Fix rest not overriding status
parent
eaf993e76f
commit
3e9fdc2d0a
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@ -3416,7 +3416,7 @@ export function initMoves() {
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new SelfStatusMove(Moves.REST, "Rest", Type.PSYCHIC, -1, 5, "The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.", -1, 0, 1)
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.attr(StatusEffectAttr, StatusEffect.SLEEP, true, 3, true)
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.attr(HealAttr, 1, true)
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.condition((user, target, move) => user.getHpRatio() < 1 && user.canSetStatus(StatusEffect.SLEEP, true))
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.condition((user, target, move) => user.getHpRatio() < 1 && user.canSetStatus(StatusEffect.SLEEP, true, true))
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.triageMove(),
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new AttackMove(Moves.ROCK_SLIDE, "Rock Slide", Type.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, "Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.", 30, 0, 1)
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.attr(FlinchAttr)
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@ -1688,9 +1688,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return this.gender !== Gender.GENDERLESS && pokemon.gender === (this.gender === Gender.MALE ? Gender.FEMALE : Gender.MALE);
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}
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canSetStatus(effect: StatusEffect, quiet: boolean = false): boolean {
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canSetStatus(effect: StatusEffect, quiet: boolean = false, overrideStatus: boolean = false): boolean {
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if (effect !== StatusEffect.FAINT) {
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if (this.status)
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if (overrideStatus ? this.status?.effect === effect : this.status)
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return false;
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if (this.isGrounded() && this.scene.arena.terrain?.terrainType === TerrainType.MISTY)
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return false;
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