pokerogue/src/enums/MoveFlags.ts
NightKev 9dcb904649
[Misc] Improve enum naming (#5933)
* Rename `Abilities` to `AbilityId`

* Rename `abilities.ts` to `ability-id.ts`

* Rename `Moves` to `MoveId`

* Rename `moves.ts` to `move-id.ts`

* Rename `Species` to `SpeciesId`

* Rename `species.ts` to `species-id.ts`

* Rename `Biome` to `BiomeId`

* Rename `biome.ts` to `biome-id.ts`

* Replace `Abilities` with `AbilityId` in comments

* Replace `Biome` with `BiomeId` in comments

* Replace `Moves` with `MoveId` in comments

* Replace `Species` with `SpeciesId` in comments
2025-06-04 14:54:27 -07:00

47 lines
2.2 KiB
TypeScript

export enum MoveFlags {
NONE = 0,
MAKES_CONTACT = 1 << 0,
IGNORE_PROTECT = 1 << 1,
/**
* Sound-based moves have the following effects:
* - Pokemon with the {@linkcode AbilityId.SOUNDPROOF Soundproof Ability} are unaffected by other Pokemon's sound-based moves.
* - Pokemon affected by {@linkcode MoveId.THROAT_CHOP Throat Chop} cannot use sound-based moves for two turns.
* - Sound-based moves used by a Pokemon with {@linkcode AbilityId.LIQUID_VOICE Liquid Voice} become Water-type moves.
* - 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.
* - All sound-based moves (except Howl) can hit Pokemon behind an active {@linkcode MoveId.SUBSTITUTE Substitute}.
*
* cf https://bulbapedia.bulbagarden.net/wiki/Sound-based_move
*/
SOUND_BASED = 1 << 2,
HIDE_USER = 1 << 3,
HIDE_TARGET = 1 << 4,
BITING_MOVE = 1 << 5,
PULSE_MOVE = 1 << 6,
PUNCHING_MOVE = 1 << 7,
SLICING_MOVE = 1 << 8,
/**
* Indicates a move should be affected by {@linkcode AbilityId.RECKLESS}
* @see {@linkcode Move.recklessMove()}
*/
RECKLESS_MOVE = 1 << 9,
/** Indicates a move should be affected by {@linkcode AbilityId.BULLETPROOF} */
BALLBOMB_MOVE = 1 << 10,
/** Grass types and pokemon with {@linkcode AbilityId.OVERCOAT} are immune to powder moves */
POWDER_MOVE = 1 << 11,
/** Indicates a move should trigger {@linkcode AbilityId.DANCER} */
DANCE_MOVE = 1 << 12,
/** Indicates a move should trigger {@linkcode AbilityId.WIND_RIDER} */
WIND_MOVE = 1 << 13,
/** Indicates a move should trigger {@linkcode AbilityId.TRIAGE} */
TRIAGE_MOVE = 1 << 14,
IGNORE_ABILITIES = 1 << 15,
/** Enables all hits of a multi-hit move to be accuracy checked individually */
CHECK_ALL_HITS = 1 << 16,
/** Indicates a move is able to bypass its target's Substitute (if the target has one) */
IGNORE_SUBSTITUTE = 1 << 17,
/** Indicates a move is able to be redirected to allies in a double battle if the attacker faints */
REDIRECT_COUNTER = 1 << 18,
/** Indicates a move is able to be reflected by {@linkcode AbilityId.MAGIC_BOUNCE} and {@linkcode MoveId.MAGIC_COAT} */
REFLECTABLE = 1 << 19
}