Fix nature power using wrong syntax for switch case

pull/137/head^2
Flashfyre 2024-04-15 10:45:40 -04:00
parent 398f2c5be0
commit 9d92ec2a72
1 changed files with 26 additions and 24 deletions

View File

@ -2830,44 +2830,44 @@ export class NaturePowerAttr extends OverrideMoveEffectAttr {
case Biome.TOWN: case Biome.TOWN:
moveId = Moves.TRI_ATTACK; moveId = Moves.TRI_ATTACK;
break; break;
case Biome.PLAINS case Biome.PLAINS:
|| Biome.GRASS case Biome.GRASS:
|| Biome.TALL_GRASS case Biome.TALL_GRASS:
|| Biome.MEADOW case Biome.MEADOW:
|| Biome.FOREST case Biome.FOREST:
|| Biome.JUNGLE: case Biome.JUNGLE:
moveId = Moves.ENERGY_BALL; moveId = Moves.ENERGY_BALL;
break; break;
case Biome.SEA case Biome.SEA:
|| Biome.SWAMP case Biome.SWAMP:
|| Biome.BEACH case Biome.BEACH:
|| Biome.LAKE case Biome.LAKE:
|| Biome.SEABED case Biome.SEABED:
|| Biome.ISLAND: case Biome.ISLAND:
moveId = Moves.HYDRO_PUMP; moveId = Moves.HYDRO_PUMP;
break; break;
case Biome.MOUNTAIN: case Biome.MOUNTAIN:
moveId = Moves.AIR_SLASH; moveId = Moves.AIR_SLASH;
break; break;
case Biome.BADLANDS case Biome.BADLANDS:
|| Biome.DESERT case Biome.DESERT:
|| Biome.WASTELAND case Biome.WASTELAND:
|| Biome.CONSTRUCTION_SITE: case Biome.CONSTRUCTION_SITE:
moveId = Moves.EARTH_POWER; moveId = Moves.EARTH_POWER;
break; break;
case Biome.CAVE: case Biome.CAVE:
moveId = Moves.POWER_GEM; moveId = Moves.POWER_GEM;
break; break;
case Biome.ICE_CAVE case Biome.ICE_CAVE:
|| Biome.SNOWY_FOREST: case Biome.SNOWY_FOREST:
moveId = Moves.ICE_BEAM; moveId = Moves.ICE_BEAM;
break; break;
case Biome.VOLCANO: case Biome.VOLCANO:
moveId = Moves.FLAMETHROWER; moveId = Moves.FLAMETHROWER;
break; break;
case Biome.GRAVEYARD case Biome.GRAVEYARD:
|| Biome.RUINS case Biome.RUINS:
|| Biome.TEMPLE: case Biome.TEMPLE:
moveId = Moves.SHADOW_BALL; moveId = Moves.SHADOW_BALL;
break; break;
case Biome.DOJO: case Biome.DOJO:
@ -2876,11 +2876,13 @@ export class NaturePowerAttr extends OverrideMoveEffectAttr {
case Biome.FAIRY_CAVE: case Biome.FAIRY_CAVE:
moveId = Moves.MOONBLAST; moveId = Moves.MOONBLAST;
break; break;
case Biome.ABYSS case Biome.ABYSS:
|| Biome.SPACE case Biome.SPACE:
|| Biome.END:
moveId = Moves.DARK_PULSE; moveId = Moves.DARK_PULSE;
break; break;
case Biome.END:
moveId = Moves.ETERNABEAM;
break;
} }
break; break;
case TerrainType.MISTY: case TerrainType.MISTY: