Implement Miracle Eye and Foresight
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4b4d3c6c8a
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b86a20c7b2
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@ -1384,6 +1384,8 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: integer, sourc
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return new MagnetRisenTag(tagType, sourceMove);
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case BattlerTagType.ODOR_SLEUTH:
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return new ExposedTag(tagType, sourceMove, Type.GHOST, [ Type.NORMAL, Type.FIGHTING ], turnCount);
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case BattlerTagType.MIRACLE_EYE:
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return new ExposedTag(tagType, sourceMove, Type.DARK, [ Type.PSYCHIC ], turnCount);
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case BattlerTagType.NONE:
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default:
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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@ -16,7 +16,7 @@ import { UnswappableAbilityAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilit
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import { Abilities } from "./enums/abilities";
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import { allAbilities } from './ability';
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import { PokemonHeldItemModifier } from "../modifier/modifier";
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import { BattlerIndex } from "../battle";
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import Battle, { BattlerIndex } from "../battle";
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import { Stat } from "./pokemon-stat";
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import { TerrainType } from "./terrain";
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import { SpeciesFormChangeActiveTrigger } from "./pokemon-forms";
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@ -4670,8 +4670,9 @@ export function initMoves() {
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new AttackMove(Moves.ZAP_CANNON, Type.ELECTRIC, MoveCategory.SPECIAL, 120, 50, 5, 100, 0, 2)
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.attr(StatusEffectAttr, StatusEffect.PARALYSIS)
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.ballBombMove(),
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new StatusMove(Moves.FORESIGHT, Type.NORMAL, -1, 40, -1, 0, 2) // TODO
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.unimplemented(),
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new StatusMove(Moves.FORESIGHT, Type.NORMAL, -1, 40, -1, 0, 2)
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.attr(ExposedAttr)
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.attr(AddBattlerTagAttr, BattlerTagType.ODOR_SLEUTH, false, false, 20),
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new SelfStatusMove(Moves.DESTINY_BOND, Type.GHOST, -1, 5, -1, 0, 2)
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.ignoresProtect()
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.condition(failOnBossCondition)
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@ -5129,8 +5130,9 @@ export function initMoves() {
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new StatusMove(Moves.GRAVITY, Type.PSYCHIC, -1, 5, -1, 0, 4)
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.attr(AddArenaTagAttr, ArenaTagType.GRAVITY, 5)
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.target(MoveTarget.BOTH_SIDES),
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new StatusMove(Moves.MIRACLE_EYE, Type.PSYCHIC, -1, 40, -1, 0, 4) // TODO
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.unimplemented(),
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new StatusMove(Moves.MIRACLE_EYE, Type.PSYCHIC, -1, 40, -1, 0, 4)
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.attr(ExposedAttr)
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.attr(AddBattlerTagAttr, BattlerTagType.MIRACLE_EYE, false, false, 20),
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new AttackMove(Moves.WAKE_UP_SLAP, Type.FIGHTING, MoveCategory.PHYSICAL, 70, 100, 10, -1, 0, 4)
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.attr(MovePowerMultiplierAttr, (user, target, move) => target.status?.effect === StatusEffect.SLEEP ? 2 : 1)
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.attr(HealStatusEffectAttr, false, StatusEffect.SLEEP),
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