pokerogue/src/phases/move-phase.ts

692 lines
25 KiB
TypeScript

import { BattlerIndex } from "#enums/battler-index";
import { globalScene } from "#app/global-scene";
import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import type { DelayedAttackTag } from "#app/data/arena-tag";
import { CommonAnim } from "#enums/move-anims-common";
import { CenterOfAttentionTag } from "#app/data/battler-tags";
import { BattlerTagLapseType } from "#enums/battler-tag-lapse-type";
import { applyMoveAttrs } from "#app/data/moves/apply-attrs";
import { allMoves } from "#app/data/data-lists";
import { MoveFlags } from "#enums/MoveFlags";
import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms/form-change-triggers";
import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
import { PokemonType } from "#enums/pokemon-type";
import { getTerrainBlockMessage, getWeatherBlockMessage } from "#app/data/weather";
import { MoveUsedEvent } from "#app/events/battle-scene";
import type { PokemonMove } from "#app/data/moves/pokemon-move";
import type Pokemon from "#app/field/pokemon";
import { MoveResult } from "#enums/move-result";
import { getPokemonNameWithAffix } from "#app/messages";
import Overrides from "#app/overrides";
import { BattlePhase } from "#app/phases/battle-phase";
import { enumValueToKey, NumberHolder } from "#app/utils/common";
import { AbilityId } from "#enums/ability-id";
import { ArenaTagType } from "#enums/arena-tag-type";
import { BattlerTagType } from "#enums/battler-tag-type";
import { MoveId } from "#enums/move-id";
import { StatusEffect } from "#enums/status-effect";
import i18next from "i18next";
import { isVirtual, isIgnorePP, isReflected, MoveUseMode, isIgnoreStatus } from "#enums/move-use-mode";
import { frenzyMissFunc } from "#app/data/moves/move-utils";
export class MovePhase extends BattlePhase {
public readonly phaseName = "MovePhase";
protected _pokemon: Pokemon;
protected _move: PokemonMove;
protected _targets: BattlerIndex[];
public readonly useMode: MoveUseMode; // Made public for quash
protected forcedLast: boolean;
/** Whether the current move should fail but still use PP */
protected failed = false;
/** Whether the current move should cancel and retain PP */
protected cancelled = false;
public get pokemon(): Pokemon {
return this._pokemon;
}
// TODO: Do we need public getters but only protected setters?
protected set pokemon(pokemon: Pokemon) {
this._pokemon = pokemon;
}
public get move(): PokemonMove {
return this._move;
}
protected set move(move: PokemonMove) {
this._move = move;
}
public get targets(): BattlerIndex[] {
return this._targets;
}
protected set targets(targets: BattlerIndex[]) {
this._targets = targets;
}
/**
* Create a new MovePhase for using moves.
* @param pokemon - The {@linkcode Pokemon} using the move
* @param move - The {@linkcode PokemonMove} to use
* @param useMode - The {@linkcode MoveUseMode} corresponding to this move's means of execution (usually `MoveUseMode.NORMAL`).
* Not marked optional to ensure callers correctly pass on `useModes`.
* @param forcedLast - Whether to force this phase to occur last in order (for {@linkcode MoveId.QUASH}); default `false`
*/
constructor(pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, useMode: MoveUseMode, forcedLast = false) {
super();
this.pokemon = pokemon;
this.targets = targets;
this.move = move;
this.useMode = useMode;
this.forcedLast = forcedLast;
}
/**
* Checks if the pokemon is active, if the move is usable, and that the move is targeting something.
