Nature Power move for all biomes

Unique Nature Power move for all biomes, no overlap with terrains
This commit is contained in:
damocleas 2024-04-15 13:09:55 -06:00 committed by Samuel H
parent abc729ed5c
commit 3a1ebc9815
1 changed files with 60 additions and 20 deletions

View File

@ -2828,66 +2828,106 @@ export class NaturePowerAttr extends OverrideMoveEffectAttr {
case TerrainType.NONE: case TerrainType.NONE:
switch (user.scene.arena.biomeType) { switch (user.scene.arena.biomeType) {
case Biome.TOWN: case Biome.TOWN:
case Biome.METROPOLIS:
case Biome.SLUM:
moveId = Moves.TRI_ATTACK; moveId = Moves.TRI_ATTACK;
break; break;
case Biome.METROPOLIS:
moveId = Moves.DARK_PULSE;
break;
case Biome.SLUM:
moveId = Moves.SLUDGE_BOMB;
break;
case Biome.PLAINS: case Biome.PLAINS:
moveId = Moves.ROUND;
break;
case Biome.GRASS: case Biome.GRASS:
moveId = Moves.GRASS_KNOT;
break;
case Biome.TALL_GRASS: case Biome.TALL_GRASS:
moveId = Moves.POLLEN_PUFF;
break;
case Biome.MEADOW: case Biome.MEADOW:
moveId = Moves.GIGA_DRAIN;
break;
case Biome.FOREST: case Biome.FOREST:
moveId = Moves.BUG_BUZZ;
break;
case Biome.JUNGLE: case Biome.JUNGLE:
moveId = Moves.ENERGY_BALL; moveId = Moves.LEAF_STORM;
break; break;
case Biome.SEA: case Biome.SEA:
case Biome.SWAMP:
case Biome.BEACH:
case Biome.LAKE:
case Biome.SEABED:
case Biome.ISLAND:
moveId = Moves.HYDRO_PUMP; moveId = Moves.HYDRO_PUMP;
break; break;
case Biome.SWAMP:
moveId = Moves.MUD_BOMB;
break;
case Biome.BEACH:
moveId = Moves.SCALD;
break;
case Biome.LAKE:
moveId = Moves.BUBBLE_BEAM;
break;
case Biome.SEABED:
moveId = Moves.BRINE;
break;
case Biome.ISLAND:
moveId = Moves.LEAF_TORNADO;
break;
case Biome.MOUNTAIN: case Biome.MOUNTAIN:
moveId = Moves.AIR_SLASH; moveId = Moves.AIR_SLASH;
break; break;
case Biome.BADLANDS: case Biome.BADLANDS:
case Biome.DESERT:
case Biome.WASTELAND:
case Biome.CONSTRUCTION_SITE:
moveId = Moves.EARTH_POWER; moveId = Moves.EARTH_POWER;
break; break;
case Biome.DESERT:
moveId = Moves.SCORCHING_SANDS;
break;
case Biome.WASTELAND:
moveId = Moves.DRAGON_PULSE;
break;
case Biome.CONSTRUCTION_SITE:
moveId = Moves.STEEL_BEAM;
break;
case Biome.CAVE: case Biome.CAVE:
moveId = Moves.POWER_GEM; moveId = Moves.POWER_GEM;
break; break;
case Biome.ICE_CAVE: case Biome.ICE_CAVE:
case Biome.SNOWY_FOREST:
moveId = Moves.ICE_BEAM; moveId = Moves.ICE_BEAM;
break; break;
case Biome.SNOWY_FOREST:
moveId = Moves.FROST_BREATH;
break;
case Biome.VOLCANO: case Biome.VOLCANO:
moveId = Moves.FLAMETHROWER; moveId = Moves.LAVA_PLUME;
break; break;
case Biome.GRAVEYARD: case Biome.GRAVEYARD:
case Biome.RUINS:
case Biome.TEMPLE:
moveId = Moves.SHADOW_BALL; moveId = Moves.SHADOW_BALL;
break; break;
case Biome.RUINS:
moveId = Moves.ANCIENT_POWER;
break;
case Biome.TEMPLE:
moveId = Moves.EXTRASENSORY;
break;
case Biome.DOJO: case Biome.DOJO:
moveId = Moves.AURA_SPHERE; moveId = Moves.FOCUS_BLAST;
break; break;
case Biome.FAIRY_CAVE: case Biome.FAIRY_CAVE:
moveId = Moves.MOONBLAST; moveId = Moves.ALLURING_VOICE;
break; break;
case Biome.ABYSS: case Biome.ABYSS:
moveId = Moves.OMINOUS_WIND;
break;
case Biome.SPACE: case Biome.SPACE:
moveId = Moves.DARK_PULSE; moveId = Moves.DRACO_METEOR;
break; break;
case Biome.FACTORY: case Biome.FACTORY:
case Biome.LABORATORY:
moveId = Moves.FLASH_CANNON; moveId = Moves.FLASH_CANNON;
break; break;
case Biome.LABORATORY:
moveId = Moves.ZAP_CANNON;
break;
case Biome.POWER_PLANT: case Biome.POWER_PLANT:
moveId = Moves.THUNDERBOLT; moveId = Moves.CHARGE_BEAM;
break; break;
case Biome.END: case Biome.END:
moveId = Moves.ETERNABEAM; moveId = Moves.ETERNABEAM;