Add weather and weather-related move effects

This commit is contained in:
Flashfyre 2023-04-17 00:46:50 -04:00
parent ef93aec804
commit 32d6bea725
8 changed files with 483 additions and 89 deletions

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@ -4,7 +4,11 @@ import { Biome, BiomePoolTier, BiomeTierPools, biomePools } from "./biome";
import * as Utils from "./utils";
import PokemonSpecies, { getPokemonSpecies } from "./pokemon-species";
import { Species } from "./species";
import { Weather, WeatherType } from "./weather";
import { Weather, WeatherType, getWeatherClearMessage, getWeatherStartMessage } from "./weather";
import { CommonAnimPhase, MessagePhase } from "./battle-phases";
import { CommonAnim } from "./battle-anims";
import { Type } from "./type";
import Move from "./move";
export class Arena {
private scene: BattleScene;
@ -87,14 +91,32 @@ export class Arena {
return Biome[this.biomeType].toLowerCase();
}
setWeather(weather: WeatherType, turnCount?: integer): boolean {
if (this.weather?.weatherType === weather)
trySetWeather(weather: WeatherType, viaMove: boolean): boolean {
if (this.weather?.weatherType === (weather || null))
return false;
this.weather = new Weather(weather, turnCount || 0);
const oldWeatherType = this.weather?.weatherType || WeatherType.NONE;
this.weather = weather ? new Weather(weather, viaMove ? 5 : 0) : null;
if (this.weather) {
this.scene.unshiftPhase(new CommonAnimPhase(this.scene, true, CommonAnim.SUNNY + (weather - 1)));
this.scene.unshiftPhase(new MessagePhase(this.scene, getWeatherStartMessage(weather)));
} else
this.scene.unshiftPhase(new MessagePhase(this.scene, getWeatherClearMessage(oldWeatherType)));
return true;
}
getAttackTypeMultiplier(attackType: Type): number {
if (!this.weather)
return 1;
return this.weather.getAttackTypeMultiplier(attackType);
}
isMoveWeatherCancelled(move: Move) {
return this.weather && this.weather.isMoveWeatherCancelled(move);
}
isDaytime(): boolean {
switch (this.biomeType) {
case Biome.PLAINS:

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@ -1,7 +1,7 @@
//import { battleAnimRawData } from "./battle-anim-raw-data";
import BattleScene from "./battle-scene";
import { ChargeAttr, Moves, allMoves } from "./move";
import Pokemon, { EnemyPokemon, PlayerPokemon } from "./pokemon";
import Pokemon from "./pokemon";
import * as Utils from "./utils";
//import fs from 'vite-plugin-fs/browser';

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@ -1,7 +1,6 @@
import BattleScene from "./battle-scene";
import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult } from "./pokemon";
import * as Utils from './utils';
import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, ConditionalMoveAttr, HitsTagAttr, MissEffectAttr, MoveCategory, MoveEffectAttr, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr } from "./move";
import { applyMoveAttrs, BypassSleepAttr, ChargeAttr, ConditionalMoveAttr, HitsTagAttr, MissEffectAttr, MoveCategory, MoveEffectAttr, MoveHitEffectAttr, MultiHitAttr, OverrideMoveEffectAttr, VariableAccuracyAttr } from "./move";
import { Mode } from './ui/ui';
import { Command } from "./ui/command-ui-handler";
import { Stat } from "./pokemon-stat";
@ -9,7 +8,7 @@ import { ExpBoosterModifier, ExpShareModifier, ExtraModifierModifier, HitHealMod
import PartyUiHandler, { PartyOption, PartyUiMode } from "./ui/party-ui-handler";
import { doPokeballBounceAnim, getPokeballAtlasKey, getPokeballCatchMultiplier, getPokeballTintColor, PokeballType } from "./pokeball";
import { CommonAnim, CommonBattleAnim, MoveAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
import { Status, StatusEffect, getStatusEffectActivationText, getStatusEffectHealText, getStatusEffectObtainText, getStatusEffectOverlapText } from "./status-effect";
import { StatusEffect, getStatusEffectActivationText, getStatusEffectHealText, getStatusEffectObtainText, getStatusEffectOverlapText } from "./status-effect";
import { SummaryUiMode } from "./ui/summary-ui-handler";
import EvolutionSceneHandler from "./ui/evolution-scene-handler";
import { EvolutionPhase } from "./evolution-phase";
@ -21,6 +20,9 @@ import PokemonSpecies from "./pokemon-species";
import SoundFade from "phaser3-rex-plugins/plugins/soundfade";
import { BattleTagLapseType, BattleTagType, HideSpriteTag as HiddenTag } from "./battle-tag";
import { getPokemonMessage } from "./messages";
import { Weather, WeatherType, getRandomWeatherType, getWeatherDamageMessage, getWeatherLapseMessage as getWeatherEffectMessage } from "./weather";
import { Moves, allMoves } from "./move";
import * as Utils from './utils';
export class SelectStarterPhase extends BattlePhase {
constructor(scene: BattleScene) {
@ -203,7 +205,8 @@ export class SwitchBiomePhase extends BattlePhase {
onComplete: () => {
this.scene.arenaEnemy.setX(this.scene.arenaEnemy.x - 600);
this.scene.newBiome(this.nextBiome);
this.scene.newArena(this.nextBiome)
.trySetWeather(getRandomWeatherType(this.nextBiome), false);
const biomeKey = this.scene.arena.getBiomeKey();
const bgTexture = `${biomeKey}_bg`;
@ -393,9 +396,13 @@ export class CheckSwitchPhase extends BattlePhase {
this.scene.ui.showText('Will you switch\nPOKéMON?', null, () => {
this.scene.ui.setMode(Mode.CONFIRM, () => {
this.scene.ui.setMode(Mode.MESSAGE);
this.scene.unshiftPhase(new SwitchPhase(this.scene, false, true));
this.end();
}, () => this.end());
}, () => {
this.scene.ui.setMode(Mode.MESSAGE);
this.end();
});
});
}
}
@ -443,10 +450,12 @@ export class CommandPhase extends BattlePhase {
let isDelayed = (command: Command, playerMove: PokemonMove, enemyMove: PokemonMove) => {
switch (command) {
case Command.FIGHT:
const playerMovePriority = playerMove.getMove().priority;
const enemyMovePriority = enemyMove.getMove().priority;
if (playerMovePriority !== enemyMovePriority)
return playerMovePriority < enemyMovePriority;
if (playerMove && enemyMove) {
const playerMovePriority = playerMove.getMove().priority;
const enemyMovePriority = enemyMove.getMove().priority;
if (playerMovePriority !== enemyMovePriority)
return playerMovePriority < enemyMovePriority;
}
break;
case Command.BALL:
case Command.POKEMON:
@ -486,6 +495,9 @@ export class CommandPhase extends BattlePhase {
}
if (success) {
if (this.scene.arena.weather)
this.scene.unshiftPhase(new WeatherEffectPhase(this.scene, this.scene.arena.weather, isDelayed(command, null, null)));
const enemyMove = enemyPokemon.getNextMove();
