_EXPLOSION, "Misty Explosion", Type.FAIRY, MoveCategory.SPECIAL, 100, 100, 5, "The user attacks everything around it and faints upon using this move. This move's power is increased on Misty Terrain.", -1, 0, 8)
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.attr(Explosive)
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.attr(ExplosiveAttr)
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.MISTY && target.isGrounded() ? 1.5 : 1)
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.MISTY && target.isGrounded() ? 1.5 : 1)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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.target(MoveTarget.ALL_NEAR_OTHERS),
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new AttackMove(Moves.GRASSY_GLIDE, "Grassy Glide (P)", Type.GRASS, MoveCategory.PHYSICAL, 55, 100, 20, "Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.", -1, 0, 8),
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new AttackMove(Moves.GRASSY_GLIDE, "Grassy Glide (P)", Type.GRASS, MoveCategory.PHYSICAL, 55, 100, 20, "Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.", -1, 0, 8),
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