More code comments added.

pull/205/head
NxKarim 2024-05-14 16:25:32 -06:00
parent 029344b8a5
commit 780e306df2
1 changed files with 5 additions and 1 deletions

View File

@ -321,6 +321,7 @@ export class PreDefendDisguiseNullifyDamageAbAttr extends PreDefendAbAttr {
* @returns {boolean} true if the function succeeds * @returns {boolean} true if the function succeeds
*/ */
applyPreDefend(pokemon: Pokemon, passive: boolean, attacker: Pokemon, move: PokemonMove, cancelled: Utils.BooleanHolder, args: any[]): boolean { applyPreDefend(pokemon: Pokemon, passive: boolean, attacker: Pokemon, move: PokemonMove, cancelled: Utils.BooleanHolder, args: any[]): boolean {
//If disguise has not been triggered during this battle, and the move will hit the user (User is not inmune and or foe's move failed).
if (pokemon.battleData && !pokemon.battleData.abilitiesApplied.includes(Abilities.DISGUISE) && (args[1] as Utils.NumberHolder).value != HitResult.NO_EFFECT && (args[1] as Utils.NumberHolder).value != HitResult.FAIL) { if (pokemon.battleData && !pokemon.battleData.abilitiesApplied.includes(Abilities.DISGUISE) && (args[1] as Utils.NumberHolder).value != HitResult.NO_EFFECT && (args[1] as Utils.NumberHolder).value != HitResult.FAIL) {
//Damage dealt is set to 1 as 0 can cause some issues. This 1 damage is subtracted later. //Damage dealt is set to 1 as 0 can cause some issues. This 1 damage is subtracted later.
console.log(pokemon.battleData); console.log(pokemon.battleData);
@ -3427,10 +3428,13 @@ export function initAbilities() {
.attr(DisguiseConfusionInteractionAbAttr) .attr(DisguiseConfusionInteractionAbAttr)
.attr(PreDefendDisguiseNullifyDamageAbAttr) .attr(PreDefendDisguiseNullifyDamageAbAttr)
.attr(PostDefendDisguiseRecoilAbAttr) .attr(PostDefendDisguiseRecoilAbAttr)
.attr(PreDefendFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1) //Disguise has the disguised and busted states. Acording to the state, one can change into the other in certain moments of battle:
//Before being hit (both ways), after switch in (busted to disguised), after battle starts (busted to disguised), after being hit (disguised to busted).
.attr(PreDefendFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1)
.attr(PostSummonFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1) .attr(PostSummonFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1)
.attr(PostBattleInitFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1) .attr(PostBattleInitFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1)
.attr(PostDefendFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1) .attr(PostDefendFormChangeAbAttr, p => p.battleData && !p.battleData.abilitiesApplied.includes(Abilities.DISGUISE) ? 0 : 1)
//Being a signature ability with form change that triggers once per battle:
.attr(UncopiableAbilityAbAttr) .attr(UncopiableAbilityAbAttr)
.attr(UnswappableAbilityAbAttr) .attr(UnswappableAbilityAbAttr)
.attr(UnsuppressableAbilityAbAttr) .attr(UnsuppressableAbilityAbAttr)