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Implement Expanding Force (#417)
* Expanding Force Implementation Added target change attribute based on terrain * Class change I guess * Expanding Force Implementation Added target change attribute based on terrain Class change I guess Squashed weird split commit * Fixed removed commits My bad * ACTUALLY fixed removed commits
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@ -3707,6 +3707,22 @@ export class LastResortAttr extends MoveAttr {
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}
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}
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export class VariableTargetAttr extends MoveAttr {
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private targetChangeFunc: (user: Pokemon, target: Pokemon, move: Move) => number;
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constructor(targetChange: (user: Pokemon, target: Pokemon, move: Move) => number) {
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super();
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this.targetChangeFunc = targetChange;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const targetVal = args[0] as Utils.NumberHolder;
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targetVal.value = this.targetChangeFunc(user, target, move);
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return true;
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}
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}
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const failOnGravityCondition: MoveConditionFunc = (user, target, move) => !user.scene.arena.getTag(ArenaTagType.GRAVITY);
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const failOnBossCondition: MoveConditionFunc = (user, target, move) => !target.isBossImmune();
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@ -3787,7 +3803,10 @@ export type MoveTargetSet = {
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}
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export function getMoveTargets(user: Pokemon, move: Moves): MoveTargetSet {
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const moveTarget = move ? allMoves[move].moveTarget : move === undefined ? MoveTarget.NEAR_ENEMY : [];
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const variableTarget = new Utils.NumberHolder(0);
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user.getOpponents().forEach(p => applyMoveAttrs(VariableTargetAttr, user, p, allMoves[move], variableTarget));
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const moveTarget = allMoves[move].getAttrs(VariableTargetAttr).length ? variableTarget.value : move ? allMoves[move].moveTarget : move === undefined ? MoveTarget.NEAR_ENEMY : [];
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const opponents = user.getOpponents();
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let set: Pokemon[] = [];
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@ -5989,7 +6008,8 @@ export function initMoves() {
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new AttackMove(Moves.STEEL_BEAM, Type.STEEL, MoveCategory.SPECIAL, 140, 95, 5, -1, 0, 8)
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.attr(HalfSacrificialAttr),
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new AttackMove(Moves.EXPANDING_FORCE, Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 10, -1, 0, 8)
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.partial(),
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.PSYCHIC && user.isGrounded() ? 1.5 : 1)
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.attr(VariableTargetAttr, (user, target, move) => user.scene.arena.getTerrainType() === TerrainType.PSYCHIC && user.isGrounded() ? 6 : 3),
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new AttackMove(Moves.STEEL_ROLLER, Type.STEEL, MoveCategory.PHYSICAL, 130, 100, 5, -1, 0, 8)
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.attr(ClearTerrainAttr)
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.condition((user, target, move) => !!user.scene.arena.terrain),
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