Add move priority, flinching, and fixed damage

This commit is contained in:
Flashfyre committed 2023-04-15 17:40:18 -04:00
1 parent 656b6951b6
commit 0e9710d45c
4 files changed
+700 -605

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+41 -8
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@@ -1,7 +1,7 @@
import BattleScene from "./battle-scene";
import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult } from "./pokemon";
import * as Utils from './utils';
import { allMoves, applyMoveAttrs, ChargeAttr, HitsTagAttr, MissEffectAttr, MoveCategory, MoveEffectAttr, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr } from "./move";
import { allMoves, applyMoveAttrs, ChargeAttr, ConditionalFailMoveAttr, HitsTagAttr, MissEffectAttr, MoveCategory, MoveEffectAttr, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr } from "./move";
import { Mode } from './ui/ui';
import { Command } from "./ui/command-ui-handler";
import { Stat } from "./pokemon-stat";
@@ -440,12 +440,31 @@ export class CommandPhase extends BattlePhase {
const playerSpeed = playerPokemon.getBattleStat(Stat.SPD);
const enemySpeed = enemyPokemon.getBattleStat(Stat.SPD);
const isDelayed = () => playerSpeed < enemySpeed || (playerSpeed === enemySpeed && Utils.randInt(2) === 1);
let isDelayed = (command: Command, playerMove: PokemonMove, enemyMove: PokemonMove) => {
switch (command) {
case Command.FIGHT:
const playerMovePriority = playerMove.getMove().priority;
const enemyMovePriority = enemyMove.getMove().priority;
if (playerMovePriority !== enemyMovePriority)
return playerMovePriority < enemyMovePriority;
break;
case Command.BALL:
case Command.POKEMON:
return false;
case Command.RUN:
return true;
}
return playerSpeed < enemySpeed || (playerSpeed === enemySpeed && Utils.randInt(2) === 1);
};
let playerMove: PokemonMove;
switch (command) {
case Command.FIGHT:
if (playerPokemon.trySelectMove(cursor)) {
const playerPhase = new PlayerMovePhase(this.scene, playerPokemon, playerPokemon.moveset[cursor]);
playerMove = playerPokemon.moveset[cursor];
const playerPhase = new PlayerMovePhase(this.scene, playerPokemon, playerMove);
this.scene.pushPhase(playerPhase);
success = true;
}
@@ -469,7 +488,7 @@ export class CommandPhase extends BattlePhase {
if (success) {
const enemyMove = enemyPokemon.getNextMove();
const enemyPhase = new EnemyMovePhase(this.scene, enemyPokemon, enemyMove);
if (isDelayed())
if (isDelayed(command, playerMove, enemyMove))
this.scene.unshiftPhase(enemyPhase);
else
this.scene.pushPhase(enemyPhase);
@@ -479,7 +498,7 @@ export class CommandPhase extends BattlePhase {
statusEffectPhases.push(new PostTurnStatusEffectPhase(this.scene, true));
if (enemyPokemon.status && enemyPokemon.status.isPostTurn()) {
const enemyStatusEffectPhase = new PostTurnStatusEffectPhase(this.scene, false);
if (isDelayed())
if (isDelayed(command, playerMove, enemyMove))
statusEffectPhases.unshift(enemyStatusEffectPhase);
else
statusEffectPhases.push(enemyStatusEffectPhase);
@@ -506,8 +525,14 @@ export class TurnEndPhase extends BattlePhase {
}
start() {
this.scene.getPlayerPokemon().lapseTags(BattleTagLapseType.TURN_END);
this.scene.getEnemyPokemon().lapseTags(BattleTagLapseType.TURN_END);
const playerPokemon = this.scene.getPlayerPokemon();
const enemyPokemon = this.scene.getEnemyPokemon();
playerPokemon.lapseTags(BattleTagLapseType.TURN_END);
enemyPokemon.lapseTags(BattleTagLapseType.TURN_END);
playerPokemon.battleSummonData.turnCount++;
enemyPokemon.battleSummonData.turnCount++;
this.end();
}
@@ -591,9 +616,17 @@ export abstract class MovePhase extends BattlePhase {
return;
}
this.scene.unshiftPhase(new MessagePhase(this.scene, getPokemonMessage(this.pokemon, ` used\n${this.move.getName()}!`), 500));
this.scene.unshiftPhase(this.getEffectPhase());
if (this.pokemon.summonData.moveQueue.length && !this.pokemon.summonData.moveQueue.shift().ignorePP)
this.move.ppUsed++;
const failed = new Utils.BooleanHolder(false);
applyMoveAttrs(ConditionalFailMoveAttr, this.scene, this.pokemon,
this.pokemon.isPlayer() ? this.scene.getEnemyPokemon() : this.scene.getPlayerPokemon(), this.move.getMove(), failed);
if (failed.value)
this.scene.unshiftPhase(new MessagePhase(this.scene, 'But it failed!'));
else
this.scene.unshiftPhase(this.getEffectPhase());
this.end();
};