const enemyPhase = new EnemyMovePhase(this.scene, enemyPokemon, enemyMove);
if (isDelayed(command, playerMove, enemyMove))
@ -534,6 +546,9 @@ export class TurnEndPhase extends BattlePhase {
playerPokemon.battleSummonData.turnCount++;
enemyPokemon.battleSummonData.turnCount++;
if (this.scene.arena.weather && !this.scene.arena.weather.lapse())
this.scene.arena.trySetWeather(WeatherType.NONE, false);
this.end();
}
}
@ -628,6 +643,8 @@ export abstract class MovePhase extends BattlePhase {
const failed = new Utils.BooleanHolder(false);
applyMoveAttrs(ConditionalMoveAttr, this.pokemon, target, this.move.getMove(), failed);
if (!failed.value && this.scene.arena.isMoveWeatherCancelled(this.move.getMove()))
failed.value = true;
if (failed.value)
this.scene.unshiftPhase(new MessagePhase(this.scene, 'But it failed!'));
else
@ -789,6 +806,12 @@ abstract class MoveEffectPhase extends PokemonPhase {
if (!this.move.getMove().getAttrs(HitsTagAttr).filter(hta => (hta as HitsTagAttr).tagType === hiddenTag.tagType).length)
return false;
}
const moveAccuracy = new Utils.NumberHolder(this.move.getMove().accuracy);
applyMoveAttrs(VariableAccuracyAttr, this.getUserPokemon(), this.getTargetPokemon(), this.move.getMove(), moveAccuracy);
if (moveAccuracy.value === -1)
return true;
if (this.move.getMove().category !== MoveCategory.STATUS) {
const userAccuracyLevel = this.getUserPokemon().summonData.battleStats[BattleStat.ACC];
@ -800,8 +823,9 @@ abstract class MoveEffectPhase extends PokemonPhase {
? (3 + Math.min(userAccuracyLevel - targetEvasionLevel, 6)) / 3
: 3 / (3 + Math.min(targetEvasionLevel - userAccuracyLevel, 6));
}
return rand <= this.move.getMove().accuracy * accuracyMultiplier;
return rand <= moveAccuracy.value * accuracyMultiplier;
}
return true;
}
@ -1043,6 +1067,43 @@ export class PostTurnStatusEffectPhase extends PokemonPhase {
}
}
export class WeatherEffectPhase extends CommonAnimPhase {
private weather: Weather;
private playerDelayed: boolean;
constructor(scene: BattleScene, weather: Weather, playerDelayed: boolean) {
super(scene, true, CommonAnim.SUNNY + (weather.weatherType - 1));
this.weather = weather;
this.playerDelayed = playerDelayed;
}
start() {
if (this.weather.isDamaging()) {
const inflictDamage = (pokemon: Pokemon) => {
this.scene.unshiftPhase(new MessagePhase(this.scene, getWeatherDamageMessage(this.weather.weatherType, pokemon)));
pokemon.damage(Math.ceil(pokemon.getMaxHp() / 16));
this.scene.unshiftPhase(new DamagePhase(this.scene, pokemon.isPlayer()));
};
const playerPokemon = this.scene.getPlayerPokemon();
const enemyPokemon = this.scene.getEnemyPokemon();
const playerImmune = !!playerPokemon.getTypes().filter(t => this.weather.isTypeDamageImmune(t)).length;
const enemyImmune = !!playerPokemon.getTypes().filter(t => this.weather.isTypeDamageImmune(t)).length;
if (!this.playerDelayed && !playerImmune)
inflictDamage(playerPokemon);
if (!enemyImmune)
inflictDamage(enemyPokemon);
if (this.playerDelayed && !playerImmune)
inflictDamage(playerPokemon);
}
this.scene.ui.showText(getWeatherEffectMessage(this.weather.weatherType), null, () => super.start());
}
}
export class MessagePhase extends BattlePhase {
private text: string;
private callbackDelay: integer;
@ -1059,7 +1120,10 @@ export class MessagePhase extends BattlePhase {
start() {
super.start();
this.scene.ui.showText(this.text, null, () => this.end(), this.callbackDelay || (this.prompt ? 0 : 1500), this.prompt);
if (this.text)
this.scene.ui.showText(this.text, null, () => this.end(), this.callbackDelay || (this.prompt ? 0 : 1500), this.prompt);
else
this.end();
}
}

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@ -1,7 +1,7 @@
import Phaser from 'phaser';
import { Biome, BiomeArena } from './biome';
import { Biome } from './biome';
import UI from './ui/ui';
import { EncounterPhase, SummonPhase, CommandPhase, NextEncounterPhase, SwitchBiomePhase, NewBiomeEncounterPhase, SelectBiomePhase, SelectStarterPhase } from './battle-phases';
import { EncounterPhase, SummonPhase, CommandPhase, NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, SelectStarterPhase } from './battle-phases';
import { PlayerPokemon, EnemyPokemon } from './pokemon';
import PokemonSpecies, { allSpecies, getPokemonSpecies } from './pokemon-species';
import * as Utils from './utils';
@ -13,6 +13,7 @@ import { Battle } from './battle';
import { initCommonAnims, loadCommonAnimAssets, populateAnims } from './battle-anims';
import { BattlePhase } from './battle-phase';
import { initGameSpeed } from './game-speed';
import { Arena } from './arena';
const enableAuto = true;
@ -47,7 +48,7 @@ export default class BattleScene extends Phaser.Scene {
public arenaEnemy: Phaser.GameObjects.Image;
public arenaEnemyTransition: Phaser.GameObjects.Image;
public arenaNextEnemy: Phaser.GameObjects.Image;
public arena: BiomeArena;
public arena: Arena;
public trainer: Phaser.GameObjects.Sprite;
public currentBattle: Battle;
public pokeballCounts = Object.fromEntries(Utils.getEnumValues(PokeballType).filter(p => p <= PokeballType.MASTER_BALL).map(t => [ t, 0 ]));
@ -283,9 +284,9 @@ export default class BattleScene extends Phaser.Scene {
if (isRandom) {
const biomes = Utils.getEnumValues(Biome);
this.newBiome(biomes[Utils.randInt(biomes.length)]);
this.newArena(biomes[Utils.randInt(biomes.length)]);
} else
this.newBiome(Biome.PLAINS);
this.newArena(Biome.PLAINS);
const biomeKey = this.arena.getBiomeKey();
this.arenaBg = this.add.sprite(0, 0, `${biomeKey}_bg`);
@ -416,8 +417,8 @@ export default class BattleScene extends Phaser.Scene {
return this.currentBattle;
}
newBiome(biome: Biome): BiomeArena {
this.arena = new BiomeArena(this, biome, Biome[biome].toLowerCase());
newArena(biome: Biome): Arena {
this.arena = new Arena(this, biome, Biome[biome].toLowerCase());
return this.arena;
}

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@ -1,16 +1,16 @@
import * as ModifierTypes from './modifier-type';
import { LearnMovePhase, LevelUpPhase, MessagePhase, PokemonHealPhase } from "./battle-phases";
import { LearnMovePhase, LevelUpPhase, PokemonHealPhase } from "./battle-phases";
import BattleScene from "./battle-scene";
import { getLevelTotalExp } from "./exp";
import { PokeballType } from "./pokeball";
import Pokemon, { PlayerPokemon } from "./pokemon";
import { Stat } from "./pokemon-stat";
import { addTextObject, TextStyle } from "./text";
import * as Utils from "./utils";
import { Type } from './type';
