Implement contact-damage abilities (#49)
* Fix checking the wrong Pokemon for statuses when determining if abilities such as Static should activate. * Implement Rough Skin * Implement Iron Barbs and make Rough Skin code reusable for other abilities * Remove unused import * Changes for consistency * Add missing ceiling function to damage --------- Co-authored-by: Flashfyre <flashfireex@gmail.com>
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@ -476,7 +476,7 @@ export class PostDefendContactApplyStatusEffectAbAttr extends PostDefendAbAttr {
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}
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applyPostDefend(pokemon: Pokemon, attacker: Pokemon, move: PokemonMove, hitResult: HitResult, args: any[]): boolean {
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if (move.getMove().checkFlag(MoveFlags.MAKES_CONTACT, attacker, pokemon) && !pokemon.status && (this.chance === -1 || pokemon.randSeedInt(100) < this.chance)) {
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if (move.getMove().checkFlag(MoveFlags.MAKES_CONTACT, attacker, pokemon) && !attacker.status && (this.chance === -1 || pokemon.randSeedInt(100) < this.chance)) {
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const effect = this.effects.length === 1 ? this.effects[0] : this.effects[pokemon.randSeedInt(this.effects.length)];
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return attacker.trySetStatus(effect, true);
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}
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@ -511,7 +511,7 @@ export class PostDefendCritStatChangeAbAttr extends PostDefendAbAttr {
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private levels: integer;
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constructor(stat: BattleStat, levels: integer) {
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super(true);
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super();
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this.stat = stat;
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this.levels = levels;
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@ -528,6 +528,29 @@ export class PostDefendCritStatChangeAbAttr extends PostDefendAbAttr {
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}
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}
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export class PostDefendContactDamageAbAttr extends PostDefendAbAttr {
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private damageRatio: integer;
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constructor(damageRatio: integer) {
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super();
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this.damageRatio = damageRatio;
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}
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applyPostDefend(pokemon: Pokemon, attacker: Pokemon, move: PokemonMove, hitResult: HitResult, args: any[]): boolean {
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if (move.getMove().checkFlag(MoveFlags.MAKES_CONTACT, attacker, pokemon)) {
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attacker.damageAndUpdate(Math.ceil(attacker.getMaxHp() * (1 / this.damageRatio)), HitResult.OTHER);
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return true;
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}
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return false;
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}
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getTriggerMessage(pokemon: Pokemon, ...args: any[]): string {
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return getPokemonMessage(pokemon, `'s ${pokemon.getAbility().name}\nhurt its attacker!`);
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}
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}
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export class PreAttackAbAttr extends AbAttr {
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applyPreAttack(pokemon: Pokemon, defender: Pokemon, move: PokemonMove, args: any[]): boolean | Promise<boolean> {
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return false;
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@ -2107,7 +2130,9 @@ export function initAbilities() {
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.attr(PostSummonStatChangeAbAttr, BattleStat.ATK, -1),
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new Ability(Abilities.SHADOW_TAG, "Shadow Tag", "This Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping.", 3)
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.attr(ArenaTrapAbAttr),
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new Ability(Abilities.ROUGH_SKIN, "Rough Skin (N)", "This Pokémon inflicts damage with its rough skin to the attacker on contact.", 3),
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new Ability(Abilities.ROUGH_SKIN, "Rough Skin", "This Pokémon inflicts damage with its rough skin to the attacker on contact.", 3)
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.attr(PostDefendContactDamageAbAttr, 8)
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.ignorable(),
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new Ability(Abilities.WONDER_GUARD, "Wonder Guard", "Its mysterious power only lets supereffective moves hit the Pokémon.", 3)
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.attr(NonSuperEffectiveImmunityAbAttr)
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.attr(ProtectAbilityAbAttr)
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@ -2411,7 +2436,8 @@ export function initAbilities() {
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.attr(MoveTypePowerBoostAbAttr, Type.STEEL, 1.3)
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.attr(BlockWeatherDamageAttr, WeatherType.SANDSTORM)
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.condition(getWeatherCondition(WeatherType.SANDSTORM)),
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new Ability(Abilities.IRON_BARBS, "Iron Barbs (N)", "Inflicts damage on the attacker upon contact with iron barbs.", 5),
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new Ability(Abilities.IRON_BARBS, "Iron Barbs", "Inflicts damage on the attacker upon contact with iron barbs.", 5)
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.attr(PostDefendContactDamageAbAttr, 8),
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new Ability(Abilities.ZEN_MODE, "Zen Mode", "Changes the Pokémon's shape when HP is half or less.", 5)
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.attr(PostBattleInitFormChangeAbAttr, p => p.getHpRatio() >= 0.5 ? 0 : 1)
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.attr(PostSummonFormChangeAbAttr, p => p.getHpRatio() >= 0.5 ? 0 : 1)
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