Fixed switch out attacks trigger contact for the replacement pokemon
Changed force switch out attribute to be applied after the move is done. Additionally manually typed switch out attacks to be non baton pass moves.
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5d1cd97411
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@ -2676,7 +2676,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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private batonPass: boolean;
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constructor(user?: boolean, batonPass?: boolean) {
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super(false, MoveEffectTrigger.HIT, true);
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super(false, MoveEffectTrigger.POST_APPLY, true);
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this.user = !!user;
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this.batonPass = !!batonPass;
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}
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@ -4491,7 +4491,7 @@ export function initMoves() {
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.makesContact(false)
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.target(MoveTarget.ATTACKER),
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new AttackMove(Moves.U_TURN, Type.BUG, MoveCategory.PHYSICAL, 70, 100, 20, -1, 0, 4)
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.attr(ForceSwitchOutAttr, true),
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.attr(ForceSwitchOutAttr, true, false),
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new AttackMove(Moves.CLOSE_COMBAT, Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, 100, 0, 4)
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.attr(StatChangeAttr, [ BattleStat.DEF, BattleStat.SPDEF ], -1, true),
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new AttackMove(Moves.PAYBACK, Type.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 4)
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@ -4895,7 +4895,7 @@ export function initMoves() {
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new AttackMove(Moves.GRASS_PLEDGE, Type.GRASS, MoveCategory.SPECIAL, 80, 100, 10, -1, 0, 5)
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.partial(),
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new AttackMove(Moves.VOLT_SWITCH, Type.ELECTRIC, MoveCategory.SPECIAL, 70, 100, 20, -1, 0, 5)
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.attr(ForceSwitchOutAttr, true),
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.attr(ForceSwitchOutAttr, true, false),
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new AttackMove(Moves.STRUGGLE_BUG, Type.BUG, MoveCategory.SPECIAL, 50, 100, 20, 100, 0, 5)
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.attr(StatChangeAttr, BattleStat.SPATK, -1)
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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@ -5041,7 +5041,7 @@ export function initMoves() {
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new StatusMove(Moves.PARTING_SHOT, Type.DARK, 100, 20, 100, 0, 6)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], -1)
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.attr(ForceSwitchOutAttr, true)
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.attr(ForceSwitchOutAttr, true, false)
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.soundBased(),
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new StatusMove(Moves.TOPSY_TURVY, Type.DARK, -1, 20, -1, 0, 6)
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.attr(InvertStatsAttr),
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@ -5665,7 +5665,7 @@ export function initMoves() {
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.DEF ], 1)
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.target(MoveTarget.NEAR_ALLY),
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new AttackMove(Moves.FLIP_TURN, Type.WATER, MoveCategory.PHYSICAL, 60, 100, 20, -1, 0, 8)
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.attr(ForceSwitchOutAttr, true),
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.attr(ForceSwitchOutAttr, true, false),
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new AttackMove(Moves.TRIPLE_AXEL, Type.ICE, MoveCategory.PHYSICAL, 20, 90, 10, -1, 0, 8)
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.attr(MultiHitAttr, MultiHitType._3_INCR)
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.attr(MissEffectAttr, (user: Pokemon, move: Move) => {
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