import { EvolutionPhase } from './evolution-phase';
import { pokemonEvolutions } from './pokemon-evolutions';
import { getPokemonMessage } from './messages';
import * as Utils from "./utils";
type ModifierType = ModifierTypes.ModifierType;
export type ModifierPredicate = (modifier: Modifier) => boolean;

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@ -1,12 +1,13 @@
import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
import { EnemyMovePhase, MessagePhase, MovePhase, ObtainStatusEffectPhase, PlayerMovePhase, PokemonHealPhase, StatChangePhase } from "./battle-phases";
import { EnemyMovePhase, MessagePhase, ObtainStatusEffectPhase, PlayerMovePhase, PokemonHealPhase, StatChangePhase } from "./battle-phases";
import { BattleStat } from "./battle-stat";
import Pokemon, { EnemyPokemon, MoveResult, PlayerPokemon, PokemonMove, TurnMove } from "./pokemon";
import { BattleTagType } from "./battle-tag";
import { getPokemonMessage } from "./messages";
import Pokemon, { EnemyPokemon, MoveResult, PlayerPokemon, PokemonMove, TurnMove } from "./pokemon";
import { StatusEffect } from "./status-effect";
import { Type } from "./type";
import * as Utils from "./utils";
import { getPokemonMessage } from "./messages";
import { WeatherType } from "./weather";
export enum MoveCategory {
PHYSICAL,
@ -622,7 +623,7 @@ export enum Moves {
V_CREATE,
FUSION_FLARE,
FUSION_BOLT
};
}
type MoveAttrFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
@ -678,30 +679,59 @@ export class FixedDamageAttr extends MoveAttr {
}
}
enum MultiHitType {
export enum MultiHitType {
_2,
_2_TO_5,
_3_INCR
}
class HealAttr extends MoveEffectAttr {
private fullHeal: boolean;
export class HealAttr extends MoveEffectAttr {
private healRatio: number;
private showAnim: boolean;
constructor(fullHeal?: boolean, showAnim?: boolean) {
constructor(healRatio?: number, showAnim?: boolean) {
super(true);
this.fullHeal = !!fullHeal;
this.healRatio = healRatio || 1;
this.showAnim = !!showAnim;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
user.scene.unshiftPhase(new PokemonHealPhase(user.scene, user.isPlayer(), Math.max(Math.floor(user.getMaxHp() / (this.fullHeal ? 1 : 2)), 1), getPokemonMessage(user, ' regained\nhealth!'), true, !this.showAnim));
this.addHealPhase(user, this.healRatio);
return true;
}
addHealPhase(user: Pokemon, healRatio: number) {
user.scene.unshiftPhase(new PokemonHealPhase(user.scene, user.isPlayer(), Math.max(Math.floor(user.getMaxHp() * healRatio), 1), getPokemonMessage(user, ' regained\nhealth!'), true, !this.showAnim));
}
}
export class WeatherHealAttr extends HealAttr {
constructor() {
super(0.5);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
let healRatio = 0.5;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
switch (weatherType) {
case WeatherType.SUNNY:
case WeatherType.HARSH_SUN:
healRatio = 2 / 3;
break;
case WeatherType.RAIN:
case WeatherType.SANDSTORM:
case WeatherType.HAIL:
case WeatherType.HEAVY_RAIN:
healRatio = 0.25;
break;
}
this.addHealPhase(user, healRatio);
return true;
}
}
class HitHealAttr extends MoveHitEffectAttr {
export class HitHealAttr extends MoveHitEffectAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
user.scene.unshiftPhase(new PokemonHealPhase(user.scene, user.isPlayer(), Math.max(Math.floor(user.turnData.damageDealt / 2), 1), getPokemonMessage(target, ` had its\nenergy drained!`), false, true));
return true;
@ -744,7 +774,7 @@ export class MultiHitAttr extends MoveAttr {
}
}
class StatusEffectAttr extends MoveHitEffectAttr {
export class StatusEffectAttr extends MoveHitEffectAttr {
public effect: StatusEffect;
public selfTarget: boolean;
public cureTurn: integer;
@ -773,9 +803,7 @@ class StatusEffectAttr extends MoveHitEffectAttr {
export class BypassSleepAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.status?.effect === StatusEffect.SLEEP) {
console.log('add bypass sleep');
user.addTag(BattleTagType.BYPASS_SLEEP, 1);
console.log(user.getTag(BattleTagType.BYPASS_SLEEP));
return true;
}
@ -783,7 +811,38 @@ export class BypassSleepAttr extends MoveAttr {
}
}
class OneHitKOAttr extends MoveHitEffectAttr {
export class WeatherChangeAttr extends MoveEffectAttr {
private weatherType: WeatherType;
constructor(weatherType: WeatherType) {
super();
this.weatherType = weatherType;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
return user.scene.arena.trySetWeather(this.weatherType, true);
}
}
export class ClearWeatherAttr extends MoveEffectAttr {
private weatherType: WeatherType;
constructor(weatherType: WeatherType) {
super();
this.weatherType = weatherType;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.scene.arena.weather?.weatherType === this.weatherType)
return user.scene.arena.trySetWeather(WeatherType.NONE, true);
return false;
}
}
export class OneHitKOAttr extends MoveHitEffectAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
target.hp = 0;
user.scene.unshiftPhase(new MessagePhase(user.scene, 'It\'s a one-hit KO!'));
@ -829,6 +888,22 @@ export class ChargeAttr extends OverrideMoveEffectAttr {
}
}
export class SolarBeamChargeAttr extends ChargeAttr {
constructor() {
super(ChargeAnim.SOLAR_BEAM_CHARGING, 'took\nin sunlight!');
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
return new Promise(resolve => {
const weatherType = user.scene.arena.weather?.weatherType;
if (weatherType === WeatherType.SUNNY || weatherType === WeatherType.HARSH_SUN)
resolve(false);
else
super.apply(user, target, move, args).then(result => resolve(result));
});
}
}
export class StatChangeAttr extends MoveEffectAttr {
public stats: BattleStat[];
public levels: integer;
@ -846,7 +921,89 @@ export class StatChangeAttr extends MoveEffectAttr {
return false;
if (move.chance < 0 || move.chance === 100 || Utils.randInt(100) < move.chance) {
user.scene.unshiftPhase(new StatChangePhase(user.scene, user.isPlayer() === this.selfTarget, this.stats, this.levels));
const levels = this.getLevels(user);
user.scene.unshiftPhase(new StatChangePhase(user.scene, user.isPlayer() === this.selfTarget, this.stats, levels));
return true;
}
return false;
}
getLevels(_user: Pokemon): integer {
return this.levels;
}
}
export class GrowthStatChangeAttr extends StatChangeAttr {
constructor() {
super([ BattleStat.ATK, BattleStat.SPATK ], 1, true);
}
getLevels(user: Pokemon): number {
const weatherType = user.scene.arena.weather?.weatherType;
if (weatherType === WeatherType.SUNNY || weatherType === WeatherType.HARSH_SUN)
