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magnitude and fissure should hit dig
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a9376d7692
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@ -3580,6 +3580,7 @@ export function initMoves() {
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new AttackMove(Moves.FISSURE, "Fissure", Type.GROUND, MoveCategory.PHYSICAL, -1, 30, 5, "The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.", -1, 0, 1)
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new AttackMove(Moves.FISSURE, "Fissure", Type.GROUND, MoveCategory.PHYSICAL, -1, 30, 5, "The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.", -1, 0, 1)
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.attr(OneHitKOAttr)
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.attr(OneHitKOAttr)
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.attr(OneHitKOAccuracyAttr)
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.attr(OneHitKOAccuracyAttr)
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.attr(HitsTagAttr, BattlerTagType.UNDERGROUND, false)
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.makesContact(false),
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.makesContact(false),
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new AttackMove(Moves.DIG, "Dig", Type.GROUND, MoveCategory.PHYSICAL, 80, 100, 10, "The user burrows into the ground, then attacks on the next turn.", -1, 0, 1)
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new AttackMove(Moves.DIG, "Dig", Type.GROUND, MoveCategory.PHYSICAL, 80, 100, 10, "The user burrows into the ground, then attacks on the next turn.", -1, 0, 1)
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.attr(ChargeAttr, ChargeAnim.DIG_CHARGING, 'dug a hole!', BattlerTagType.UNDERGROUND)
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.attr(ChargeAttr, ChargeAnim.DIG_CHARGING, 'dug a hole!', BattlerTagType.UNDERGROUND)
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@ -3933,6 +3934,7 @@ export function initMoves() {
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new AttackMove(Moves.MAGNITUDE, "Magnitude", Type.GROUND, MoveCategory.PHYSICAL, -1, 100, 30, "The user attacks everything around it with a ground-shaking quake. Its power varies.", -1, 0, 2)
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new AttackMove(Moves.MAGNITUDE, "Magnitude", Type.GROUND, MoveCategory.PHYSICAL, -1, 100, 30, "The user attacks everything around it with a ground-shaking quake. Its power varies.", -1, 0, 2)
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.attr(PreMoveMessageAttr, magnitudeMessageFunc)
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.attr(PreMoveMessageAttr, magnitudeMessageFunc)
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.attr(MagnitudePowerAttr)
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.attr(MagnitudePowerAttr)
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.attr(HitsTagAttr, BattlerTagType.UNDERGROUND, true)
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.makesContact(false)
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.makesContact(false)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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.target(MoveTarget.ALL_NEAR_OTHERS),
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new AttackMove(Moves.DYNAMIC_PUNCH, "Dynamic Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 50, 5, "The user punches the target with full, concentrated power. This confuses the target if it hits.", 100, 0, 2)
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new AttackMove(Moves.DYNAMIC_PUNCH, "Dynamic Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 50, 5, "The user punches the target with full, concentrated power. This confuses the target if it hits.", 100, 0, 2)
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