From 23c2b4fc634992cc9eaf1e5debec6fbbe86edb78 Mon Sep 17 00:00:00 2001 From: Flashfyre Date: Wed, 15 Nov 2023 18:45:10 -0500 Subject: [PATCH] Fix trainer bug with not summoning and defer summons to before next turn --- src/battle-phases.ts | 20 +++++++++++++------- src/data/battler-tag.ts | 15 +++++++++++++++ src/data/move.ts | 10 ++++------ 3 files changed, 32 insertions(+), 13 deletions(-) diff --git a/src/battle-phases.ts b/src/battle-phases.ts index 78898f6a8..eea764336 100644 --- a/src/battle-phases.ts +++ b/src/battle-phases.ts @@ -1411,10 +1411,16 @@ export class MovePhase extends BattlePhase { return false; }); - if (!this.followUp && this.canMove()) - this.pokemon.lapseTags(BattlerTagLapseType.MOVE); - const doMove = () => { + if (!this.followUp && this.canMove()) { + this.pokemon.lapseTags(BattlerTagLapseType.MOVE); + if (this.cancelled) { + this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL }); + this.end(); + return; + } + } + const moveQueue = this.pokemon.getMoveQueue(); if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) { @@ -2082,15 +2088,15 @@ export class FaintPhase extends PokemonPhase { if (!nonFaintedPartyMemberCount) this.scene.unshiftPhase(new GameOverPhase(this.scene)); else if (nonFaintedPartyMemberCount >= this.scene.currentBattle.getBattlerCount()) - this.scene.unshiftPhase(new SwitchPhase(this.scene, this.fieldIndex, true, false)); + this.scene.pushPhase(new SwitchPhase(this.scene, this.fieldIndex, true, false)); else if (nonFaintedPartyMemberCount === 1 && this.scene.currentBattle.double) this.scene.unshiftPhase(new ToggleDoublePositionPhase(this.scene, true)); } else { this.scene.unshiftPhase(new VictoryPhase(this.scene, this.battlerIndex)); if (this.scene.currentBattle.battleType === BattleType.TRAINER) { - const nonFaintedPartyMemberCount = this.scene.getEnemyParty().filter(p => !p.isFainted()).length; - if (nonFaintedPartyMemberCount >= this.scene.currentBattle.getBattlerCount()) - this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, this.fieldIndex, this.scene.currentBattle.trainer.getNextSummonIndex(), false, false, false)); + const hasReservePartyMember = !!this.scene.getEnemyParty().filter(p => p.isActive() && !p.isOnField()).length; + if (hasReservePartyMember) + this.scene.pushPhase(new SwitchSummonPhase(this.scene, this.fieldIndex, this.scene.currentBattle.trainer.getNextSummonIndex(), false, false, false)); } } diff --git a/src/data/battler-tag.ts b/src/data/battler-tag.ts index e0b0517c8..3e87938be 100644 --- a/src/data/battler-tag.ts +++ b/src/data/battler-tag.ts @@ -18,6 +18,7 @@ export enum BattlerTagType { SEEDED, NIGHTMARE, FRENZY, + ENCORE, INGRAIN, AQUA_RING, DROWSY, @@ -336,6 +337,18 @@ export class NightmareTag extends BattlerTag { } } +export class FrenzyTag extends BattlerTag { + constructor(sourceMove: Moves, sourceId: integer) { + super(BattlerTagType.FRENZY, BattlerTagLapseType.CUSTOM, 1, sourceMove, sourceId); + } + + onRemove(pokemon: Pokemon): void { + super.onRemove(pokemon); + + pokemon.addTag(BattlerTagType.CONFUSED, Utils.randIntRange(1, 4) + 1); + } +} + export class IngrainTag extends TrappedTag { constructor(sourceId: integer) { super(BattlerTagType.INGRAIN, BattlerTagLapseType.TURN_END, 1, Moves.INGRAIN, sourceId); @@ -627,6 +640,8 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: integer, sourc return new SeedTag(sourceId); case BattlerTagType.NIGHTMARE: return new NightmareTag(); + case BattlerTagType.FRENZY: + return new FrenzyTag(sourceMove, sourceId); case BattlerTagType.INGRAIN: return new IngrainTag(sourceId); case BattlerTagType.AQUA_RING: diff --git a/src/data/move.ts b/src/data/move.ts index 8060f681a..04931aa31 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -2450,7 +2450,6 @@ export function initMoves() { new AttackMove(Moves.THRASH, "Thrash", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 