return this.levels + 1;
return this.levels;
}
}
export class VariablePowerAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
//const power = args[0] as Utils.NumberHolder;
return false;
}
}
export class SolarBeamPowerAttr extends VariablePowerAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const power = args[0] as Utils.NumberHolder;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
switch (weatherType) {
case WeatherType.RAIN:
case WeatherType.SANDSTORM:
case WeatherType.HAIL:
case WeatherType.HEAVY_RAIN:
power.value *= 0.5;
return true;
}
return false;
}
}
export class VariableAccuracyAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
//const accuracy = args[0] as Utils.NumberHolder;
return false;
}
}
export class ThunderAccuracyAttr extends VariableAccuracyAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const accuracy = args[0] as Utils.NumberHolder;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
switch (weatherType) {
case WeatherType.SUNNY:
case WeatherType.SANDSTORM:
case WeatherType.HARSH_SUN:
accuracy.value = 50;
return true;
case WeatherType.RAIN:
case WeatherType.HEAVY_RAIN:
accuracy.value = -1;
return true;
}
return false;
}
}
export class BlizzardAccuracyAttr extends VariableAccuracyAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const accuracy = args[0] as Utils.NumberHolder;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
if (weatherType === WeatherType.HAIL) {
accuracy.value = -1;
return true;
}
@ -873,6 +1030,12 @@ export class ConditionalMoveAttr extends MoveAttr {
}
}
export class WeatherConditionalMoveAttr extends ConditionalMoveAttr {
constructor(weatherType: WeatherType) {
super((user: Pokemon, target: Pokemon, move: Move) => !user.scene.arena.weather || (user.scene.arena.weather.weatherType !== weatherType && !user.scene.arena.weather.isImmutable()));
}
}
export class MissEffectAttr extends MoveAttr {
private missEffectFunc: MoveAttrFunc;
@ -917,7 +1080,7 @@ export class FrenzyAttr extends MoveEffectAttr {
}
}
const frenzyMissFunc = (user: Pokemon, target: Pokemon, move: Move) => {
export const frenzyMissFunc = (user: Pokemon, target: Pokemon, move: Move) => {
while (user.summonData.moveQueue.length && user.summonData.moveQueue[0].move === move.id)
user.summonData.moveQueue.shift();
user.lapseTag(BattleTagType.FRENZY)
@ -947,13 +1110,13 @@ export class AddTagAttr extends MoveEffectAttr {
}
}
class FlinchAttr extends AddTagAttr {
export class FlinchAttr extends AddTagAttr {
constructor() {
super(BattleTagType.FLINCHED, 1, false);
}
}
class ConfuseAttr extends AddTagAttr {
export class ConfuseAttr extends AddTagAttr {
constructor(selfTarget?: boolean) {
super(BattleTagType.CONFUSED, Utils.randInt(4, 1), selfTarget);
}
@ -984,7 +1147,7 @@ export function applyMoveAttrs(attrType: { new(...args: any[]): MoveAttr }, user
});
}
class RandomMovesetMoveAttr extends OverrideMoveEffectAttr {
export class RandomMovesetMoveAttr extends OverrideMoveEffectAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const moves = user.moveset.filter(m => m.moveId !== move.id);
if (moves.length) {
@ -999,7 +1162,11 @@ class RandomMovesetMoveAttr extends OverrideMoveEffectAttr {
}
}
class RandomMoveAttr extends OverrideMoveEffectAttr {
export class RandomMoveAttr extends OverrideMoveEffectAttr {
constructor() {
super();
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
return new Promise(resolve => {
const moveIds = Utils.getEnumValues(Moves).filter(m => m !== move.id);
@ -1077,7 +1244,7 @@ export const allMoves = [
new AttackMove(Moves.HYDRO_PUMP, "Hydro Pump", Type.WATER, MoveCategory.SPECIAL, 110, 80, 5, 142, "", -1, 0, 1),
new AttackMove(Moves.SURF, "Surf", Type.WATER, MoveCategory.SPECIAL, 90, 100, 15, 123, "Hits all adjacent Pokémon.", -1, 0, 1),
new AttackMove(Moves.ICE_BEAM, "Ice Beam", Type.ICE, MoveCategory.SPECIAL, 90, 100, 10, 135, "May freeze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.FREEZE)),
new AttackMove(Moves.BLIZZARD, "Blizzard", Type.ICE, MoveCategory.SPECIAL, 110, 70, 5, 143, "May freeze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.FREEZE)),
new AttackMove(Moves.BLIZZARD, "Blizzard", Type.ICE, MoveCategory.SPECIAL, 110, 70, 5, 143, "May freeze opponent.", 10, 0, 1, new BlizzardAccuracyAttr(), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: 30% chance to hit protect/detect in hail
new AttackMove(Moves.PSYBEAM, "Psybeam", Type.PSYCHIC, MoveCategory.SPECIAL, 65, 100, 20, 16, "May confuse opponent.", 10, 0, 1, new ConfuseAttr()),
new AttackMove(Moves.BUBBLE_BEAM, "Bubble Beam", Type.WATER, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Speed.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
new AttackMove(Moves.AURORA_BEAM, "Aurora Beam", Type.ICE, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Attack.", 10, 0, 1, new StatChangeAttr(BattleStat.ATK, -1)),
@ -1092,11 +1259,10 @@ export const allMoves = [
new AttackMove(Moves.ABSORB, "Absorb", Type.GRASS, MoveCategory.SPECIAL, 20, 100, 25, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
new AttackMove(Moves.MEGA_DRAIN, "Mega Drain", Type.GRASS, MoveCategory.SPECIAL, 40, 100, 15, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
new StatusMove(Moves.LEECH_SEED, "Leech Seed", Type.GRASS, 90, 10, -1, "Drains HP from opponent each turn.", -1, 0, 1),
new StatusMove(Moves.GROWTH, "Growth", Type.NORMAL, -1, 20, -1, "Raises user's Attack and Special Attack.", -1, 0, 1,
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 1, true)),
new StatusMove(Moves.GROWTH, "Growth", Type.NORMAL, -1, 20, -1, "Raises user's Attack and Special Attack.", -1, 0, 1, new GrowthStatChangeAttr()),
new AttackMove(Moves.RAZOR_LEAF, "Razor Leaf", Type.GRASS, MoveCategory.PHYSICAL, 55, 95, 25, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
new AttackMove(Moves.SOLAR_BEAM, "Solar Beam", Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, 168, "Charges on first turn, attacks on second.", -1, 0, 1,
new ChargeAttr(ChargeAnim.SOLAR_BEAM_CHARGING, 'took\nin sunlight!')),
new SolarBeamChargeAttr(), new SolarBeamPowerAttr()),
new StatusMove(Moves.POISON_POWDER, "Poison Powder", Type.POISON, 75, 35, -1, "Poisons opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.POISON)),
new StatusMove(Moves.STUN_SPORE, "Stun Spore", Type.GRASS, 75, 30, -1, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new StatusMove(Moves.SLEEP_POWDER, "Sleep Powder", Type.GRASS, 75, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
