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https://github.com/pagefaultgames/pokerogue.git
synced 2025-08-21 14:59:26 +02:00
Restore move history entry for charge phases
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97806d7d4d
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185f7f2656
@ -6132,6 +6132,10 @@ const targetMoveCopiableCondition: MoveConditionFunc = (user, target, move) => {
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return false;
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}
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if (allMoves[copiableMove.move].isChargingMove() && copiableMove.result === MoveResult.OTHER) {
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return false;
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}
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// TODO: Add last turn of Bide
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return true;
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@ -2,7 +2,7 @@ import BattleScene from "#app/battle-scene";
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import { BattlerIndex } from "#app/battle";
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import { MoveChargeAnim } from "#app/data/battle-anims";
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import { applyMoveChargeAttrs, MoveEffectAttr, InstantChargeAttr } from "#app/data/move";
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import Pokemon, { PokemonMove } from "#app/field/pokemon";
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import Pokemon, { MoveResult, PokemonMove } from "#app/field/pokemon";
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import { BooleanHolder } from "#app/utils";
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import { MovePhase } from "#app/phases/move-phase";
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import { PokemonPhase } from "#app/phases/pokemon-phase";
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@ -26,13 +26,10 @@ export class MoveChargePhase extends PokemonPhase {
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const user = this.getUserPokemon();
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const target = this.getTargetPokemon();
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if (!target) {
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return this.end();
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}
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const move = this.move.getMove();
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if (!(move.isChargingMove())) {
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return this.end();
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if (!target || !(move.isChargingMove())) {
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return super.end();
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}
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new MoveChargeAnim(move.chargeAnim, move.id, user).play(this.scene, false, () => {
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@ -61,6 +58,9 @@ export class MoveChargePhase extends PokemonPhase {
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} else {
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user.getMoveQueue().push({ move: move.id, targets: [ this.targetIndex ]});
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}
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// Add this move's charging phase to the user's move history
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user.pushMoveHistory({ move: this.move.moveId, targets: [ this.targetIndex ], result: MoveResult.OTHER });
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}
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super.end();
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}
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@ -24,10 +24,10 @@ export class MoveEffectPhase extends PokemonPhase {
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super(scene, battlerIndex);
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this.move = move;
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/**
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* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
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* with no party members available to switch in, then the right Pokemon takes the index
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* of the left Pokemon and gets hit unless this is checked.
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*/
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* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
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* with no party members available to switch in, then the right Pokemon takes the index
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* of the left Pokemon and gets hit unless this is checked.
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*/
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if (targets.includes(battlerIndex) && this.move.getMove().moveTarget === MoveTarget.ALL_NEAR_OTHERS) {
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const i = targets.indexOf(battlerIndex);
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targets.splice(i, i + 1);
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@ -49,9 +49,9 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Does an effect from this move override other effects on this turn?
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* e.g. Charging moves (Fly, etc.) on their first turn of use.
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*/
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* Does an effect from this move override other effects on this turn?
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* e.g. Charging moves (Fly, etc.) on their first turn of use.
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*/
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const overridden = new Utils.BooleanHolder(false);
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/** The {@linkcode Move} object from {@linkcode allMoves} invoked by this phase */
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const move = this.move.getMove();
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@ -66,10 +66,10 @@ export class MoveEffectPhase extends PokemonPhase {
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user.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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/**
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* If this phase is for the first hit of the invoked move,
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* resolve the move's total hit count. This block combines the
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* effects of the move itself, Parental Bond, and Multi-Lens to do so.
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*/
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* If this phase is for the first hit of the invoked move,
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* resolve the move's total hit count. This block combines the
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* effects of the move itself, Parental Bond, and Multi-Lens to do so.
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*/
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if (user.turnData.hitsLeft === -1) {
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const hitCount = new Utils.IntegerHolder(1);
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// Assume single target for multi hit
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@ -86,16 +86,16 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Log to be entered into the user's move history once the move result is resolved.
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* Note that `result` (a {@linkcode MoveResult}) logs whether the move was successfully
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* used in the sense of "Does it have an effect on the user?".
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*/
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* Log to be entered into the user's move history once the move result is resolved.
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* Note that `result` (a {@linkcode MoveResult}) logs whether the move was successfully
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* used in the sense of "Does it have an effect on the user?".
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*/
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const moveHistoryEntry = { move: this.move.moveId, targets: this.targets, result: MoveResult.PENDING, virtual: this.move.virtual };
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/**
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* Stores results of hit checks of the invoked move against all targets, organized by battler index.
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* @see {@linkcode hitCheck}
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*/
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* Stores results of hit checks of the invoked move against all targets, organized by battler index.
