Implement Foul Play (#24)
* Implement Foul Play * Cleanup --------- Co-authored-by: Flashfyre <flashfireex@gmail.com>
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@ -1691,6 +1691,16 @@ export class VariableAtkAttr extends MoveAttr {
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}
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}
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export class TargetAtkUserAtkAttr extends VariableAtkAttr {
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constructor(){
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super();
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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(args[0] as Utils.IntegerHolder).value = target.getBattleStat(Stat.ATK, target);
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return true;
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}
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}
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export class DefAtkAttr extends VariableAtkAttr {
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constructor() {
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super();
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@ -1774,13 +1784,11 @@ export class VariableMoveTypeMultiplierAttr extends MoveAttr {
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}
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}
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export class FreezeDryMultiplierAttr extends VariableMoveTypeMultiplierAttr {
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apply(user:Pokemon,target:Pokemon, move:Move, args: any[]) : boolean {
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export class WaterSuperEffectTypeMultiplierAttr extends VariableMoveTypeMultiplierAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const multiplier = args[0] as Utils.NumberHolder;
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if (target.isOfType(Type.WATER)){
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//Increased twice because initial reduction against water
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multiplier.value *=4;
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}
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if (target.isOfType(Type.WATER))
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multiplier.value *= 4; // Increased twice because initial reduction against water
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return false;
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}
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}
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@ -3906,7 +3914,8 @@ export function initMoves() {
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new AttackMove(Moves.ACID_SPRAY, "Acid Spray", Type.POISON, MoveCategory.SPECIAL, 40, 100, 20, "The user spits fluid that works to melt the target. This harshly lowers the target's Sp. Def stat.", 100, 0, 5)
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.attr(StatChangeAttr, BattleStat.SPDEF, -2)
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.ballBombMove(),
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new AttackMove(Moves.FOUL_PLAY, "Foul Play (P)", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, "The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.", -1, 0, 5),
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new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, "The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.", -1, 0, 5)
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.attr(TargetAtkUserAtkAttr),
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new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam (N)", Type.NORMAL, 100, 15, "The user's mysterious psychic wave changes the target's Ability to Simple.", -1, 0, 5),
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new StatusMove(Moves.ENTRAINMENT, "Entrainment (N)", Type.NORMAL, 100, 15, "The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.", -1, 0, 5),
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new StatusMove(Moves.AFTER_YOU, "After You (N)", Type.NORMAL, -1, 15, "The user helps the target and makes it use its move right after the user.", -1, 0, 5)
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@ -4084,7 +4093,7 @@ export function initMoves() {
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.target(MoveTarget.ALL_NEAR_OTHERS),
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new AttackMove(Moves.FREEZE_DRY, "Freeze-Dry", Type.ICE, MoveCategory.SPECIAL, 70, 100, 20, "The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.", 10, 0, 6)
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.attr(StatusEffectAttr, StatusEffect.FREEZE)
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.attr(FreezeDryMultiplierAttr),
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.attr(WaterSuperEffectTypeMultiplierAttr),
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new AttackMove(Moves.DISARMING_VOICE, "Disarming Voice", Type.FAIRY, MoveCategory.SPECIAL, 40, -1, 15, "Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.", -1, 0, 6)
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.soundBased()
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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