@ -1107,7 +1273,7 @@ export const allMoves = [
new AttackMove(Moves.FIRE_SPIN, "Fire Spin", Type.FIRE, MoveCategory.SPECIAL, 35, 85, 15, 24, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
new AttackMove(Moves.THUNDER_SHOCK, "Thunder Shock", Type.ELECTRIC, MoveCategory.SPECIAL, 40, 100, 30, -1, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.THUNDERBOLT, "Thunderbolt", Type.ELECTRIC, MoveCategory.SPECIAL, 90, 100, 15, 126, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new StatusMove(Moves.THUNDER_WAVE, "Thunder Wave", Type.ELECTRIC, 90, 20, 82, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new StatusMove(Moves.THUNDER_WAVE, "Thunder Wave", Type.ELECTRIC, 90, 20, 82, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new ThunderAccuracyAttr()),
new AttackMove(Moves.THUNDER, "Thunder", Type.ELECTRIC, MoveCategory.SPECIAL, 110, 70, 10, 166, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.ROCK_THROW, "Rock Throw", Type.ROCK, MoveCategory.PHYSICAL, 50, 90, 15, -1, "", -1, 0, 1),
new AttackMove(Moves.EARTHQUAKE, "Earthquake", Type.GROUND, MoveCategory.PHYSICAL, 100, 100, 10, 149, "Power is doubled if opponent is underground from using Dig.", -1, 0, 1,
@ -1128,7 +1294,7 @@ export const allMoves = [
new StatusMove(Moves.MIMIC, "Mimic", Type.NORMAL, -1, 10, -1, "Copies the opponent's last move.", -1, 0, 1),
new StatusMove(Moves.SCREECH, "Screech", Type.NORMAL, 85, 40, -1, "Sharply lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -2)),
new StatusMove(Moves.DOUBLE_TEAM, "Double Team", Type.NORMAL, -1, 15, -1, "Raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
new StatusMove(Moves.RECOVER, "Recover", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr()),
new StatusMove(Moves.RECOVER, "Recover", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
new StatusMove(Moves.HARDEN, "Harden", Type.NORMAL, -1, 30, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
new StatusMove(Moves.MINIMIZE, "Minimize", Type.NORMAL, -1, 10, -1, "Sharply raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
new StatusMove(Moves.SMOKESCREEN, "Smokescreen", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
@ -1159,7 +1325,7 @@ export const allMoves = [
new AttackMove(Moves.CONSTRICT, "Constrict", Type.NORMAL, MoveCategory.PHYSICAL, 10, 100, 35, -1, "May lower opponent's Speed by one stage.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
new StatusMove(Moves.AMNESIA, "Amnesia", Type.PSYCHIC, -1, 20, 128, "Sharply raises user's Special Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.SPDEF, 2, true)),
new StatusMove(Moves.KINESIS, "Kinesis", Type.PSYCHIC, 80, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
new StatusMove(Moves.SOFT_BOILED, "Soft-Boiled", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr()),
new StatusMove(Moves.SOFT_BOILED, "Soft-Boiled", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
new AttackMove(Moves.HIGH_JUMP_KICK, "High Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 130, 90, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1,
new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => {
user.hp = Math.floor(user.hp / 2);
@ -1187,7 +1353,7 @@ export const allMoves = [
new AttackMove(Moves.FURY_SWIPES, "Fury Swipes", Type.NORMAL, MoveCategory.PHYSICAL, 18, 80, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
new AttackMove(Moves.BONEMERANG, "Bonemerang", Type.GROUND, MoveCategory.PHYSICAL, 50, 90, 10, -1, "Hits twice in one turn.", -1, 0, 1, new MultiHitAttr(MultiHitType._2)),
new StatusMove(Moves.REST, "Rest", Type.PSYCHIC, -1, 5, 85, "User sleeps for 2 turns, but user is fully healed.", -1, 0, 1,
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect !== StatusEffect.SLEEP), new StatusEffectAttr(StatusEffect.SLEEP, true, 3), new HealAttr(true, true)),
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect !== StatusEffect.SLEEP), new StatusEffectAttr(StatusEffect.SLEEP, true, 3), new HealAttr(1, true)),
new AttackMove(Moves.ROCK_SLIDE, "Rock Slide", Type.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, 86, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
new AttackMove(Moves.HYPER_FANG, "Hyper Fang", Type.NORMAL, MoveCategory.PHYSICAL, 80, 90, 15, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()),
new StatusMove(Moves.SHARPEN, "Sharpen", Type.NORMAL, -1, 30, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
@ -1239,14 +1405,14 @@ export const allMoves = [
new StatusMove(Moves.LOCK_ON, "Lock-On", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
new AttackMove(Moves.OUTRAGE, "Outrage", Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, 156, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 2,
new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2),
new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SANDSTORM), new WeatherChangeAttr(WeatherType.SANDSTORM)),
new AttackMove(Moves.GIGA_DRAIN, "Giga Drain", Type.GRASS, MoveCategory.SPECIAL, 75, 100, 10, 111, "User recovers half the HP inflicted on opponent.", -1, 4, 2, new HitHealAttr()),
new StatusMove(Moves.ENDURE, "Endure", Type.NORMAL, -1, 10, 47, "Always left with at least 1 HP, but may fail if used consecutively.", -1, 0, 2),
new StatusMove(Moves.CHARM, "Charm", Type.FAIRY, 100, 20, 2, "Sharply lowers opponent's Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, -2)),
new AttackMove(Moves.ROLLOUT, "Rollout", Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 2),
new AttackMove(Moves.FALSE_SWIPE, "False Swipe", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, 57, "Always leaves opponent with at least 1 HP.", -1, 0, 2),
new StatusMove(Moves.SWAGGER, "Swagger", Type.NORMAL, 85, 15, -1, "Confuses opponent, but sharply raises its Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, 2), new ConfuseAttr()),
new StatusMove(Moves.MILK_DRINK, "Milk Drink", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 2, new HealAttr()),
new StatusMove(Moves.MILK_DRINK, "Milk Drink", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 2, new HealAttr(0.5)),
new AttackMove(Moves.SPARK, "Spark", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.FURY_CUTTER, "Fury Cutter", Type.BUG, MoveCategory.PHYSICAL, 40, 95, 20, -1, "Power increases each turn.", -1, 0, 2),
new AttackMove(Moves.STEEL_WING, "Steel Wing", Type.STEEL, MoveCategory.PHYSICAL, 70, 90, 25, -1, "May raise user's Defense.", 10, 0, 2, new StatChangeAttr(BattleStat.DEF, 1, true)),
