Fix Ingrain not working properly
parent
29771cfa8e
commit
ef1fd4b2fd
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@ -324,6 +324,8 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: integer): Batt
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return new SeedTag();
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return new SeedTag();
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case BattlerTagType.NIGHTMARE:
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case BattlerTagType.NIGHTMARE:
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return new NightmareTag();
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return new NightmareTag();
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case BattlerTagType.INGRAIN:
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return new IngrainTag();
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case BattlerTagType.AQUA_RING:
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case BattlerTagType.AQUA_RING:
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return new AquaRingTag();
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return new AquaRingTag();
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case BattlerTagType.DROWSY:
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case BattlerTagType.DROWSY:
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@ -1940,7 +1940,7 @@ export const allMoves = [
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new SelfStatusMove(Moves.WISH, "Wish (N)", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
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new SelfStatusMove(Moves.WISH, "Wish (N)", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
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new SelfStatusMove(Moves.ASSIST, "Assist (N)", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3),
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new SelfStatusMove(Moves.ASSIST, "Assist (N)", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3),
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new SelfStatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3,
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new SelfStatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3,
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new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.INGRAIN, true)),
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new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.INGRAIN, true)), // TODO
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new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3,
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new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)),
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)),
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new SelfStatusMove(Moves.MAGIC_COAT, "Magic Coat (N)", Type.PSYCHIC, -1, 15, -1, "Reflects moves that cause status conditions back to the attacker.", -1, 4, 3),
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new SelfStatusMove(Moves.MAGIC_COAT, "Magic Coat (N)", Type.PSYCHIC, -1, 15, -1, "Reflects moves that cause status conditions back to the attacker.", -1, 4, 3),
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@ -2074,7 +2074,7 @@ export const allMoves = [
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new StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes (N)", Type.POISON, -1, 20, 91, "Poisons opponents when they switch into battle.", -1, 0, 4),
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new StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes (N)", Type.POISON, -1, 20, 91, "Poisons opponents when they switch into battle.", -1, 0, 4),
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new StatusMove(Moves.HEART_SWAP, "Heart Swap (N)", Type.PSYCHIC, -1, 10, -1, "Stat changes are swapped with the opponent.", -1, 0, 4),
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new StatusMove(Moves.HEART_SWAP, "Heart Swap (N)", Type.PSYCHIC, -1, 10, -1, "Stat changes are swapped with the opponent.", -1, 0, 4),
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new SelfStatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4,
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new SelfStatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4,
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new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.AQUA_RING, true)),
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new NoTagOverlapConditionalAttr(BattlerTagType.AQUA_RING, true), new AddBattlerTagAttr(BattlerTagType.AQUA_RING, true)),
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new SelfStatusMove(Moves.MAGNET_RISE, "Magnet Rise (N)", Type.ELECTRIC, -1, 10, -1, "User becomes immune to Ground-type moves for 5 turns.", -1, 0, 4),
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new SelfStatusMove(Moves.MAGNET_RISE, "Magnet Rise (N)", Type.ELECTRIC, -1, 10, -1, "User becomes immune to Ground-type moves for 5 turns.", -1, 0, 4),
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new AttackMove(Moves.FLARE_BLITZ, "Flare Blitz", Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 15, 165, "User receives recoil damage. May burn opponent.", 10, 0, 4,
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new AttackMove(Moves.FLARE_BLITZ, "Flare Blitz", Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 15, 165, "User receives recoil damage. May burn opponent.", 10, 0, 4,
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new RecoilAttr(), new StatusEffectAttr(StatusEffect.BURN)),
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new RecoilAttr(), new StatusEffectAttr(StatusEffect.BURN)),
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