moves: (mostly) fix parting shot stack bug (#495)
parent
408b189966
commit
8e606139fa
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@ -1463,8 +1463,8 @@ export class StatChangeAttr extends MoveEffectAttr {
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private condition: MoveConditionFunc;
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private showMessage: boolean;
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constructor(stats: BattleStat | BattleStat[], levels: integer, selfTarget?: boolean, condition?: MoveConditionFunc, showMessage: boolean = true, firstHitOnly: boolean = false) {
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super(selfTarget, MoveEffectTrigger.HIT, firstHitOnly);
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constructor(stats: BattleStat | BattleStat[], levels: integer, selfTarget?: boolean, condition?: MoveConditionFunc, showMessage: boolean = true, firstHitOnly: boolean = false, moveEffectTrigger: MoveEffectTrigger = MoveEffectTrigger.HIT) {
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super(selfTarget, moveEffectTrigger, firstHitOnly);
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this.stats = typeof(stats) === 'number'
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? [ stats as BattleStat ]
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: stats as BattleStat[];
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@ -5497,7 +5497,7 @@ export function initMoves() {
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.soundBased()
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new StatusMove(Moves.PARTING_SHOT, Type.DARK, 100, 20, 100, 0, 6)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], -1)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], -1, false, null, true, true, MoveEffectTrigger.PRE_APPLY)
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.attr(ForceSwitchOutAttr, true, false)
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.soundBased(),
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new StatusMove(Moves.TOPSY_TURVY, Type.DARK, -1, 20, -1, 0, 6)
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