Nature Power move for all biomes
Unique Nature Power move for all biomes, no overlap with terrainspull/145/head
parent
abc729ed5c
commit
3a1ebc9815
|
@ -2828,66 +2828,106 @@ export class NaturePowerAttr extends OverrideMoveEffectAttr {
|
|||
case TerrainType.NONE:
|
||||
switch (user.scene.arena.biomeType) {
|
||||
case Biome.TOWN:
|
||||
case Biome.METROPOLIS:
|
||||
case Biome.SLUM:
|
||||
moveId = Moves.TRI_ATTACK;
|
||||
break;
|
||||
case Biome.METROPOLIS:
|
||||
moveId = Moves.DARK_PULSE;
|
||||
break;
|
||||
case Biome.SLUM:
|
||||
moveId = Moves.SLUDGE_BOMB;
|
||||
break;
|
||||
case Biome.PLAINS:
|
||||
moveId = Moves.ROUND;
|
||||
break;
|
||||
case Biome.GRASS:
|
||||
moveId = Moves.GRASS_KNOT;
|
||||
break;
|
||||
case Biome.TALL_GRASS:
|
||||
moveId = Moves.POLLEN_PUFF;
|
||||
break;
|
||||
case Biome.MEADOW:
|
||||
moveId = Moves.GIGA_DRAIN;
|
||||
break;
|
||||
case Biome.FOREST:
|
||||
moveId = Moves.BUG_BUZZ;
|
||||
break;
|
||||
case Biome.JUNGLE:
|
||||
moveId = Moves.ENERGY_BALL;
|
||||
moveId = Moves.LEAF_STORM;
|
||||
break;
|
||||
case Biome.SEA:
|
||||
case Biome.SWAMP:
|
||||
case Biome.BEACH:
|
||||
case Biome.LAKE:
|
||||
case Biome.SEABED:
|
||||
case Biome.ISLAND:
|
||||
moveId = Moves.HYDRO_PUMP;
|
||||
break;
|
||||
case Biome.SWAMP:
|
||||
moveId = Moves.MUD_BOMB;
|
||||
break;
|
||||
case Biome.BEACH:
|
||||
moveId = Moves.SCALD;
|
||||
break;
|
||||
case Biome.LAKE:
|
||||
moveId = Moves.BUBBLE_BEAM;
|
||||
break;
|
||||
case Biome.SEABED:
|
||||
moveId = Moves.BRINE;
|
||||
break;
|
||||
case Biome.ISLAND:
|
||||
moveId = Moves.LEAF_TORNADO;
|
||||
break;
|
||||
case Biome.MOUNTAIN:
|
||||
moveId = Moves.AIR_SLASH;
|
||||
break;
|
||||
case Biome.BADLANDS:
|
||||
case Biome.DESERT:
|
||||
case Biome.WASTELAND:
|
||||
case Biome.CONSTRUCTION_SITE:
|
||||
moveId = Moves.EARTH_POWER;
|
||||
break;
|
||||
case Biome.DESERT:
|
||||
moveId = Moves.SCORCHING_SANDS;
|
||||
break;
|
||||
case Biome.WASTELAND:
|
||||
moveId = Moves.DRAGON_PULSE;
|
||||
break;
|
||||
case Biome.CONSTRUCTION_SITE:
|
||||
moveId = Moves.STEEL_BEAM;
|
||||
break;
|
||||
case Biome.CAVE:
|
||||
moveId = Moves.POWER_GEM;
|
||||
break;
|
||||
case Biome.ICE_CAVE:
|
||||
case Biome.SNOWY_FOREST:
|
||||
moveId = Moves.ICE_BEAM;
|
||||
break;
|
||||
case Biome.SNOWY_FOREST:
|
||||
moveId = Moves.FROST_BREATH;
|
||||
break;
|
||||
case Biome.VOLCANO:
|
||||
moveId = Moves.FLAMETHROWER;
|
||||
moveId = Moves.LAVA_PLUME;
|
||||
break;
|
||||
case Biome.GRAVEYARD:
|
||||
case Biome.RUINS:
|
||||
case Biome.TEMPLE:
|
||||
moveId = Moves.SHADOW_BALL;
|
||||
break;
|
||||
case Biome.RUINS:
|
||||
moveId = Moves.ANCIENT_POWER;
|
||||
break;
|
||||
case Biome.TEMPLE:
|
||||
moveId = Moves.EXTRASENSORY;
|
||||
break;
|
||||
case Biome.DOJO:
|
||||
moveId = Moves.AURA_SPHERE;
|
||||
moveId = Moves.FOCUS_BLAST;
|
||||
break;
|
||||
case Biome.FAIRY_CAVE:
|
||||
moveId = Moves.MOONBLAST;
|
||||
moveId = Moves.ALLURING_VOICE;
|
||||
break;
|
||||
case Biome.ABYSS:
|
||||
moveId = Moves.OMINOUS_WIND;
|
||||
break;
|
||||
case Biome.SPACE:
|
||||
moveId = Moves.DARK_PULSE;
|
||||
moveId = Moves.DRACO_METEOR;
|
||||
break;
|
||||
case Biome.FACTORY:
|
||||
case Biome.LABORATORY:
|
||||
moveId = Moves.FLASH_CANNON;
|
||||
break;
|
||||
case Biome.LABORATORY:
|
||||
moveId = Moves.ZAP_CANNON;
|
||||
break;
|
||||
case Biome.POWER_PLANT:
|
||||
moveId = Moves.THUNDERBOLT;
|
||||
moveId = Moves.CHARGE_BEAM;
|
||||
break;
|
||||
case Biome.END:
|
||||
moveId = Moves.ETERNABEAM;
|
||||
|
|
Loading…
Reference in New Issue