Fix trainer bug with not summoning and defer summons to before next turn

pull/2/head
Flashfyre 2023-11-15 18:45:10 -05:00
parent 2655828fb9
commit 23c2b4fc63
3 changed files with 32 additions and 13 deletions

View File

@ -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));
}
}

View File

@ -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:

View File

@ -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(),