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Implement Heat Crash and Heavy Slam
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@ -1564,6 +1564,39 @@ export class LowHpPowerAttr extends VariablePowerAttr {
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}
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}
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export class CompareWeightPowerAttr extends VariablePowerAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const power = args[0] as Utils.NumberHolder;
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const userWeight = user.getWeight();
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const targetWeight = target.getWeight();
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if (!userWeight || userWeight === 0)
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return false;
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const relativeWeight = (targetWeight / userWeight) * 100;
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switch (true) {
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case (relativeWeight < 20.01):
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power.value = 120;
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break;
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case (relativeWeight < 25.01):
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power.value = 100;
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break;
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case (relativeWeight < 33.35):
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power.value = 80;
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break;
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case (relativeWeight < 50.01):
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power.value = 60;
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break;
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default:
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power.value = 40;
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break;
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}
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return true;
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}
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}
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export class HpPowerAttr extends VariablePowerAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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(args[0] as Utils.NumberHolder).value = Math.max(Math.floor(150 * user.getHpRatio()), 1);
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@ -3935,7 +3968,8 @@ export function initMoves() {
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new SelfStatusMove(Moves.QUIVER_DANCE, "Quiver Dance", Type.BUG, -1, 20, "The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats.", -1, 0, 5)
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.attr(StatChangeAttr, [ BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)
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.danceMove(),
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new AttackMove(Moves.HEAVY_SLAM, "Heavy Slam (N)", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, "The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.", -1, 0, 5),
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new AttackMove(Moves.HEAVY_SLAM, "Heavy Slam", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, "The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.", -1, 0, 5)
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.attr(CompareWeightPowerAttr),
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new AttackMove(Moves.SYNCHRONOISE, "Synchronoise (P)", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, "Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.", -1, 0, 5)
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.target(MoveTarget.ALL_NEAR_OTHERS),
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new AttackMove(Moves.ELECTRO_BALL, "Electro Ball", Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, "The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.", -1, 0, 5)
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@ -4042,7 +4076,8 @@ export function initMoves() {
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new AttackMove(Moves.RAZOR_SHELL, "Razor Shell", Type.WATER, MoveCategory.PHYSICAL, 75, 95, 10, "The user cuts its target with sharp shells. This may also lower the target's Defense stat.", 50, 0, 5)
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.attr(StatChangeAttr, BattleStat.DEF, -1)
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.slicingMove(),
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new AttackMove(Moves.HEAT_CRASH, "Heat Crash (N)", Type.FIRE, MoveCategory.PHYSICAL, -1, 100, 10, "The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move's power.", -1, 0, 5),
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new AttackMove(Moves.HEAT_CRASH, "Heat Crash", Type.FIRE, MoveCategory.PHYSICAL, -1, 100, 10, "The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move's power.", -1, 0, 5)
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.attr(CompareWeightPowerAttr),
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new AttackMove(Moves.LEAF_TORNADO, "Leaf Tornado", Type.GRASS, MoveCategory.SPECIAL, 65, 90, 10, "The user attacks its target by encircling it in sharp leaves. This attack may also lower the target's accuracy.", 50, 0, 5)
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.attr(StatChangeAttr, BattleStat.ACC, -1),
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new AttackMove(Moves.STEAMROLLER, "Steamroller", Type.BUG, MoveCategory.PHYSICAL, 65, 100, 20, "The user crushes its target by rolling over the target with its rolled-up body. This may also make the target flinch.", 30, 0, 5)
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