Fail conditions are working properly, can now handle sleep as well in edge case (#160)
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@ -960,15 +960,17 @@ export class PsychoShiftEffectAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const statusToApply: StatusEffect = user.status?.effect;
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user.scene.queueMessage(getPokemonMessage(user, getStatusEffectHealText(user.status.effect)));
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user.resetStatus();
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user.updateInfo();
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if (target.status) {
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return false;
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}
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if (!target.status || (target.status.effect === statusToApply && move.chance < 0))
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return target.trySetStatus(statusToApply, true);
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var statusAfflictResult = target.trySetStatus(statusToApply, true);
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if (statusAfflictResult) {
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user.scene.queueMessage(getPokemonMessage(user, getStatusEffectHealText(user.status.effect)));
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user.resetStatus();
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user.updateInfo();
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}
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return statusAfflictResult;
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return false;
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}
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@ -4471,7 +4473,13 @@ export function initMoves() {
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.unimplemented(),
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new StatusMove(Moves.PSYCHO_SHIFT, Type.PSYCHIC, 100, 10, -1, 0, 4)
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.attr(PsychoShiftEffectAttr)
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.condition((user, target, move) => user.status?.effect === StatusEffect.BURN || user.status?.effect === StatusEffect.POISON || user.status?.effect === StatusEffect.TOXIC || user.status?.effect === StatusEffect.PARALYSIS),
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.condition((user, target, move) => (user.status?.effect === StatusEffect.BURN
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|| user.status?.effect === StatusEffect.POISON
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|| user.status?.effect === StatusEffect.TOXIC
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|| user.status?.effect === StatusEffect.PARALYSIS
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|| user.status?.effect === StatusEffect.SLEEP)
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&& target.canSetStatus(user.status?.effect)
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),
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new AttackMove(Moves.TRUMP_CARD, Type.NORMAL, MoveCategory.SPECIAL, -1, -1, 5, -1, 0, 4)
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.makesContact()
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.unimplemented(),
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