[Documentation] Document all (P) moves (#4650)
* Document all (P) moves * Fix some typos * Fix more typos * Address innerthunder comments * Add circle throw and dragon tail (P)
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@ -365,6 +365,14 @@ export default class Move implements Localizable {
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return this;
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}
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/**
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* Internal dev flag for documenting edge cases. When using this, please document the known edge case.
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* @returns the called object {@linkcode Move}
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*/
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edgeCase(): this {
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return this;
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}
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/**
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* Marks the move as "partial": appends texts to the move name
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* @returns the called object {@linkcode Move}
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@ -7084,7 +7092,8 @@ export function initMoves() {
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.attr(ForceSwitchOutAttr)
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.ignoresSubstitute()
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.hidesTarget()
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.windMove(),
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.windMove()
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.partial(), // Should force random switches
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new AttackMove(Moves.FLY, Type.FLYING, MoveCategory.PHYSICAL, 90, 95, 15, -1, 0, 1)
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.attr(ChargeAttr, ChargeAnim.FLY_CHARGING, i18next.t("moveTriggers:flewUpHigh", { pokemonName: "{USER}" }), BattlerTagType.FLYING)
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.condition(failOnGravityCondition)
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@ -7161,7 +7170,8 @@ export function initMoves() {
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new StatusMove(Moves.ROAR, Type.NORMAL, -1, 20, -1, -6, 1)
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.attr(ForceSwitchOutAttr)
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.soundBased()
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.hidesTarget(),
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.hidesTarget()
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.partial(), // Should force random switching
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new StatusMove(Moves.SING, Type.NORMAL, 55, 15, -1, 0, 1)
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.attr(StatusEffectAttr, StatusEffect.SLEEP)
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.soundBased(),
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@ -7302,7 +7312,7 @@ export function initMoves() {
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.attr(StatStageChangeAttr, [ Stat.SPD ], 2, true),
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new AttackMove(Moves.QUICK_ATTACK, Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 30, -1, 1, 1),
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new AttackMove(Moves.RAGE, Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 20, -1, 0, 1)
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.partial(),
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.partial(), // No effect implemented
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new SelfStatusMove(Moves.TELEPORT, Type.PSYCHIC, -1, 20, -1, -6, 1)
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.attr(ForceSwitchOutAttr, true)
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.hidesUser(),
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@ -7617,7 +7627,7 @@ export function initMoves() {
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new StatusMove(Moves.CHARM, Type.FAIRY, 100, 20, -1, 0, 2)
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.attr(StatStageChangeAttr, [ Stat.ATK ], -2),
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new AttackMove(Moves.ROLLOUT, Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, 0, 2)
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.partial()
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.partial() // Does not lock the user, also does not increase damage properly
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL),
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new AttackMove(Moves.FALSE_SWIPE, Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, -1, 0, 2)
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.attr(SurviveDamageAttr),
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@ -7688,7 +7698,7 @@ export function initMoves() {
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.ignoresSubstitute()
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.condition((user, target, move) => new EncoreTag(user.id).canAdd(target)),
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new AttackMove(Moves.PURSUIT, Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, 0, 2)
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.partial(),
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.partial(), // No effect implemented
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new AttackMove(Moves.RAPID_SPIN, Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, 100, 0, 2)
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.attr(StatStageChangeAttr, [ Stat.SPD ], 1, true)
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.attr(RemoveBattlerTagAttr, [
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@ -7753,7 +7763,7 @@ export function initMoves() {
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.attr(StatStageChangeAttr, [ Stat.SPDEF ], -1)
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.ballBombMove(),
