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Updated the with a function that accounts for Normalize
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@ -1946,6 +1946,23 @@ export class TeraBlastCategoryAttr extends VariableMoveCategoryAttr {
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}
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}
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}
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}
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export class HydroSteamPowerAttr extends MovePowerMultiplierAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const currentWeather = user.scene.arena.weather?.weatherType;
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const isSunny = currentWeather === WeatherType.SUNNY;
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const power = args[0] as Utils.NumberHolder;
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if (isSunny) {
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if (user.getAbility().id === Abilities.NORMALIZE)
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power.value *= 1.5; // If user changes the move type, and it's sunny then function as 1.5
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else
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power.value *= 3; // If it's sunny but the move type is still water, multiply it by 3 because Sunny halves Water move damage
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}
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return true;
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}
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}
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export class ShellSideArmCategoryAttr extends VariableMoveCategoryAttr {
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export class ShellSideArmCategoryAttr extends VariableMoveCategoryAttr {
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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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const category = (args[0] as Utils.IntegerHolder);
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const category = (args[0] as Utils.IntegerHolder);
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@ -5360,7 +5377,7 @@ export function initMoves() {
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.ELECTRIC && user.isGrounded() ? 1.5 : 1)
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.ELECTRIC && user.isGrounded() ? 1.5 : 1)
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.slicingMove(),
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.slicingMove(),
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new AttackMove(Moves.HYDRO_STEAM, "Hydro Steam", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, "The user blasts the target with boiling-hot water. This move's power is not lowered in harsh sunlight but rather boosted by 50 percent.", -1, 0, 9)
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new AttackMove(Moves.HYDRO_STEAM, "Hydro Steam", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, "The user blasts the target with boiling-hot water. This move's power is not lowered in harsh sunlight but rather boosted by 50 percent.", -1, 0, 9)
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.attr(MovePowerMultiplierAttr, (user, target, move) => [WeatherType.SUNNY].includes(user.scene.arena.weather?.weatherType) && !user.scene.arena.weather?.isEffectSuppressed(user.scene) ? 3 : 1),
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.attr(HydroSteamPowerAttr),
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new AttackMove(Moves.RUINATION, "Ruination", Type.DARK, MoveCategory.SPECIAL, 1, 90, 10, "The user summons a ruinous disaster. This cuts the target's HP in half.", -1, 0, 9)
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new AttackMove(Moves.RUINATION, "Ruination", Type.DARK, MoveCategory.SPECIAL, 1, 90, 10, "The user summons a ruinous disaster. This cuts the target's HP in half.", -1, 0, 9)
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.attr(TargetHalfHpDamageAttr),
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.attr(TargetHalfHpDamageAttr),
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new AttackMove(Moves.COLLISION_COURSE, "Collision Course", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 100, 5, "The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit.", -1, 0, 9)
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new AttackMove(Moves.COLLISION_COURSE, "Collision Course", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 100, 5, "The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit.", -1, 0, 9)
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