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* Fix Early Bird, add tests * Update tsdocs for Early Bird's `AbAttr` Rename `turnCount` to `toxicTurnCount` and `turnsRemaining` to `sleepTurnsRemaining` in `status-effect.ts` * Fix Toxic Orb test * Redundant code :despair: * Fix status override to set the number of sleep turns
62 lines
2.5 KiB
TypeScript
62 lines
2.5 KiB
TypeScript
import BattleScene from "#app/battle-scene";
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import { BattlerIndex } from "#app/battle";
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import { applyAbAttrs, BlockNonDirectDamageAbAttr, BlockStatusDamageAbAttr, ReduceBurnDamageAbAttr } from "#app/data/ability";
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import { CommonBattleAnim, CommonAnim } from "#app/data/battle-anims";
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import { getStatusEffectActivationText } from "#app/data/status-effect";
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import { BattleSpec } from "#app/enums/battle-spec";
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import { StatusEffect } from "#app/enums/status-effect";
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import { getPokemonNameWithAffix } from "#app/messages";
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import * as Utils from "#app/utils";
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import { PokemonPhase } from "./pokemon-phase";
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export class PostTurnStatusEffectPhase extends PokemonPhase {
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constructor(scene: BattleScene, battlerIndex: BattlerIndex) {
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super(scene, battlerIndex);
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}
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start() {
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const pokemon = this.getPokemon();
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if (pokemon?.isActive(true) && pokemon.status && pokemon.status.isPostTurn()) {
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pokemon.status.incrementTurn();
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const cancelled = new Utils.BooleanHolder(false);
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applyAbAttrs(BlockNonDirectDamageAbAttr, pokemon, cancelled);
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applyAbAttrs(BlockStatusDamageAbAttr, pokemon, cancelled);
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if (!cancelled.value) {
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this.scene.queueMessage(getStatusEffectActivationText(pokemon.status.effect, getPokemonNameWithAffix(pokemon)));
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const damage = new Utils.NumberHolder(0);
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switch (pokemon.status.effect) {
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case StatusEffect.POISON:
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damage.value = Math.max(pokemon.getMaxHp() >> 3, 1);
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break;
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case StatusEffect.TOXIC:
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damage.value = Math.max(Math.floor((pokemon.getMaxHp() / 16) * pokemon.status.toxicTurnCount), 1);
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break;
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case StatusEffect.BURN:
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damage.value = Math.max(pokemon.getMaxHp() >> 4, 1);
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applyAbAttrs(ReduceBurnDamageAbAttr, pokemon, null, false, damage);
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break;
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}
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if (damage.value) {
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// Set preventEndure flag to avoid pokemon surviving thanks to focus band, sturdy, endure ...
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this.scene.damageNumberHandler.add(this.getPokemon(), pokemon.damage(damage.value, false, true));
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pokemon.updateInfo();
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}
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new CommonBattleAnim(CommonAnim.POISON + (pokemon.status.effect - 1), pokemon).play(this.scene, false, () => this.end());
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} else {
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this.end();
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}
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} else {
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this.end();
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}
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}
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override end() {
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if (this.scene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS) {
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this.scene.initFinalBossPhaseTwo(this.getPokemon());
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} else {
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super.end();
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}
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}
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}
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