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* @see {@linkcode hitCheck}
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*/
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const targetHitChecks = Object.fromEntries(targets.map(p => [ p.getBattlerIndex(), this.hitCheck(p) ]));
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const hasActiveTargets = targets.some(t => t.isActive(true));
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@ -103,11 +103,10 @@ export class MoveEffectPhase extends PokemonPhase {
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const isImmune = targets[0].hasAbilityWithAttr(TypeImmunityAbAttr) && (targets[0].getAbility()?.getAttrs(TypeImmunityAbAttr)?.[0]?.getImmuneType() === user.getMoveType(move));
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/**
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* If no targets are left for the move to hit (FAIL), or the invoked move is single-target
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* (and not random target) and failed the hit check against its target (MISS), log the move
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* as FAILed or MISSed (depending on the conditions above) and end this phase.
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*/
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* If no targets are left for the move to hit (FAIL), or the invoked move is single-target
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* (and not random target) and failed the hit check against its target (MISS), log the move
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* as FAILed or MISSed (depending on the conditions above) and end this phase.
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*/
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if (!hasActiveTargets || (!move.hasAttr(VariableTargetAttr) && !move.isMultiTarget() && !targetHitChecks[this.targets[0]] && !targets[0].getTag(ProtectedTag) && !isImmune)) {
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this.stopMultiHit();
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if (hasActiveTargets) {
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@ -152,9 +151,9 @@ export class MoveEffectPhase extends PokemonPhase {
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const isImmune = target.hasAbilityWithAttr(TypeImmunityAbAttr) && (target.getAbility()?.getAttrs(TypeImmunityAbAttr)?.[0]?.getImmuneType() === user.getMoveType(move));
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/**
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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if (!isImmune && !isProtected && !targetHitChecks[target.getBattlerIndex()]) {
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this.stopMultiHit(target);
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: getPokemonNameWithAffix(target) }));
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@ -175,23 +174,23 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Since all fail/miss checks have applied, the move is considered successfully applied.
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* It's worth noting that if the move has no effect or is protected against, this assignment
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* is overwritten and the move is logged as a FAIL.
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*/
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* Since all fail/miss checks have applied, the move is considered successfully applied.
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* It's worth noting that if the move has no effect or is protected against, this assignment
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* is overwritten and the move is logged as a FAIL.
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*/
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moveHistoryEntry.result = MoveResult.SUCCESS;
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/**
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* Stores the result of applying the invoked move to the target.
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* If the target is protected, the result is always `NO_EFFECT`.
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* Otherwise, the hit result is based on type effectiveness, immunities,
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* and other factors that may negate the attack or status application.
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*
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* Internally, the call to {@linkcode Pokemon.apply} is where damage is calculated
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* (for attack moves) and the target's HP is updated. However, this isn't
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* made visible to the user until the resulting {@linkcode DamagePhase}
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* is invoked.
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*/
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* Stores the result of applying the invoked move to the target.
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* If the target is protected, the result is always `NO_EFFECT`.
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* Otherwise, the hit result is based on type effectiveness, immunities,
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* and other factors that may negate the attack or status application.
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*
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* Internally, the call to {@linkcode Pokemon.apply} is where damage is calculated
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* (for attack moves) and the target's HP is updated. However, this isn't
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* made visible to the user until the resulting {@linkcode DamagePhase}
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* is invoked.
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*/
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const hitResult = !isProtected ? target.apply(user, move) : HitResult.NO_EFFECT;
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/** Does {@linkcode hitResult} indicate that damage was dealt to the target? */
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@ -209,9 +208,9 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* If the move has no effect on the target (i.e. the target is protected or immune),
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* change the logged move result to FAIL.
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*/
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* If the move has no effect on the target (i.e. the target is protected or immune),
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* change the logged move result to FAIL.
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*/
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if (hitResult === HitResult.NO_EFFECT) {
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moveHistoryEntry.result = MoveResult.FAIL;
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}
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@ -220,19 +219,19 @@ export class MoveEffectPhase extends PokemonPhase {
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const lastHit = (user.turnData.hitsLeft === 1 || !this.getTarget()?.isActive());
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/**
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* If the user can change forms by using the invoked move,
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* it only changes forms after the move's last hit
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* (see Relic Song's interaction with Parental Bond when used by Meloetta).
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*/
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* If the user can change forms by using the invoked move,
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* it only changes forms after the move's last hit
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* (see Relic Song's interaction with Parental Bond when used by Meloetta).
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*/
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if (lastHit) {
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this.scene.triggerPokemonFormChange(user, SpeciesFormChangePostMoveTrigger);
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}
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/**
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* Create a Promise that applys *all* effects from the invoked move's MoveEffectAttrs.
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* These are ordered by trigger type (see {@linkcode MoveEffectTrigger}), and each trigger
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* type requires different conditions to be met with respect to the move's hit result.
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*/
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* Create a Promise that applys *all* effects from the invoked move's MoveEffectAttrs.
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* These are ordered by trigger type (see {@linkcode MoveEffectTrigger}), and each trigger
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* type requires different conditions to be met with respect to the move's hit result.
