Implement some abilities
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@ -25,7 +25,7 @@ import { Gender } from "./data/gender";
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import { Weather, WeatherType, getRandomWeatherType, getWeatherDamageMessage, getWeatherLapseMessage } from "./data/weather";
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import { TempBattleStat } from "./data/temp-battle-stat";
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import { ArenaTrapTag, TrickRoomTag } from "./data/arena-tag";
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import { ArenaTrapAbAttr, PostWeatherLapseAbAttr, PreWeatherDamageAbAttr, ProtectStatAttr, SuppressWeatherEffectAbAttr, applyPostWeatherLapseAbAttrs, applyPreStatChangeAbAttrs, applyPreWeatherEffectAbAttrs } from "./data/ability";
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import { ArenaTrapAbAttr, PostTurnAbAttr, PostWeatherLapseAbAttr, PreWeatherDamageAbAttr, ProtectStatAttr, SuppressWeatherEffectAbAttr, applyPostTurnAbAttrs, applyPostWeatherLapseAbAttrs, applyPreStatChangeAbAttrs, applyPreWeatherEffectAbAttrs } from "./data/ability";
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import { Unlockables, getUnlockableName } from "./system/unlockables";
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export class CheckLoadPhase extends BattlePhase {
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@ -758,6 +758,8 @@ export class TurnEndPhase extends FieldPhase {
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this.scene.applyModifiers(TurnHealModifier, pokemon.isPlayer(), pokemon);
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this.executeForBoth((pokemon: Pokemon) => applyPostTurnAbAttrs(PostTurnAbAttr, pokemon));
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this.scene.applyModifiers(HeldItemTransferModifier, pokemon.isPlayer(), pokemon);
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pokemon.battleSummonData.turnCount++;
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@ -1,13 +1,13 @@
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import Pokemon, { PokemonMove } from "../pokemon";
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import Pokemon, { MoveResult, PokemonMove } from "../pokemon";
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import { Type, getTypeDamageMultiplier } from "./type";
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import * as Utils from "../utils";
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import { BattleStat, getBattleStatName } from "./battle-stat";
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import { PokemonHealPhase, ShowAbilityPhase, StatChangePhase } from "../battle-phases";
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import { DamagePhase, PokemonHealPhase, ShowAbilityPhase, StatChangePhase } from "../battle-phases";
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import { getPokemonMessage } from "../messages";
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import { Weather, WeatherType } from "./weather";
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import { BattlerTagType } from "./battler-tag";
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import { StatusEffect } from "./status-effect";
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import { Moves, RecoilAttr } from "./move";
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import { Moves, RecoilAttr, WeatherHealAttr } from "./move";
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export class Ability {
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public id: Abilities;
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@ -82,6 +82,27 @@ export class PreDefendAbAttr extends AbAttr {
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}
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}
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export class TypeWeaknessAbAttr extends PreDefendAbAttr {
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private weakType: Type;
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private powerMultiplier: number;
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constructor(weakType: Type, powerMultiplier: number) {
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super();
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this.weakType = weakType;
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this.powerMultiplier = powerMultiplier;
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}
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applyPreDefend(pokemon: Pokemon, attacker: Pokemon, move: PokemonMove, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if (move.getMove().type === this.weakType) {
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(args[0] as Utils.NumberHolder).value *= this.powerMultiplier;
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return true;
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}
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return false;
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}
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}
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export class TypeImmunityAbAttr extends PreDefendAbAttr {
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private immuneType: Type;
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private condition: AbAttrCondition;
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@ -107,6 +128,24 @@ export class TypeImmunityAbAttr extends PreDefendAbAttr {
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}
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}
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export class TypeImmunityHealAbAttr extends TypeImmunityAbAttr {
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constructor(immuneType: Type) {
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super(immuneType);
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}
