Remove EXPLOSIVE tag, Damp can decide which moves to suppress

This commit is contained in:
Zach Day 2024-06-16 02:25:41 -04:00
parent 164b0d4cbb
commit 221821291d

View File

@ -90,7 +90,6 @@ export enum MoveFlags {
* Enables all hits of a multi-hit move to be accuracy checked individually
*/
CHECK_ALL_HITS = 1 << 17,
EXPLOSIVE_MOVE = 1 << 18
}
type MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
@ -504,17 +503,6 @@ export default class Move implements Localizable {
return this;
}
/**
* Sets the {@linkcode MoveFlags.EXPLOSIVE_MOVE} flag for the calling Move
* @param explosiveMove The value (boolean) to set the flag to
* example: @see {@linkcode Moves.EXPLOSION}
* @returns The {@linkcode Move} that called this function
*/
explosiveMove(explosiveMove?: boolean): this {
this.setFlag(MoveFlags.EXPLOSIVE_MOVE, explosiveMove);
return this;
}
/**
* Sets the {@linkcode MoveFlags.TRIAGE_MOVE} flag for the calling Move
* @param triageMove The value (boolean) to set the flag to
@ -5823,7 +5811,6 @@ export function initMoves() {
new AttackMove(Moves.SELF_DESTRUCT, Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, 0, 1)
.attr(SacrificialAttr)
.makesContact(false)
.explosiveMove()
.target(MoveTarget.ALL_NEAR_OTHERS),
new AttackMove(Moves.EGG_BOMB, Type.NORMAL, MoveCategory.PHYSICAL, 100, 75, 10, -1, 0, 1)
.makesContact(false)
@ -5915,7 +5902,6 @@ export function initMoves() {
new AttackMove(Moves.EXPLOSION, Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, -1, 0, 1)
.attr(SacrificialAttr)
.makesContact(false)
.explosiveMove()
.target(MoveTarget.ALL_NEAR_OTHERS),
new AttackMove(Moves.FURY_SWIPES, Type.NORMAL, MoveCategory.PHYSICAL, 18, 80, 15, -1, 0, 1)
.attr(MultiHitAttr),
@ -7524,7 +7510,6 @@ export function initMoves() {
/* End Unused */
new AttackMove(Moves.MIND_BLOWN, Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, 0, 7)
.attr(HalfSacrificialAttr)
.explosiveMove()
.target(MoveTarget.ALL_NEAR_OTHERS),
new AttackMove(Moves.PLASMA_FISTS, Type.ELECTRIC, MoveCategory.PHYSICAL, 100, 100, 15, -1, 0, 7)
.punchingMove()
@ -7795,7 +7780,6 @@ export function initMoves() {
.attr(SacrificialAttr)
.target(MoveTarget.ALL_NEAR_OTHERS)
.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.MISTY && user.isGrounded() ? 1.5 : 1)
.explosiveMove()
.makesContact(false),
new AttackMove(Moves.GRASSY_GLIDE, Type.GRASS, MoveCategory.PHYSICAL, 55, 100, 20, -1, 0, 8)
.attr(IncrementMovePriorityAttr,(user,target,move) =>user.scene.arena.getTerrainType()===TerrainType.GRASSY&&user.isGrounded()),