Fixed Dire Claw & Tri-Attack status chances (#367)

* created MultiStatusEffectAttr

* removed testing stuff

* switched to randSeedItem
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lucfd 2024-04-30 23:30:10 -04:00 committed by GitHub
parent 7ad9c67673
commit e065610440
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1 changed files with 21 additions and 6 deletions

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@ -1009,6 +1009,25 @@ export class StatusEffectAttr extends MoveEffectAttr {
}
}
export class MultiStatusEffectAttr extends StatusEffectAttr {
public effects: StatusEffect[];
constructor(effects: StatusEffect[], selfTarget?: boolean, cureTurn?: integer, overrideStatus?: boolean) {
super(effects[0], selfTarget, cureTurn, overrideStatus);
this.effects = effects;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
this.effect = Utils.randSeedItem(this.effects);
const result = super.apply(user, target, move, args);
return result;
}
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
return !(this.selfTarget ? user : target).status && (this.selfTarget ? user : target).canSetStatus(this.effect, true) ? Math.floor(move.chance * -0.1) : 0;
}
}
export class PsychoShiftEffectAttr extends MoveEffectAttr {
constructor() {
super(false, MoveEffectTrigger.HIT);
@ -4170,9 +4189,7 @@ export function initMoves() {
new SelfStatusMove(Moves.CONVERSION, Type.NORMAL, -1, 30, -1, 0, 1)
.attr(FirstMoveTypeAttr),
new AttackMove(Moves.TRI_ATTACK, Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, 20, 0, 1)
.attr(StatusEffectAttr, StatusEffect.PARALYSIS)
.attr(StatusEffectAttr, StatusEffect.BURN)
.attr(StatusEffectAttr, StatusEffect.FREEZE),
.attr(MultiStatusEffectAttr, [StatusEffect.BURN, StatusEffect.FREEZE, StatusEffect.PARALYSIS]),
new AttackMove(Moves.SUPER_FANG, Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 10, -1, 0, 1)
.attr(TargetHalfHpDamageAttr),
new AttackMove(Moves.SLASH, Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, 0, 1)
@ -5986,9 +6003,7 @@ export function initMoves() {
.soundBased()
.partial(),
new AttackMove(Moves.DIRE_CLAW, Type.POISON, MoveCategory.PHYSICAL, 80, 100, 15, 50, 0, 8)
.attr(StatusEffectAttr, StatusEffect.POISON)
.attr(StatusEffectAttr, StatusEffect.PARALYSIS)
.attr(StatusEffectAttr, StatusEffect.SLEEP),
.attr(MultiStatusEffectAttr, [StatusEffect.POISON, StatusEffect.PARALYSIS, StatusEffect.SLEEP]),
new AttackMove(Moves.PSYSHIELD_BASH, Type.PSYCHIC, MoveCategory.PHYSICAL, 70, 90, 10, 100, 0, 8)
.attr(StatChangeAttr, BattleStat.DEF, 1, true),
new SelfStatusMove(Moves.POWER_SHIFT, Type.NORMAL, -1, 10, 100, 0, 8)