Fix Baton Pass crash

This commit is contained in:
Flashfyre 2023-12-02 16:31:10 -05:00
parent d66529e96f
commit b1b6a6f1c7
8 changed files with 8859 additions and 224 deletions

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@ -2740,7 +2740,7 @@
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"resourceName": "PRSFX- Baton Pass.wav", "resourceName": "PRSFX- Baton Pass1.wav",
"volume": 100, "volume": 100,
"pitch": 100, "pitch": 100,
"eventType": "AnimTimedSoundEvent" "eventType": "AnimTimedSoundEvent"
@ -2749,7 +2749,7 @@
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"pitch": 100, "pitch": 100,
"eventType": "AnimTimedSoundEvent" "eventType": "AnimTimedSoundEvent"

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,848 @@
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@ -30,6 +30,7 @@ export enum ChargeAnim {
FLY_CHARGING = 1000, FLY_CHARGING = 1000,
BOUNCE_CHARGING, BOUNCE_CHARGING,
DIG_CHARGING, DIG_CHARGING,
FUTURE_SIGHT_CHARGING,
DIVE_CHARGING, DIVE_CHARGING,
SOLAR_BEAM_CHARGING, SOLAR_BEAM_CHARGING,
SHADOW_FORCE_CHARGING, SHADOW_FORCE_CHARGING,
@ -41,7 +42,10 @@ export enum ChargeAnim {
DOOM_DESIRE_CHARGING, DOOM_DESIRE_CHARGING,
RAZOR_WIND_CHARGING, RAZOR_WIND_CHARGING,
PHANTOM_FORCE_CHARGING, PHANTOM_FORCE_CHARGING,
GEOMANCY_CHARGING GEOMANCY_CHARGING,
SHADOW_BLADE_CHARGING,
SOLAR_BLADE_CHARGING,
BEAK_BLAST_CHARGING
} }
export enum CommonAnim { export enum CommonAnim {
@ -182,8 +186,8 @@ class AnimFrame {
constructor(x: number, y: number, zoomX: number, zoomY: number, angle: number, mirror: boolean, visible: boolean, blendType: AnimBlendType, pattern: integer, constructor(x: number, y: number, zoomX: number, zoomY: number, angle: number, mirror: boolean, visible: boolean, blendType: AnimBlendType, pattern: integer,
opacity: integer, colorR: integer, colorG: integer, colorB: integer, colorA: integer, toneR: integer, toneG: integer, toneB: integer, toneA: integer, opacity: integer, colorR: integer, colorG: integer, colorB: integer, colorA: integer, toneR: integer, toneG: integer, toneB: integer, toneA: integer,
flashR: integer, flashG: integer, flashB: integer, flashA: integer, locked: boolean, priority: integer, focus: AnimFocus, init?: boolean) { flashR: integer, flashG: integer, flashB: integer, flashA: integer, locked: boolean, priority: integer, focus: AnimFocus, init?: boolean) {
this.x = !init ? (x - 128) * 0.5 : x; this.x = !init ? ((x || 0) - 128) * 0.5 : x;
this.y = !init ? (y - 224) * 0.5 : y; this.y = !init ? ((y || 0) - 224) * 0.5 : y;
if (zoomX) if (zoomX)
this.zoomX = zoomX; this.zoomX = zoomX;
else if (init) else if (init)

