more cleanup

This commit is contained in:
frutescens 2024-10-13 10:21:41 -07:00
parent 120428733c
commit ac63995993

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@ -2887,62 +2887,79 @@ export class SecretPowerAttr extends MoveEffectAttr {
switch (terrain) {
case TerrainType.ELECTRIC:
secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
return secondaryEffect.apply(user, target, move, []);
break;
case TerrainType.MISTY:
secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
return secondaryEffect.apply(user, target, move, []);
break;
case TerrainType.GRASSY:
secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
return secondaryEffect.apply(user, target, move, []);
break;
case TerrainType.PSYCHIC:
secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
return secondaryEffect.apply(user, target, move, []);
break;
}
}
const biome = user.scene.arena.biomeType;
switch (biome) {
case Biome.TOWN:
case Biome.METROPOLIS:
case Biome.SLUM:
case Biome.DOJO:
case Biome.FACTORY:
case Biome.CONSTRUCTION_SITE:
case Biome.LABORATORY:
case Biome.POWER_PLANT:
secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
break;
case Biome.PLAINS:
secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
return secondaryEffect.apply(user, target, move, []);
case Biome.GRASS:
case Biome.TALL_GRASS:
case Biome.METROPOLIS:
case Biome.FOREST:
case Biome.SEA:
case Biome.JUNGLE:
case Biome.MEADOW:
secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
break;
case Biome.SWAMP:
secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
break;
case Biome.ICE_CAVE:
case Biome.SNOWY_FOREST:
secondaryEffect = new StatusEffectAttr(StatusEffect.FREEZE, false);
break;
case Biome.VOLCANO:
secondaryEffect = new StatusEffectAttr(StatusEffect.BURN, false);
break;
case Biome.FAIRY_CAVE:
secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
break;
case Biome.DESERT:
secondaryEffect = new StatStageChangeAttr([ Stat.ACC ], -1, false);
break;
case Biome.SEA:
case Biome.BEACH:
case Biome.LAKE:
case Biome.ISLAND:
case Biome.SEABED:
secondaryEffect = new StatStageChangeAttr([ Stat.ATK ], -1, false);
break;
case Biome.MOUNTAIN:
case Biome.BADLANDS:
case Biome.CAVE:
case Biome.DESERT:
case Biome.ICE_CAVE:
case Biome.MEADOW:
case Biome.POWER_PLANT:
case Biome.VOLCANO:
case Biome.GRAVEYARD:
case Biome.DOJO:
case Biome.FACTORY:
case Biome.RUINS:
case Biome.WASTELAND:
secondaryEffect = new AddBattlerTagAttr(BattlerTagType.FLINCHED, false, true);
break;
case Biome.GRAVEYARD:
case Biome.RUINS:
case Biome.ABYSS:
case Biome.SPACE:
case Biome.CONSTRUCTION_SITE:
case Biome.JUNGLE:
case Biome.FAIRY_CAVE:
case Biome.TEMPLE:
case Biome.SLUM:
case Biome.SNOWY_FOREST:
case Biome.ISLAND:
case Biome.LABORATORY:
case Biome.END:
default:
break;
return true;
}
return true;
return secondaryEffect.apply(user, target, move, []);
}
}
export class PostVictoryStatStageChangeAttr extends MoveAttr {