diff --git a/src/data/ability.ts b/src/data/ability.ts index 681fff65199..2a236168bcd 100644 --- a/src/data/ability.ts +++ b/src/data/ability.ts @@ -9,7 +9,7 @@ import { BattlerTag } from "./battler-tags"; import { BattlerTagType } from "./enums/battler-tag-type"; import { StatusEffect, getStatusEffectDescriptor, getStatusEffectHealText } from "./status-effect"; import { Gender } from "./gender"; -import Move, { AttackMove, MoveCategory, MoveFlags, MoveTarget, RecoilAttr, StatusMoveTypeImmunityAttr, FlinchAttr, OneHitKOAttr, HitHealAttr, StrengthSapHealAttr, allMoves } from "./move"; +import Move, { AttackMove, MoveCategory, MoveFlags, MoveTarget, RecoilAttr, StatusMoveTypeImmunityAttr, FlinchAttr, OneHitKOAttr, HitHealAttr, StrengthSapHealAttr, allMoves, ForceSwitchOutAttr } from "./move"; import { ArenaTagSide, ArenaTrapTag } from "./arena-tag"; import { ArenaTagType } from "./enums/arena-tag-type"; import { Stat } from "./pokemon-stat"; @@ -920,6 +920,31 @@ export class MoveTypePowerBoostAbAttr extends MovePowerBoostAbAttr { } } +export class StakeoutAbAttr extends MovePowerBoostAbAttr { + constructor(powerMultiplier: number = 2) { + const condition: PokemonAttackCondition = (user, target, move) => { + + if(user.scene.currentBattle.turnCommands[target.getBattlerIndex()].command === Command.POKEMON) // covers hard switching + return true; + // find what move the target's slot used this turn and check if it's a switch-in move. + const moveId = user.scene.currentBattle.turnCommands[target.getBattlerIndex()].move.move + const targetMove = allMoves[moveId]; + const usedSwitchMove = targetMove.findAttr(attr => attr instanceof ForceSwitchOutAttr) as ForceSwitchOutAttr; + + if(usedSwitchMove?.isSelfSwitch?.() && target.battleSummonData?.turnCount === 1){ // check if the move switches the user out + if(usedSwitchMove.returnUser().id === target.id) // dont activate if the move was used by the target (meaning it hasnt switched out yet) + return false; + return true; + } + + return false; + }; + + super(condition, powerMultiplier); + } +} + + export class LowHpMoveTypePowerBoostAbAttr extends MoveTypePowerBoostAbAttr { constructor(boostedType: Type) { super(boostedType); @@ -3005,7 +3030,7 @@ export function initAbilities() { .attr(NoFusionAbilityAbAttr) .partial(), new Ability(Abilities.STAKEOUT, 7) - .attr(MovePowerBoostAbAttr, (user, target, move) => user.scene.currentBattle.turnCommands[target.getBattlerIndex()].command === Command.POKEMON, 2), + .attr(StakeoutAbAttr), new Ability(Abilities.WATER_BUBBLE, 7) .attr(ReceivedTypeDamageMultiplierAbAttr, Type.FIRE, 0.5) .attr(MoveTypePowerBoostAbAttr, Type.WATER, 1) diff --git a/src/data/move.ts b/src/data/move.ts index 4b80908ea54..25f5b7e6794 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -2810,6 +2810,7 @@ export class RemoveScreensAttr extends MoveEffectAttr { export class ForceSwitchOutAttr extends MoveEffectAttr { private user: boolean; private batonPass: boolean; + private userReference: Pokemon; constructor(user?: boolean, batonPass?: boolean) { super(false, MoveEffectTrigger.POST_APPLY, true); @@ -2822,6 +2823,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { if (!this.user && target.isMax()) return resolve(false); + this.userReference = user; // Check if the move category is not STATUS or if the switch out condition is not met if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) { //Apply effects before switch out i.e. poison point, flame body, etc @@ -2882,6 +2884,14 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { return (user, target, move) => move.category !== MoveCategory.STATUS || this.getSwitchOutCondition()(user, target, move); } + public isSelfSwitch(): boolean { + return this.user; + } + + returnUser(): Pokemon { + return this.userReference; + } + getSwitchOutCondition(): MoveConditionFunc { return (user, target, move) => { const switchOutTarget = (this.user ? user : target);