* @param ignoreDisableTags `true` to not check if the move is disabled
* @returns `true` if all the checks pass
*/
public canMove(ignoreDisableTags = false): boolean {
return (
this.pokemon.isActive(true) &&
this.move.isUsable(this.pokemon, isIgnorePP(this.useMode), ignoreDisableTags) &&
this.targets.length > 0
);
}
/** Signifies the current move should fail but still use PP */
public fail(): void {
this.failed = true;
}
/** Signifies the current move should cancel and retain PP */
public cancel(): void {
this.cancelled = true;
}
/**
* Shows whether the current move has been forced to the end of the turn
* Needed for speed order, see {@linkcode MoveId.QUASH}
*/
public isForcedLast(): boolean {
return this.forcedLast;
}
public start(): void {
super.start();
console.log(MoveId[this.move.moveId], enumValueToKey(MoveUseMode, this.useMode));
// Check if move is unusable (e.g. running out of PP due to a mid-turn Spite
// or the user no longer being on field), ending the phase early if not.
if (!this.canMove(true)) {
if (this.pokemon.isActive(true)) {
this.fail();
this.showMoveText();
this.showFailedText();
}
this.end();
return;
}
this.pokemon.turnData.acted = true;
// Reset hit-related turn data when starting follow-up moves (e.g. Metronomed moves, Dancer repeats)
if (isVirtual(this.useMode)) {
this.pokemon.turnData.hitsLeft = -1;
this.pokemon.turnData.hitCount = 0;
}
// Check move to see if arena.ignoreAbilities should be true.
if (
this.move.getMove().doesFlagEffectApply({
flag: MoveFlags.IGNORE_ABILITIES,
user: this.pokemon,
isFollowUp: isVirtual(this.useMode), // Sunsteel strike and co. don't work when called indirectly
})
) {
globalScene.arena.setIgnoreAbilities(true, this.pokemon.getBattlerIndex());
}
this.resolveRedirectTarget();
this.resolveCounterAttackTarget();
this.resolvePreMoveStatusEffects();
this.lapsePreMoveAndMoveTags();
if (!(this.failed || this.cancelled)) {
this.resolveFinalPreMoveCancellationChecks();
}
if (this.cancelled || this.failed) {
this.handlePreMoveFailures();
} else if (this.move.getMove().isChargingMove() && !this.pokemon.getTag(BattlerTagType.CHARGING)) {
this.chargeMove();
} else {
this.useMove();
}
this.end();
}
/** Check for cancellation edge cases - no targets remaining, or {@linkcode MoveId.NONE} is in the queue */
protected resolveFinalPreMoveCancellationChecks(): void {
const targets = this.getActiveTargetPokemon();
const moveQueue = this.pokemon.getMoveQueue();
if (
(targets.length === 0 && !this.move.getMove().hasAttr("AddArenaTrapTagAttr")) ||
(moveQueue.length > 0 && moveQueue[0].move === MoveId.NONE)
) {
this.showMoveText();
this.showFailedText();
this.cancel();
}
}
public getActiveTargetPokemon(): Pokemon[] {
return globalScene.getField(true).filter(p => this.targets.includes(p.getBattlerIndex()));
}
/**
* Handles {@link StatusEffect.SLEEP | Sleep}/{@link StatusEffect.PARALYSIS | Paralysis}/{@link StatusEffect.FREEZE | Freeze} rolls and side effects.
