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Implement Destiny Bond move (#1104)
* Use getBattleStat instead of getStat in BattleStatRatioPowerAttr * Change unnecessary let into const * Refactor BattleStatRatioPowerAttr into two distinct classes * Add TSDoc for the new classes * Implementation of Destiny Bond * Add TSDocs * Make the move fail in boss battles * Fix boss immunity and ally fainting * Update docs * Add doc of return value of tag lapse * Fix ESLint
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@ -254,6 +254,51 @@ export class ConfusedTag extends BattlerTag {
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}
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}
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/**
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* Tag applied to the {@linkcode Move.DESTINY_BOND} user.
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* @extends BattlerTag
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* @see {@linkcode apply}
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*/
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export class DestinyBondTag extends BattlerTag {
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constructor(sourceMove: Moves, sourceId: integer) {
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super(BattlerTagType.DESTINY_BOND, BattlerTagLapseType.PRE_MOVE, 1, sourceMove, sourceId);
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}
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/**
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* Lapses either before the user's move and does nothing
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* or after receiving fatal damage. When the damage is fatal,
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* the attacking Pokemon is taken down as well, unless it's a boss.
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*
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* @param {Pokemon} pokemon Pokemon that is attacking the Destiny Bond user.
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* @param {BattlerTagLapseType} lapseType CUSTOM or PRE_MOVE
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* @returns false if the tag source fainted or one turn has passed since the application
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*/
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lapse(pokemon: Pokemon, lapseType: BattlerTagLapseType): boolean {
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if (lapseType !== BattlerTagLapseType.CUSTOM) {
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return super.lapse(pokemon, lapseType);
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}
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const source = pokemon.scene.getPokemonById(this.sourceId);
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if (!source.isFainted()) {
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return true;
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}
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if (source.getAlly() === pokemon) {
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return false;
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}
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const targetMessage = getPokemonMessage(pokemon, "");
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if (pokemon.isBossImmune()) {
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pokemon.scene.queueMessage(`${targetMessage} is unaffected\nby the effects of Destiny Bond.`);
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return false;
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}
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pokemon.scene.queueMessage(`${getPokemonMessage(source, ` took\n${targetMessage} down with it!`)}`);
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pokemon.damageAndUpdate(pokemon.hp, HitResult.ONE_HIT_KO, false, false, true);
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return false;
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}
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}
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export class InfatuatedTag extends BattlerTag {
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constructor(sourceMove: integer, sourceId: integer) {
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super(BattlerTagType.INFATUATED, BattlerTagLapseType.MOVE, 1, sourceMove, sourceId);
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@ -1416,6 +1461,8 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: integer, sourc
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return new MagnetRisenTag(tagType, sourceMove);
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case BattlerTagType.MINIMIZED:
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return new MinimizeTag();
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case BattlerTagType.DESTINY_BOND:
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return new DestinyBondTag(sourceMove, sourceId);
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case BattlerTagType.NONE:
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default:
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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@ -56,5 +56,6 @@ export enum BattlerTagType {
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CHARGED = "CHARGED",
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GROUNDED = "GROUNDED",
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MAGNET_RISEN = "MAGNET_RISEN",
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MINIMIZED = "MINIMIZED"
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MINIMIZED = "MINIMIZED",
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DESTINY_BOND = "DESTINY_BOND"
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}
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@ -4704,6 +4704,31 @@ export class MoneyAttr extends MoveEffectAttr {
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}
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}
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/**
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* Applies {@linkcode BattlerTagType.DESTINY_BOND} to the user.
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*
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* @extends MoveEffectAttr
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*/
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export class DestinyBondAttr extends MoveEffectAttr {
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constructor() {
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super(true, MoveEffectTrigger.PRE_APPLY);
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}
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/**
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* Applies {@linkcode BattlerTagType.DESTINY_BOND} to the user.
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* @param user {@linkcode Pokemon} that is having the tag applied to.
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* @param target {@linkcode Pokemon} N/A
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* @param move {@linkcode Move} {@linkcode Move.DESTINY_BOND}
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* @param {any[]} args N/A
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* @returns true
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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user.scene.queueMessage(`${getPokemonMessage(user, " is trying\nto take its foe down with it!")}`);
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user.addTag(BattlerTagType.DESTINY_BOND, undefined, move.id, user.id);
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return true;
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}
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}
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export class LastResortAttr extends MoveAttr {
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getCondition(): MoveConditionFunc {
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return (user: Pokemon, target: Pokemon, move: Move) => {
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@ -5405,8 +5430,7 @@ export function initMoves() {
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.unimplemented(),
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new SelfStatusMove(Moves.DESTINY_BOND, Type.GHOST, -1, 5, -1, 0, 2)
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.ignoresProtect()
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.condition(failOnBossCondition)
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.unimplemented(),
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.attr(DestinyBondAttr),
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new StatusMove(Moves.PERISH_SONG, Type.NORMAL, -1, 5, -1, 0, 2)
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.attr(FaintCountdownAttr)
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.ignoresProtect()
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@ -1790,6 +1790,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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console.log("damage", damage.value, move.name, power.value, sourceAtk, targetDef);
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// In case of fatal damage, this tag would have gotten cleared before we could lapse it.
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const destinyTag = this.getTag(BattlerTagType.DESTINY_BOND);
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const oneHitKo = result === HitResult.ONE_HIT_KO;
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if (damage.value) {
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if (this.getHpRatio() === 1) {
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@ -1850,6 +1853,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (damage) {
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this.scene.clearPhaseQueueSplice();
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const attacker = this.scene.getPokemonById(source.id);
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destinyTag?.lapse(attacker, BattlerTagLapseType.CUSTOM);
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}
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}
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break;
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