Fix some move target issues
parent
5c1251a616
commit
6804476a3c
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@ -2265,10 +2265,10 @@ export function initMoves() {
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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)
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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)
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.attr(FrenzyAttr)
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.attr(FrenzyAttr)
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.attr(MissEffectAttr, frenzyMissFunc)
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.attr(MissEffectAttr, frenzyMissFunc)
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.attr(ConfuseAttr, true), // TODO: Update to still confuse if last hit misses
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.attr(ConfuseAttr, true) // TODO: Update to still confuse if last hit misses
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new AttackMove(Moves.DOUBLE_EDGE, "Double-Edge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 1)
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.attr(RecoilAttr)
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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.target(MoveTarget.RANDOM_NEAR_ENEMY),
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new AttackMove(Moves.DOUBLE_EDGE, "Double-Edge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 1)
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.attr(RecoilAttr),
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new StatusMove(Moves.TAIL_WHIP, "Tail Whip", Type.NORMAL, 100, 30, -1, "Lowers opponent's Defense.", -1, 0, 1)
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new StatusMove(Moves.TAIL_WHIP, "Tail Whip", Type.NORMAL, 100, 30, -1, "Lowers opponent's Defense.", -1, 0, 1)
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.attr(StatChangeAttr, BattleStat.DEF, -1)
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.attr(StatChangeAttr, BattleStat.DEF, -1)
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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@ -2320,8 +2320,7 @@ export function initMoves() {
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.attr(StatusEffectAttr, StatusEffect.FREEZE) // TODO: 30% chance to hit protect/detect in hail
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.attr(StatusEffectAttr, StatusEffect.FREEZE) // TODO: 30% chance to hit protect/detect in hail
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new AttackMove(Moves.PSYBEAM, "Psybeam", Type.PSYCHIC, MoveCategory.SPECIAL, 65, 100, 20, 16, "May confuse opponent.", 10, 0, 1)
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new AttackMove(Moves.PSYBEAM, "Psybeam", Type.PSYCHIC, MoveCategory.SPECIAL, 65, 100, 20, 16, "May confuse opponent.", 10, 0, 1)
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.attr(ConfuseAttr)
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.attr(ConfuseAttr),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new AttackMove(Moves.BUBBLE_BEAM, "Bubble Beam", Type.WATER, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Speed.", 10, 0, 1)
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new AttackMove(Moves.BUBBLE_BEAM, "Bubble Beam", Type.WATER, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Speed.", 10, 0, 1)
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.attr(StatChangeAttr, BattleStat.SPD, -1),
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.attr(StatChangeAttr, BattleStat.SPD, -1),
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new AttackMove(Moves.AURORA_BEAM, "Aurora Beam", Type.ICE, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Attack.", 10, 0, 1)
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new AttackMove(Moves.AURORA_BEAM, "Aurora Beam", Type.ICE, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Attack.", 10, 0, 1)
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@ -2732,10 +2731,11 @@ export function initMoves() {
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.attr(HighCritAttr),
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.attr(HighCritAttr),
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new AttackMove(Moves.TWISTER, "Twister", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using FLY/BOUNCE with double power.", 20, 0, 2)
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new AttackMove(Moves.TWISTER, "Twister", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using FLY/BOUNCE with double power.", 20, 0, 2)
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.attr(HitsTagAttr, BattlerTagType.FLYING, true)
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.attr(HitsTagAttr, BattlerTagType.FLYING, true)
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.attr(FlinchAttr), // TODO
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.attr(FlinchAttr)
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.target(MoveTarget.ALL_NEAR_ENEMIES), // TODO
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new SelfStatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2)
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new SelfStatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2)
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.attr(WeatherChangeAttr, WeatherType.RAIN)
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.attr(WeatherChangeAttr, WeatherType.RAIN)
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.BOTH_SIDES),
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new SelfStatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2)
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new SelfStatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2)
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.attr(WeatherChangeAttr, WeatherType.SUNNY)
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.attr(WeatherChangeAttr, WeatherType.SUNNY)
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.target(MoveTarget.BOTH_SIDES),
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.target(MoveTarget.BOTH_SIDES),
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@ -2794,9 +2794,9 @@ export function initMoves() {
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new SelfStatusMove(Moves.CHARGE, "Charge (P)", Type.ELECTRIC, -1, 20, -1, "Raises user's Special Defense and next Electric move's power increases.", -1, 0, 3)
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new SelfStatusMove(Moves.CHARGE, "Charge (P)", Type.ELECTRIC, -1, 20, -1, "Raises user's Special Defense and next Electric move's power increases.", -1, 0, 3)
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.attr(StatChangeAttr, BattleStat.SPDEF, 1, true), // TODO
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.attr(StatChangeAttr, BattleStat.SPDEF, 1, true), // TODO
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new StatusMove(Moves.TAUNT, "Taunt (N)", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3),
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new StatusMove(Moves.TAUNT, "Taunt (N)", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3),
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new SelfStatusMove(Moves.HELPING_HAND, "Helping Hand (N)", Type.NORMAL, -1, 20, 130, "In Double Battles, boosts the power of the partner's move.", -1, 5, 3), // TODO
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new SelfStatusMove(Moves.HELPING_HAND, "Helping Hand (N)", Type.NORMAL, -1, 20, 130, "In Double Battles, boosts the power of the partner's move.", -1, 5, 3)
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new StatusMove(Moves.TRICK, "Trick (N)", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3)
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.target(MoveTarget.NEAR_ALLY), // TODO
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.target(MoveTarget.NEAR_ALLY),
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new StatusMove(Moves.TRICK, "Trick (N)", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3),
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new SelfStatusMove(Moves.ROLE_PLAY, "Role Play (N)", Type.PSYCHIC, -1, 10, -1, "User copies the opponent's Ability.", -1, 0, 3),