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applyPreDefend(pokemon: Pokemon, attacker: Pokemon, move: PokemonMove, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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const ret = super.applyPreDefend(pokemon, attacker, move, cancelled, args);
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if (ret && pokemon.getHpRatio() < 1) {
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const scene = pokemon.scene;
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scene.unshiftPhase(new PokemonHealPhase(scene, pokemon.isPlayer(), Math.max(Math.floor(pokemon.getMaxHp() / 4), 1), getPokemonMessage(pokemon, `'s ${pokemon.getAbility().name}\nrestored its HP a little!`), true));
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return true;
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}
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return false;
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}
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}
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class TypeImmunityStatChangeAbAttr extends TypeImmunityAbAttr {
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private stat: BattleStat;
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private levels: integer;
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@ -285,7 +324,16 @@ export class PreWeatherEffectAbAttr extends AbAttr {
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export class PreWeatherDamageAbAttr extends PreWeatherEffectAbAttr { }
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export class BlockWeatherDamageAttr extends PreWeatherDamageAbAttr {
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private weatherTypes: WeatherType[];
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constructor(...weatherTypes: WeatherType[]) {
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super();
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this.weatherTypes = weatherTypes;
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}
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applyPreWeatherEffect(pokemon: Pokemon, weather: Weather, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if (!this.weatherTypes.length || this.weatherTypes.indexOf(weather?.weatherType) > -1)
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cancelled.value = true;
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return true;
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@ -311,14 +359,42 @@ export class SuppressWeatherEffectAbAttr extends PreWeatherEffectAbAttr {
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}
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}
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export class PostWeatherLapseAbAttr extends AbAttr {
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applyPostWeatherLapse(pokemon: Pokemon, weather: Weather, args: any[]): boolean {
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export class PostTurnAbAttr extends AbAttr {
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applyPostTurn(pokemon: Pokemon, args: any[]) {
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return false;
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}
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}
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export class WeatherHealAbAttr extends PostWeatherLapseAbAttr {
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private weatherTypes: WeatherType[];
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export class PostTurnSpeedBoostAbAttr extends PostTurnAbAttr {
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applyPostTurn(pokemon: Pokemon, args: any[]): boolean {
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pokemon.scene.unshiftPhase(new StatChangePhase(pokemon.scene, pokemon.isPlayer(), true, [ BattleStat.SPD ], 1));
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return true;
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}
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}
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function getWeatherCondition(...weatherTypes: WeatherType[]): AbAttrCondition {
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return (pokemon: Pokemon) => {
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if (pokemon.scene.arena.weather?.isEffectSuppressed(pokemon.scene))
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return false;
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const weatherType = pokemon.scene.arena.weather?.weatherType;
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return weatherType && weatherTypes.indexOf(weatherType) > -1;
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};
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}
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export class PostTurnHealAbAttr extends PostTurnAbAttr {
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applyPostTurn(pokemon: Pokemon, args: any[]): boolean {
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if (pokemon.getHpRatio() < 1) {
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const scene = pokemon.scene;
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scene.unshiftPhase(new PokemonHealPhase(scene, pokemon.isPlayer(), Math.max(Math.floor(pokemon.getMaxHp() / 16), 1), getPokemonMessage(pokemon, `'s ${pokemon.getAbility().name}\nrestored its HP a little!`), true));
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return true;
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}
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return false;
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}
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}
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export class PostWeatherLapseAbAttr extends AbAttr {
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protected weatherTypes: WeatherType[];
