Remove partial Magic Bounce implementation
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@ -14,7 +14,6 @@ import { PokemonMultiHitModifier, FlinchChanceModifier, EnemyAttackStatusEffectC
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import i18next from "i18next";
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import i18next from "i18next";
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import * as Utils from "#app/utils.js";
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import * as Utils from "#app/utils.js";
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import { PokemonPhase } from "./pokemon-phase";
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import { PokemonPhase } from "./pokemon-phase";
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import { Abilities } from "#enums/abilities";
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export class MoveEffectPhase extends PokemonPhase {
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export class MoveEffectPhase extends PokemonPhase {
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public move: PokemonMove;
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public move: PokemonMove;
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@ -125,10 +124,6 @@ export class MoveEffectPhase extends PokemonPhase {
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/** Has the move successfully hit a target (for damage) yet? */
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/** Has the move successfully hit a target (for damage) yet? */
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let hasHit: boolean = false;
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let hasHit: boolean = false;
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/** Hazards bounce if any opposing Pokémon has the ability **/
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/** TODO: Update to support future Magic Coat / Magic Bounce implementation **/
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let hazardBounce: boolean = false;
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for (const target of targets) {
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for (const target of targets) {
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/**
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/**
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* If the move missed a target, stop all future hits against that target
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* If the move missed a target, stop all future hits against that target
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@ -163,17 +158,6 @@ export class MoveEffectPhase extends PokemonPhase {
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/** Does this phase represent the invoked move's first strike? */
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/** Does this phase represent the invoked move's first strike? */
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const firstHit = (user.turnData.hitsLeft === user.turnData.hitCount);
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const firstHit = (user.turnData.hitsLeft === user.turnData.hitCount);
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/** Check if current target is affected by Magic Bounce or used Magic Coat
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* If they did, then field hazards should be bounced back in their entirety
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*/
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const bounceStatus = target.hasAbility(Abilities.MAGIC_BOUNCE) || (this.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move === Moves.MAGIC_COAT);
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hazardBounce = hazardBounce && bounceStatus;
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// Prevent ENEMY_SIDE targeted moves from occurring twice in double battles
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if (move.moveTarget === MoveTarget.ENEMY_SIDE && target !== targets[targets.length-1]) {
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continue;
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}
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// Only log the move's result on the first strike
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// Only log the move's result on the first strike
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if (firstHit) {
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if (firstHit) {
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user.pushMoveHistory(moveHistoryEntry);
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user.pushMoveHistory(moveHistoryEntry);
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