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new AttackMove(Moves.FUTURE_SIGHT, Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, 0, 2)
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.partial()
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.partial() // Complete buggy mess
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.attr(DelayedAttackAttr, ArenaTagType.FUTURE_SIGHT, ChargeAnim.FUTURE_SIGHT_CHARGING, i18next.t("moveTriggers:foresawAnAttack", { pokemonName: "{USER}" })),
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new AttackMove(Moves.ROCK_SMASH, Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 15, 50, 0, 2)
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.attr(StatStageChangeAttr, [ Stat.DEF ], -1),
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@ -7771,7 +7781,7 @@ export function initMoves() {
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.ignoresVirtual()
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.soundBased()
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.target(MoveTarget.RANDOM_NEAR_ENEMY)
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.partial(),
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.partial(), // Does not lock the user, does not stop Pokemon from sleeping
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new SelfStatusMove(Moves.STOCKPILE, Type.NORMAL, -1, 20, -1, 0, 3)
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.condition(user => (user.getTag(StockpilingTag)?.stockpiledCount ?? 0) < 3)
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.attr(AddBattlerTagAttr, BattlerTagType.STOCKPILING, true),
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@ -7794,7 +7804,7 @@ export function initMoves() {
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.target(MoveTarget.BOTH_SIDES),
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new StatusMove(Moves.TORMENT, Type.DARK, 100, 15, -1, 0, 3)
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.ignoresSubstitute()
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.partial() // Incomplete implementation because of Uproar's partial implementation
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.edgeCase() // Incomplete implementation because of Uproar's partial implementation
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.attr(AddBattlerTagAttr, BattlerTagType.TORMENT, false, true, 1),
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new StatusMove(Moves.FLATTER, Type.DARK, 100, 15, -1, 0, 3)
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.attr(StatStageChangeAttr, [ Stat.SPATK ], 1)
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@ -7883,7 +7893,7 @@ export function initMoves() {
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.unimplemented(),
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new AttackMove(Moves.SECRET_POWER, Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 30, 0, 3)
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.makesContact(false)
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.partial(),
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.partial(), // No effect implemented
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new AttackMove(Moves.DIVE, Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, 0, 3)
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.attr(ChargeAttr, ChargeAnim.DIVE_CHARGING, i18next.t("moveTriggers:hidUnderwater", { pokemonName: "{USER}" }), BattlerTagType.UNDERWATER, true)
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.attr(GulpMissileTagAttr)
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@ -7914,7 +7924,7 @@ export function initMoves() {
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.attr(AddArenaTagAttr, ArenaTagType.MUD_SPORT, 5)
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.target(MoveTarget.BOTH_SIDES),
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new AttackMove(Moves.ICE_BALL, Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, 0, 3)
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.partial()
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.partial() // Does not lock the user properly, does not increase damage correctly
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.attr(ConsecutiveUseDoublePowerAttr, 5, true, true, Moves.DEFENSE_CURL)
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.ballBombMove(),
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new AttackMove(Moves.NEEDLE_ARM, Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, 30, 0, 3)
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@ -8057,7 +8067,7 @@ export function initMoves() {
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.attr(ConfuseAttr)
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.pulseMove(),
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new AttackMove(Moves.DOOM_DESIRE, Type.STEEL, MoveCategory.SPECIAL, 140, 100, 5, -1, 0, 3)
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.partial()
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.partial() // Complete buggy mess
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.attr(DelayedAttackAttr, ArenaTagType.DOOM_DESIRE, ChargeAnim.DOOM_DESIRE_CHARGING, i18next.t("moveTriggers:choseDoomDesireAsDestiny", { pokemonName: "{USER}" })),
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new AttackMove(Moves.PSYCHO_BOOST, Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, 0, 3)
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.attr(StatStageChangeAttr, [ Stat.SPATK ], -2, true),
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@ -8467,7 +8477,7 @@ export function initMoves() {
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.attr(AfterYouAttr),
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new AttackMove(Moves.ROUND, Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, 0, 5)
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.soundBased()
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.partial(),
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.partial(), // No effect implemented
