[Move] Triple Arrows effect chance for stat change is now 50% (#4543)
* Triple Arrows effect chance for stat change is now properly 50% * Add tsdocs to `StatStageChangeAttr` * Add test for Serene Grace interaction * Fix linting --------- Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
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@ -970,13 +970,16 @@ export class MoveEffectAttr extends MoveAttr {
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public lastHitOnly: boolean;
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/** Should this effect only apply on the first target hit? */
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public firstTargetOnly: boolean;
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/** Overrides the secondary effect chance for this attr if set. */
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public effectChanceOverride?: number;
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constructor(selfTarget?: boolean, trigger?: MoveEffectTrigger, firstHitOnly: boolean = false, lastHitOnly: boolean = false, firstTargetOnly: boolean = false) {
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constructor(selfTarget?: boolean, trigger?: MoveEffectTrigger, firstHitOnly: boolean = false, lastHitOnly: boolean = false, firstTargetOnly: boolean = false, effectChanceOverride?: number) {
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super(selfTarget);
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this.trigger = trigger !== undefined ? trigger : MoveEffectTrigger.POST_APPLY;
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this.trigger = trigger ?? MoveEffectTrigger.POST_APPLY;
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this.firstHitOnly = firstHitOnly;
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this.lastHitOnly = lastHitOnly;
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this.firstTargetOnly = firstTargetOnly;
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this.effectChanceOverride = effectChanceOverride;
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}
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/**
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@ -1001,15 +1004,15 @@ export class MoveEffectAttr extends MoveAttr {
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/**
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* Gets the used move's additional effect chance.
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* If user's ability has MoveEffectChanceMultiplierAbAttr or IgnoreMoveEffectsAbAttr modifies the base chance.
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* Chance is modified by {@linkcode MoveEffectChanceMultiplierAbAttr} and {@linkcode IgnoreMoveEffectsAbAttr}.
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* @param user {@linkcode Pokemon} using this move
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* @param target {@linkcode Pokemon} target of this move
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* @param target {@linkcode Pokemon | Target} of this move
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* @param move {@linkcode Move} being used
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* @param selfEffect {@linkcode Boolean} if move targets user.
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* @returns Move chance value.
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* @param selfEffect `true` if move targets user.
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* @returns Move effect chance value.
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*/
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getMoveChance(user: Pokemon, target: Pokemon, move: Move, selfEffect?: Boolean, showAbility?: Boolean): integer {
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const moveChance = new Utils.NumberHolder(move.chance);
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const moveChance = new Utils.NumberHolder(this.effectChanceOverride ?? move.chance);
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applyAbAttrs(MoveEffectChanceMultiplierAbAttr, user, null, false, moveChance, move, target, selfEffect, showAbility);
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@ -2752,14 +2755,17 @@ export class AwaitCombinedPledgeAttr extends OverrideMoveEffectAttr {
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/**
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* Attribute used for moves that change stat stages
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* @param stats {@linkcode BattleStat} array of stats to be changed
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* @param stages stages by which to change the stats, from -6 to 6
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* @param selfTarget whether the changes are applied to the user (true) or the target (false)
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* @param condition {@linkcode MoveConditionFunc} optional condition to trigger the stat change
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* @param firstHitOnly whether the stat change only applies on the first hit of a multi hit move
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* @param moveEffectTrigger {@linkcode MoveEffectTrigger} the trigger for the effect to take place
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* @param firstTargetOnly whether, if this is a multi target move, to only apply the effect after the first target is hit, rather than once for each target
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* @param lastHitOnly whether the effect should only apply after the last hit of a multi hit move
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*
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* @param stats {@linkcode BattleStat} Array of stat(s) to change
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* @param stages How many stages to change the stat(s) by, [-6, 6]
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* @param selfTarget `true` if the move is self-targetting
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* @param condition {@linkcode MoveConditionFunc} Optional condition to be checked in order to apply the changes
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* @param showMessage `true` to display a message; default `true`
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* @param firstHitOnly `true` if only the first hit of a multi hit move should cause a stat stage change; default `false`
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* @param moveEffectTrigger {@linkcode MoveEffectTrigger} When the stat change should trigger; default {@linkcode MoveEffectTrigger.HIT}
