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Scale Shot
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f634b7c044
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@ -2674,8 +2674,8 @@ export class StatStageChangeAttr extends MoveEffectAttr {
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private condition: MoveConditionFunc | null;
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private showMessage: boolean;
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constructor(stats: BattleStat[], stages: integer, selfTarget?: boolean, condition?: MoveConditionFunc | null, showMessage: boolean = true, firstHitOnly: boolean = false, moveEffectTrigger: MoveEffectTrigger = MoveEffectTrigger.HIT, firstTargetOnly: boolean = false) {
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super(selfTarget, moveEffectTrigger, firstHitOnly, false, firstTargetOnly);
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constructor(stats: BattleStat[], stages: integer, selfTarget?: boolean, condition?: MoveConditionFunc | null, showMessage: boolean = true, firstHitOnly: boolean = false, moveEffectTrigger: MoveEffectTrigger = MoveEffectTrigger.HIT, firstTargetOnly: boolean = false, lastHitOnly: boolean = false) {
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super(selfTarget, moveEffectTrigger, firstHitOnly, lastHitOnly, firstTargetOnly);
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this.stats = stats;
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this.stages = stages;
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this.condition = condition!; // TODO: is this bang correct?
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@ -9154,11 +9154,10 @@ export function initMoves() {
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.attr(ClearTerrainAttr)
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.condition((user, target, move) => !!user.scene.arena.terrain),
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new AttackMove(Moves.SCALE_SHOT, Type.DRAGON, MoveCategory.PHYSICAL, 25, 90, 20, -1, 0, 8)
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//.attr(StatStageChangeAttr, Stat.SPD, 1, true) // TODO: Have boosts only apply at end of move, not after every hit
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//.attr(StatStageChangeAttr, Stat.DEF, -1, true)
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.attr(StatStageChangeAttr, [Stat.SPD], 1, true, null, true, false, MoveEffectTrigger.HIT, false, true)
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.attr(StatStageChangeAttr, [Stat.DEF], -1, true, null, true, false, MoveEffectTrigger.HIT, false, true)
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.attr(MultiHitAttr)
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.makesContact(false)
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.partial(),
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.makesContact(false),
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new AttackMove(Moves.METEOR_BEAM, Type.ROCK, MoveCategory.SPECIAL, 120, 90, 10, 100, 0, 8)
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.attr(ChargeAttr, ChargeAnim.METEOR_BEAM_CHARGING, i18next.t("moveTriggers:isOverflowingWithSpacePower", {pokemonName: "{USER}"}), null, true)
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.attr(StatStageChangeAttr, [ Stat.SPATK ], 1, true)
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