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new SelfStatusMove(Moves.ROLE_PLAY, "Role Play (N)", Type.PSYCHIC, -1, 10, -1, "User copies the opponent's Ability.", -1, 0, 3),
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new SelfStatusMove(Moves.WISH, "Wish (N)", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
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new SelfStatusMove(Moves.WISH, "Wish (N)", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
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new SelfStatusMove(Moves.ASSIST, "Assist", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3)
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new SelfStatusMove(Moves.ASSIST, "Assist", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3)
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@ -2930,8 +2930,7 @@ export function initMoves() {
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new SelfStatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3)
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new SelfStatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3)
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.attr(StatChangeAttr, BattleStat.ATK, 1, true)
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.attr(StatChangeAttr, BattleStat.ATK, 1, true)
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.target(MoveTarget.USER_AND_ALLIES), // TODO
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.target(MoveTarget.USER_AND_ALLIES), // TODO
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new AttackMove(Moves.DRAGON_CLAW, "Dragon Claw", Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 15, 78, "", -1, 0, 3)
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new AttackMove(Moves.DRAGON_CLAW, "Dragon Claw", Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 15, 78, "", -1, 0, 3),
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.target(MoveTarget.NEAR_OTHER),
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new AttackMove(Moves.FRENZY_PLANT, "Frenzy Plant", Type.GRASS, MoveCategory.SPECIAL, 150, 90, 5, 155, "User must recharge next turn.", -1, 0, 3)
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new AttackMove(Moves.FRENZY_PLANT, "Frenzy Plant", Type.GRASS, MoveCategory.SPECIAL, 150, 90, 5, 155, "User must recharge next turn.", -1, 0, 3)
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.attr(AddBattlerTagAttr, BattlerTagType.RECHARGING, true),
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.attr(AddBattlerTagAttr, BattlerTagType.RECHARGING, true),
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new SelfStatusMove(Moves.BULK_UP, "Bulk Up", Type.FIGHTING, -1, 20, 64, "Raises user's Attack and Defense.", -1, 0, 3)
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new SelfStatusMove(Moves.BULK_UP, "Bulk Up", Type.FIGHTING, -1, 20, 64, "Raises user's Attack and Defense.", -1, 0, 3)
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@ -3265,10 +3264,10 @@ export function initMoves() {
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new SelfStatusMove(Moves.QUICK_GUARD, "Quick Guard (N)", Type.FIGHTING, -1, 15, -1, "Protects the user's team from high-priority moves.", -1, 3, 5)
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new SelfStatusMove(Moves.QUICK_GUARD, "Quick Guard (N)", Type.FIGHTING, -1, 15, -1, "Protects the user's team from high-priority moves.", -1, 3, 5)
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.target(MoveTarget.USER_SIDE),
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.target(MoveTarget.USER_SIDE),
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new StatusMove(Moves.ALLY_SWITCH, "Ally Switch (N)", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5)
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new StatusMove(Moves.ALLY_SWITCH, "Ally Switch (N)", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5)
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.ignoresProtect(), // TODO
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.ignoresProtect()
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.target(MoveTarget.USER), // TODO
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new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5)
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new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5)
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.attr(StatusEffectAttr, StatusEffect.BURN)
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.attr(StatusEffectAttr, StatusEffect.BURN),
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.target(MoveTarget.USER),
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new SelfStatusMove(Moves.SHELL_SMASH, "Shell Smash", Type.NORMAL, -1, 15, -1, "Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.", -1, 0, 5)
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new SelfStatusMove(Moves.SHELL_SMASH, "Shell Smash", Type.NORMAL, -1, 15, -1, "Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.", -1, 0, 5)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], 2, true)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], 2, true)
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.attr(StatChangeAttr, [ BattleStat.DEF, BattleStat.SPDEF ], -1, true),
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.attr(StatChangeAttr, [ BattleStat.DEF, BattleStat.SPDEF ], -1, true),
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@ -34,6 +34,9 @@ export enum FieldPosition {
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RIGHT
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RIGHT
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}
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}
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const ABILITY_OVERRIDE = Abilities.NONE;
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const MOVE_OVERRIDE = Moves.NONE;
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export default abstract class Pokemon extends Phaser.GameObjects.Container {
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export default abstract class Pokemon extends Phaser.GameObjects.Container {
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public id: integer;
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public id: integer;
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public name: string;
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public name: string;
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@ -431,6 +434,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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getAbility(): Ability {
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getAbility(): Ability {
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if (ABILITY_OVERRIDE && this.isPlayer())
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return abilities[ABILITY_OVERRIDE];
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return abilities[this.species.getAbility(this.abilityIndex)];
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return abilities[this.species.getAbility(this.abilityIndex)];
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}
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}
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@ -519,6 +524,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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console.log(allMoves[movePool[moveIndex]]);
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console.log(allMoves[movePool[moveIndex]]);
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movePool.splice(moveIndex, 1);
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movePool.splice(moveIndex, 1);
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}
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}
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if (MOVE_OVERRIDE && this.isPlayer())
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this.moveset[0] = new PokemonMove(MOVE_OVERRIDE);
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}
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}
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trySelectMove(moveIndex: integer, ignorePp?: boolean): boolean {
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trySelectMove(moveIndex: integer, ignorePp?: boolean): boolean {
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