Changed Bouncy Bubble to heal 100% of damage dealt and implemented Take Heart (#326)
* Changed Bouncy Bubble to heal 100% of damage dealt, as according to Gen 8 * Fully implemented Take Heart
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@ -5906,7 +5906,7 @@ export function initMoves() {
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new AttackMove(Moves.PIKA_PAPOW, Type.ELECTRIC, MoveCategory.SPECIAL, -1, -1, 20, -1, 0, 7)
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new AttackMove(Moves.PIKA_PAPOW, Type.ELECTRIC, MoveCategory.SPECIAL, -1, -1, 20, -1, 0, 7)
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.attr(FriendshipPowerAttr),
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.attr(FriendshipPowerAttr),
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new AttackMove(Moves.BOUNCY_BUBBLE, Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, -1, 0, 7)
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new AttackMove(Moves.BOUNCY_BUBBLE, Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, -1, 0, 7)
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.attr(HitHealAttr)
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.attr(HitHealAttr, 1.0)
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.triageMove(),
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.triageMove(),
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new AttackMove(Moves.BUZZY_BUZZ, Type.ELECTRIC, MoveCategory.SPECIAL, 60, 100, 20, 100, 0, 7)
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new AttackMove(Moves.BUZZY_BUZZ, Type.ELECTRIC, MoveCategory.SPECIAL, 60, 100, 20, 100, 0, 7)
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.attr(StatusEffectAttr, StatusEffect.PARALYSIS),
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.attr(StatusEffectAttr, StatusEffect.PARALYSIS),
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@ -6249,7 +6249,8 @@ export function initMoves() {
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.partial(),
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.partial(),
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new SelfStatusMove(Moves.TAKE_HEART, Type.PSYCHIC, -1, 10, -1, 0, 8)
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new SelfStatusMove(Moves.TAKE_HEART, Type.PSYCHIC, -1, 10, -1, 0, 8)
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.attr(StatChangeAttr, [ BattleStat.SPATK, BattleStat.SPDEF ], 1, true)
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.attr(StatChangeAttr, [ BattleStat.SPATK, BattleStat.SPDEF ], 1, true)
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.partial(),
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.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN)
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.condition((user, target, move) => user.status && (user.status.effect === StatusEffect.PARALYSIS || user.status.effect === StatusEffect.POISON || user.status.effect === StatusEffect.TOXIC || user.status.effect === StatusEffect.BURN)),
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/* Unused
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/* Unused
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new AttackMove(Moves.G_MAX_WILDFIRE, Type.FIRE, MoveCategory.PHYSICAL, 10, -1, 10, -1, 0, 8)
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new AttackMove(Moves.G_MAX_WILDFIRE, Type.FIRE, MoveCategory.PHYSICAL, 10, -1, 10, -1, 0, 8)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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