@ -1273,15 +1439,15 @@ export const allMoves = [
new AttackMove(Moves.IRON_TAIL, "Iron Tail", Type.STEEL, MoveCategory.PHYSICAL, 100, 75, 15, -1, "May lower opponent's Defense.", 30, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
new AttackMove(Moves.METAL_CLAW, "Metal Claw", Type.STEEL, MoveCategory.PHYSICAL, 50, 95, 35, 31, "May raise user's Attack.", 10, 0, 2, new StatChangeAttr(BattleStat.ATK, 1, true)),
new AttackMove(Moves.VITAL_THROW, "Vital Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 999, 10, -1, "User attacks last, but ignores Accuracy and Evasiveness.", -1, -1, 2),
new StatusMove(Moves.MORNING_SUN, "Morning Sun", Type.NORMAL, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2), // TODO
new StatusMove(Moves.SYNTHESIS, "Synthesis", Type.GRASS, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2), // TODO
new StatusMove(Moves.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2), // TODO
new StatusMove(Moves.MORNING_SUN, "Morning Sun", Type.NORMAL, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
new StatusMove(Moves.SYNTHESIS, "Synthesis", Type.GRASS, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
new StatusMove(Moves.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
new AttackMove(Moves.HIDDEN_POWER, "Hidden Power", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Type and power depends on user's IVs.", -1, 0, 2),
new AttackMove(Moves.CROSS_CHOP, "Cross Chop", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 80, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
new AttackMove(Moves.TWISTER, "Twister", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using Fly/Bounce with double power.", 20, 0, 2,
new HitsTagAttr(BattleTagType.FLYING, true), new FlinchAttr()), // TODO
new StatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2),
new StatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2),
new StatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.RAIN), new WeatherChangeAttr(WeatherType.RAIN)),
new StatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SUNNY), new WeatherChangeAttr(WeatherType.SUNNY)),
new AttackMove(Moves.CRUNCH, "Crunch", Type.DARK, MoveCategory.PHYSICAL, 80, 100, 15, 108, "May lower opponent's Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
new AttackMove(Moves.MIRROR_COAT, "Mirror Coat", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 20, -1, "When hit by a Special Attack, user strikes back with 2x power.", -1, -5, 2),
new StatusMove(Moves.PSYCH_UP, "Psych Up", Type.NORMAL, -1, 10, -1, "Copies the opponent's stat changes.", -1, 0, 2),
@ -1300,7 +1466,7 @@ export const allMoves = [
new AttackMove(Moves.SPIT_UP, "Spit Up", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, "Power depends on how many times the user performed Stockpile.", -1, 0, 3),
new StatusMove(Moves.SWALLOW, "Swallow", Type.NORMAL, -1, 10, -1, "The more times the user has performed Stockpile, the more HP is recovered.", -1, 0, 3),
new AttackMove(Moves.HEAT_WAVE, "Heat Wave", Type.FIRE, MoveCategory.SPECIAL, 95, 90, 10, 118, "May burn opponent.", 10, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
new StatusMove(Moves.HAIL, "Hail", Type.ICE, -1, 10, -1, "Non-Ice types are damaged for 5 turns.", -1, 0, 3),
new StatusMove(Moves.HAIL, "Hail", Type.ICE, -1, 10, -1, "Non-Ice types are damaged for 5 turns.", -1, 0, 3, new WeatherConditionalMoveAttr(WeatherType.HAIL), new WeatherChangeAttr(WeatherType.HAIL)),
new StatusMove(Moves.TORMENT, "Torment", Type.DARK, 100, 15, -1, "Opponent cannot use the same move in a row.", -1, 0, 3),
new StatusMove(Moves.FLATTER, "Flatter", Type.DARK, 100, 15, -1, "Confuses opponent, but raises its Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 1), new ConfuseAttr()),
new StatusMove(Moves.WILL_O_WISP, "Will-O-Wisp", Type.FIRE, 85, 15, 107, "Burns opponent.", -1, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
@ -1487,7 +1653,7 @@ export const allMoves = [
new AttackMove(Moves.MIRROR_SHOT, "Mirror Shot", Type.STEEL, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 30, 0, 4, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.FLASH_CANNON, "Flash Cannon", Type.STEEL, MoveCategory.SPECIAL, 80, 100, 10, 93, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
new AttackMove(Moves.ROCK_CLIMB, "Rock Climb", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, -1, "May confuse opponent.", 20, 0, 4, new ConfuseAttr()),
new StatusMove(Moves.DEFOG, "Defog", Type.FLYING, -1, 15, -1, "Lowers opponent's Evasiveness and clears fog.", -1, 0, 4, new StatChangeAttr(BattleStat.EVA, -1)), // TODO
new StatusMove(Moves.DEFOG, "Defog", Type.FLYING, -1, 15, -1, "Lowers opponent's Evasiveness and clears fog.", -1, 0, 4, new StatChangeAttr(BattleStat.EVA, -1), new ClearWeatherAttr(WeatherType.FOG)),
new StatusMove(Moves.TRICK_ROOM, "Trick Room", Type.PSYCHIC, -1, 5, 161, "Slower Pokémon move first in the turn for 5 turns.", -1, 0, 4),
new AttackMove(Moves.DRACO_METEOR, "Draco Meteor", Type.DRAGON, MoveCategory.SPECIAL, 130, 90, 5, 169, "Sharply lowers user's Special Attack.", 100, -7, 4, new StatChangeAttr(BattleStat.SPATK, -2, true)),
new AttackMove(Moves.DISCHARGE, "Discharge", Type.ELECTRIC, MoveCategory.SPECIAL, 80, 100, 15, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
@ -1501,7 +1667,7 @@ export const allMoves = [
new AttackMove(Moves.IRON_HEAD, "Iron Head", Type.STEEL, MoveCategory.PHYSICAL, 80, 100, 15, 99, "May cause flinching.", 30, 0, 4, new FlinchAttr()),
new AttackMove(Moves.MAGNET_BOMB, "Magnet Bomb", Type.STEEL, MoveCategory.PHYSICAL, 60, 999, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 4),
new AttackMove(Moves.STONE_EDGE, "Stone Edge", Type.ROCK, MoveCategory.PHYSICAL, 100, 80, 5, 150, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
new StatusMove(Moves.CAPTIVATE, "Captivate", Type.NORMAL, 100, 20, -1, "Sharply lowers opponent's Special Attack if opposite gender.", -1, 0, 4), // TODO XX
new StatusMove(Moves.CAPTIVATE, "Captivate", Type.NORMAL, 100, 20, -1, "Sharply lowers opponent's Special Attack if opposite gender.", -1, 0, 4), // TODO
new StatusMove(Moves.STEALTH_ROCK, "Stealth Rock", Type.ROCK, -1, 20, 116, "Damages opponent switching into battle.", -1, 0, 4),
new AttackMove(Moves.GRASS_KNOT, "Grass Knot", Type.GRASS, MoveCategory.SPECIAL, -1, 100, 20, 81, "The heavier the opponent, the stronger the attack.", -1, 0, 4),