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constructor(...weatherTypes: WeatherType[]) {
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super();
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@ -327,9 +403,49 @@ export class WeatherHealAbAttr extends PostWeatherLapseAbAttr {
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}
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applyPostWeatherLapse(pokemon: Pokemon, weather: Weather, args: any[]): boolean {
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if (this.weatherTypes.indexOf(weather.weatherType) > -1 && pokemon.getHpRatio() < 1) {
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return false;
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}
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getCondition(): AbAttrCondition {
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return getWeatherCondition(...this.weatherTypes);
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}
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}
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export class PostWeatherLapseHealAbAttr extends PostWeatherLapseAbAttr {
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private healFactor: integer;
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constructor(healFactor: integer, ...weatherTypes: WeatherType[]) {
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super(...weatherTypes);
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this.healFactor = healFactor;
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}
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applyPostWeatherLapse(pokemon: Pokemon, weather: Weather, args: any[]): boolean {
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if (pokemon.getHpRatio() < 1) {
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const scene = pokemon.scene;
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scene.unshiftPhase(new PokemonHealPhase(scene, pokemon.isPlayer(), Math.max(Math.floor(pokemon.getMaxHp() / 16), 1), getPokemonMessage(pokemon, `'s ${pokemon.getAbility().name}\nrestored its HP a little!`), true));
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scene.unshiftPhase(new PokemonHealPhase(scene, pokemon.isPlayer(), Math.max(Math.floor(pokemon.getMaxHp() / (16 / this.healFactor)), 1), getPokemonMessage(pokemon, `'s ${pokemon.getAbility().name}\nrestored its HP a little!`), true));
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return true;
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}
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return false;
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}
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}
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export class PostWeatherLapseDamageAbAttr extends PostWeatherLapseAbAttr {
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private damageFactor: integer;
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constructor(damageFactor: integer, ...weatherTypes: WeatherType[]) {
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super(...weatherTypes);
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this.damageFactor = damageFactor;
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}
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applyPostWeatherLapse(pokemon: Pokemon, weather: Weather, args: any[]): boolean {
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if (pokemon.getHpRatio() < 1) {
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const scene = pokemon.scene;
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scene.queueMessage(getPokemonMessage(pokemon, ` is hurt\nby its ${pokemon.getAbility()}!`));
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scene.unshiftPhase(new DamagePhase(pokemon.scene, pokemon.isPlayer(), MoveResult.OTHER));
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pokemon.damage(Math.ceil(pokemon.getMaxHp() * (16 / this.damageFactor)));
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return true;
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}
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@ -393,12 +509,13 @@ export function applyBattleStatMultiplierAbAttrs(attrType: { new(...args: any[])
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continue;
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pokemon.scene.setPhaseQueueSplice();
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if (attr.applyBattleStat(pokemon, battleStat, statValue, args)) {
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queueShowAbility(pokemon);
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const message = attr.getTriggerMessage(pokemon);
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if (message)
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if (message) {
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queueShowAbility(pokemon);
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pokemon.scene.queueMessage(message);
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}
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}
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}
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pokemon.scene.clearPhaseQueueSplice();
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}
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@ -471,6 +588,29 @@ export function applyPreWeatherEffectAbAttrs(attrType: { new(...args: any[]): Pr
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pokemon.scene.clearPhaseQueueSplice();
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}
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export function applyPostTurnAbAttrs(attrType: { new(...args: any[]): PostTurnAbAttr },
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pokemon: Pokemon, ...args: any[]): void {
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if (!pokemon.canApplyAbility())
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return;
