Implements healer (#259)
* Implements healer * adds an ally check to the condition * done testing, changes chance back to 30% * adds comment header for PostTurnResetStatusAbAttr * adds override to resetStatus to not allow revive * dont revive * override revertpull/666/head
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71e9d0c385
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76ac86d2ae
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@ -2055,13 +2055,30 @@ export class PostTurnAbAttr extends AbAttr {
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}
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}
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/**
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* After the turn ends, resets the status of either the ability holder or their ally
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* @param {boolean} allyTarget Whether to target ally, defaults to false (self-target)
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*/
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export class PostTurnResetStatusAbAttr extends PostTurnAbAttr {
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applyPostTurn(pokemon: Pokemon, passive: boolean, args: any[]): boolean {
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if (pokemon.status) {
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private allyTarget: boolean;
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private target: Pokemon;
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pokemon.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectHealText(pokemon.status?.effect)));
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pokemon.resetStatus();
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pokemon.updateInfo();
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constructor(allyTarget: boolean = false) {
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super(true);
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this.allyTarget = allyTarget;
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}
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applyPostTurn(pokemon: Pokemon, passive: boolean, args: any[]): boolean {
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if (this.allyTarget) {
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this.target = pokemon.getAlly();
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} else {
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this.target = pokemon;
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}
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if (this.target?.status) {
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this.target.scene.queueMessage(getPokemonMessage(this.target, getStatusEffectHealText(this.target.status?.effect)));
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this.target.resetStatus(false);
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this.target.updateInfo();
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return true;
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}
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@ -3109,7 +3126,7 @@ export function initAbilities() {
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.attr(PostDefendMoveDisableAbAttr, 30)
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.bypassFaint(),
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new Ability(Abilities.HEALER, 5)
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.unimplemented(),
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.conditionalAttr(pokemon => pokemon.getAlly() && Utils.randSeedInt(10) < 3, PostTurnResetStatusAbAttr, true),
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new Ability(Abilities.FRIEND_GUARD, 5)
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.ignorable()
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.unimplemented(),
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@ -1959,8 +1959,15 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return true;
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}
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resetStatus(): void {
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/**
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* Resets the status of a pokemon
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* @param revive whether revive should be cured, defaults to true
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*/
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resetStatus(revive: boolean = true): void {
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const lastStatus = this.status?.effect;
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if (!revive && lastStatus === StatusEffect.FAINT) {
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return;
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}
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this.status = undefined;
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if (lastStatus === StatusEffect.SLEEP) {
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this.setFrameRate(12);
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