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*/
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applyAttrs.push(new Promise(resolve => {
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// Apply all effects with PRE_MOVE triggers (if the target isn't immune to the move)
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.PRE_APPLY && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && hitResult !== HitResult.NO_EFFECT,
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@ -240,10 +239,10 @@ export class MoveEffectPhase extends PokemonPhase {
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// All other effects require the move to not have failed or have been cancelled to trigger
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if (hitResult !== HitResult.FAIL) {
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/**
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* If the invoked move's effects are meant to trigger during the move's "charge turn,"
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* ignore all effects after this point.
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* Otherwise, apply all self-targeted POST_APPLY effects.
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*/
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* If the invoked move's effects are meant to trigger during the move's "charge turn,"
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* ignore all effects after this point.
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* Otherwise, apply all self-targeted POST_APPLY effects.
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*/
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_APPLY
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&& attr.selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, move).then(() => {
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// All effects past this point require the move to have hit the target
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@ -252,9 +251,9 @@ export class MoveEffectPhase extends PokemonPhase {
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.POST_APPLY
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&& !(attr as MoveEffectAttr).selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, this.move.getMove()).then(() => {
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/**
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* If the move hit, and the target doesn't have Shield Dust,
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* apply the chance to flinch the target gained from King's Rock
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*/
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* If the move hit, and the target doesn't have Shield Dust,
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* apply the chance to flinch the target gained from King's Rock
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*/
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if (dealsDamage && !target.hasAbilityWithAttr(IgnoreMoveEffectsAbAttr) && !move.hitsSubstitute(user, target)) {
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const flinched = new Utils.BooleanHolder(false);
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user.scene.applyModifiers(FlinchChanceModifier, user.isPlayer(), user, flinched);
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@ -284,9 +283,9 @@ export class MoveEffectPhase extends PokemonPhase {
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// Apply the user's post-attack ability effects
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applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move.getMove(), hitResult).then(() => {
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/**
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* If the invoked move is an attack, apply the user's chance to
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* steal an item from the target granted by Grip Claw
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*/
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* If the invoked move is an attack, apply the user's chance to
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* steal an item from the target granted by Grip Claw
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*/
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if (this.move.getMove() instanceof AttackMove) {
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this.scene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target);
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}
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@ -341,12 +340,12 @@ export class MoveEffectPhase extends PokemonPhase {
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end() {
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const user = this.getUserPokemon();
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/**
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* If this phase isn't for the invoked move's last strike,
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* unshift another MoveEffectPhase for the next strike.
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* Otherwise, queue a message indicating the number of times the move has struck
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* (if the move has struck more than once), then apply the heal from Shell Bell
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* to the user.
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*/
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* If this phase isn't for the invoked move's last strike,
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* unshift another MoveEffectPhase for the next strike.
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* Otherwise, queue a message indicating the number of times the move has struck
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* (if the move has struck more than once), then apply the heal from Shell Bell
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* to the user.
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*/
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if (user) {
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if (user.turnData.hitsLeft && --user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive()) {
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this.scene.unshiftPhase(this.getNewHitPhase());
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@ -441,9 +440,9 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Removes the given {@linkcode Pokemon} from this phase's target list
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* @param target {@linkcode Pokemon} the Pokemon to be removed
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*/
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* Removes the given {@linkcode Pokemon} from this phase's target list
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* @param target {@linkcode Pokemon} the Pokemon to be removed
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*/
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removeTarget(target: Pokemon): void {
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const targetIndex = this.targets.findIndex(ind => ind === target.getBattlerIndex());
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if (targetIndex !== -1) {
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@ -452,19 +451,19 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Prevents subsequent strikes of this phase's invoked move from occurring
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* @param target {@linkcode Pokemon} if defined, only stop subsequent
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* strikes against this Pokemon
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*/
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* Prevents subsequent strikes of this phase's invoked move from occurring
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* @param target {@linkcode Pokemon} if defined, only stop subsequent
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* strikes against this Pokemon
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*/
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stopMultiHit(target?: Pokemon): void {
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/** If given a specific target, remove the target from subsequent strikes */
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if (target) {
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this.removeTarget(target);
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}
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/**
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* If no target specified, or the specified target was the last of this move's
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* targets, completely cancel all subsequent strikes.
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*/
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* If no target specified, or the specified target was the last of this move's
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* targets, completely cancel all subsequent strikes.
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*/
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if (!target || this.targets.length === 0 ) {
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this.getUserPokemon()!.turnData.hitCount = 1; // TODO: is the bang correct here?
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this.getUserPokemon()!.turnData.hitsLeft = 1; // TODO: is the bang correct here?
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@ -303,6 +303,7 @@ export class MovePhase extends BattlePhase {
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// Protean and Libero apply on the charging turn of charge moves
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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this.showMoveText();
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this.scene.unshiftPhase(new MoveChargePhase(this.scene, this.pokemon.getBattlerIndex(), this.targets[0], this.move));
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}
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