Implement curse (#510)
* Implement curse * self targeting is always true if not ghost typepull/513/head
parent
6a3ca62490
commit
9b72dfbd71
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@ -2705,26 +2705,19 @@ export class AddBattlerTagAttr extends MoveEffectAttr {
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export class CurseAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move:Move, args: any[]): boolean {
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// Determine the correct target based on the user's type
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if (!user.getTypes(true).includes(Type.GHOST)) {
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// For non-Ghost types, target the user itself
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target = user;
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}
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if (user.getTypes(true).includes(Type.GHOST)) {
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if (target.getTag(BattlerTagType.CURSED)) {
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user.scene.queueMessage('But it failed!');
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return false;
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}
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let curseRecoilDamage = Math.floor(user.getMaxHp() / 2);
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let curseRecoilDamage = Math.max(1, Math.floor(user.getMaxHp() / 2));
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user.damageAndUpdate(curseRecoilDamage, HitResult.OTHER, false, true, true);
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user.scene.queueMessage(getPokemonMessage(user, ` cut its own HP\nand laid a curse on the ${target.name}!`));
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target.addTag(BattlerTagType.CURSED, 0, move.id, user.id);
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return true;
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} else {
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target = user;
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user.scene.unshiftPhase(new StatChangePhase(user.scene, user.getBattlerIndex(), this.selfTarget, [BattleStat.ATK, BattleStat.DEF], 1));
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user.scene.unshiftPhase(new StatChangePhase(user.scene, user.getBattlerIndex(), this.selfTarget, [BattleStat.SPD], -1));
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user.scene.unshiftPhase(new StatChangePhase(user.scene, user.getBattlerIndex(), true, [BattleStat.ATK, BattleStat.DEF], 1));
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user.scene.unshiftPhase(new StatChangePhase(user.scene, user.getBattlerIndex(), true, [BattleStat.SPD], -1));
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return true;
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}
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}
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@ -4405,10 +4398,9 @@ export function initMoves() {
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.condition((user, target, move) => user.status?.effect === StatusEffect.SLEEP)
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.soundBased(),
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new StatusMove(Moves.CURSE, Type.GHOST, -1, 10, -1, 0, 2)
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.attr(StatChangeAttr, BattleStat.SPD, -1, true)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.DEF ], 1, true)
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.target(MoveTarget.USER)
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.partial(),
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.attr(CurseAttr)
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.target(MoveTarget.RANDOM_NEAR_ENEMY)
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.ignoresProtect(true),
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new AttackMove(Moves.FLAIL, Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, 0, 2)
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.attr(LowHpPowerAttr),
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new StatusMove(Moves.CONVERSION_2, Type.NORMAL, -1, 30, -1, 0, 2)
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