Fixed Failed Moves Not Using PP (#634)
Fixed an issue where if a move failed, it would not use power points.
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@ -3206,6 +3206,14 @@ export class PokemonMove {
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return allMoves[this.moveId];
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}
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/**
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* Sets {@link ppUsed} for this move and ensures the value does not exceed {@link getMovePp}
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* @param {number} count Amount of PP to use
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*/
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usePp(count: number = 1) {
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this.ppUsed = Math.min(this.ppUsed + count, this.getMovePp());
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}
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getMovePp(): integer {
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return this.getMove().pp + this.ppUp * Math.max(Math.floor(this.getMove().pp / 5), 1);
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}
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@ -2158,6 +2158,7 @@ export class MovePhase extends BattlePhase {
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public targets: BattlerIndex[];
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protected followUp: boolean;
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protected ignorePp: boolean;
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protected failed: boolean;
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protected cancelled: boolean;
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constructor(scene: BattleScene, pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp?: boolean, ignorePp?: boolean) {
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@ -2168,6 +2169,7 @@ export class MovePhase extends BattlePhase {
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this.move = move;
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this.followUp = !!followUp;
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this.ignorePp = !!ignorePp;
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this.failed = false;
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this.cancelled = false;
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}
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@ -2175,6 +2177,12 @@ export class MovePhase extends BattlePhase {
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return this.pokemon.isActive(true) && this.move.isUsable(this.pokemon, this.ignorePp) && !!this.targets.length;
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}
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/**Signifies the current move should fail but still use PP */
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fail(): void {
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this.failed = true;
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}
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/**Signifies the current move should cancel and retain PP */
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cancel(): void {
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this.cancelled = true;
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}
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@ -2214,7 +2222,7 @@ export class MovePhase extends BattlePhase {
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this.targets[0] = attacker.getBattlerIndex();
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}
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if (this.targets[0] === BattlerIndex.ATTACKER) {
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this.cancel();
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this.fail(); // Marks the move as failed for later in doMove
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this.showMoveText();
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this.showFailedText();
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}
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@ -2234,11 +2242,24 @@ export class MovePhase extends BattlePhase {
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this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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let ppUsed = 1;
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// Filter all opponents to include only those this move is targeting
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const targetedOpponents = this.pokemon.getOpponents().filter(o => this.targets.includes(o.getBattlerIndex()));
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for (let opponent of targetedOpponents) {
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if (this.move.ppUsed + ppUsed >= this.move.getMovePp()) // If we're already at max PP usage, stop checking
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break;
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if (opponent.hasAbilityWithAttr(IncreasePpAbAttr)) // Accounting for abilities like Pressure
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ppUsed++;
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}
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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if (this.cancelled) {
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if (this.cancelled || this.failed) {
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if (this.failed)
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this.move.usePp(ppUsed); // Only use PP if the move failed
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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return this.end();
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}
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@ -2253,23 +2274,12 @@ export class MovePhase extends BattlePhase {
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
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moveQueue.shift();
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this.cancel();
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}
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if (this.cancelled) {
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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return this.end();
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}
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if (!moveQueue.length || !moveQueue.shift().ignorePP) {
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this.move.ppUsed++;
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const targetedOpponents = this.pokemon.getOpponents().filter(o => this.targets.includes(o.getBattlerIndex()));
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for (let opponent of targetedOpponents) {
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if (this.move.ppUsed === this.move.getMove().pp)
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break;
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if (opponent.hasAbilityWithAttr(IncreasePpAbAttr))
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this.move.ppUsed = Math.min(this.move.ppUsed + 1, this.move.getMovePp());
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}
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}
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if (!moveQueue.length || !moveQueue.shift().ignorePP) // using .shift here clears out two turn moves once they've been used
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this.move.usePp(ppUsed);
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if (!allMoves[this.move.moveId].getAttrs(CopyMoveAttr).length)
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this.scene.currentBattle.lastMove = this.move.moveId;
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