Implement False Swipe and Hold Back moves
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@ -556,6 +556,33 @@ export class RandomLevelDamageAttr extends FixedDamageAttr {
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}
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}
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export class ModifiedDamageAttr extends MoveAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const initialDamage = args[0] as Utils.IntegerHolder;
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initialDamage.value = this.getModifiedDamage(user, target, move, initialDamage.value);
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return true;
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}
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getModifiedDamage(user: Pokemon, target: Pokemon, move: Move, damage: integer): integer {
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return damage;
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}
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}
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export class SurviveDamageAttr extends ModifiedDamageAttr {
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getModifiedDamage(user: Pokemon, target: Pokemon, move: Move, damage: number): number {
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return Math.min(damage, target.hp - 1);
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}
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getCondition(): MoveConditionFunc {
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return (user, target, move) => target.hp > 1;
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}
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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return target.hp > 1 ? 0 : -20;
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}
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}
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export class RecoilAttr extends MoveEffectAttr {
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private useHp: boolean;
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private damageRatio: number;
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@ -3149,7 +3176,8 @@ export function initMoves() {
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.attr(StatChangeAttr, BattleStat.ATK, -2),
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new AttackMove(Moves.ROLLOUT, "Rollout", Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, "The user continually rolls into the target over five turns. It becomes more powerful each time it hits.", -1, 0, 2)
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL),
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new AttackMove(Moves.FALSE_SWIPE, "False Swipe (P)", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, "A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.", -1, 0, 2),
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new AttackMove(Moves.FALSE_SWIPE, "False Swipe", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, "A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.", -1, 0, 2)
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.attr(SurviveDamageAttr),
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new StatusMove(Moves.SWAGGER, "Swagger", Type.NORMAL, 85, 15, "The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.", -1, 0, 2)
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.attr(StatChangeAttr, BattleStat.ATK, 2)
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.attr(ConfuseAttr),
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@ -4084,7 +4112,8 @@ export function initMoves() {
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.attr(StatChangeAttr, BattleStat.ATK, -1),
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new AttackMove(Moves.NUZZLE, "Nuzzle", Type.ELECTRIC, MoveCategory.PHYSICAL, 20, 100, 20, "The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.", 100, 0, 6)
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.attr(StatusEffectAttr, StatusEffect.PARALYSIS),
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new AttackMove(Moves.HOLD_BACK, "Hold Back (P)", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, "The user holds back when it attacks, and the target is left with at least 1 HP.", -1, 0, 6),
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new AttackMove(Moves.HOLD_BACK, "Hold Back", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, "The user holds back when it attacks, and the target is left with at least 1 HP.", -1, 0, 6)
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.attr(SurviveDamageAttr),
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new AttackMove(Moves.INFESTATION, "Infestation (P)", Type.BUG, MoveCategory.SPECIAL, 20, 100, 20, "The target is infested and attacked for four to five turns. The target can't flee during this time.", 100, 0, 6),
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new AttackMove(Moves.POWER_UP_PUNCH, "Power-Up Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 20, "Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.", 100, 0, 6)
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.attr(StatChangeAttr, BattleStat.ATK, 1, true)
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@ -2,7 +2,7 @@ import Phaser from 'phaser';
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import BattleScene, { AnySound } from '../battle-scene';
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import BattleInfo, { PlayerBattleInfo, EnemyBattleInfo } from '../ui/battle-info';
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import { Moves } from "../data/enums/moves";
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import Move, { HighCritAttr, HitsTagAttr, applyMoveAttrs, FixedDamageAttr, VariableAtkAttr, VariablePowerAttr, allMoves, MoveCategory, TypelessAttr, CritOnlyAttr, getMoveTargets, OneHitKOAttr, MultiHitAttr, StatusMoveTypeImmunityAttr, MoveTarget, VariableDefAttr, AttackMove } from "../data/move";
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import Move, { HighCritAttr, HitsTagAttr, applyMoveAttrs, FixedDamageAttr, VariableAtkAttr, VariablePowerAttr, allMoves, MoveCategory, TypelessAttr, CritOnlyAttr, getMoveTargets, OneHitKOAttr, MultiHitAttr, StatusMoveTypeImmunityAttr, MoveTarget, VariableDefAttr, AttackMove, ModifiedDamageAttr } from "../data/move";
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import { default as PokemonSpecies, PokemonSpeciesForm, SpeciesFormKey, getFusedSpeciesName, getPokemonSpecies, getPokemonSpeciesForm } from '../data/pokemon-species';
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import * as Utils from '../utils';
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import { Type, TypeDamageMultiplier, getTypeDamageMultiplier, getTypeRgb } from '../data/type';
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@ -1135,6 +1135,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (this.scene.arena.terrain?.terrainType === TerrainType.MISTY && this.isGrounded() && move.type === Type.DRAGON)
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damage.value = Math.floor(damage.value / 2);
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applyMoveAttrs(ModifiedDamageAttr, source, this, move, damage);
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const fixedDamage = new Utils.IntegerHolder(0);
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applyMoveAttrs(FixedDamageAttr, source, this, move, fixedDamage);
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if (!isTypeImmune && fixedDamage.value) {
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@ -1143,7 +1145,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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result = HitResult.EFFECTIVE;
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}
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console.log('damage', damage, move.name, power.value, sourceAtk, targetDef);
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console.log('damage', damage.value, move.name, power.value, sourceAtk, targetDef);
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if (!result) {
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if (!typeMultiplier.value)
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