10, -1, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 1) .attr(FrenzyAttr) .attr(MissEffectAttr, frenzyMissFunc) - .attr(ConfuseAttr, true) // TODO: Update to still confuse if last hit misses .target(MoveTarget.RANDOM_NEAR_ENEMY), new AttackMove(Moves.DOUBLE_EDGE, "Double-Edge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 1) .attr(RecoilAttr), @@ -2557,7 +2556,6 @@ export function initMoves() { new AttackMove(Moves.PETAL_DANCE, "Petal Dance", Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, -1, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 1) .attr(FrenzyAttr) .attr(MissEffectAttr, frenzyMissFunc) - .attr(ConfuseAttr, true) // TODO: Update to still confuse if last hit misses .makesContact() .target(MoveTarget.RANDOM_NEAR_ENEMY), new StatusMove(Moves.STRING_SHOT, "String Shot", Type.BUG, 95, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 1) @@ -2850,7 +2848,6 @@ export function initMoves() { new AttackMove(Moves.OUTRAGE, "Outrage", Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, 156, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 2) .attr(FrenzyAttr) .attr(MissEffectAttr, frenzyMissFunc) - .attr(ConfuseAttr, true) // TODO: Update to still confuse if last hit misses .target(MoveTarget.RANDOM_NEAR_ENEMY), new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2) .attr(WeatherChangeAttr, WeatherType.SANDSTORM) @@ -2910,7 +2907,8 @@ export function initMoves() { new SelfStatusMove(Moves.BATON_PASS, "Baton Pass", Type.NORMAL, -1, 40, 132, "User switches out and gives stat changes to the incoming Pokémon.", -1, 0, 2) .attr(ForceSwitchOutAttr, true, true) .hidesUser(), - new StatusMove(Moves.ENCORE, "Encore (N)", Type.NORMAL, 100, 5, 122, "Forces opponent to keep using its last move for 3 turns.", -1, 0, 2), + new StatusMove(Moves.ENCORE, "Encore (N)", Type.NORMAL, 100, 5, 122, "Forces opponent to keep using its last move for 3 turns.", -1, 0, 2) + .attr(AddBattlerTagAttr, BattlerTagType.ENCORE, false, undefined, true), new AttackMove(Moves.PURSUIT, "Pursuit (N)", Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Double power if the opponent is switching out.", -1, 0, 2), new AttackMove(Moves.RAPID_SPIN, "Rapid Spin", Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, -1, "Raises user's Speed and removes entry hazards and trap move effects.", 100, 0, 2) .attr(StatChangeAttr, BattleStat.SPD, 1, true) @@ -3466,7 +3464,7 @@ export function initMoves() { new StatusMove(Moves.ENTRAINMENT, "Entrainment (N)", Type.NORMAL, 100, 15, -1, "Makes target's ability same as user's.", -1, 0, 5), new StatusMove(Moves.AFTER_YOU, "After You (N)", Type.NORMAL, -1, 15, -1, "Gives target priority in the next turn.", -1, 0, 5) .ignoresProtect(), - new AttackMove(Moves.ROUND, "Round", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Power increases if teammates use it in the same turn.", -1, 0, 5) + new AttackMove(Moves.ROUND, "Round (P)", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Power increases if teammates use it in the same turn.", -1, 0, 5) .soundBased(), // TODO new AttackMove(Moves.ECHOED_VOICE, "Echoed Voice", Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, "Power increases each turn.", -1, 0, 5) .attr(ConsecutiveUseMultiBasePowerAttr, 5, false) @@ -3570,7 +3568,7 @@ export function initMoves() { .attr(StatusEffectAttr, StatusEffect.BURN) .target(MoveTarget.ALL_NEAR_OTHERS), new AttackMove(Moves.TECHNO_BLAST, "Techno Blast (N)", Type.NORMAL, MoveCategory.SPECIAL, 120, 100, 5, -1, "Type depends on the Drive being held.", -1, 0, 5), - new AttackMove(Moves.RELIC_SONG, "Relic Song", Type.NORMAL, MoveCategory.SPECIAL, 75, 100, 10, -1, "May put the target to sleep.", 10, 0, 5) + new AttackMove(Moves.RELIC_SONG, "Relic Song (P)", Type.NORMAL, MoveCategory.SPECIAL, 75, 100, 10, -1, "May put the target to sleep.", 10, 0, 5) .attr(StatusEffectAttr, StatusEffect.SLEEP) .target(MoveTarget.ALL_NEAR_ENEMIES) .soundBased(),