diff --git a/src/data/move.ts b/src/data/move.ts index ccf3872b473..60e07b8f513 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -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)