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* Fixed move flags * Disabled order up interactionn with sheer force * Update src/data/moves/move.ts * Removed order up test that no longer applies shouldn't have been there in the first place
55 lines
2.5 KiB
TypeScript
55 lines
2.5 KiB
TypeScript
/**
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* A list of possible flags that various moves may have.
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* Represented internally as a bitmask.
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*/
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export enum MoveFlags {
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NONE = 0,
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/**
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* Whether the move makes contact.
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* Set by default on all contact moves, and unset by default on all special moves.
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*/
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MAKES_CONTACT = 1 << 0,
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IGNORE_PROTECT = 1 << 1,
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/**
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* Sound-based moves have the following effects:
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* - Pokemon with the {@linkcode AbilityId.SOUNDPROOF | Soundproof} Ability are unaffected by other Pokemon's sound-based moves.
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* - Pokemon affected by {@linkcode MoveId.THROAT_CHOP | Throat Chop} cannot use sound-based moves for two turns.
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* - Sound-based moves used by a Pokemon with {@linkcode AbilityId.LIQUID_VOICE | Liquid Voice} become Water-type moves.
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* - Sound-based moves used by a Pokemon with {@linkcode AbilityId.PUNK_ROCK | Punk Rock} are boosted by 30%. Pokemon with Punk Rock also take half damage from sound-based moves.
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* - All sound-based moves (except Howl) can hit Pokemon behind an active {@linkcode MoveId.SUBSTITUTE | Substitute}.
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*
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* cf https://bulbapedia.bulbagarden.net/wiki/Sound-based_move
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*/
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SOUND_BASED = 1 << 2,
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HIDE_USER = 1 << 3,
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HIDE_TARGET = 1 << 4,
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BITING_MOVE = 1 << 5,
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PULSE_MOVE = 1 << 6,
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PUNCHING_MOVE = 1 << 7,
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SLICING_MOVE = 1 << 8,
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/**
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* Indicates a move should be affected by {@linkcode AbilityId.RECKLESS}
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* @see {@linkcode Move.recklessMove()}
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*/
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RECKLESS_MOVE = 1 << 9,
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/** Indicates a move should be affected by {@linkcode AbilityId.BULLETPROOF} */
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BALLBOMB_MOVE = 1 << 10,
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/** Grass types and pokemon with {@linkcode AbilityId.OVERCOAT} are immune to powder moves */
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POWDER_MOVE = 1 << 11,
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/** Indicates a move should trigger {@linkcode AbilityId.DANCER} */
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DANCE_MOVE = 1 << 12,
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/** Indicates a move should trigger {@linkcode AbilityId.WIND_RIDER} */
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WIND_MOVE = 1 << 13,
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/** Indicates a move should trigger {@linkcode AbilityId.TRIAGE} */
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TRIAGE_MOVE = 1 << 14,
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IGNORE_ABILITIES = 1 << 15,
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/** Enables all hits of a multi-hit move to be accuracy checked individually */
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CHECK_ALL_HITS = 1 << 16,
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/** Indicates a move is able to bypass its target's Substitute (if the target has one) */
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IGNORE_SUBSTITUTE = 1 << 17,
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/** Indicates a move is able to be redirected to allies in a double battle if the attacker faints */
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REDIRECT_COUNTER = 1 << 18,
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/** Indicates a move is able to be reflected by {@linkcode AbilityId.MAGIC_BOUNCE} and {@linkcode MoveId.MAGIC_COAT} */
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REFLECTABLE = 1 << 19
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}
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