Fully implemented floral healing (#250)
* Created BoostedHealAttr and implemented Floral Healing * Update move.ts --------- Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>pull/281/merge
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@ -824,7 +824,7 @@ export class HealAttr extends MoveEffectAttr {
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addHealPhase(target: Pokemon, healRatio: number) {
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addHealPhase(target: Pokemon, healRatio: number) {
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target.scene.unshiftPhase(new PokemonHealPhase(target.scene, target.getBattlerIndex(),
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target.scene.unshiftPhase(new PokemonHealPhase(target.scene, target.getBattlerIndex(),
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Math.max(Math.floor(target.getMaxHp() * healRatio), 1), getPokemonMessage(target, ' regained\nhealth!'), true, !this.showAnim));
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Math.max(Math.floor(target.getMaxHp() * healRatio), 1), getPokemonMessage(target, ' \nhad its HP restored.'), true, !this.showAnim));
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}
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}
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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@ -962,6 +962,42 @@ export class SandHealAttr extends WeatherHealAttr {
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}
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}
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}
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}
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/**
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* Heals the target by either {@link normalHealRatio} or {@link boostedHealRatio}
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* depending on the evaluation of {@link condition}
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* @see {@link apply}
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* @param user The Pokemon using this move
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* @param target The target Pokemon of this move
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* @param move This move
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* @param args N/A
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* @returns if the move was successful
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*/
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export class BoostHealAttr extends HealAttr {
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private normalHealRatio?: number;
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private boostedHealRatio?: number;
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private condition?: MoveConditionFunc;
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/**
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* @param normalHealRatio Healing received when {@link condition} is false
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* @param boostedHealRatio Healing received when {@link condition} is true
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* @param showAnim Should a healing animation be showed?
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* @param selfTarget Should the move target the user?
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* @param condition The condition to check against when boosting the healing value
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*/
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constructor(normalHealRatio?: number, boostedHealRatio?: number, showAnim?: boolean, selfTarget?: boolean, condition?: MoveConditionFunc) {
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super(normalHealRatio, showAnim, selfTarget);
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this.normalHealRatio = normalHealRatio;
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this.boostedHealRatio = boostedHealRatio;
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this.condition = condition;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const healRatio = this.condition(user, target, move) ? this.boostedHealRatio : this.normalHealRatio;
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this.addHealPhase(target, healRatio);
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return true;
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}
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}
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export class HitHealAttr extends MoveEffectAttr {
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export class HitHealAttr extends MoveEffectAttr {
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private healRatio: number;
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private healRatio: number;
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@ -5977,9 +6013,8 @@ export function initMoves() {
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.attr(StatChangeAttr, BattleStat.SPD, -1, true)
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.attr(StatChangeAttr, BattleStat.SPD, -1, true)
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.punchingMove(),
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.punchingMove(),
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new StatusMove(Moves.FLORAL_HEALING, Type.FAIRY, -1, 10, -1, 0, 7)
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new StatusMove(Moves.FLORAL_HEALING, Type.FAIRY, -1, 10, -1, 0, 7)
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.attr(HealAttr, 0.5, true, false)
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.attr(BoostHealAttr, 0.5, 2/3, true, false, (user, target, move) => user.scene.arena.terrain?.terrainType === TerrainType.GRASSY)
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.triageMove()
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.triageMove(),
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.partial(),
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new AttackMove(Moves.HIGH_HORSEPOWER, Type.GROUND, MoveCategory.PHYSICAL, 95, 95, 10, -1, 0, 7),
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new AttackMove(Moves.HIGH_HORSEPOWER, Type.GROUND, MoveCategory.PHYSICAL, 95, 95, 10, -1, 0, 7),
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new StatusMove(Moves.STRENGTH_SAP, Type.GRASS, 100, 10, 100, 0, 7)
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new StatusMove(Moves.STRENGTH_SAP, Type.GRASS, 100, 10, 100, 0, 7)
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.attr(StrengthSapHealAttr)
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.attr(StrengthSapHealAttr)
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