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Added fixes for the Review by TempsRay.
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@ -741,19 +741,20 @@ export class RecoilAttr extends MoveEffectAttr {
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/**
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/**
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* Attribute used for moves which self KO the user regardless if the move hits a target
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* Attribute used for moves which self KO the user regardless if the move hits a target
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* */
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**/
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export class SacrificialAttr extends MoveEffectAttr {
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export class SacrificialAttr 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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}
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}
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/**
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/**
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* Applies the sacrificial effect to the user
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* Deals damage to the user equal to their current hp
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* @param user Pokemon that used the move
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* @param user Pokemon that used the move
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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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* @param args N/A
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* @param args N/A
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*/
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* @returns true if the function succeeds
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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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user.damageAndUpdate(user.hp, HitResult.OTHER, false, true, true);
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user.damageAndUpdate(user.hp, HitResult.OTHER, false, true, true);
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user.turnData.damageTaken += user.hp;
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user.turnData.damageTaken += user.hp;
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@ -762,10 +763,11 @@ export class SacrificialAttr extends MoveEffectAttr {
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}
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}
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/**
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/**
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*
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* The AI is calculating how beneficial it is to use this move. Bosses will always return -20. Otherwise, the score is calculated based on the user's current hp ratio and the move's type effectiveness against the user
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* @param user Pokemon that used the move
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* @param user Pokemon that used the move
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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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*/
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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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@ -783,15 +785,16 @@ export class SacrificialAttrOnHit extends MoveEffectAttr {
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}
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}
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/**
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/**
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* Applies the sacrificial effect to the user
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* Deals damage to the user equal to their current hp
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* @param user Pokemon that used the move
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* @param user Pokemon that used the move
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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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* @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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*/
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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 hits a target, the user will self KO
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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 (!super.apply(user, target, move, args))
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if (!super.apply(user, target, move, args))
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return false;
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return false;
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@ -802,10 +805,11 @@ export class SacrificialAttrOnHit extends MoveEffectAttr {
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}
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}
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/**
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/**
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*
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* The AI is calculating how beneficial it is to use this move. Bosses will always return -20. Otherwise, the score is calculated based on the user's current hp ratio and the move's type effectiveness against the user
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* @param user Pokemon that used the move
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* @param user Pokemon that used the move
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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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*/
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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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