*/
protected resolvePreMoveStatusEffects(): void {
// Skip for follow ups/reflected moves, no status condition or post turn statuses (e.g. Poison/Toxic)
if (!this.pokemon.status?.effect || this.pokemon.status.isPostTurn() || isIgnoreStatus(this.useMode)) {
return;
}
if (
this.useMode === MoveUseMode.INDIRECT &&
[StatusEffect.SLEEP, StatusEffect.FREEZE].includes(this.pokemon.status.effect)
) {
// Dancer thaws out or wakes up a frozen/sleeping user prior to use
this.pokemon.resetStatus(false);
return;
}
this.pokemon.status.incrementTurn();
/** Whether to prevent us from using the move */
let activated = false;
/** Whether to cure the status */
let healed = false;
switch (this.pokemon.status.effect) {
case StatusEffect.PARALYSIS:
activated =
(this.pokemon.randBattleSeedInt(4) === 0 || Overrides.STATUS_ACTIVATION_OVERRIDE === true) &&
Overrides.STATUS_ACTIVATION_OVERRIDE !== false;
break;
case StatusEffect.SLEEP: {
applyMoveAttrs("BypassSleepAttr", this.pokemon, null, this.move.getMove());
const turnsRemaining = new NumberHolder(this.pokemon.status.sleepTurnsRemaining ?? 0);
applyAbAttrs("ReduceStatusEffectDurationAbAttr", {
pokemon: this.pokemon,
statusEffect: this.pokemon.status.effect,
duration: turnsRemaining,
});
this.pokemon.status.sleepTurnsRemaining = turnsRemaining.value;
healed = this.pokemon.status.sleepTurnsRemaining <= 0;
activated = !healed && !this.pokemon.getTag(BattlerTagType.BYPASS_SLEEP);
break;
}
case StatusEffect.FREEZE:
healed =
!!this.move
.getMove()
.findAttr(
attr => attr.is("HealStatusEffectAttr") && attr.selfTarget && attr.isOfEffect(StatusEffect.FREEZE),
) ||
(!this.pokemon.randBattleSeedInt(5) && Overrides.STATUS_ACTIVATION_OVERRIDE !== true) ||
Overrides.STATUS_ACTIVATION_OVERRIDE === false;
activated = !healed;
break;
}
if (activated) {
// Cancel move activation and play effect
this.cancel();
globalScene.phaseManager.queueMessage(
getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)),
);
globalScene.phaseManager.unshiftNew(
"CommonAnimPhase",
this.pokemon.getBattlerIndex(),
undefined,
CommonAnim.POISON + (this.pokemon.status.effect - 1), // offset anim # by effect #
);
} else if (healed) {
// cure status and play effect
globalScene.phaseManager.queueMessage(
getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)),
);
this.pokemon.resetStatus();
this.pokemon.updateInfo();
}
}
/**
* Lapse {@linkcode BattlerTagLapseType.PRE_MOVE | PRE_MOVE} tags that trigger before a move is used, regardless of whether or not it failed.
* Also lapse {@linkcode BattlerTagLapseType.MOVE | MOVE} tags if the move is successful and not called indirectly.
*/
protected lapsePreMoveAndMoveTags(): void {
this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
// TODO: does this intentionally happen before the no targets/MoveId.NONE on queue cancellation case is checked?
// (In other words, check if truant can proc on a move w/o targets)
if (!isIgnoreStatus(this.useMode) && this.canMove() && !this.cancelled) {
this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
}
}
protected useMove(): void {
const targets = this.getActiveTargetPokemon();
const moveQueue = this.pokemon.getMoveQueue();
const move = this.move.getMove();
// form changes happen even before we know that the move wll execute.
globalScene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
const isDelayedAttack = move.hasAttr("DelayedAttackAttr");
if (isDelayedAttack) {
// Check the player side arena if future sight is active
const futureSightTags = globalScene.arena.findTags(t => t.tagType === ArenaTagType.FUTURE_SIGHT);
const doomDesireTags = globalScene.arena.findTags(t => t.tagType === ArenaTagType.DOOM_DESIRE);
let fail = false;
const currentTargetIndex = targets[0].getBattlerIndex();
for (const tag of futureSightTags) {
if ((tag as DelayedAttackTag).targetIndex === currentTargetIndex) {
fail = true;
break;
}
}
for (const tag of doomDesireTags) {
if ((tag as DelayedAttackTag).targetIndex === currentTargetIndex) {
fail = true;
break;
}
}
if (fail) {
this.showMoveText();
this.showFailedText();
this.end();
return;
}
}
let success = true;
// Check if there are any attributes that can interrupt the move, overriding the fail message.
for (const move of this.move.getMove().getAttrs("PreUseInterruptAttr")) {
if (move.apply(this.pokemon, targets[0], this.move.getMove())) {
success = false;
break;
}
}
if (success) {
this.showMoveText();
}
// Clear out any two turn moves once they've been used.
