Implement Spite
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@ -9,7 +9,7 @@ import { TrainerType } from "./data/enums/trainer-type";
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import { GameMode } from "./game-mode";
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import { GameMode } from "./game-mode";
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import { BattleSpec } from "./enums/battle-spec";
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import { BattleSpec } from "./enums/battle-spec";
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import { PlayerGender } from "./system/game-data";
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import { PlayerGender } from "./system/game-data";
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import { PersistentModifier, PokemonHeldItemModifier } from "./modifier/modifier";
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import { PokemonHeldItemModifier } from "./modifier/modifier";
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export enum BattleType {
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export enum BattleType {
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WILD,
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WILD,
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@ -2159,23 +2159,45 @@ export class CopyMoveAttr extends OverrideMoveEffectAttr {
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}
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}
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}
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}
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export class ReducePPMoveAttr extends OverrideMoveEffectAttr {
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export class ReducePpMoveAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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//const lastMove = target.getLastXMoves().find(() => true);
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// Null checks can be skipped due to condition function
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const lastMove = user.scene.currentBattle.lastMove;
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const lastMove = target.getLastXMoves().find(() => true);
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const movesetMove = target.getMoveset().find(m => m.moveId === lastMove.move);
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const moveTargets = getMoveTargets(user, lastMove);
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const lastPpUsed = movesetMove.ppUsed;
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if (!moveTargets.targets.length)
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movesetMove.ppUsed = Math.min(movesetMove.ppUsed + 4, movesetMove.getMovePp());
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return false;
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user.scene.queueMessage(`It reduced the PP of ${getPokemonMessage(target, `'s\n${movesetMove.getName()} by ${movesetMove.ppUsed - lastPpUsed}!`)}`);
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const targets = moveTargets.multiple || moveTargets.targets.length === 1
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? moveTargets.targets
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: moveTargets.targets.indexOf(target.getBattlerIndex()) > -1
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? [ target.getBattlerIndex() ]
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: [ moveTargets.targets[user.randSeedInt(moveTargets.targets.length)] ];
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return true;
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return true;
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}
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}
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getCondition(): MoveConditionFunc {
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return (user, target, move) => {
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const lastMove = target.getLastXMoves().find(() => true);
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if (lastMove) {
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const movesetMove = target.getMoveset().find(m => m.moveId === lastMove.move);
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return !!movesetMove?.getPpRatio();
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}
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return false;
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};
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}
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
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const lastMove = target.getLastXMoves().find(() => true);
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if (lastMove) {
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const movesetMove = target.getMoveset().find(m => m.moveId === lastMove.move);
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if (movesetMove) {
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const maxPp = movesetMove.getMovePp();
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const ppLeft = maxPp - movesetMove.ppUsed;
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const value = -(8 - Math.ceil(Math.min(maxPp, 30) / 5));
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if (ppLeft < 4)
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return (value / 4) * ppLeft;
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return value;
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}
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}
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return 0;
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}
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}
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}
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// TODO: Review this
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// TODO: Review this
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@ -2893,7 +2915,8 @@ export function initMoves() {
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new AttackMove(Moves.REVERSAL, "Reversal", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 15, 134, "An all-out attack that becomes more powerful the less HP the user has.", -1, 0, 2)
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new AttackMove(Moves.REVERSAL, "Reversal", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 15, 134, "An all-out attack that becomes more powerful the less HP the user has.", -1, 0, 2)
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.attr(LowHpPowerAttr),
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.attr(LowHpPowerAttr),
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new StatusMove(Moves.SPITE, "Spite (N)", Type.GHOST, 100, 10, -1, "The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.", -1, 0, 2),
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new StatusMove(Moves.SPITE, "Spite", Type.GHOST, 100, 10, -1, "The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.", -1, 0, 2)
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.attr(ReducePpMoveAttr),
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new AttackMove(Moves.POWDER_SNOW, "Powder Snow", Type.ICE, MoveCategory.SPECIAL, 40, 100, 25, -1, "The user attacks with a chilling gust of powdery snow. This may also freeze opposing Pokémon.", 10, 0, 2)
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new AttackMove(Moves.POWDER_SNOW, "Powder Snow", Type.ICE, MoveCategory.SPECIAL, 40, 100, 25, -1, "The user attacks with a chilling gust of powdery snow. This may also freeze opposing Pokémon.", 10, 0, 2)
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.attr(StatusEffectAttr, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.FREEZE)
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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