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Revert "Add unthaw to moves that are missing it"
This reverts commit 89494fa0c8
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@ -387,14 +387,6 @@ export default class Move implements Localizable {
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export class AttackMove extends Move {
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export class AttackMove extends Move {
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constructor(id: Moves, type: Type, category: MoveCategory, power: integer, accuracy: integer, pp: integer, chance: integer, priority: integer, generation: integer) {
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constructor(id: Moves, type: Type, category: MoveCategory, power: integer, accuracy: integer, pp: integer, chance: integer, priority: integer, generation: integer) {
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super(id, type, category, MoveTarget.NEAR_OTHER, power, accuracy, pp, chance, priority, generation);
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super(id, type, category, MoveTarget.NEAR_OTHER, power, accuracy, pp, chance, priority, generation);
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/**
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* {@link https://bulbapedia.bulbagarden.net/wiki/Freeze_(status_condition)}
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* > All damaging Fire-type moves can now thaw a frozen target, regardless of whether or not they have a chance to burn;
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*/
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if (this.type === Type.FIRE) {
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this.attrs.push(new HealStatusEffectAttr(false, StatusEffect.FREEZE));
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}
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}
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}
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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@ -1577,19 +1569,9 @@ export class StealEatBerryAttr extends EatBerryAttr {
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}
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}
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}
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}
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/**
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* Move attribute that signals that that move should cure a status effect
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* @extends MoveEffectAttr
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* @see {@linkcode apply()}
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*/
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export class HealStatusEffectAttr extends MoveEffectAttr {
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export class HealStatusEffectAttr extends MoveEffectAttr {
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/** Array of Status Effects to cure */
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private effects: StatusEffect[];
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private effects: StatusEffect[];
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/**
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* @param selfTarget - Whether this move targets the user
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* @param ...effects - Array of status effects to cure
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*/
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constructor(selfTarget: boolean, ...effects: StatusEffect[]) {
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constructor(selfTarget: boolean, ...effects: StatusEffect[]) {
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super(selfTarget);
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super(selfTarget);
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@ -6391,7 +6373,6 @@ export function initMoves() {
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new AttackMove(Moves.STEAM_ERUPTION, Type.WATER, MoveCategory.SPECIAL, 110, 95, 5, 30, 0, 6)
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new AttackMove(Moves.STEAM_ERUPTION, Type.WATER, MoveCategory.SPECIAL, 110, 95, 5, 30, 0, 6)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, false, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.BURN),
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new AttackMove(Moves.HYPERSPACE_HOLE, Type.PSYCHIC, MoveCategory.SPECIAL, 80, -1, 5, -1, 0, 6)
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new AttackMove(Moves.HYPERSPACE_HOLE, Type.PSYCHIC, MoveCategory.SPECIAL, 80, -1, 5, -1, 0, 6)
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.ignoresProtect(),
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.ignoresProtect(),
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@ -7068,7 +7049,6 @@ export function initMoves() {
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.attr(MultiHitAttr, MultiHitType._2),
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.attr(MultiHitAttr, MultiHitType._2),
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new AttackMove(Moves.SCORCHING_SANDS, Type.GROUND, MoveCategory.SPECIAL, 70, 100, 10, 30, 0, 8)
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new AttackMove(Moves.SCORCHING_SANDS, Type.GROUND, MoveCategory.SPECIAL, 70, 100, 10, 30, 0, 8)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, false, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.BURN),
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
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new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealAttr, 0.25, true, false)
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@ -7451,7 +7431,6 @@ export function initMoves() {
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new AttackMove(Moves.MATCHA_GOTCHA, Type.GRASS, MoveCategory.SPECIAL, 80, 90, 15, 20, 0, 9)
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new AttackMove(Moves.MATCHA_GOTCHA, Type.GRASS, MoveCategory.SPECIAL, 80, 90, 15, 20, 0, 9)
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.attr(HitHealAttr)
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.attr(HitHealAttr)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, false, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.BURN)
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.attr(StatusEffectAttr, StatusEffect.BURN)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.triageMove()
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.triageMove()
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@ -2561,10 +2561,6 @@ export class PlayerPokemon extends Pokemon {
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constructor(scene: BattleScene, species: PokemonSpecies, level: integer, abilityIndex: integer, formIndex: integer, gender: Gender, shiny: boolean, variant: Variant, ivs: integer[], nature: Nature, dataSource: Pokemon | PokemonData) {
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constructor(scene: BattleScene, species: PokemonSpecies, level: integer, abilityIndex: integer, formIndex: integer, gender: Gender, shiny: boolean, variant: Variant, ivs: integer[], nature: Nature, dataSource: Pokemon | PokemonData) {
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super(scene, 106, 148, species, level, abilityIndex, formIndex, gender, shiny, variant, ivs, nature, dataSource);
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super(scene, 106, 148, species, level, abilityIndex, formIndex, gender, shiny, variant, ivs, nature, dataSource);
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if (Overrides.STATUS_OVERRIDE) {
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this.status = new Status(Overrides.STATUS_OVERRIDE)
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}
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if (Overrides.SHINY_OVERRIDE) {
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if (Overrides.SHINY_OVERRIDE) {
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this.shiny = true;
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this.shiny = true;
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this.initShinySparkle();
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this.initShinySparkle();
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@ -2955,10 +2951,6 @@ export class EnemyPokemon extends Pokemon {
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if (boss)
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if (boss)
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this.setBoss();
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this.setBoss();
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if (Overrides.OPP_STATUS_OVERRIDE) {
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this.status = new Status(Overrides.OPP_STATUS_OVERRIDE)
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}
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if (!dataSource) {
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if (!dataSource) {
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this.generateAndPopulateMoveset();
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this.generateAndPopulateMoveset();
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@ -11,7 +11,6 @@ import { Type } from './data/type';
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import { Stat } from './data/pokemon-stat';
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import { Stat } from './data/pokemon-stat';
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import { PokeballCounts } from './battle-scene';
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import { PokeballCounts } from './battle-scene';
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import { PokeballType } from './data/pokeball';
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import { PokeballType } from './data/pokeball';
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import { StatusEffect } from './data/status-effect';
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/**
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/**
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* Overrides for testing different in game situations
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* Overrides for testing different in game situations
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@ -59,7 +58,6 @@ export const STARTER_SPECIES_OVERRIDE: Species | integer = 0;
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export const ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const MOVESET_OVERRIDE: Array<Moves> = [];
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export const MOVESET_OVERRIDE: Array<Moves> = [];
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export const STATUS_OVERRIDE: StatusEffect = StatusEffect.NONE;
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export const SHINY_OVERRIDE: boolean = false;
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export const SHINY_OVERRIDE: boolean = false;
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export const VARIANT_OVERRIDE: Variant = 0;
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export const VARIANT_OVERRIDE: Variant = 0;
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@ -71,7 +69,6 @@ export const OPP_SPECIES_OVERRIDE: Species | integer = 0;
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export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const OPP_MOVESET_OVERRIDE: Array<Moves> = [];
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export const OPP_MOVESET_OVERRIDE: Array<Moves> = [];
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export const OPP_STATUS_OVERRIDE: StatusEffect = StatusEffect.NONE;
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export const OPP_SHINY_OVERRIDE: boolean = false;
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export const OPP_SHINY_OVERRIDE: boolean = false;
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export const OPP_VARIANT_OVERRIDE: Variant = 0;
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export const OPP_VARIANT_OVERRIDE: Variant = 0;
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