new AttackMove(Moves.CHATTER, "Chatter", Type.FLYING, MoveCategory.SPECIAL, 65, 100, 20, -1, "Confuses opponent.", 100, 0, 4, new ConfuseAttr()),
@ -1513,7 +1679,7 @@ export const allMoves = [
new AttackMove(Moves.ATTACK_ORDER, "Attack Order", Type.BUG, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
new StatusMove(Moves.DEFEND_ORDER, "Defend Order", Type.BUG, -1, 10, -1, "Raises user's Defense and Special Defense.", -1, 0, 4,
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)),
new StatusMove(Moves.HEAL_ORDER, "Heal Order", Type.BUG, -1, 10, -1, "User recovers half its max HP.", -1, 0, 4, new HealAttr()),
new StatusMove(Moves.HEAL_ORDER, "Heal Order", Type.BUG, -1, 10, -1, "User recovers half its max HP.", -1, 0, 4, new HealAttr(0.5)),
new AttackMove(Moves.HEAD_SMASH, "Head Smash", Type.ROCK, MoveCategory.PHYSICAL, 150, 80, 5, -1, "User receives recoil damage.", -1, 0, 4),
new AttackMove(Moves.DOUBLE_HIT, "Double Hit", Type.NORMAL, MoveCategory.PHYSICAL, 35, 90, 10, -1, "Hits twice in one turn.", -1, 0, 4, new MultiHitAttr(MultiHitType._2)),
new AttackMove(Moves.ROAR_OF_TIME, "Roar of Time", Type.DRAGON, MoveCategory.SPECIAL, 150, 90, 5, -1, "User must recharge next turn.", -1, 0, 4),
@ -1608,7 +1774,7 @@ export const allMoves = [
new AttackMove(Moves.NIGHT_DAZE, "Night Daze", Type.DARK, MoveCategory.SPECIAL, 85, 95, 10, -1, "May lower opponent's Accuracy.", 40, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.PSYSTRIKE, "Psystrike", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
new AttackMove(Moves.TAIL_SLAP, "Tail Slap", Type.NORMAL, MoveCategory.PHYSICAL, 25, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 5, new MultiHitAttr()),
new AttackMove(Moves.HURRICANE, "Hurricane", Type.FLYING, MoveCategory.SPECIAL, 110, 70, 10, 160, "May confuse opponent.", 30, 0, 5, new ConfuseAttr()),
new AttackMove(Moves.HURRICANE, "Hurricane", Type.FLYING, MoveCategory.SPECIAL, 110, 70, 10, 160, "May confuse opponent.", 30, 0, 5, new ThunderAccuracyAttr(), new ConfuseAttr()),
new AttackMove(Moves.HEAD_CHARGE, "Head Charge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 5),
new AttackMove(Moves.GEAR_GRIND, "Gear Grind", Type.STEEL, MoveCategory.PHYSICAL, 50, 85, 15, -1, "Hits twice in one turn.", -1, 0, 5, new MultiHitAttr(MultiHitType._2)),
new AttackMove(Moves.SEARING_SHOT, "Searing Shot", Type.FIRE, MoveCategory.SPECIAL, 100, 100, 5, -1, "May burn opponent.", 30, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),

View File

@ -1,7 +1,7 @@
import Phaser from 'phaser';
import BattleScene from './battle-scene';
import BattleInfo, { PlayerBattleInfo, EnemyBattleInfo } from './battle-info';
import { default as Move, allMoves, MoveCategory, Moves, StatChangeAttr, HighCritAttr, HitsTagAttr, applyMoveAttrs, FixedDamageAttr } from './move';
import Move, { StatChangeAttr, HighCritAttr, HitsTagAttr, applyMoveAttrs, FixedDamageAttr, VariablePowerAttr, Moves, allMoves, MoveCategory } from "./move";
import { pokemonLevelMoves } from './pokemon-level-moves';
import { default as PokemonSpecies, getPokemonSpecies } from './pokemon-species';
import * as Utils from './utils';
@ -19,6 +19,7 @@ import { DamagePhase, FaintPhase, MessagePhase } from './battle-phases';
import { BattleStat } from './battle-stat';
import { BattleTag, BattleTagLapseType, BattleTagType, getBattleTag } from './battle-tag';
import { Species } from './species';
import { WeatherType } from './weather';
export default abstract class Pokemon extends Phaser.GameObjects.Container {
public id: integer;
@ -246,11 +247,13 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.getZoomSprite().play(this.getBattleSpriteKey());
}
getBattleStat(stat: Stat) {
getBattleStat(stat: Stat): integer {
if (stat === Stat.HP)
return this.stats[Stat.HP];
const statLevel = this.summonData.battleStats[(stat + 1) as BattleStat];
const statLevel = this.summonData.battleStats[(stat - 1) as BattleStat];
let ret = this.stats[stat] * (Math.max(2, 2 + statLevel) / Math.max(2, 2 - statLevel));
if (stat === Stat.SPDEF && this.scene.arena.weather?.weatherType === WeatherType.SANDSTORM)
ret *= 1.5;
if (this.status && this.status.effect === StatusEffect.PARALYSIS)
ret >>= 2;
return ret;
@ -429,7 +432,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
apply(source: Pokemon, battlerMove: PokemonMove): MoveResult {
let result: MoveResult;
let success = false;
const move = battlerMove.getMove();
const moveCategory = move.category;
let damage = 0;
@ -439,6 +441,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const isPhysical = moveCategory === MoveCategory.PHYSICAL;
const power = new Utils.NumberHolder(move.power);
const typeMultiplier = getTypeDamageMultiplier(move.type, this.species.type1) * (this.species.type2 > -1 ? getTypeDamageMultiplier(move.type, this.species.type2) : 1);
const weatherTypeMultiplier = this.scene.arena.getAttackTypeMultiplier(move.type);
applyMoveAttrs(VariablePowerAttr, source, this, move, power);
this.scene.applyModifiers(AttackTypeBoosterModifier, source, power);
const critChance = new Utils.IntegerHolder(16);
applyMoveAttrs(HighCritAttr, source, this, move, critChance);
@ -447,7 +451,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const targetDef = this.getBattleStat(isPhysical ? Stat.DEF : Stat.SPDEF);
const stabMultiplier = source.species.type1 === move.type || (source.species.type2 > -1 && source.species.type2 === move.type) ? 1.5 : 1;
const criticalMultiplier = isCritical ? 2 : 1;
damage = Math.ceil(((((2 * source.level / 5 + 2) * power.value * sourceAtk / targetDef) / 50) + 2) * stabMultiplier * typeMultiplier * ((Utils.randInt(15) + 85) / 100)) * criticalMultiplier;
damage = Math.ceil(((((2 * source.level / 5 + 2) * power.value * sourceAtk / targetDef) / 50) + 2) * stabMultiplier * typeMultiplier * weatherTypeMultiplier * ((Utils.randInt(15) + 85) / 100)) * criticalMultiplier;
if (isPhysical && source.status && source.status.effect === StatusEffect.BURN)
damage = Math.floor(damage / 2);
move.getAttrs(HitsTagAttr).map(hta => hta as HitsTagAttr).filter(hta => hta.doubleDamage).forEach(hta => {
@ -484,26 +488,19 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
switch (result) {
case MoveResult.EFFECTIVE:
success = true;
break;
case MoveResult.SUPER_EFFECTIVE:
this.scene.unshiftPhase(new MessagePhase(this.scene, 'It\'s super effective!'));
success = true;
break;
case MoveResult.NOT_VERY_EFFECTIVE:
this.scene.unshiftPhase(new MessagePhase(this.scene, 'It\'s not very effective!'))
