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Fix multi-hit move implementation
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179d1bcb13
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@ -1528,6 +1528,8 @@ class MoveEffectPhase extends PokemonPhase {
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const targetHitChecks = Object.fromEntries(targets.map(p => [ p.getBattlerIndex(), this.hitCheck(p) ]));
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if (targets.length === 1 && !targetHitChecks[this.targets[0]]) {
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user.turnData.hitCount = 1;
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user.turnData.hitsLeft = 1;
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this.scene.queueMessage(getPokemonMessage(user, '\'s\nattack missed!'));
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moveHistoryEntry.result = MoveResult.MISS;
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applyMoveAttrs(MissEffectAttr, user, null, this.move.getMove());
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@ -1539,6 +1541,8 @@ class MoveEffectPhase extends PokemonPhase {
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new MoveAnim(this.move.getMove().id as Moves, user, this.getTarget()?.getBattlerIndex()).play(this.scene, () => {
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for (let target of targets) {
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if (!targetHitChecks[target.getBattlerIndex()]) {
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user.turnData.hitCount = 1;
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user.turnData.hitsLeft = 1;
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this.scene.queueMessage(getPokemonMessage(user, '\'s\nattack missed!'));
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if (moveHistoryEntry.result === MoveResult.PENDING)
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moveHistoryEntry.result = MoveResult.MISS;
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@ -1591,10 +1595,10 @@ class MoveEffectPhase extends PokemonPhase {
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end() {
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const user = this.getUserPokemon();
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if (--user.turnData.hitsLeft >= 1 && this.getTarget())
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if (--user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive())
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this.scene.unshiftPhase(this.getNewHitPhase());
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else {
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if (user.turnData.hitCount > 1)
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if (user.turnData.hitCount - user.turnData.hitsLeft > 1)
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this.scene.queueMessage(`Hit ${user.turnData.hitCount} time(s)!`);
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this.scene.applyModifiers(HitHealModifier, this.player, user);
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}
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@ -1606,6 +1610,10 @@ class MoveEffectPhase extends PokemonPhase {
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if (this.move.getMove().moveTarget === MoveTarget.USER)
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return true;
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// Hit check only calculated on first hit for multi-hit moves
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if (this.getUserPokemon().turnData.hitsLeft < this.getUserPokemon().turnData.hitCount)
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return true;
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const hiddenTag = target.getTag(HiddenTag);
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if (hiddenTag && !this.move.getMove().getAttrs(HitsTagAttr).filter(hta => (hta as HitsTagAttr).tagType === hiddenTag.tagType).length)
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return false;
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@ -2694,10 +2694,10 @@ export function initMoves() {
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new SelfStatusMove(Moves.SKETCH, "Sketch", Type.NORMAL, -1, 1, -1, "Permanently copies the opponent's last move.", -1, 0, 2)
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.attr(SketchAttr)
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.ignoresVirtual(),
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new AttackMove(Moves.TRIPLE_KICK, "Triple Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 10, 90, 10, -1, "Hits thrice in one turn at increasing power.", -1, 0, 2)
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new AttackMove(Moves.TRIPLE_KICK, "Triple Kick (P)", Type.FIGHTING, MoveCategory.PHYSICAL, 10, 90, 10, -1, "Hits thrice in one turn at increasing power.", -1, 0, 2)
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.attr(MultiHitAttr, MultiHitType._3_INCR)
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.attr(MissEffectAttr, (user: Pokemon, move: Move) => {
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user.turnData.hitsLeft = 0;
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user.turnData.hitsLeft = 1;
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return true;
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}),
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new AttackMove(Moves.THIEF, "Thief", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, 18, "Steals a held item from the opponent.", -1, 0, 2)
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@ -534,7 +534,7 @@ export class EnemyAttackStatusEffectChanceModifierType extends ModifierType {
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export class EnemyInstantReviveChanceModifierType extends ModifierType {
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constructor(name: string, chancePercent: integer, fullHeal: boolean, iconImage?: string) {
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super(name, `Adds a ${chancePercent}% chance of reviving with ${fullHeal ? '100' : '50'}% HP`, (type, _args) => new Modifiers.EnemyInstantReviveChanceModifier(type, fullHeal, chancePercent), iconImage, 'enemy_revive');
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super(name, `Adds a ${chancePercent}% chance of reviving with ${fullHeal ? 100 : 50}% HP`, (type, _args) => new Modifiers.EnemyInstantReviveChanceModifier(type, fullHeal, chancePercent), iconImage, 'enemy_revive');
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}
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}
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@ -754,16 +754,18 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.turnData.attacksReceived.unshift({ move: move.id, result: result as DamageResult, damage: damage.value, critical: isCritical, sourceId: source.id });
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}
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switch (result) {
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case HitResult.SUPER_EFFECTIVE:
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this.scene.queueMessage('It\'s super effective!');
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break;
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case HitResult.NOT_VERY_EFFECTIVE:
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this.scene.queueMessage('It\'s not very effective!');
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break;
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case HitResult.NO_EFFECT:
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this.scene.queueMessage(`It doesn\'t affect ${this.name}!`);
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break;
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if (source.turnData.hitsLeft === 1) {
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switch (result) {
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case HitResult.SUPER_EFFECTIVE:
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this.scene.queueMessage('It\'s super effective!');
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break;
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case HitResult.NOT_VERY_EFFECTIVE:
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this.scene.queueMessage('It\'s not very effective!');
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break;
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case HitResult.NO_EFFECT:
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this.scene.queueMessage(`It doesn\'t affect ${this.name}!`);
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break;
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}
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}
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if (damage)
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