Edited Electro Shot to raise stat before attacking (#87)
* Edited Electro Shot to raise stat before attacking Should be a fix to issue #85 * Updated ElectroShotChargeAttr Moved the Sp Atk boost to be inside the ElectroShotChargeAttr function * Updated ElectroShotChargeAttr to raise SPATK before the move fires * Updated ElectroShotChargeAttr with comments on process * Updated formatting
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@ -1294,17 +1294,38 @@ export class SunlightChargeAttr extends ChargeAttr {
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}
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}
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export class ElectroShotChargeAttr extends ChargeAttr {
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export class ElectroShotChargeAttr extends ChargeAttr {
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private statIncreaseApplied: boolean;
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constructor() {
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constructor() {
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super(ChargeAnim.ELECTRO_SHOT_CHARGING, 'absorbed electricity!', null, true);
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super(ChargeAnim.ELECTRO_SHOT_CHARGING, 'absorbed electricity!', null, true);
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// Add a flag because ChargeAttr skills use themselves twice instead of once over one-to-two turns
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this.statIncreaseApplied = false;
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}
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
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return new Promise(resolve => {
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return new Promise(resolve => {
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const weatherType = user.scene.arena.weather?.weatherType;
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const weatherType = user.scene.arena.weather?.weatherType;
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if (!user.scene.arena.weather?.isEffectSuppressed(user.scene) && (weatherType === WeatherType.RAIN || weatherType === WeatherType.HEAVY_RAIN))
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if (!user.scene.arena.weather?.isEffectSuppressed(user.scene) && (weatherType === WeatherType.RAIN || weatherType === WeatherType.HEAVY_RAIN)) {
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// Apply the SPATK increase every call when used in the rain
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const statChangeAttr = new StatChangeAttr(BattleStat.SPATK, 1, true);
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statChangeAttr.apply(user, target, move, args);
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// After the SPATK is raised, execute the move resolution e.g. deal damage
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resolve(false);
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resolve(false);
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else
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} else {
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super.apply(user, target, move, args).then(result => resolve(result));
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if (!this.statIncreaseApplied) {
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// Apply the SPATK increase only if it hasn't been applied before e.g. on the first turn charge up animation
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const statChangeAttr = new StatChangeAttr(BattleStat.SPATK, 1, true);
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statChangeAttr.apply(user, target, move, args);
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// Set the flag to true so that on the following turn it doesn't raise SPATK a second time
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this.statIncreaseApplied = true;
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}
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super.apply(user, target, move, args).then(result => {
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if (!result) {
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// On the second turn, reset the statIncreaseApplied flag without applying the SPATK increase
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this.statIncreaseApplied = false;
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}
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resolve(result);
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});
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}
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});
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});
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}
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}
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}
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}
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@ -6128,7 +6149,6 @@ export function initMoves() {
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.makesContact(false),
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.makesContact(false),
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new AttackMove(Moves.ELECTRO_SHOT, Type.ELECTRIC, MoveCategory.SPECIAL, 130, 100, 10, 100, 0, 9)
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new AttackMove(Moves.ELECTRO_SHOT, Type.ELECTRIC, MoveCategory.SPECIAL, 130, 100, 10, 100, 0, 9)
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.attr(ElectroShotChargeAttr)
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.attr(ElectroShotChargeAttr)
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.attr(StatChangeAttr, BattleStat.SPATK, 1, true)
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.ignoresVirtual(),
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.ignoresVirtual(),
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new AttackMove(Moves.TERA_STARSTORM, Type.NORMAL, MoveCategory.SPECIAL, 120, 100, 5, -1, 0, 9)
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new AttackMove(Moves.TERA_STARSTORM, Type.NORMAL, MoveCategory.SPECIAL, 120, 100, 5, -1, 0, 9)
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.attr(TeraBlastCategoryAttr)
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.attr(TeraBlastCategoryAttr)
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