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Add Psychic Terrain priority block effect and terrain messages
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@ -1,3 +1,4 @@
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import Move from "./move";
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import { Type } from "./type";
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export enum TerrainType {
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@ -42,6 +43,15 @@ export class Terrain {
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return 1;
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}
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isMoveTerrainCancelled(move: Move): boolean {
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switch (this.terrainType) {
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case TerrainType.PSYCHIC:
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return move.priority > 0;
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}
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return false;
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}
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}
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export function getTerrainColor(terrainType: TerrainType): [ integer, integer, integer ] {
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@ -194,15 +194,35 @@ export function getWeatherClearMessage(weatherType: WeatherType): string {
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}
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export function getTerrainStartMessage(terrainType: TerrainType): string {
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return terrainType
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? `The terrain became ${Utils.toReadableString(TerrainType[terrainType])}!`
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: null;
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switch (terrainType) {
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case TerrainType.MISTY:
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return 'Mist swirled around the battlefield!';
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case TerrainType.ELECTRIC:
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return 'An electric current ran across the battlefield!';
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case TerrainType.GRASSY:
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return 'Grass grew to cover the battlefield!';
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case TerrainType.PSYCHIC:
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return 'The battlefield got weird!';
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}
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}
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export function getTerrainClearMessage(terrainType: TerrainType): string {
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return terrainType
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? `The ${Utils.toReadableString(TerrainType[terrainType])} terrain faded.`
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: null;
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switch (terrainType) {
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case TerrainType.MISTY:
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return 'The mist disappeared from the battlefield.';
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case TerrainType.ELECTRIC:
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return 'The electricity disappeared from the battlefield.';
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case TerrainType.GRASSY:
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return 'The grass disappeared from the battlefield.';
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case TerrainType.PSYCHIC:
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return 'The weirdness disappeared from the battlefield!';
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}
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}
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export function getTerrainBlockMessage(pokemon: Pokemon, terrainType: TerrainType): string {
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if (terrainType === TerrainType.MISTY)
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return getPokemonMessage(pokemon, ` surrounds itself with a protective mist!`);
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return getPokemonMessage(pokemon, ` is protected by the ${Utils.toReadableString(TerrainType[terrainType])} Terrain!`);
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}
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interface WeatherPoolEntry {
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@ -298,6 +298,10 @@ export class Arena {
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return this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(move);
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}
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isMoveTerrainCancelled(move: Move) {
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return this.terrain && this.terrain.isMoveTerrainCancelled(move);
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}
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getAttackTypeMultiplier(attackType: Type, grounded: boolean): number {
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let weatherMultiplier = 1;
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if (this.weather && !this.weather.isEffectSuppressed(this.scene))
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@ -26,7 +26,7 @@ import { BattlerTagType } from "./data/enums/battler-tag-type";
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import { getPokemonMessage } from "./messages";
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import { Starter } from "./ui/starter-select-ui-handler";
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import { Gender } from "./data/gender";
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import { Weather, WeatherType, getRandomWeatherType, getWeatherDamageMessage, getWeatherLapseMessage } from "./data/weather";
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import { Weather, WeatherType, getRandomWeatherType, getTerrainBlockMessage, getWeatherDamageMessage, getWeatherLapseMessage } from "./data/weather";
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import { TempBattleStat } from "./data/temp-battle-stat";
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import { ArenaTagSide, ArenaTrapTag, MistTag, TrickRoomTag } from "./data/arena-tag";
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import { ArenaTagType } from "./data/enums/arena-tag-type";
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@ -2040,13 +2040,18 @@ export class MovePhase extends BattlePhase {
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// Assume conditions affecting targets only apply to moves with a single target
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let success = this.move.getMove().applyConditions(this.pokemon, targets[0], this.move.getMove());
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let failedText = null;
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if (success && this.scene.arena.isMoveWeatherCancelled(this.move.getMove()))
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success = false;
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else if (success && this.scene.arena.isMoveTerrainCancelled(this.move.getMove())) {
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success = false;
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failedText = getTerrainBlockMessage(targets[0], this.scene.arena.terrain.terrainType);
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}
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if (success)
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this.scene.unshiftPhase(this.getEffectPhase());
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else {
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this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
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this.showFailedText();
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this.showFailedText(failedText);
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}
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this.end();
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@ -2109,8 +2114,8 @@ export class MovePhase extends BattlePhase {
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this.scene.queueMessage(getPokemonMessage(this.pokemon, ` used\n${this.move.getName()}!`), 500);
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}
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showFailedText(): void {
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this.scene.queueMessage('But it failed!');
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showFailedText(failedText: string = null): void {
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this.scene.queueMessage(failedText || 'But it failed!');
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}
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end() {
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