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* @param firstTargetOnly `true` if a move that hits multiple pokemon should only trigger the stat change if it hits at least one pokemon, rather than once per hit pokemon; default `false`
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* @param lastHitOnly `true` if the effect should only apply after the last hit of a multi hit move; default `false`
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* @param effectChanceOverride Will override the move's normal secondary effect chance if specified
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*
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* @extends MoveEffectAttr
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* @see {@linkcode apply}
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@ -2767,14 +2773,14 @@ export class AwaitCombinedPledgeAttr extends OverrideMoveEffectAttr {
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export class StatStageChangeAttr extends MoveEffectAttr {
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public stats: BattleStat[];
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public stages: integer;
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private condition: MoveConditionFunc | null;
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private condition?: MoveConditionFunc | null;
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private showMessage: boolean;
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constructor(stats: BattleStat[], stages: integer, selfTarget?: boolean, condition?: MoveConditionFunc | null, showMessage: boolean = true, firstHitOnly: boolean = false, moveEffectTrigger: MoveEffectTrigger = MoveEffectTrigger.HIT, firstTargetOnly: boolean = false, lastHitOnly: boolean = false) {
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super(selfTarget, moveEffectTrigger, firstHitOnly, lastHitOnly, firstTargetOnly);
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constructor(stats: BattleStat[], stages: integer, selfTarget?: boolean, condition?: MoveConditionFunc | null, showMessage: boolean = true, firstHitOnly: boolean = false, moveEffectTrigger: MoveEffectTrigger = MoveEffectTrigger.HIT, firstTargetOnly: boolean = false, lastHitOnly: boolean = false, effectChanceOverride?: number) {
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super(selfTarget, moveEffectTrigger, firstHitOnly, lastHitOnly, firstTargetOnly, effectChanceOverride);
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this.stats = stats;
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this.stages = stages;
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this.condition = condition!; // TODO: is this bang correct?
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this.condition = condition;
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this.showMessage = showMessage;
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}
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@ -9556,9 +9562,8 @@ export function initMoves() {
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new AttackMove(Moves.TRIPLE_ARROWS, Type.FIGHTING, MoveCategory.PHYSICAL, 90, 100, 10, 30, 0, 8)
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.makesContact(false)
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.attr(HighCritAttr)
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.attr(StatStageChangeAttr, [ Stat.DEF ], -1)
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.attr(FlinchAttr)
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.partial(),
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.attr(StatStageChangeAttr, [ Stat.DEF ], -1, undefined, undefined, undefined, undefined, undefined, undefined, undefined, 50)
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.attr(FlinchAttr),
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new AttackMove(Moves.INFERNAL_PARADE, Type.GHOST, MoveCategory.SPECIAL, 60, 100, 15, 30, 0, 8)
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.attr(StatusEffectAttr, StatusEffect.BURN)
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.attr(MovePowerMultiplierAttr, (user, target, move) => target.status ? 2 : 1),
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@ -0,0 +1,60 @@
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import { allMoves, FlinchAttr, StatStageChangeAttr } from "#app/data/move";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Moves - Triple Arrows", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const tripleArrows = allMoves[Moves.TRIPLE_ARROWS];
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const flinchAttr = tripleArrows.getAttrs(FlinchAttr)[0];
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const defDropAttr = tripleArrows.getAttrs(StatStageChangeAttr)[0];
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.ability(Abilities.BALL_FETCH)
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.moveset([ Moves.TRIPLE_ARROWS ])
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.battleType("single")
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.STURDY)
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.enemyMoveset(Moves.SPLASH);
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vi.spyOn(flinchAttr, "getMoveChance");
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vi.spyOn(defDropAttr, "getMoveChance");
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});
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it("has a 30% flinch chance and 50% defense drop chance", async () => {
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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game.move.select(Moves.TRIPLE_ARROWS);
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await game.phaseInterceptor.to("BerryPhase");
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expect(flinchAttr.getMoveChance).toHaveReturnedWith(30);
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expect(defDropAttr.getMoveChance).toHaveReturnedWith(50);
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});
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it("is affected normally by Serene Grace", async () => {
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game.override.ability(Abilities.SERENE_GRACE);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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game.move.select(Moves.TRIPLE_ARROWS);
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await game.phaseInterceptor.to("BerryPhase");
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expect(flinchAttr.getMoveChance).toHaveReturnedWith(60);
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expect(defDropAttr.getMoveChance).toHaveReturnedWith(100);
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});
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});
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