// TODO: Refactor move queues and remove this assignment;
// Move queues should be handled by the calling `CommandPhase` or a manager for it
// @ts-expect-error - useMode is readonly and shouldn't normally be assigned to
this.useMode = moveQueue.shift()?.useMode ?? this.useMode;
if (this.pokemon.getTag(BattlerTagType.CHARGING)?.sourceMove === this.move.moveId) {
this.pokemon.lapseTag(BattlerTagType.CHARGING);
}
if (!isIgnorePP(this.useMode)) {
// "commit" to using the move, deducting PP.
const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
this.move.usePp(ppUsed);
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, move, this.move.ppUsed));
}
/**
* Determine if the move is successful (meaning that its damage/effects can be attempted)
* by checking that all of the following are true:
* - Conditional attributes of the move are all met
* - The target's `ForceSwitchOutImmunityAbAttr` is not triggered (see {@linkcode Move.prototype.applyConditions})
* - Weather does not block the move
* - Terrain does not block the move
*
* TODO: These steps are straightforward, but the implementation below is extremely convoluted.
*/
/**
* Move conditions assume the move has a single target
* TODO: is this sustainable?
*/
let failedDueToTerrain = false;
let failedDueToWeather = false;
if (success) {
const passesConditions = move.applyConditions(this.pokemon, targets[0], move);
failedDueToWeather = globalScene.arena.isMoveWeatherCancelled(this.pokemon, move);
failedDueToTerrain = globalScene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
success = passesConditions && !failedDueToWeather && !failedDueToTerrain;
}
// Update the battle's "last move" pointer, unless we're currently mimicking a move.
if (!allMoves[this.move.moveId].hasAttr("CopyMoveAttr")) {
// The last move used is unaffected by moves that fail
if (success) {
globalScene.currentBattle.lastMove = this.move.moveId;
}
}
/**
* If the move has not failed, trigger ability-based user type changes and then execute it.
*
* Notably, Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger these type changes even
* if the move fails.
*/
if (success) {
const move = this.move.getMove();
// TODO: Investigate whether PokemonTypeChangeAbAttr can drop the "opponent" parameter
applyAbAttrs("PokemonTypeChangeAbAttr", { pokemon: this.pokemon, move, opponent: targets[0] });
globalScene.phaseManager.unshiftNew(
"MoveEffectPhase",
this.pokemon.getBattlerIndex(),
this.targets,
move,
this.useMode,
);
} else {
if ([MoveId.ROAR, MoveId.WHIRLWIND, MoveId.TRICK_OR_TREAT, MoveId.FORESTS_CURSE].includes(this.move.moveId)) {
applyAbAttrs("PokemonTypeChangeAbAttr", {
pokemon: this.pokemon,
move: this.move.getMove(),
opponent: targets[0],
});
}
this.pokemon.pushMoveHistory({
move: this.move.moveId,
targets: this.targets,
result: MoveResult.FAIL,
useMode: this.useMode,
});
const failureMessage = move.getFailedText(this.pokemon, targets[0], move);
let failedText: string | undefined;
if (failureMessage) {
failedText = failureMessage;
} else if (failedDueToTerrain) {
failedText = getTerrainBlockMessage(targets[0], globalScene.arena.getTerrainType());
} else if (failedDueToWeather) {
failedText = getWeatherBlockMessage(globalScene.arena.getWeatherType());
}
this.showFailedText(failedText);
// Remove the user from its semi-invulnerable state (if applicable)
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
}
// Handle Dancer, which triggers immediately after a move is used (rather than waiting on `this.end()`).
