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Heart Swap implementation. (#712)
* Heart Swap implementation. Simply switches the values in 3 arrays. * Fixed missing space * Removed some lines. Removed a for loop. * Removed an unneccesary line * TSDoc commentation added * Changed message method to be more descriptive * Adjusted message line to be consistent with Pokemon Showdown * Adjusted priorBoostArray to priorBoost integer Only one values is relevant at a time, so the array was pointless, woops.
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@ -1775,6 +1775,37 @@ export class ResetStatsAttr extends MoveEffectAttr {
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}
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}
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/**
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* Attribute used for moves which swap the user and the target's stat changes.
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*/
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export class SwapStatsAttr extends MoveEffectAttr
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{
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/**
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* Swaps the user and the target's stat changes.
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* @param user Pokemon that used the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param args N/A
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* @returns true if the function succeeds
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any []): boolean
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{
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if (!super.apply(user, target, move, args))
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return false; //Exits if the move can't apply
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let priorBoost : integer; //For storing a stat boost
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for (let s = 0; s < target.summonData.battleStats.length; s++)
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{
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priorBoost = user.summonData.battleStats[s]; //Store user stat boost
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user.summonData.battleStats[s] = target.summonData.battleStats[s]; //Applies target boost to self
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target.summonData.battleStats[s] = priorBoost; //Applies stored boost to target
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}
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target.updateInfo();
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user.updateInfo();
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target.scene.queueMessage(getPokemonMessage(user, ' switched stat changes with the target!'));
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return true;
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}
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}
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export class HpSplitAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
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return new Promise(resolve => {
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@ -5181,7 +5212,7 @@ export function initMoves() {
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.attr(AddArenaTrapTagAttr, ArenaTagType.TOXIC_SPIKES)
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.target(MoveTarget.ENEMY_SIDE),
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new StatusMove(Moves.HEART_SWAP, Type.PSYCHIC, -1, 10, -1, 0, 4)
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.unimplemented(),
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.attr(SwapStatsAttr),
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new SelfStatusMove(Moves.AQUA_RING, Type.WATER, -1, 20, -1, 0, 4)
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.attr(AddBattlerTagAttr, BattlerTagType.AQUA_RING, true, true),
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new SelfStatusMove(Moves.MAGNET_RISE, Type.ELECTRIC, -1, 10, -1, 0, 4)
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