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const ability = pokemon.getAbility();
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const attrs = ability.getAttrs(attrType) as PostTurnAbAttr[];
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for (let attr of attrs) {
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if (!canApplyAttr(pokemon, attr))
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continue;
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pokemon.scene.setPhaseQueueSplice();
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if (attr.applyPostTurn(pokemon, args)) {
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queueShowAbility(pokemon);
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const message = attr.getTriggerMessage(pokemon);
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if (message)
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pokemon.scene.queueMessage(message);
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}
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}
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pokemon.scene.clearPhaseQueueSplice();
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}
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export function applyPostWeatherLapseAbAttrs(attrType: { new(...args: any[]): PostWeatherLapseAbAttr },
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pokemon: Pokemon, weather: Weather, ...args: any[]): void {
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if (!pokemon.canApplyAbility())
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@ -693,13 +833,16 @@ export function initAbilities() {
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.attr(BlockCritAbAttr),
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new Ability(Abilities.BLAZE, "Blaze", "Powers up FIRE-type moves in a pinch.", 3)
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.attr(LowHpMoveTypePowerBoostAbAttr, Type.FIRE),
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new Ability(Abilities.CHLOROPHYLL, "Chlorophyll (N)", "Boosts the POKéMON's SPEED in sunshine.", 3),
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new Ability(Abilities.CHLOROPHYLL, "Chlorophyll", "Boosts the POKéMON's SPEED in sunshine.", 3)
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.attr(BattleStatMultiplierAbAttr, BattleStat.SPD, 2)
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.condition(getWeatherCondition(WeatherType.SUNNY, WeatherType.HARSH_SUN)), // TODO: Show ability bar on weather change and summon
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new Ability(Abilities.CLEAR_BODY, "Clear Body", "Prevents other POKéMON from lowering its stats.", 3)
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.attr(ProtectStatAttr),
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new Ability(Abilities.CLOUD_NINE, "Cloud Nine", "Eliminates the effects of non-severe weather.", 3)
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.attr(SuppressWeatherEffectAbAttr),
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new Ability(Abilities.COLOR_CHANGE, "Color Change (N)", "Changes the POKéMON's type to the foe's move.", 3),
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new Ability(Abilities.COMPOUND_EYES, "Compound Eyes (N)", "The POKéMON's accuracy is boosted.", 3),
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new Ability(Abilities.COMPOUND_EYES, "Compound Eyes", "The POKéMON's accuracy is boosted.", 3)
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.attr(BattleStatMultiplierAbAttr, BattleStat.ACC, 1.3),
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new Ability(Abilities.CUTE_CHARM, "Cute Charm (N)", "Contact with the POKéMON may cause infatuation.", 3),
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new Ability(Abilities.DAMP, "Damp (N)", "Prevents the use of self-destructing moves.", 3),
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new Ability(Abilities.DRIZZLE, "Drizzle (N)", "The POKéMON makes it rain when it enters a battle.", 3),
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@ -743,21 +886,26 @@ export function initAbilities() {
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new Ability(Abilities.PRESSURE, "Pressure (N)", "The POKéMON raises the foe's PP usage.", 3),
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new Ability(Abilities.PURE_POWER, "Pure Power (N)", "Raises the POKéMON's ATTACK stat.", 3),
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new Ability(Abilities.RAIN_DISH, "Rain Dish", "The POKéMON gradually regains HP in rain.", 3)
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.attr(WeatherHealAbAttr, WeatherType.RAIN, WeatherType.HEAVY_RAIN),
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.attr(PostWeatherLapseHealAbAttr, 1, WeatherType.RAIN, WeatherType.HEAVY_RAIN),
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new Ability(Abilities.ROCK_HEAD, "Rock Head", "Protects the POKéMON from recoil damage.", 3)
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.attr(BlockRecoilDamageAttr),
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new Ability(Abilities.ROUGH_SKIN, "Rough Skin (N)", "Inflicts damage to the attacker on contact.", 3),
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new Ability(Abilities.RUN_AWAY, "Run Away (N)", "Enables a sure getaway from wild POKéMON.", 3),
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new Ability(Abilities.SAND_STREAM, "Sand Stream (N)", "The POKéMON summons a sandstorm in battle.", 3),
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new Ability(Abilities.SAND_VEIL, "Sand Veil (N)", "Boosts the POKéMON's evasion in a sandstorm.", 3),
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new Ability(Abilities.SAND_VEIL, "Sand Veil", "Boosts the POKéMON's evasion in a sandstorm.", 3)
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.attr(BattleStatMultiplierAbAttr, BattleStat.EVA, 1.2)
