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Added a new function for explosion attacks
"explosionDamageFunc" Added an exception for explosion moves on 2257 phases.ts, probably can be done in a better way. Removed debugger on settings.ts 154
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@ -2506,6 +2506,18 @@ const crashDamageFunc = (user: Pokemon, move: Move) => {
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return true;
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};
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const explosionDamageFunc = (user: Pokemon, move: Move) => {
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const cancelled = new Utils.BooleanHolder(false);
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applyAbAttrs(BlockNonDirectDamageAbAttr, user, cancelled);
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if (cancelled.value)
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return false;
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user.damageAndUpdate(user.hp, HitResult.OTHER, false, true);
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user.turnData.damageTaken += user.hp;
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return true;
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};
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export class TypelessAttr extends MoveAttr { }
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export class DisableMoveAttr extends MoveEffectAttr {
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@ -4229,7 +4241,9 @@ export function initMoves() {
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.attr(SacrificialAttr)
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.makesContact(false)
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.condition(failIfDampCondition)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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.target(MoveTarget.ALL_NEAR_OTHERS)
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.attr(MissEffectAttr, explosionDamageFunc)
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.attr(NoEffectAttr, explosionDamageFunc),
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new AttackMove(Moves.EGG_BOMB, Type.NORMAL, MoveCategory.PHYSICAL, 100, 75, 10, -1, 0, 1)
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.makesContact(false)
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.ballBombMove(),
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@ -4320,7 +4334,9 @@ export function initMoves() {
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.condition(failIfDampCondition)
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.attr(SacrificialAttr)
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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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.attr(MissEffectAttr, explosionDamageFunc)
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.attr(NoEffectAttr, explosionDamageFunc),
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new AttackMove(Moves.FURY_SWIPES, Type.NORMAL, MoveCategory.PHYSICAL, 18, 80, 15, -1, 0, 1)
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.attr(MultiHitAttr),
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new AttackMove(Moves.BONEMERANG, Type.GROUND, MoveCategory.PHYSICAL, 50, 90, 10, -1, 0, 1)
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@ -6090,7 +6106,9 @@ export function initMoves() {
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.attr(SacrificialAttr)
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.target(MoveTarget.ALL_NEAR_OTHERS)
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.MISTY && user.isGrounded() ? 1.5 : 1)
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.condition(failIfDampCondition),
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.condition(failIfDampCondition)
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.attr(MissEffectAttr, explosionDamageFunc)
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.attr(NoEffectAttr, explosionDamageFunc),
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new AttackMove(Moves.GRASSY_GLIDE, Type.GRASS, MoveCategory.PHYSICAL, 55, 100, 20, -1, 0, 8)
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.partial(),
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new AttackMove(Moves.RISING_VOLTAGE, Type.ELECTRIC, MoveCategory.SPECIAL, 70, 100, 20, -1, 0, 8)
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@ -2254,8 +2254,11 @@ export class MovePhase extends BattlePhase {
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
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moveQueue.shift();
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if (this.move.moveId === 153 || this.move.moveId === 120 || this.move.moveId === 802){ //Currently all explosions, AKA, kamikaze-attacks. There might be a better way to do it except to hardcode it, but i haven't found how yet.
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} else {
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this.cancel();
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}
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}
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if (this.cancelled) {
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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@ -151,7 +151,7 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
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case Setting.Gamepad_Support:
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scene.gamepadSupport = settingOptions[setting][value] !== 'Disabled';
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break;
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case Setting.Swap_A_and_B:debugger;
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case Setting.Swap_A_and_B:
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scene.setGamepadConfirm(settingOptions[setting][value] !== 'Enabled');
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break;
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case Setting.Touch_Controls:
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