View File

@ -3546,7 +3546,7 @@ export function initMoves() {
new AttackMove(Moves.SHOCK_WAVE, "Shock Wave", Type.ELECTRIC, MoveCategory.SPECIAL, 60, -1, 20, -1, "The user strikes the target with a quick jolt of electricity. This attack never misses.", -1, 0, 3), new AttackMove(Moves.SHOCK_WAVE, "Shock Wave", Type.ELECTRIC, MoveCategory.SPECIAL, 60, -1, 20, -1, "The user strikes the target with a quick jolt of electricity. This attack never misses.", -1, 0, 3),
new AttackMove(Moves.WATER_PULSE, "Water Pulse", Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, 11, "The user attacks the target with a pulsing blast of water. This may also confuse the target.", 20, 0, 3) new AttackMove(Moves.WATER_PULSE, "Water Pulse", Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, 11, "The user attacks the target with a pulsing blast of water. This may also confuse the target.", 20, 0, 3)
.attr(ConfuseAttr), .attr(ConfuseAttr),
new AttackMove(Moves.DOOM_DESIRE, "Doom Desire", Type.STEEL, MoveCategory.SPECIAL, 140, 100, 5, -1, "Two turns after this move is used, a concentrated bundle of light blasts the target.", -1, 0, 3) new AttackMove(Moves.DOOM_DESIRE, "Doom Desire (N)", Type.STEEL, MoveCategory.SPECIAL, 140, 100, 5, -1, "Two turns after this move is used, a concentrated bundle of light blasts the target.", -1, 0, 3)
.attr(ChargeAttr, ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!'), .attr(ChargeAttr, ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!'),
new AttackMove(Moves.PSYCHO_BOOST, "Psycho Boost", Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, "The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.", 100, 0, 3) new AttackMove(Moves.PSYCHO_BOOST, "Psycho Boost", Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, "The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.", 100, 0, 3)
.attr(StatChangeAttr, BattleStat.SPATK, -2, true), .attr(StatChangeAttr, BattleStat.SPATK, -2, true),
@ -4125,10 +4125,12 @@ export function initMoves() {
new StatusMove(Moves.STRENGTH_SAP, "Strength Sap (P)", Type.GRASS, 100, 10, -1, "The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat.", 100, 0, 7) new StatusMove(Moves.STRENGTH_SAP, "Strength Sap (P)", Type.GRASS, 100, 10, -1, "The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat.", 100, 0, 7)
.attr(StatChangeAttr, BattleStat.ATK, -1), .attr(StatChangeAttr, BattleStat.ATK, -1),
new AttackMove(Moves.SOLAR_BLADE, "Solar Blade (N)", Type.GRASS, MoveCategory.PHYSICAL, 125, 100, 10, -1, "In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target on the next turn.", -1, 0, 7) new AttackMove(Moves.SOLAR_BLADE, "Solar Blade (N)", Type.GRASS, MoveCategory.PHYSICAL, 125, 100, 10, -1, "In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target on the next turn.", -1, 0, 7)
.attr(ChargeAttr, ChargeAnim.SOLAR_BLADE_CHARGING, 'is glowing!'), .attr(ChargeAttr, ChargeAnim.SOLAR_BLADE_CHARGING, "is glowing!"),
new AttackMove(Moves.LEAFAGE, "Leafage (N)", Type.GRASS, MoveCategory.PHYSICAL, 40, 100, 40, -1, "The user attacks by pelting the target with leaves.", -1, 0, 7), new AttackMove(Moves.LEAFAGE, "Leafage (N)", Type.GRASS, MoveCategory.PHYSICAL, 40, 100, 40, -1, "The user attacks by pelting the target with leaves.", -1, 0, 7),
new StatusMove(Moves.SPOTLIGHT, "Spotlight (N)", Type.NORMAL, -1, 15, -1, "The user shines a spotlight on the target so that only the target will be attacked during the turn.", -1, 3, 7), new StatusMove(Moves.SPOTLIGHT, "Spotlight (N)", Type.NORMAL, -1, 15, -1, "The user shines a spotlight on the target so that only the target will be attacked during the turn.", -1, 3, 7),
new StatusMove(Moves.TOXIC_THREAD, "Toxic Thread (N)", Type.POISON, 100, 20, -1, "The user shoots poisonous threads to poison the target and lower the target's Speed stat.", 100, 0, 7), new StatusMove(Moves.TOXIC_THREAD, "Toxic Thread", Type.POISON, 100, 20, -1, "The user shoots poisonous threads to poison the target and lower the target's Speed stat.", 100, 0, 7)