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.attr(BlockWeatherDamageAttr, WeatherType.SANDSTORM)
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.condition(getWeatherCondition(WeatherType.SANDSTORM)),
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new Ability(Abilities.SERENE_GRACE, "Serene Grace (N)", "Boosts the likelihood of added effects appearing.", 3),
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new Ability(Abilities.SHADOW_TAG, "Shadow Tag (N)", "Prevents the foe from escaping.", 3),
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new Ability(Abilities.SHADOW_TAG, "Shadow Tag", "Prevents the foe from escaping.", 3)
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.attr(ArenaTrapAbAttr),
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new Ability(Abilities.SHED_SKIN, "Shed Skin (N)", "The POKéMON may heal its own status problems.", 3),
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new Ability(Abilities.SHELL_ARMOR, "Shell Armor", "The POKéMON is protected against critical hits.", 3)
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.attr(BlockCritAbAttr),
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new Ability(Abilities.SHIELD_DUST, "Shield Dust (N)", "Blocks the added effects of attacks taken.", 3),
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new Ability(Abilities.SOUNDPROOF, "Soundproof (N)", "Gives immunity to sound-based moves.", 3),
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new Ability(Abilities.SPEED_BOOST, "Speed Boost (N)", "Its SPEED stat is gradually boosted.", 3),
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new Ability(Abilities.SPEED_BOOST, "Speed Boost", "Its SPEED stat is gradually boosted.", 3)
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.attr(PostTurnSpeedBoostAbAttr),
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new Ability(Abilities.STATIC, "Static (N)", "Contact with the POKéMON may cause paralysis.", 3),
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new Ability(Abilities.STENCH, "Stench (N)", "The stench may cause the target to flinch.", 3),
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new Ability(Abilities.STICKY_HOLD, "Sticky Hold (N)", "Protects the POKéMON from item theft.", 3),
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new Ability(Abilities.SUCTION_CUPS, "Suction Cups (N)", "Negates all moves that force switching out.", 3),
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new Ability(Abilities.SWARM, "Swarm", "Powers up BUG-type moves in a pinch.", 3)
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.attr(LowHpMoveTypePowerBoostAbAttr, Type.BUG),
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new Ability(Abilities.SWIFT_SWIM, "Swift Swim (N)", "Boosts the POKéMON's SPEED in rain.", 3),
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new Ability(Abilities.SWIFT_SWIM, "Swift Swim", "Boosts the POKéMON's SPEED in rain.", 3)
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.attr(BattleStatMultiplierAbAttr, BattleStat.SPD, 2)
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.condition(getWeatherCondition(WeatherType.RAIN, WeatherType.HEAVY_RAIN)), // TODO: Show ability bar on weather change and summon
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new Ability(Abilities.SYNCHRONIZE, "Synchronize (N)", "Passes a burn, poison, or paralysis to the foe.", 3),
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new Ability(Abilities.THICK_FAT, "Thick Fat (N)", "Ups resistance to Fire- and ICE-type moves.", 3),
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new Ability(Abilities.TORRENT, "Torrent", "Powers up WATER-type moves in a pinch.", 3)
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@ -773,8 +923,10 @@ export function initAbilities() {
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new Ability(Abilities.TRACE, "Trace (N)", "The POKéMON copies a foe's Ability.", 3),
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new Ability(Abilities.TRUANT, "Truant (N)", "POKéMON can't attack on consecutive turns.", 3),
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new Ability(Abilities.VITAL_SPIRIT, "Vital Spirit (N)", "Prevents the POKéMON from falling asleep.", 3),
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new Ability(Abilities.VOLT_ABSORB, "Volt Absorb (N)", "Restores HP if hit by an ELECTRIC-type move.", 3),
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new Ability(Abilities.WATER_ABSORB, "Water Absorb (N)", "Restores HP if hit by a WATER-type move.", 3),
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new Ability(Abilities.VOLT_ABSORB, "Volt Absorb", "Restores HP if hit by an ELECTRIC-type move.", 3)
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.attr(TypeImmunityHealAbAttr, Type.ELECTRIC),
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new Ability(Abilities.WATER_ABSORB, "Water Absorb", "Restores HP if hit by a WATER-type move.", 3)
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.attr(TypeImmunityHealAbAttr, Type.WATER),
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new Ability(Abilities.WATER_VEIL, "Water Veil (N)", "Prevents the POKéMON from getting a burn.", 3),
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new Ability(Abilities.WHITE_SMOKE, "White Smoke", "Prevents other POKéMON from lowering its stats.", 3)
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.attr(ProtectStatAttr),
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@ -786,7 +938,11 @@ export function initAbilities() {
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new Ability(Abilities.ANTICIPATION, "Anticipation (N)", "Senses a foe's dangerous moves.", 4),
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new Ability(Abilities.BAD_DREAMS, "Bad Dreams (N)", "Reduces a sleeping foe's HP.", 4),
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new Ability(Abilities.DOWNLOAD, "Download (N)", "Adjusts power according to a foe's defenses.", 4),
