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* Add abilityAttr.is methods * [WIP] move modifier stuff around * Untangle circular deps from modifiers * Move unlockables to own file * Untangle all circular deps outside of MEs * Move constants in MEs to their own files * Re-add missing import to battle.ts * Add necessary overload for getTag * Add missing type import in weather.ts * Init modifier types and pools in loading-scene * Remove stray commented code * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
70 lines
2.8 KiB
TypeScript
70 lines
2.8 KiB
TypeScript
import { globalScene } from "#app/global-scene";
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import type { BattlerIndex } from "#enums/battler-index";
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import { CommonBattleAnim } from "#app/data/battle-anims";
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import { CommonAnim } from "#enums/move-anims-common";
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import { getStatusEffectObtainText, getStatusEffectOverlapText } from "#app/data/status-effect";
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import { StatusEffect } from "#app/enums/status-effect";
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import type Pokemon from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { PokemonPhase } from "./pokemon-phase";
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import { SpeciesFormChangeStatusEffectTrigger } from "#app/data/pokemon-forms/form-change-triggers";
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import { applyPostSetStatusAbAttrs } from "#app/data/abilities/apply-ab-attrs";
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import { isNullOrUndefined } from "#app/utils/common";
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export class ObtainStatusEffectPhase extends PokemonPhase {
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public readonly phaseName = "ObtainStatusEffectPhase";
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private statusEffect?: StatusEffect;
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private turnsRemaining?: number;
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private sourceText?: string | null;
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private sourcePokemon?: Pokemon | null;
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constructor(
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battlerIndex: BattlerIndex,
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statusEffect?: StatusEffect,
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turnsRemaining?: number,
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sourceText?: string | null,
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sourcePokemon?: Pokemon | null,
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) {
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super(battlerIndex);
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this.statusEffect = statusEffect;
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this.turnsRemaining = turnsRemaining;
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this.sourceText = sourceText;
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this.sourcePokemon = sourcePokemon;
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}
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start() {
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const pokemon = this.getPokemon();
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if (pokemon && !pokemon.status) {
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if (pokemon.trySetStatus(this.statusEffect, false, this.sourcePokemon)) {
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if (this.turnsRemaining) {
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pokemon.status!.sleepTurnsRemaining = this.turnsRemaining;
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}
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pokemon.updateInfo(true);
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new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect! - 1), pokemon).play(false, () => {
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globalScene.phaseManager.queueMessage(
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getStatusEffectObtainText(
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this.statusEffect,
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getPokemonNameWithAffix(pokemon),
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this.sourceText ?? undefined,
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),
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);
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if (!isNullOrUndefined(this.statusEffect) && this.statusEffect !== StatusEffect.FAINT) {
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true);
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// If mold breaker etc was used to set this status, it shouldn't apply to abilities activated afterwards
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globalScene.arena.setIgnoreAbilities(false);
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applyPostSetStatusAbAttrs("PostSetStatusAbAttr", pokemon, this.statusEffect, this.sourcePokemon);
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}
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this.end();
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});
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return;
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}
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} else if (pokemon.status?.effect === this.statusEffect) {
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globalScene.phaseManager.queueMessage(
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getStatusEffectOverlapText(this.statusEffect ?? StatusEffect.NONE, getPokemonNameWithAffix(pokemon)),
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);
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}
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this.end();
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}
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}
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