Implement Miracle Eye and Foresight

pull/812/head
Jakub Hanko 2024-05-13 14:13:34 +02:00
parent 4b4d3c6c8a
commit b86a20c7b2
No known key found for this signature in database
GPG Key ID: 775D427937A306CC
2 changed files with 9 additions and 5 deletions

View File

@ -1384,6 +1384,8 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: integer, sourc
return new MagnetRisenTag(tagType, sourceMove);
case BattlerTagType.ODOR_SLEUTH:
return new ExposedTag(tagType, sourceMove, Type.GHOST, [ Type.NORMAL, Type.FIGHTING ], turnCount);
case BattlerTagType.MIRACLE_EYE:
return new ExposedTag(tagType, sourceMove, Type.DARK, [ Type.PSYCHIC ], turnCount);
case BattlerTagType.NONE:
default:
return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);

View File

@ -16,7 +16,7 @@ import { UnswappableAbilityAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilit
import { Abilities } from "./enums/abilities";
import { allAbilities } from './ability';
import { PokemonHeldItemModifier } from "../modifier/modifier";
import { BattlerIndex } from "../battle";
import Battle, { BattlerIndex } from "../battle";
import { Stat } from "./pokemon-stat";
import { TerrainType } from "./terrain";
import { SpeciesFormChangeActiveTrigger } from "./pokemon-forms";
@ -4670,8 +4670,9 @@ export function initMoves() {
new AttackMove(Moves.ZAP_CANNON, Type.ELECTRIC, MoveCategory.SPECIAL, 120, 50, 5, 100, 0, 2)
.attr(StatusEffectAttr, StatusEffect.PARALYSIS)
.ballBombMove(),
new StatusMove(Moves.FORESIGHT, Type.NORMAL, -1, 40, -1, 0, 2) // TODO
.unimplemented(),
new StatusMove(Moves.FORESIGHT, Type.NORMAL, -1, 40, -1, 0, 2)
.attr(ExposedAttr)
.attr(AddBattlerTagAttr, BattlerTagType.ODOR_SLEUTH, false, false, 20),
new SelfStatusMove(Moves.DESTINY_BOND, Type.GHOST, -1, 5, -1, 0, 2)
.ignoresProtect()
.condition(failOnBossCondition)
@ -5129,8 +5130,9 @@ export function initMoves() {
new StatusMove(Moves.GRAVITY, Type.PSYCHIC, -1, 5, -1, 0, 4)
.attr(AddArenaTagAttr, ArenaTagType.GRAVITY, 5)
.target(MoveTarget.BOTH_SIDES),
new StatusMove(Moves.MIRACLE_EYE, Type.PSYCHIC, -1, 40, -1, 0, 4) // TODO
.unimplemented(),
new StatusMove(Moves.MIRACLE_EYE, Type.PSYCHIC, -1, 40, -1, 0, 4)
.attr(ExposedAttr)
.attr(AddBattlerTagAttr, BattlerTagType.MIRACLE_EYE, false, false, 20),
new AttackMove(Moves.WAKE_UP_SLAP, Type.FIGHTING, MoveCategory.PHYSICAL, 70, 100, 10, -1, 0, 4)
.attr(MovePowerMultiplierAttr, (user, target, move) => target.status?.effect === StatusEffect.SLEEP ? 2 : 1)
.attr(HealStatusEffectAttr, false, StatusEffect.SLEEP),