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new AttackMove(Moves.ECHOED_VOICE, Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, 0, 5)
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.attr(ConsecutiveUseMultiBasePowerAttr, 5, false)
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.soundBased(),
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@ -8509,7 +8519,8 @@ export function initMoves() {
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.attr(StatStageChangeAttr, [ Stat.ATK ], 1, true)
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.attr(StatStageChangeAttr, [ Stat.SPD ], 2, true),
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new AttackMove(Moves.CIRCLE_THROW, Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, -6, 5)
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.attr(ForceSwitchOutAttr),
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.attr(ForceSwitchOutAttr)
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.partial(), // Should force random switches
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new AttackMove(Moves.INCINERATE, Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, 0, 5)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.attr(RemoveHeldItemAttr, true),
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@ -8577,7 +8588,8 @@ export function initMoves() {
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.attr(CritOnlyAttr),
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new AttackMove(Moves.DRAGON_TAIL, Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, -1, -6, 5)
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.attr(ForceSwitchOutAttr)
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.hidesTarget(),
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.hidesTarget()
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.partial(), // Should force random switches
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new SelfStatusMove(Moves.WORK_UP, Type.NORMAL, -1, 30, -1, 0, 5)
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPATK ], 1, true),
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new AttackMove(Moves.ELECTROWEB, Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, 100, 0, 5)
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@ -8705,7 +8717,7 @@ export function initMoves() {
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.ignoresVirtual(),
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new StatusMove(Moves.TRICK_OR_TREAT, Type.GHOST, 100, 20, -1, 0, 6)
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.attr(AddTypeAttr, Type.GHOST)
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.partial(),
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.edgeCase(), // Weird interaction with Forest's Curse, reflect type, burn up
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new StatusMove(Moves.NOBLE_ROAR, Type.NORMAL, 100, 30, -1, 0, 6)
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPATK ], -1)
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.soundBased(),
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@ -8718,7 +8730,7 @@ export function initMoves() {
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.triageMove(),
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new StatusMove(Moves.FORESTS_CURSE, Type.GRASS, 100, 20, -1, 0, 6)
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.attr(AddTypeAttr, Type.GRASS)
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.partial(),
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.edgeCase(), // Weird interaction with Trick or Treat, reflect type, burn up
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new AttackMove(Moves.PETAL_BLIZZARD, Type.GRASS, MoveCategory.PHYSICAL, 90, 100, 15, -1, 0, 6)
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.windMove()
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.makesContact(false)
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@ -8726,7 +8738,7 @@ export function initMoves() {
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new AttackMove(Moves.FREEZE_DRY, Type.ICE, MoveCategory.SPECIAL, 70, 100, 20, 10, 0, 6)
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.attr(StatusEffectAttr, StatusEffect.FREEZE)
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.attr(WaterSuperEffectTypeMultiplierAttr)
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.partial(), // This currently just multiplies the move's power instead of changing its effectiveness. It also doesn't account for abilities that modify type effectiveness such as tera shell.
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.edgeCase(), // This currently just multiplies the move's power instead of changing its effectiveness. It also doesn't account for abilities that modify type effectiveness such as tera shell.
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new AttackMove(Moves.DISARMING_VOICE, Type.FAIRY, MoveCategory.SPECIAL, 40, -1, 15, -1, 0, 6)
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.soundBased()
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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@ -9104,15 +9116,15 @@ export function initMoves() {
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/* Unused */
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new AttackMove(Moves.SINISTER_ARROW_RAID, Type.GHOST, MoveCategory.PHYSICAL, 180, -1, 1, -1, 0, 7)
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.makesContact(false)
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.partial()
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.edgeCase() // I assume it's because the user needs spirit shackle and decidueye
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.ignoresVirtual(),
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new AttackMove(Moves.MALICIOUS_MOONSAULT, Type.DARK, MoveCategory.PHYSICAL, 180, -1, 1, -1, 0, 7)
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.attr(AlwaysHitMinimizeAttr)
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.attr(HitsTagAttr, BattlerTagType.MINIMIZED, true)
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.partial()
