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Address innerthunder comments
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@ -7092,7 +7092,8 @@ export function initMoves() {
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.attr(ForceSwitchOutAttr)
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.ignoresSubstitute()
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.hidesTarget()
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.windMove(),
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.windMove()
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.partial(), // Should force random switches
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new AttackMove(Moves.FLY, Type.FLYING, MoveCategory.PHYSICAL, 90, 95, 15, -1, 0, 1)
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.attr(ChargeAttr, ChargeAnim.FLY_CHARGING, i18next.t("moveTriggers:flewUpHigh", { pokemonName: "{USER}" }), BattlerTagType.FLYING)
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.condition(failOnGravityCondition)
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@ -7169,7 +7170,8 @@ export function initMoves() {
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new StatusMove(Moves.ROAR, Type.NORMAL, -1, 20, -1, -6, 1)
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.attr(ForceSwitchOutAttr)
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.soundBased()
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.hidesTarget(),
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.hidesTarget()
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.partial(), // Should force random switching
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new StatusMove(Moves.SING, Type.NORMAL, 55, 15, -1, 0, 1)
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.attr(StatusEffectAttr, StatusEffect.SLEEP)
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.soundBased(),
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@ -9112,7 +9114,7 @@ export function initMoves() {
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/* Unused */
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new AttackMove(Moves.SINISTER_ARROW_RAID, Type.GHOST, MoveCategory.PHYSICAL, 180, -1, 1, -1, 0, 7)
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.makesContact(false)
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.edgeCase() // I assume it's because the user needs spirit shackle and decudieye
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.edgeCase() // I assume it's because the user needs spirit shackle and decidueye
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.ignoresVirtual(),
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new AttackMove(Moves.MALICIOUS_MOONSAULT, Type.DARK, MoveCategory.PHYSICAL, 180, -1, 1, -1, 0, 7)
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.attr(AlwaysHitMinimizeAttr)
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@ -9300,7 +9302,7 @@ export function initMoves() {
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new AttackMove(Moves.DRAGON_DARTS, Type.DRAGON, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 8)
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.attr(MultiHitAttr, MultiHitType._2)
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.makesContact(false)
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.partial(), // Absolute mess in how to implement hitting a second target if the first target faints
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.partial(), // smart targetting is unimplemented
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new StatusMove(Moves.TEATIME, Type.NORMAL, -1, 10, -1, 0, 8)
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.attr(EatBerryAttr)
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.target(MoveTarget.ALL),
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@ -9951,8 +9953,7 @@ export function initMoves() {
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new AttackMove(Moves.UPPER_HAND, Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 15, 100, 3, 9)
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.attr(FlinchAttr)
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.condition((user, target, move) => user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.command === Command.FIGHT && !target.turnData.acted && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move!].category !== MoveCategory.STATUS && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move!].priority > 0 ) // TODO: is this bang correct?
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//TODO: Should also apply when target move priority increased by ability ex. gale wings
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.edgeCase(),
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.partial(), // Should also apply when target move priority increased by ability ex. gale wings
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new AttackMove(Moves.MALIGNANT_CHAIN, Type.POISON, MoveCategory.SPECIAL, 100, 100, 5, 50, 0, 9)
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.attr(StatusEffectAttr, StatusEffect.TOXIC)
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);
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