Implemented Frustration, and Return Damage Calcs
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1d8cf50f1b
commit
36b030d019
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@ -1589,6 +1589,27 @@ export class SolarBeamPowerAttr extends VariablePowerAttr {
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}
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}
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export class WinCountPowerMoveAttr extends VariablePowerAttr {
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private invert: boolean;
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constructor(invert?: boolean) {
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super();
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this.invert = !!invert;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const power = args[0] as Utils.NumberHolder;
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if (user instanceof PlayerPokemon) {
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const winCount = Math.min(user.winCount, 100);
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power.value = Math.max(!this.invert ? winCount : 100 - winCount, 1);
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}
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return true;
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}
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}
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export class VariableAccuracyAttr extends MoveAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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//const accuracy = args[0] as Utils.NumberHolder;
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@ -2753,10 +2774,12 @@ export function initMoves() {
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.condition((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP),
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new SelfStatusMove(Moves.HEAL_BELL, "Heal Bell (N)", Type.NORMAL, -1, 5, -1, "Heals the user's party's status conditions.", -1, 0, 2)
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.target(MoveTarget.USER_AND_ALLIES),
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new AttackMove(Moves.RETURN, "Return (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power increases with higher Friendship.", -1, 0, 2),
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new AttackMove(Moves.RETURN, "Return", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power increases with higher Friendship.", -1, 0, 2)
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.attr(WinCountPowerMoveAttr),
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new AttackMove(Moves.PRESENT, "Present (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 15, -1, "Either deals damage or heals.", -1, 0, 2)
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.makesContact(false),
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new AttackMove(Moves.FRUSTRATION, "Frustration (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2),
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new AttackMove(Moves.FRUSTRATION, "Frustration", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2)
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.attr(WinCountPowerMoveAttr, true),
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new SelfStatusMove(Moves.SAFEGUARD, "Safeguard (N)", Type.NORMAL, -1, 25, -1, "The user's party is protected from status conditions.", -1, 0, 2)
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.target(MoveTarget.USER_SIDE),
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new StatusMove(Moves.PAIN_SPLIT, "Pain Split", Type.NORMAL, -1, 20, -1, "The user's and opponent's HP becomes the average of both.", -1, 0, 2)
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