Mostly implements upper hand (#433)
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@ -7201,7 +7201,10 @@ export function initMoves() {
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new AttackMove(Moves.PSYCHIC_NOISE, Type.PSYCHIC, MoveCategory.SPECIAL, 75, 100, 10, -1, 0, 9)
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.soundBased()
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.partial(),
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new AttackMove(Moves.UPPER_HAND, Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 15, -1, 3, 9)
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new AttackMove(Moves.UPPER_HAND, Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 15, 100, 3, 9)
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.attr(FlinchAttr)
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.condition((user, target, move) => user.scene.currentBattle.turnCommands[target.getBattlerIndex()].command === Command.FIGHT && !target.turnData.acted && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()].move.move].category !== MoveCategory.STATUS && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()].move.move].priority > 0 )
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//TODO: Should also apply when target move priority increased by ability ex. gale wings
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.partial(),
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new AttackMove(Moves.MALIGNANT_CHAIN, Type.POISON, MoveCategory.SPECIAL, 100, 100, 5, 50, 0, 9)
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.attr(StatusEffectAttr, StatusEffect.TOXIC)
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