// Note the MoveUseMode check here prevents an infinite Dancer loop.
const dancerModes: MoveUseMode[] = [MoveUseMode.INDIRECT, MoveUseMode.REFLECTED] as const;
if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !dancerModes.includes(this.useMode)) {
// TODO: Fix in dancer PR to move to MEP for hit checks
globalScene.getField(true).forEach(pokemon => {
applyAbAttrs("PostMoveUsedAbAttr", { pokemon, move: this.move, source: this.pokemon, targets: this.targets });
});
}
}
/** Queues a {@linkcode MoveChargePhase} for this phase's invoked move. */
protected chargeMove() {
const move = this.move.getMove();
const targets = this.getActiveTargetPokemon();
this.showMoveText();
// Conditions currently assume single target
// TODO: Is this sustainable?
if (!move.applyConditions(this.pokemon, targets[0], move)) {
this.pokemon.pushMoveHistory({
move: this.move.moveId,
targets: this.targets,
result: MoveResult.FAIL,
useMode: this.useMode,
});
const failureMessage = move.getFailedText(this.pokemon, targets[0], move);
this.showMoveText();
this.showFailedText(failureMessage ?? undefined);
// Remove the user from its semi-invulnerable state (if applicable)
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
return;
}
// Protean and Libero apply on the charging turn of charge moves
applyAbAttrs("PokemonTypeChangeAbAttr", {
pokemon: this.pokemon,
move: this.move.getMove(),
opponent: targets[0],
});
globalScene.phaseManager.unshiftNew(
"MoveChargePhase",
this.pokemon.getBattlerIndex(),
this.targets[0],
this.move,
this.useMode,
);
}
/**
* Queues a {@linkcode MoveEndPhase} and then ends the phase
*/
public end(): void {
globalScene.phaseManager.unshiftNew(
"MoveEndPhase",
this.pokemon.getBattlerIndex(),
this.getActiveTargetPokemon(),
isVirtual(this.useMode),
);
super.end();
}
/**
* Applies PP increasing abilities (currently only {@link AbilityId.PRESSURE Pressure}) if they exist on the target pokemon.
* Note that targets must include only active pokemon.
*
* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
*/
public getPpIncreaseFromPressure(targets: Pokemon[]): number {
const foesWithPressure = this.pokemon
.getOpponents()
.filter(o => targets.includes(o) && o.isActive(true) && o.hasAbilityWithAttr("IncreasePpAbAttr"));
return foesWithPressure.length;
}
/**
* Modifies `this.targets` in place, based upon:
* - Move redirection abilities, effects, etc.
* - Counterattacks, which pass a special value into the `targets` constructor param (`[`{@linkcode BattlerIndex.ATTACKER}`]`).
*/
protected resolveRedirectTarget(): void {
if (this.targets.length === 1) {
const currentTarget = this.targets[0];
const redirectTarget = new NumberHolder(currentTarget);
// check move redirection abilities of every pokemon *except* the user.
globalScene
.getField(true)
.filter(p => p !== this.pokemon)
.forEach(p =>
applyAbAttrs("RedirectMoveAbAttr", {
pokemon: p,
moveId: this.move.moveId,
targetIndex: redirectTarget,
sourcePokemon: this.pokemon,
}),
);
/** `true` if an Ability is responsible for redirecting the move to another target; `false` otherwise */
let redirectedByAbility = currentTarget !== redirectTarget.value;
// check for center-of-attention tags (note that this will override redirect abilities)
this.pokemon.getOpponents().forEach(p => {
const redirectTag = p.getTag(CenterOfAttentionTag);
// TODO: don't hardcode this interaction.
// Handle interaction between the rage powder center-of-attention tag and moves used by grass types/overcoat-havers (which are immune to RP's redirect)
if (
redirectTag &&
(!redirectTag.powder ||
(!this.pokemon.isOfType(PokemonType.GRASS) && !this.pokemon.hasAbility(AbilityId.OVERCOAT)))
) {
redirectTarget.value = p.getBattlerIndex();
redirectedByAbility = false;
}
});
if (currentTarget !== redirectTarget.value) {
const bypassRedirectAttrs = this.move.getMove().getAttrs("BypassRedirectAttr");
bypassRedirectAttrs.forEach(attr => {
if (!attr.abilitiesOnly || redirectedByAbility) {
redirectTarget.value = currentTarget;
}
});
if (this.pokemon.hasAbilityWithAttr("BlockRedirectAbAttr")) {
redirectTarget.value = currentTarget;
// TODO: Ability displays should be handled by the ability
globalScene.phaseManager.queueAbilityDisplay(
this.pokemon,
this.pokemon.getPassiveAbility().hasAttr("BlockRedirectAbAttr"),
true,
);
globalScene.phaseManager.queueAbilityDisplay(
this.pokemon,
this.pokemon.getPassiveAbility().hasAttr("BlockRedirectAbAttr"),
false,
);
}
this.targets[0] = redirectTarget.value;
}
}
}
/**
* Counter-attacking moves pass in `[`{@linkcode BattlerIndex.ATTACKER}`]` into the constructor's `targets` param.