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.edgeCase() // I assume it's because it needs darkest lariat and incineroar
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.ignoresVirtual(),
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new AttackMove(Moves.OCEANIC_OPERETTA, Type.WATER, MoveCategory.SPECIAL, 195, -1, 1, -1, 0, 7)
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.partial()
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.edgeCase() // I assume it's because it needs sparkling aria and primarina
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.ignoresVirtual(),
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new AttackMove(Moves.GUARDIAN_OF_ALOLA, Type.FAIRY, MoveCategory.SPECIAL, -1, -1, 1, -1, 0, 7)
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.unimplemented()
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@ -9121,10 +9133,10 @@ export function initMoves() {
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.unimplemented()
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.ignoresVirtual(),
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new AttackMove(Moves.STOKED_SPARKSURFER, Type.ELECTRIC, MoveCategory.SPECIAL, 175, -1, 1, 100, 0, 7)
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.partial()
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.edgeCase() // I assume it's because it needs thunderbolt and Alola Raichu
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.ignoresVirtual(),
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new AttackMove(Moves.PULVERIZING_PANCAKE, Type.NORMAL, MoveCategory.PHYSICAL, 210, -1, 1, -1, 0, 7)
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.partial()
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.edgeCase() // I assume it's because it needs giga impact and snorlax
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.ignoresVirtual(),
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new SelfStatusMove(Moves.EXTREME_EVOBOOST, Type.NORMAL, -1, 1, -1, 0, 7)
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.DEF, Stat.SPATK, Stat.SPDEF, Stat.SPD ], 2, true)
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@ -9155,13 +9167,13 @@ export function initMoves() {
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.attr(RechargeAttr),
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new AttackMove(Moves.SPECTRAL_THIEF, Type.GHOST, MoveCategory.PHYSICAL, 90, 100, 10, -1, 0, 7)
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.ignoresSubstitute()
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.partial(),
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.partial(), // Does not steal stats
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new AttackMove(Moves.SUNSTEEL_STRIKE, Type.STEEL, MoveCategory.PHYSICAL, 100, 100, 5, -1, 0, 7)
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.ignoresAbilities()
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.partial(),
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.edgeCase(), // Should not ignore abilities when called virtually (metronome)
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new AttackMove(Moves.MOONGEIST_BEAM, Type.GHOST, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 7)
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.ignoresAbilities()
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.partial(),
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.edgeCase(), // Should not ignore abilities when called virtually (metronome)
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new StatusMove(Moves.TEARFUL_LOOK, Type.NORMAL, -1, 20, -1, 0, 7)
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPATK ], -1),
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new AttackMove(Moves.ZING_ZAP, Type.ELECTRIC, MoveCategory.PHYSICAL, 80, 100, 10, 30, 0, 7)
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@ -9172,7 +9184,7 @@ export function initMoves() {
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.attr(FormChangeItemTypeAttr),
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/* Unused */
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new AttackMove(Moves.TEN_MILLION_VOLT_THUNDERBOLT, Type.ELECTRIC, MoveCategory.SPECIAL, 195, -1, 1, -1, 0, 7)
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.partial()
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.edgeCase() // I assume it's because it needs thunderbolt and pikachu in a cap
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.ignoresVirtual(),
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/* End Unused */
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new AttackMove(Moves.MIND_BLOWN, Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, 0, 7)
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@ -9185,7 +9197,7 @@ export function initMoves() {
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new AttackMove(Moves.PHOTON_GEYSER, Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 7)
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.attr(PhotonGeyserCategoryAttr)
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.ignoresAbilities()
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.partial(),
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.edgeCase(), // Should not ignore abilities when called virtually (metronome)
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/* Unused */
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new AttackMove(Moves.LIGHT_THAT_BURNS_THE_SKY, Type.PSYCHIC, MoveCategory.SPECIAL, 200, -1, 1, -1, 0, 7)
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.attr(PhotonGeyserCategoryAttr)
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@ -9198,7 +9210,7 @@ export function initMoves() {
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.ignoresAbilities()
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.ignoresVirtual(),
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new AttackMove(Moves.LETS_SNUGGLE_FOREVER, Type.FAIRY, MoveCategory.PHYSICAL, 190, -1, 1, -1, 0, 7)
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.partial()