.attr(StatusEffectAttr, StatusEffect.POISON)
.attr(StatChangeAttr, BattleStat.SPD, -1),
new SelfStatusMove(Moves.LASER_FOCUS, "Laser Focus (N)", Type.NORMAL, -1, 30, -1, "The user concentrates intensely. The attack on the next turn always results in a critical hit.", -1, 0, 7), new SelfStatusMove(Moves.LASER_FOCUS, "Laser Focus (N)", Type.NORMAL, -1, 30, -1, "The user concentrates intensely. The attack on the next turn always results in a critical hit.", -1, 0, 7),
new StatusMove(Moves.GEAR_UP, "Gear Up (N)", Type.STEEL, -1, 20, -1, "The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.", -1, 0, 7) new StatusMove(Moves.GEAR_UP, "Gear Up (N)", Type.STEEL, -1, 20, -1, "The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.", -1, 0, 7)
.target(MoveTarget.USER_AND_ALLIES), .target(MoveTarget.USER_AND_ALLIES),
@ -4149,7 +4151,8 @@ export function initMoves() {
.target(MoveTarget.ALL_NEAR_ENEMIES), .target(MoveTarget.ALL_NEAR_ENEMIES),
new AttackMove(Moves.TROP_KICK, "Trop Kick (N)", Type.GRASS, MoveCategory.PHYSICAL, 70, 100, 15, -1, "The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat.", 100, 0, 7), new AttackMove(Moves.TROP_KICK, "Trop Kick (N)", Type.GRASS, MoveCategory.PHYSICAL, 70, 100, 15, -1, "The user lands an intense kick of tropical origins on the target. This also lowers the target's Attack stat.", 100, 0, 7),
new StatusMove(Moves.INSTRUCT, "Instruct (N)", Type.PSYCHIC, -1, 15, -1, "The user instructs the target to use the target's last move again.", -1, 0, 7), new StatusMove(Moves.INSTRUCT, "Instruct (N)", Type.PSYCHIC, -1, 15, -1, "The user instructs the target to use the target's last move again.", -1, 0, 7),
new AttackMove(Moves.BEAK_BLAST, "Beak Blast (N)", Type.FLYING, MoveCategory.PHYSICAL, 100, 100, 15, -1, "The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokémon while it's heating up its beak results in a burn.", -1, -3, 7), new AttackMove(Moves.BEAK_BLAST, "Beak Blast", Type.FLYING, MoveCategory.PHYSICAL, 100, 100, 15, -1, "The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokémon while it's heating up its beak results in a burn.", -1, -3, 7)
.attr(ChargeAttr, ChargeAnim.BEAK_BLAST_CHARGING, "started\nheating up its beak!"),
new AttackMove(Moves.CLANGING_SCALES, "Clanging Scales (N)", Type.DRAGON, MoveCategory.SPECIAL, 110, 100, 5, -1, "The user rubs the scales on its entire body and makes a huge noise to attack opposing Pokémon. The user's Defense stat goes down after the attack.", 100, 0, 7) new AttackMove(Moves.CLANGING_SCALES, "Clanging Scales (N)", Type.DRAGON, MoveCategory.SPECIAL, 110, 100, 5, -1, "The user rubs the scales on its entire body and makes a huge noise to attack opposing Pokémon. The user's Defense stat goes down after the attack.", 100, 0, 7)
.target(MoveTarget.ALL_NEAR_ENEMIES), .target(MoveTarget.ALL_NEAR_ENEMIES),
new AttackMove(Moves.DRAGON_HAMMER, "Dragon Hammer (N)", Type.DRAGON, MoveCategory.PHYSICAL, 90, 100, 15, -1, "The user uses its body like a hammer to attack the target and inflict damage.", -1, 0, 7), new AttackMove(Moves.DRAGON_HAMMER, "Dragon Hammer (N)", Type.DRAGON, MoveCategory.PHYSICAL, 90, 100, 15, -1, "The user uses its body like a hammer to attack the target and inflict damage.", -1, 0, 7),

View File

@ -1088,7 +1088,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.summonData.battleStats[stat] = source.summonData.battleStats[stat]; this.summonData.battleStats[stat] = source.summonData.battleStats[stat];
for (let tag of source.summonData.tags) for (let tag of source.summonData.tags)
this.summonData.tags.push(tag); this.summonData.tags.push(tag);
if (battleStats.filter(bs => bs === 6).length) if (this instanceof PlayerPokemon && battleStats.filter(bs => bs === 6).length)
this.scene.validateAchv(achvs.TRANSFER_MAX_BATTLE_STAT); this.scene.validateAchv(achvs.TRANSFER_MAX_BATTLE_STAT);
} }