success = true;
this.scene.unshiftPhase(new MessagePhase(this.scene, 'It\'s not very effective!'));
break;
case MoveResult.NO_EFFECT:
this.scene.unshiftPhase(new MessagePhase(this.scene, `It doesn\'t affect ${this.name}!`))
success = true;
this.scene.unshiftPhase(new MessagePhase(this.scene, `It doesn\'t affect ${this.name}!`));
break;
}
break;
case MoveCategory.STATUS:
result = MoveResult.STATUS;
success = true;
break;
}

View File

@ -1,4 +1,8 @@
import { Biome } from "./biome";
import { getPokemonMessage } from "./messages";
import Pokemon from "./pokemon";
import { Type } from "./type";
import Move, { AttackMove } from "./move";
import * as Utils from "./utils";
export enum WeatherType {
@ -28,6 +32,148 @@ export class Weather {
return true;
}
isImmutable(): boolean {
switch (this.weatherType) {
case WeatherType.HEAVY_RAIN:
case WeatherType.HARSH_SUN:
case WeatherType.STRONG_WINDS:
return true;
}
return false;
}
isDamaging(): boolean {
switch (this.weatherType) {
case WeatherType.SANDSTORM:
case WeatherType.HAIL:
return true;
}
return false;
}
isTypeDamageImmune(type: Type): boolean {
switch (this.weatherType) {
case WeatherType.SANDSTORM:
return type === Type.GROUND || type === Type.ROCK || type === Type.STEEL;
case WeatherType.HAIL:
return type === Type.ICE;
}
}
getAttackTypeMultiplier(attackType: Type): number {
switch (this.weatherType) {
case WeatherType.SUNNY:
case WeatherType.HARSH_SUN:
if (attackType === Type.FIRE)
return 1.5;
if (attackType === Type.WATER)
return 0.5;
break;
case WeatherType.RAIN:
case WeatherType.HEAVY_RAIN:
if (attackType === Type.FIRE)
return 0.5;
if (attackType === Type.WATER)
return 1.5;
break;
}
return 1;
}
isMoveWeatherCancelled(move: Move): boolean {
switch (this.weatherType) {
case WeatherType.HARSH_SUN:
return move instanceof AttackMove && move.type === Type.WATER;
case WeatherType.HEAVY_RAIN:
return move instanceof AttackMove && move.type === Type.FIRE;
}
return false;
}
}
export function getWeatherStartMessage(weatherType: WeatherType) {
switch (weatherType) {
case WeatherType.SUNNY:
return 'The sunlight got bright!';
case WeatherType.RAIN:
return 'A downpour started!';
case WeatherType.SANDSTORM:
return 'A sandstorm brewed!';
case WeatherType.HAIL:
return 'It started to hail!';
case WeatherType.FOG:
return 'A thick fog emerged!'
case WeatherType.HEAVY_RAIN:
return 'A heavy downpour started!'
case WeatherType.HARSH_SUN:
return 'The sunlight got hot!'
case WeatherType.STRONG_WINDS:
return 'A heavy wind began!';
}
return null;
}
export function getWeatherLapseMessage(weatherType: WeatherType) {
switch (weatherType) {
case WeatherType.SUNNY:
return 'The sunlight is strong.';
case WeatherType.RAIN:
return 'The downpour continues.';
case WeatherType.SANDSTORM:
return 'The sandstorm rages.';
case WeatherType.HAIL:
return 'Hail continues to fall.';
case WeatherType.FOG:
return 'The fog continues.';
case WeatherType.HEAVY_RAIN:
return 'The heavy downpour continues.'
case WeatherType.HARSH_SUN:
return 'The sun is scorching hot.'
case WeatherType.STRONG_WINDS:
return 'The wind blows intensely.';
}
return null;
}
export function getWeatherDamageMessage(weatherType: WeatherType, pokemon: Pokemon) {
switch (weatherType) {
case WeatherType.SANDSTORM:
return getPokemonMessage(pokemon, ' is buffeted\nby the sandstorm!');
case WeatherType.HAIL:
return getPokemonMessage(pokemon, ' is pelted\nby the hail!');
}
return null;
}
export function getWeatherClearMessage(weatherType: WeatherType) {
switch (weatherType) {
case WeatherType.SUNNY:
return 'The sunlight faded.';
case WeatherType.RAIN:
return 'The rain stopped.';
case WeatherType.SANDSTORM:
return 'The sandstorm subsided.';
case WeatherType.HAIL:
return 'The hail stopped.';
case WeatherType.FOG:
return 'The fog disappeared.'
case WeatherType.HEAVY_RAIN:
return 'The heavy rain stopped.'
case WeatherType.HARSH_SUN:
return 'The harsh sunlight faded.'
case WeatherType.STRONG_WINDS:
return 'The heavy wind stopped.';
}
return null;
}
interface WeatherPoolEntry {
@ -35,7 +181,7 @@ interface WeatherPoolEntry {
weight: integer;
}
export function getRandomWeather(biome: Biome): Weather {
export function getRandomWeatherType(biome: Biome): WeatherType {
let weatherPool: WeatherPoolEntry[] = [];
switch (biome) {
case Biome.GRASS:
@ -46,11 +192,9 @@ export function getRandomWeather(biome: Biome): Weather {
break;
case Biome.TALL_GRASS:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 2 },
{ weatherType: WeatherType.SUNNY, weight: 6 },
{ weatherType: WeatherType.RAIN, weight: 4 },
{ weatherType: WeatherType.FOG, weight: 2 },
{ weatherType: WeatherType.HAIL, weight: 1 }
{ weatherType: WeatherType.SUNNY, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 5 },
{ weatherType: WeatherType.FOG, weight: 2 }
];
break;
case Biome.FOREST:
@ -161,11 +305,11 @@ export function getRandomWeather(biome: Biome): Weather {
for (let weather of weatherPool) {
w += weather.weight;
if (rand < w)
return new Weather(weather.weatherType);
return weather.weatherType;
}
}
return weatherPool.length
? new Weather(weatherPool[0].weatherType)
: null;
? weatherPool[0].weatherType
: WeatherType.NONE;
}