Implemented Synchronoise's effect
Tested with Soak, Forest's Curse, and a variety of attacker and defender types.pull/221/head
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c2136a6df1
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883f986ed2
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@ -3585,6 +3585,8 @@ export class FirstMoveCondition extends MoveCondition {
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}
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}
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}
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}
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const sameTypeCondition: MoveConditionFunc = (user, target, move) => user.getTypes().some(item => target.getTypes().includes(item));
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export type MoveTargetSet = {
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export type MoveTargetSet = {
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targets: BattlerIndex[];
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targets: BattlerIndex[];
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multiple: boolean;
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multiple: boolean;
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@ -4961,7 +4963,7 @@ export function initMoves() {
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.attr(CompareWeightPowerAttr),
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.attr(CompareWeightPowerAttr),
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new AttackMove(Moves.SYNCHRONOISE, Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, 0, 5)
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new AttackMove(Moves.SYNCHRONOISE, Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, 0, 5)
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.target(MoveTarget.ALL_NEAR_OTHERS)
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.target(MoveTarget.ALL_NEAR_OTHERS)
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.partial(),
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.condition(sameTypeCondition),
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new AttackMove(Moves.ELECTRO_BALL, Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, -1, 0, 5)
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new AttackMove(Moves.ELECTRO_BALL, Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, -1, 0, 5)
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.attr(BattleStatRatioPowerAttr, Stat.SPD)
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.attr(BattleStatRatioPowerAttr, Stat.SPD)
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.ballBombMove(),
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.ballBombMove(),
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