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EmoUsedHM01 2024-04-12 12:04:00 +01:00 committed by GitHub
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commit c20513c30c
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@ -2486,86 +2486,86 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
// Move the switch out logic inside the conditional block
// This ensures that the switch out only happens when the conditions are met
const switchOutTarget = this.user ? user : target;
if (switchOutTarget instanceof PlayerPokemon) {
// Switch out logic for PlayerPokemon
// This includes applying any necessary effects before switching out
if (switchOutTarget.hp) {
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
}
else {
resolve(false);
}
return;
}
else if (user.scene.currentBattle.battleType) {
// Switch out logic for the battle type
switchOutTarget.resetTurnData();
switchOutTarget.resetSummonData();
switchOutTarget.hideInfo();
switchOutTarget.setVisible(false);
switchOutTarget.scene.field.remove(switchOutTarget);
user.scene.triggerPokemonFormChange(switchOutTarget, SpeciesFormChangeActiveTrigger, true);
if (switchOutTarget.hp)
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
}
else {
const switchOutTarget = this.user ? user : target;
if (switchOutTarget instanceof PlayerPokemon) {
// Switch out logic for PlayerPokemon
// This includes applying any necessary effects before switching out
if (switchOutTarget.hp) {
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
}
else {
resolve(false);
}
return;
}
else if (user.scene.currentBattle.battleType) {
// Switch out logic for the battle type
switchOutTarget.resetTurnData();
switchOutTarget.resetSummonData();
switchOutTarget.hideInfo();
switchOutTarget.setVisible(false);
switchOutTarget.scene.field.remove(switchOutTarget);
user.scene.triggerPokemonFormChange(switchOutTarget, SpeciesFormChangeActiveTrigger, true);
if (switchOutTarget.hp)
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
}
else {
// Switch out logic for everything else
switchOutTarget.setVisible(false);
switchOutTarget.setVisible(false);
if (switchOutTarget.hp) {
switchOutTarget.hideInfo().then(() => switchOutTarget.destroy());
switchOutTarget.scene.field.remove(switchOutTarget);
user.scene.queueMessage(getPokemonMessage(switchOutTarget, ' fled!'), null, true, 500);
}
if (!switchOutTarget.getAlly()?.isActive(true)) {
user.scene.clearEnemyHeldItemModifiers();
if (switchOutTarget.hp) {
user.scene.pushPhase(new BattleEndPhase(user.scene));
user.scene.pushPhase(new NewBattlePhase(user.scene));
}
}
}
resolve(true);
});
}
if (switchOutTarget.hp) {
switchOutTarget.hideInfo().then(() => switchOutTarget.destroy());
switchOutTarget.scene.field.remove(switchOutTarget);
user.scene.queueMessage(getPokemonMessage(switchOutTarget, ' fled!'), null, true, 500);
}
if (!switchOutTarget.getAlly()?.isActive(true)) {
user.scene.clearEnemyHeldItemModifiers();
if (switchOutTarget.hp) {
user.scene.pushPhase(new BattleEndPhase(user.scene));
user.scene.pushPhase(new NewBattlePhase(user.scene));
}
}
}
resolve(true);
});
getCondition(): MoveConditionFunc {
return (user, target, move) => move.category !== MoveCategory.STATUS || this.getSwitchOutCondition()(user, target, move);
}
getCondition(): MoveConditionFunc {
return (user, target, move) => move.category !== MoveCategory.STATUS || this.getSwitchOutCondition()(user, target, move);
}
getSwitchOutCondition(): MoveConditionFunc {
return (user, target, move) => {
const switchOutTarget = (this.user ? user : target);
const player = switchOutTarget instanceof PlayerPokemon;
if (!player && !user.scene.currentBattle.battleType) {
if (this.batonPass)
return false;
// Don't allow wild opponents to flee on the boss stage since it can ruin a run early on
if (!(user.scene.currentBattle.waveIndex % 10))
return false;
}
const party = player ? user.scene.getParty() : user.scene.getEnemyParty();
return (!player && !user.scene.currentBattle.battleType) || party.filter(p => !p.isFainted() && (player || (p as EnemyPokemon).trainerSlot === (switchOutTarget as EnemyPokemon).trainerSlot)).length > user.scene.currentBattle.getBattlerCount();
};
return (user, target, move) => {
const switchOutTarget = (this.user ? user : target);
const player = switchOutTarget instanceof PlayerPokemon;
if (!player && !user.scene.currentBattle.battleType) {
if (this.batonPass)
return false;
// Don't allow wild opponents to flee on the boss stage since it can ruin a run early on
if (!(user.scene.currentBattle.waveIndex % 10))
return false;
}
const party = player ? user.scene.getParty() : user.scene.getEnemyParty();
return (!player && !user.scene.currentBattle.battleType) || party.filter(p => !p.isFainted() && (player || (p as EnemyPokemon).trainerSlot === (switchOutTarget as EnemyPokemon).trainerSlot)).length > user.scene.currentBattle.getBattlerCount();
};
}
getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
if (!user.scene.getEnemyParty().find(p => p.isActive() && !p.isOnField()))
return -20;
let ret = this.user ? Math.floor((1 - user.getHpRatio()) * 20) : super.getUserBenefitScore(user, target, move);
if (this.user && this.batonPass) {
const battleStatTotal = user.summonData.battleStats.reduce((bs: integer, total: integer) => total += bs, 0);
ret = ret / 2 + (Phaser.Tweens.Builders.GetEaseFunction('Sine.easeOut')(Math.min(Math.abs(battleStatTotal), 10) / 10) * (battleStatTotal >= 0 ? 10 : -10));
}
return ret;
return -20;
let ret = this.user ? Math.floor((1 - user.getHpRatio()) * 20) : super.getUserBenefitScore(user, target, move);
if (this.user && this.batonPass) {
const battleStatTotal = user.summonData.battleStats.reduce((bs: integer, total: integer) => total += bs, 0);
ret = ret / 2 + (Phaser.Tweens.Builders.GetEaseFunction('Sine.easeOut')(Math.min(Math.abs(battleStatTotal), 10) / 10) * (battleStatTotal >= 0 ? 10 : -10));
}
return ret;
}
}