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Remove EXPLOSIVE tag, Damp can decide which moves to suppress
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@ -95,8 +95,7 @@ export enum MoveFlags {
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/**
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* Indicates a move is able to be redirected to allies in a double battle if the attacker faints
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*/
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REDIRECT_COUNTER = 1 << 18,
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EXPLOSIVE_MOVE = 1 << 19
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REDIRECT_COUNTER = 1 << 18
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}
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type MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
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@ -521,17 +520,6 @@ export default class Move implements Localizable {
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return this;
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}
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/**
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* Sets the {@linkcode MoveFlags.EXPLOSIVE_MOVE} flag for the calling Move
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* @param explosiveMove The value (boolean) to set the flag to
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* example: @see {@linkcode Moves.EXPLOSION}
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* @returns The {@linkcode Move} that called this function
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*/
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explosiveMove(explosiveMove?: boolean): this {
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this.setFlag(MoveFlags.EXPLOSIVE_MOVE, explosiveMove);
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return this;
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}
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/**
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* Sets the {@linkcode MoveFlags.TRIAGE_MOVE} flag for the calling Move
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* @param triageMove The value (boolean) to set the flag to
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@ -6472,7 +6460,6 @@ export function initMoves() {
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new AttackMove(Moves.SELF_DESTRUCT, Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, 0, 1)
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.attr(SacrificialAttr)
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.makesContact(false)
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.explosiveMove()
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.target(MoveTarget.ALL_NEAR_OTHERS),
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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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@ -6564,7 +6551,6 @@ export function initMoves() {
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new AttackMove(Moves.EXPLOSION, Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, -1, 0, 1)
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.attr(SacrificialAttr)
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.makesContact(false)
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.explosiveMove()
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.target(MoveTarget.ALL_NEAR_OTHERS),
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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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@ -8187,7 +8173,6 @@ export function initMoves() {
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/* End Unused */
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new AttackMove(Moves.MIND_BLOWN, Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, 0, 7)
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.attr(HalfSacrificialAttr)
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.explosiveMove()
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.target(MoveTarget.ALL_NEAR_OTHERS),
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new AttackMove(Moves.PLASMA_FISTS, Type.ELECTRIC, MoveCategory.PHYSICAL, 100, 100, 15, -1, 0, 7)
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.punchingMove()
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@ -8468,7 +8453,6 @@ 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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.explosiveMove()
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.makesContact(false),
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new AttackMove(Moves.GRASSY_GLIDE, Type.GRASS, MoveCategory.PHYSICAL, 55, 100, 20, -1, 0, 8)
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.attr(IncrementMovePriorityAttr,(user,target,move) =>user.scene.arena.getTerrainType()===TerrainType.GRASSY&&user.isGrounded()),
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