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.edgeCase() // I assume it needs play rough and mimikyu
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.ignoresVirtual(),
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new AttackMove(Moves.SPLINTERED_STORMSHARDS, Type.ROCK, MoveCategory.PHYSICAL, 190, -1, 1, -1, 0, 7)
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.attr(ClearTerrainAttr)
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@ -9208,7 +9220,7 @@ export function initMoves() {
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.DEF, Stat.SPATK, Stat.SPDEF, Stat.SPD ], 1, true, undefined, undefined, undefined, undefined, true)
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.soundBased()
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.partial()
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.edgeCase() // I assume it needs clanging scales and Kommo-O
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.ignoresVirtual(),
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/* End Unused */
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new AttackMove(Moves.ZIPPY_ZAP, Type.ELECTRIC, MoveCategory.PHYSICAL, 50, 100, 15, -1, 2, 7) //LGPE Implementation
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@ -9271,14 +9283,14 @@ export function initMoves() {
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new AttackMove(Moves.JAW_LOCK, Type.DARK, MoveCategory.PHYSICAL, 80, 100, 10, -1, 0, 8)
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.attr(JawLockAttr)
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.bitingMove(),
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new SelfStatusMove(Moves.STUFF_CHEEKS, Type.NORMAL, -1, 10, -1, 0, 8) // TODO: Stuff Cheeks should not be selectable when the user does not have a berry, see wiki
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new SelfStatusMove(Moves.STUFF_CHEEKS, Type.NORMAL, -1, 10, -1, 0, 8)
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.attr(EatBerryAttr)
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.attr(StatStageChangeAttr, [ Stat.DEF ], 2, true)
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.condition((user) => {
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const userBerries = user.scene.findModifiers(m => m instanceof BerryModifier, user.isPlayer());
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return userBerries.length > 0;
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})
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.partial(),
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.edgeCase(), // Stuff Cheeks should not be selectable when the user does not have a berry, see wiki
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new SelfStatusMove(Moves.NO_RETREAT, Type.FIGHTING, -1, 5, -1, 0, 8)
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.DEF, Stat.SPATK, Stat.SPDEF, Stat.SPD ], 1, true)
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.attr(AddBattlerTagAttr, BattlerTagType.NO_RETREAT, true, false)
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@ -9292,7 +9304,7 @@ export function initMoves() {
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new AttackMove(Moves.DRAGON_DARTS, Type.DRAGON, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 8)
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.attr(MultiHitAttr, MultiHitType._2)
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.makesContact(false)
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.partial(),
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.partial(), // smart targetting is unimplemented
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new StatusMove(Moves.TEATIME, Type.NORMAL, -1, 10, -1, 0, 8)
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.attr(EatBerryAttr)
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.target(MoveTarget.ALL),
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@ -9731,7 +9743,7 @@ export function initMoves() {
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.attr(StatStageChangeAttr, [ Stat.SPDEF ], -2),
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new AttackMove(Moves.ORDER_UP, Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 10, 100, 0, 9)
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.makesContact(false)
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.partial(),
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.partial(), // No effect implemented (requires Commander)
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new AttackMove(Moves.JET_PUNCH, Type.WATER, MoveCategory.PHYSICAL, 60, 100, 15, -1, 1, 9)
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.punchingMove(),
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new StatusMove(Moves.SPICY_EXTRACT, Type.GRASS, -1, 15, -1, 0, 9)
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@ -9943,8 +9955,7 @@ export function initMoves() {
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new AttackMove(Moves.UPPER_HAND, Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 15, 100, 3, 9)
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.attr(FlinchAttr)
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.condition((user, target, move) => user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.command === Command.FIGHT && !target.turnData.acted && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move!].category !== MoveCategory.STATUS && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move!].priority > 0 ) // TODO: is this bang correct?
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//TODO: Should also apply when target move priority increased by ability ex. gale wings
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.partial(),
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.partial(), // Should also apply when target move priority increased by ability ex. gale wings
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new AttackMove(Moves.MALIGNANT_CHAIN, Type.POISON, MoveCategory.SPECIAL, 100, 100, 5, 50, 0, 9)
|
||||
.attr(StatusEffectAttr, StatusEffect.TOXIC)
|
||||
);
|
||||
|
|
Loading…
Reference in New Issue