Changed Bouncy Bubble to heal 100% of damage dealt and implemented Take Heart (#326)

* Changed Bouncy Bubble to heal 100% of damage dealt, as according to Gen 8

* Fully implemented Take Heart
pull/501/head
EggMuncherSupreme 2024-05-06 02:01:39 +10:00 committed by GitHub
parent d5cd243967
commit fa2d257144
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GPG Key ID: B5690EEEBB952194
1 changed files with 3 additions and 2 deletions

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@ -5906,7 +5906,7 @@ export function initMoves() {
new AttackMove(Moves.PIKA_PAPOW, Type.ELECTRIC, MoveCategory.SPECIAL, -1, -1, 20, -1, 0, 7) new AttackMove(Moves.PIKA_PAPOW, Type.ELECTRIC, MoveCategory.SPECIAL, -1, -1, 20, -1, 0, 7)
.attr(FriendshipPowerAttr), .attr(FriendshipPowerAttr),
new AttackMove(Moves.BOUNCY_BUBBLE, Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, -1, 0, 7) new AttackMove(Moves.BOUNCY_BUBBLE, Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, -1, 0, 7)
.attr(HitHealAttr) .attr(HitHealAttr, 1.0)
.triageMove(), .triageMove(),
new AttackMove(Moves.BUZZY_BUZZ, Type.ELECTRIC, MoveCategory.SPECIAL, 60, 100, 20, 100, 0, 7) new AttackMove(Moves.BUZZY_BUZZ, Type.ELECTRIC, MoveCategory.SPECIAL, 60, 100, 20, 100, 0, 7)
.attr(StatusEffectAttr, StatusEffect.PARALYSIS), .attr(StatusEffectAttr, StatusEffect.PARALYSIS),
@ -6249,7 +6249,8 @@ export function initMoves() {
.partial(), .partial(),
new SelfStatusMove(Moves.TAKE_HEART, Type.PSYCHIC, -1, 10, -1, 0, 8) new SelfStatusMove(Moves.TAKE_HEART, Type.PSYCHIC, -1, 10, -1, 0, 8)
.attr(StatChangeAttr, [ BattleStat.SPATK, BattleStat.SPDEF ], 1, true) .attr(StatChangeAttr, [ BattleStat.SPATK, BattleStat.SPDEF ], 1, true)
.partial(), .attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN)
.condition((user, target, move) => user.status && (user.status.effect === StatusEffect.PARALYSIS || user.status.effect === StatusEffect.POISON || user.status.effect === StatusEffect.TOXIC || user.status.effect === StatusEffect.BURN)),
/* Unused /* Unused
new AttackMove(Moves.G_MAX_WILDFIRE, Type.FIRE, MoveCategory.PHYSICAL, 10, -1, 10, -1, 0, 8) new AttackMove(Moves.G_MAX_WILDFIRE, Type.FIRE, MoveCategory.PHYSICAL, 10, -1, 10, -1, 0, 8)
.target(MoveTarget.ALL_NEAR_ENEMIES) .target(MoveTarget.ALL_NEAR_ENEMIES)