* This function modifies `this.targets` to reflect the actual battler index of the user's last
* attacker.
*
* If there is no last attacker, or they are no longer on the field, a message is displayed and the
* move is marked for failure.
*/
protected resolveCounterAttackTarget(): void {
if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
if (this.pokemon.turnData.attacksReceived.length) {
this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
// account for metal burst and comeuppance hitting remaining targets in double battles
// counterattack will redirect to remaining ally if original attacker faints
if (globalScene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
if (globalScene.getField()[this.targets[0]].hp === 0) {
const opposingField = this.pokemon.isPlayer() ? globalScene.getEnemyField() : globalScene.getPlayerField();
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex() ?? BattlerIndex.ATTACKER;
}
}
}
if (this.targets[0] === BattlerIndex.ATTACKER) {
this.fail();
this.showMoveText();
this.showFailedText();
}
}
}
/**
* Handles the case where the move was cancelled or failed:
* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by {@link AbilityId.PRESSURE Pressure})
* - Records a cancelled OR failed move in move history, so abilities like {@link AbilityId.TRUANT Truant} don't trigger on the
* next turn and soft-lock.
* - Lapses `MOVE_EFFECT` tags:
* - Semi-invulnerable battler tags (Fly/Dive/etc.) are intended to lapse on move effects, but also need
* to lapse on move failure/cancellation.
*
* TODO: ...this seems weird.
* - Lapses `AFTER_MOVE` tags:
* - This handles the effects of {@link MoveId.SUBSTITUTE Substitute}
* - Removes the second turn of charge moves
*/
protected handlePreMoveFailures(): void {
if (this.cancelled || this.failed) {
if (this.failed) {
const ppUsed = isIgnorePP(this.useMode) ? 0 : 1;
if (ppUsed) {
this.move.usePp();
}
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
}
if (this.cancelled && this.pokemon.summonData.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
frenzyMissFunc(this.pokemon, this.move.getMove());
}
this.pokemon.pushMoveHistory({
move: MoveId.NONE,
result: MoveResult.FAIL,
targets: this.targets,
useMode: this.useMode,
});
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
this.pokemon.getMoveQueue().shift();
}
}
/**
* Displays the move's usage text to the player, unless it's a charge turn (ie: {@link MoveId.SOLAR_BEAM Solar Beam}),
* the pokemon is on a recharge turn (ie: {@link MoveId.HYPER_BEAM Hyper Beam}), or a 2-turn move was interrupted (ie: {@link MoveId.FLY Fly}).
*/
public showMoveText(): void {
if (this.move.moveId === MoveId.NONE) {
return;
}
if (this.pokemon.getTag(BattlerTagType.RECHARGING) || this.pokemon.getTag(BattlerTagType.INTERRUPTED)) {
return;
}
globalScene.phaseManager.queueMessage(
i18next.t(isReflected(this.useMode) ? "battle:magicCoatActivated" : "battle:useMove", {
pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
moveName: this.move.getName(),
}),
500,
);
// Moves with pre-use messages (Magnitude, Chilly Reception, Fickle Beam, etc.) always display their messages even on failure
// TODO: This assumes single target for message funcs - is this sustainable?
applyMoveAttrs("PreMoveMessageAttr", this.pokemon, this.pokemon.getOpponents(false)[0], this.move.getMove());
}
public showFailedText(failedText: string = i18next.t("battle:attackFailed")): void {
globalScene.phaseManager.queueMessage(failedText);
}
}