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new Ability(Abilities.DRY_SKIN, "Dry Skin (N)", "Reduces HP if it is hot. Water restores HP.", 4),
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new Ability(Abilities.DRY_SKIN, "Dry Skin", "Reduces HP if it is hot. Water restores HP.", 4) // TODO
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.attr(PostWeatherLapseDamageAbAttr, 2, WeatherType.SUNNY, WeatherType.HARSH_SUN)
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.attr(PostWeatherLapseHealAbAttr, 2, WeatherType.RAIN, WeatherType.HEAVY_RAIN)
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.attr(TypeWeaknessAbAttr, Type.FIRE, 1.25)
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.attr(TypeImmunityHealAbAttr, Type.WATER),
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new Ability(Abilities.FILTER, "Filter (N)", "Reduces damage from super-effective attacks.", 4),
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new Ability(Abilities.FLOWER_GIFT, "Flower Gift (N)", "Powers up party POKéMON when it is sunny.", 4),
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new Ability(Abilities.FOREWARN, "Forewarn (N)", "Determines what moves a foe has.", 4),
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@ -796,13 +952,14 @@ export function initAbilities() {
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new Ability(Abilities.HONEY_GATHER, "Honey Gather (N)", "The POKéMON may gather Honey from somewhere.", 4),
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new Ability(Abilities.HYDRATION, "Hydration (N)", "Heals status problems if it is raining.", 4),
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new Ability(Abilities.ICE_BODY, "Ice Body", "The POKéMON gradually regains HP in a hailstorm.", 4)
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.attr(WeatherHealAbAttr, WeatherType.HAIL),
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.attr(PostWeatherLapseHealAbAttr, 1, WeatherType.HAIL),
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new Ability(Abilities.IRON_FIST, "Iron Fist (N)", "Boosts the power of punching moves.", 4),
|
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new Ability(Abilities.KLUTZ, "Klutz (N)", "The POKéMON can't use any held items.", 4),
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||||
new Ability(Abilities.LEAF_GUARD, "Leaf Guard (N)", "Prevents problems with status in sunny weather.", 4),
|
||||
new Ability(Abilities.MAGIC_GUARD, "Magic Guard (N)", "Protects the POKéMON from indirect damage.", 4),
|
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new Ability(Abilities.MOLD_BREAKER, "Mold Breaker (N)", "Moves can be used regardless of Abilities.", 4),
|
||||
new Ability(Abilities.MOTOR_DRIVE, "Motor Drive (N)", "Raises SPEED if hit by an ELECTRIC-type move.", 4),
|
||||
new Ability(Abilities.MOTOR_DRIVE, "Motor Drive", "Raises SPEED if hit by an ELECTRIC-type move.", 4)
|
||||
.attr(TypeImmunityStatChangeAbAttr, Type.ELECTRIC, BattleStat.SPD, 1),
|
||||
new Ability(Abilities.MULTITYPE, "Multitype (N)", "Changes type to match the held Plate.", 4),
|
||||
new Ability(Abilities.NO_GUARD, "No Guard (N)", "Ensures attacks by or against the POKéMON land.", 4),
|
||||
new Ability(Abilities.NORMALIZE, "Normalize (N)", "All the POKéMON's moves become the NORMAL type.", 4),
|
||||
|
@ -862,7 +1019,8 @@ export function initAbilities() {
|
|||
new Ability(Abilities.REGENERATOR, "Regenerator (N)", "Restores a little HP when withdrawn from battle.", 5),
|
||||
new Ability(Abilities.SAND_FORCE, "Sand Force (N)", "Boosts certain moves' power in a sandstorm.", 5),
|
||||
new Ability(Abilities.SAND_RUSH, "Sand Rush (N)", "Boosts the POKéMON's SPEED in a sandstorm.", 5),
|
||||
new Ability(Abilities.SAP_SIPPER, "Sap Sipper (N)", "Boosts ATTACK when hit by a GRASS-type move.", 5),
|
||||
new Ability(Abilities.SAP_SIPPER, "Sap Sipper", "Boosts ATTACK when hit by a GRASS-type move.", 5)
|
||||
.attr(TypeImmunityStatChangeAbAttr, Type.GRASS, BattleStat.ATK, 1),
|
||||
new Ability(Abilities.SHEER_FORCE, "Sheer Force (N)", "Removes added effects to increase move damage.", 5),
|
||||
new Ability(Abilities.TELEPATHY, "Telepathy (N)", "Anticipates an ally's ATTACK and dodges it.", 5),
|
||||
new Ability(Abilities.TERAVOLT, "Teravolt (N)", "Moves can be used regardless of Abilities.", 5),
|
||||
|
|
|
@ -23,7 +23,7 @@ import { WeatherType } from './data/weather';
|
|||
import { TempBattleStat } from './data/temp-battle-stat';
|
||||
import { WeakenMoveTypeTag } from './data/arena-tag';
|
||||
import { Biome } from './data/biome';
|
||||
import { Ability, BlockCritAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, abilities, applyPreAttackAbAttrs, applyPreDefendAbAttrs } from './data/ability';
|
||||
import { Ability, BattleStatMultiplierAbAttr, BlockCritAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, abilities, applyBattleStatMultiplierAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs } from './data/ability';
|
||||
import PokemonData from './system/pokemon-data';
|
||||
|
||||
export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
||||
|
@ -273,7 +273,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
|||
const statLevel = new Utils.IntegerHolder(this.summonData.battleStats[battleStat]);
|
||||
if (this.isPlayer())
|
||||
this.scene.applyModifiers(TempBattleStatBoosterModifier, this.isPlayer(), battleStat as integer as TempBattleStat, statLevel);
|
||||
let ret = this.stats[stat] * (Math.max(2, 2 + statLevel.value) / Math.max(2, 2 - statLevel.value));
|
||||
const statValue = new Utils.NumberHolder(this.stats[stat]);
|
||||
applyBattleStatMultiplierAbAttrs(BattleStatMultiplierAbAttr, this, battleStat, statValue);
|
||||
let ret = statValue.value * (Math.max(2, 2 + statLevel.value) / Math.max(2, 2 - statLevel.value));
|
||||
if (stat === Stat.SPDEF && this.scene.arena.weather?.weatherType === WeatherType.SANDSTORM)
|
||||
ret *= 1.5;
|
||||
if (stat === Stat.SPD && this.status && this.status.effect === StatusEffect.PARALYSIS)
|
||||
|
|
Loading…
Reference in New Issue