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rename nonStopAttr to NonStopAttr
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@ -4388,7 +4388,7 @@ export class DisableMoveAttr extends MoveEffectAttr {
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* example: @see {@linkcode Moves.THRASH} for frenzy moves
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* example: @see {@linkcode Moves.THRASH} for frenzy moves
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* example: @see {@linkcode Moves.ICE_BALL} for non stop moves
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* example: @see {@linkcode Moves.ICE_BALL} for non stop moves
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*/
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*/
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export class nonStopAttr extends MoveEffectAttr {
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export class NonStopAttr extends MoveEffectAttr {
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public tagType: BattlerTagType;
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public tagType: BattlerTagType;
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private turnCount: number;
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private turnCount: number;
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// no round specify means it's a frenzy move that rand 2-3 turns
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// no round specify means it's a frenzy move that rand 2-3 turns
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@ -6531,7 +6531,7 @@ export function initMoves() {
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.attr(RecoilAttr)
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.attr(RecoilAttr)
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.recklessMove(),
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.recklessMove(),
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new AttackMove(Moves.THRASH, Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 10, -1, 0, 1)
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new AttackMove(Moves.THRASH, Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 10, -1, 0, 1)
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.attr(nonStopAttr, BattlerTagType.FRENZY)
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.attr(NonStopAttr, BattlerTagType.FRENZY)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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@ -6651,7 +6651,7 @@ export function initMoves() {
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.attr(StatusEffectAttr, StatusEffect.SLEEP)
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.attr(StatusEffectAttr, StatusEffect.SLEEP)
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.powderMove(),
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.powderMove(),
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new AttackMove(Moves.PETAL_DANCE, Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, -1, 0, 1)
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new AttackMove(Moves.PETAL_DANCE, Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, -1, 0, 1)
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.attr(nonStopAttr, BattlerTagType.FRENZY)
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.attr(NonStopAttr, BattlerTagType.FRENZY)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.makesContact()
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.makesContact()
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@ -6995,7 +6995,7 @@ export function initMoves() {
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new StatusMove(Moves.LOCK_ON, Type.NORMAL, -1, 5, -1, 0, 2)
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new StatusMove(Moves.LOCK_ON, Type.NORMAL, -1, 5, -1, 0, 2)
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.attr(IgnoreAccuracyAttr),
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.attr(IgnoreAccuracyAttr),
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new AttackMove(Moves.OUTRAGE, Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, -1, 0, 2)
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new AttackMove(Moves.OUTRAGE, Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, -1, 0, 2)
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.attr(nonStopAttr, BattlerTagType.FRENZY)
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.attr(NonStopAttr, BattlerTagType.FRENZY)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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@ -7011,7 +7011,7 @@ export function initMoves() {
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.attr(StatChangeAttr, BattleStat.ATK, -2),
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.attr(StatChangeAttr, BattleStat.ATK, -2),
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new AttackMove(Moves.ROLLOUT, Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, 0, 2)
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new AttackMove(Moves.ROLLOUT, Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, 0, 2)
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL)
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL)
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.attr(nonStopAttr, BattlerTagType.NONSTOP, 4)
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.attr(NonStopAttr, BattlerTagType.NONSTOP, 4)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc),
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.attr(NoEffectAttr, nonStopMissFunc),
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new AttackMove(Moves.FALSE_SWIPE, Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, -1, 0, 2)
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new AttackMove(Moves.FALSE_SWIPE, Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, -1, 0, 2)
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@ -7296,7 +7296,7 @@ export function initMoves() {
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.target(MoveTarget.BOTH_SIDES),
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.target(MoveTarget.BOTH_SIDES),
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new AttackMove(Moves.ICE_BALL, Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, 0, 3)
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new AttackMove(Moves.ICE_BALL, Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, 0, 3)
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL)
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL)
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.attr(nonStopAttr, BattlerTagType.NONSTOP, 4)
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.attr(NonStopAttr, BattlerTagType.NONSTOP, 4)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.ballBombMove(),
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.ballBombMove(),
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@ -8860,7 +8860,7 @@ export function initMoves() {
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.attr(StatChangeAttr, BattleStat.SPATK, 1, true),
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.attr(StatChangeAttr, BattleStat.SPATK, 1, true),
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new AttackMove(Moves.RAGING_FURY, Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 10, -1, 0, 8)
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new AttackMove(Moves.RAGING_FURY, Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 10, -1, 0, 8)
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.makesContact(false)
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.makesContact(false)
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.attr(nonStopAttr, BattlerTagType.FRENZY)
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.attr(NonStopAttr, BattlerTagType.FRENZY)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(MissEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.attr(NoEffectAttr, nonStopMissFunc)
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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