diff --git a/src/data/move.ts b/src/data/move.ts index e41594a3189..76e4675d753 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -5967,50 +5967,97 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { * Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch * If it did, the user of U-turn or Volt Switch will not be switched out. */ - if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) && - (move.id === Moves.U_TURN || move.id === Moves.VOLT_SWITCH || move.id === Moves.FLIP_TURN) + if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) + && [ Moves.U_TURN, Moves.VOLT_SWITCH, Moves.FLIP_TURN ].includes(move.id) ) { if (this.hpDroppedBelowHalf(target)) { return false; } } - // Switch out logic for the player's Pokemon + if (switchOutTarget.scene.getPlayerParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) { return false; } if (switchOutTarget.hp > 0) { - switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH); - user.scene.prependToPhase(new SwitchPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase); - return true; + if (this.switchType === SwitchType.FORCE_SWITCH) { + switchOutTarget.leaveField(true); + const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getPlayerParty().length); + user.scene.prependToPhase( + new SwitchSummonPhase( + user.scene, + this.switchType, + switchOutTarget.getFieldIndex(), + slotIndex, + false, + true + ), + MoveEndPhase + ); + } else { + switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH); + user.scene.prependToPhase( + new SwitchPhase( + user.scene, + this.switchType, + switchOutTarget.getFieldIndex(), + true, + true + ), + MoveEndPhase + ); + return true; + } } return false; - } else if (user.scene.currentBattle.battleType !== BattleType.WILD) { - // Switch out logic for trainer battles + } else if (user.scene.currentBattle.battleType !== BattleType.WILD) { // Switch out logic for enemy trainers if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) { return false; } if (switchOutTarget.hp > 0) { - // for opponent switching out - switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH); - user.scene.prependToPhase(new SwitchSummonPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), - (user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0), - false, false), MoveEndPhase); + if (this.switchType === SwitchType.FORCE_SWITCH) { + switchOutTarget.leaveField(true); + const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getEnemyParty().length); + user.scene.prependToPhase( + new SwitchSummonPhase( + user.scene, + this.switchType, + switchOutTarget.getFieldIndex(), + slotIndex, + false, + false + ), + MoveEndPhase + ); + } else { + switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH); + user.scene.prependToPhase( + new SwitchSummonPhase( + user.scene, + this.switchType, + switchOutTarget.getFieldIndex(), + (user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0), + false, + false + ), + MoveEndPhase + ); + } } - } else { + } else { // Switch out logic for wild pokemon /** * Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch * If it did, the user of U-turn or Volt Switch will not be switched out. */ - if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) && - (move.id === Moves.U_TURN || move.id === Moves.VOLT_SWITCH) || move.id === Moves.FLIP_TURN) { + if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) + && [ Moves.U_TURN, Moves.VOLT_SWITCH, Moves.FLIP_TURN ].includes(move.id) + ) { if (this.hpDroppedBelowHalf(target)) { return false; } } - // Switch out logic for everything else (eg: WILD battles) if (user.scene.currentBattle.waveIndex % 10 === 0) { return false; } @@ -7777,11 +7824,10 @@ export function initMoves() { .windMove(), new AttackMove(Moves.WING_ATTACK, Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 35, -1, 0, 1), new StatusMove(Moves.WHIRLWIND, Type.NORMAL, -1, 20, -1, -6, 1) - .attr(ForceSwitchOutAttr) + .attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH) .ignoresSubstitute() .hidesTarget() - .windMove() - .partial(), // Should force random switches + .windMove(), new ChargingAttackMove(Moves.FLY, Type.FLYING, MoveCategory.PHYSICAL, 90, 95, 15, -1, 0, 1) .chargeText(i18next.t("moveTriggers:flewUpHigh", { pokemonName: "{USER}" })) .chargeAttr(SemiInvulnerableAttr, BattlerTagType.FLYING) @@ -7857,10 +7903,9 @@ export function initMoves() { .soundBased() .target(MoveTarget.ALL_NEAR_ENEMIES), new StatusMove(Moves.ROAR, Type.NORMAL, -1, 20, -1, -6, 1) - .attr(ForceSwitchOutAttr) + .attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH) .soundBased() - .hidesTarget() - .partial(), // Should force random switching + .hidesTarget(), new StatusMove(Moves.SING, Type.NORMAL, 55, 15, -1, 0, 1) .attr(StatusEffectAttr, StatusEffect.SLEEP) .soundBased(), @@ -9222,8 +9267,8 @@ export function initMoves() { .attr(StatStageChangeAttr, [ Stat.ATK ], 1, true) .attr(StatStageChangeAttr, [ Stat.SPD ], 2, true), new AttackMove(Moves.CIRCLE_THROW, Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, -6, 5) - .attr(ForceSwitchOutAttr) - .partial(), // Should force random switches + .attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH) + .hidesTarget(), new AttackMove(Moves.INCINERATE, Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, 0, 5) .target(MoveTarget.ALL_NEAR_ENEMIES) .attr(RemoveHeldItemAttr, true), @@ -9291,9 +9336,8 @@ export function initMoves() { new AttackMove(Moves.FROST_BREATH, Type.ICE, MoveCategory.SPECIAL, 60, 90, 10, 100, 0, 5) .attr(CritOnlyAttr), new AttackMove(Moves.DRAGON_TAIL, Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, -1, -6, 5) - .attr(ForceSwitchOutAttr) - .hidesTarget() - .partial(), // Should force random switches + .attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH) + .hidesTarget(), new SelfStatusMove(Moves.WORK_UP, Type.NORMAL, -1, 30, -1, 0, 5) .attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPATK ], 1, true), new AttackMove(Moves.ELECTROWEB, Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, 100, 0, 5) diff --git a/src/enums/switch-type.ts b/src/enums/switch-type.ts index 752c0902636..d55872ae83b 100644 --- a/src/enums/switch-type.ts +++ b/src/enums/switch-type.ts @@ -10,5 +10,7 @@ export enum SwitchType { /** Transfers stat stages and other effects from the returning Pokemon to the switched in Pokemon */ BATON_PASS, /** Transfers the returning Pokemon's Substitute to the switched in Pokemon */ - SHED_TAIL + SHED_TAIL, + /** Force switchout to a random party member */ + FORCE_SWITCH, }