add new tag types for pursuit
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@ -1957,6 +1957,10 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: number, source
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case BattlerTagType.GULP_MISSILE_ARROKUDA:
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case BattlerTagType.GULP_MISSILE_ARROKUDA:
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case BattlerTagType.GULP_MISSILE_PIKACHU:
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case BattlerTagType.GULP_MISSILE_PIKACHU:
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return new GulpMissileTag(tagType, sourceMove);
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return new GulpMissileTag(tagType, sourceMove);
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case BattlerTagType.ANTICIPATING_ACTION:
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return new BattlerTag(BattlerTagType.ANTICIPATING_ACTION, BattlerTagLapseType.TURN_END, 1, sourceMove);
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case BattlerTagType.ESCAPING:
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return new BattlerTag(BattlerTagType.ESCAPING, BattlerTagLapseType.TURN_END, 1, sourceMove);
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case BattlerTagType.NONE:
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case BattlerTagType.NONE:
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default:
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default:
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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@ -69,5 +69,14 @@ export enum BattlerTagType {
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GULP_MISSILE_ARROKUDA = "GULP_MISSILE_ARROKUDA",
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GULP_MISSILE_ARROKUDA = "GULP_MISSILE_ARROKUDA",
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GULP_MISSILE_PIKACHU = "GULP_MISSILE_PIKACHU",
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GULP_MISSILE_PIKACHU = "GULP_MISSILE_PIKACHU",
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BEAK_BLAST_CHARGING = "BEAK_BLAST_CHARGING",
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BEAK_BLAST_CHARGING = "BEAK_BLAST_CHARGING",
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SHELL_TRAP = "SHELL_TRAP"
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SHELL_TRAP = "SHELL_TRAP",
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/**
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* Tag which indicates the battler is waiting for their opponent to make some
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* sort of action (switch out, use a type of move, make contact, etc)
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*/
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ANTICIPATING_ACTION = "ANTICIPATING_ACTION",
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/**
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* Tag which indicates the battler is about to switch out.
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*/
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ESCAPING = "ESCAPING",
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}
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}
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