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Added missing *
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@ -768,7 +768,7 @@ export class SacrificialAttr extends MoveEffectAttr {
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* @param target The target of the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param move Move with this attribute
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* @returns The benefit score of using this move (how likely the AI is to use this move)
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* @returns The benefit score of using this move (how likely the AI is to use this move)
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*/
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**/
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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if (user.isBoss())
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if (user.isBoss())
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return -20;
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return -20;
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@ -778,7 +778,7 @@ export class SacrificialAttr extends MoveEffectAttr {
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/**
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/**
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* Attribute used for moves which self KO the user but only if the move hits a target
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* Attribute used for moves which self KO the user but only if the move hits a target
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*/
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**/
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export class SacrificialAttrOnHit extends MoveEffectAttr {
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export class SacrificialAttrOnHit extends MoveEffectAttr {
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constructor() {
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constructor() {
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super(true, MoveEffectTrigger.PRE_APPLY);
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super(true, MoveEffectTrigger.PRE_APPLY);
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@ -791,7 +791,7 @@ export class SacrificialAttrOnHit extends MoveEffectAttr {
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* @param move Move with this attribute
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* @param move Move with this attribute
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* @param args N/A
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* @param args N/A
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* @returns true if the function succeeds
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* @returns true if the function succeeds
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*/
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**/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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// If the move fails to hit a target, then the user does not faint and the function returns false
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// If the move fails to hit a target, then the user does not faint and the function returns false
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@ -810,7 +810,7 @@ export class SacrificialAttrOnHit extends MoveEffectAttr {
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* @param target The target of the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param move Move with this attribute
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* @returns The benefit score of using this move (how likely the AI is to use this move)
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* @returns The benefit score of using this move (how likely the AI is to use this move)
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*/
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**/
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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if (user.isBoss())
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if (user.isBoss())
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return -20;
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return -20;
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