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[P2] Lunar Blessing / Jungle Healing now heal Freeze (#4877)
* Added Freeze to statuses healed by Jungle Healing / Lunar Blessing * Fixed up documentation. --------- Co-authored-by: frutescens <info@laptop>
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@ -2589,12 +2589,11 @@ export class HealStatusEffectAttr extends MoveEffectAttr {
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/**
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/**
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* @param selfTarget - Whether this move targets the user
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* @param selfTarget - Whether this move targets the user
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* @param ...effects - List of status effects to cure
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* @param effects - status effect or list of status effects to cure
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*/
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*/
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constructor(selfTarget: boolean, ...effects: StatusEffect[]) {
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constructor(selfTarget: boolean, effects: StatusEffect | StatusEffect[]) {
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super(selfTarget, { lastHitOnly: true });
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super(selfTarget, { lastHitOnly: true });
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this.effects = [ effects ].flat(1);
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this.effects = effects;
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}
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}
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/**
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/**
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@ -8583,7 +8582,7 @@ export function initMoves() {
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.attr(AddArenaTagAttr, ArenaTagType.IMPRISON, 1, true, false)
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.attr(AddArenaTagAttr, ArenaTagType.IMPRISON, 1, true, false)
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.target(MoveTarget.ENEMY_SIDE),
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.target(MoveTarget.ENEMY_SIDE),
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new SelfStatusMove(Moves.REFRESH, Type.NORMAL, -1, 20, -1, 0, 3)
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new SelfStatusMove(Moves.REFRESH, Type.NORMAL, -1, 20, -1, 0, 3)
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.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN)
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.attr(HealStatusEffectAttr, true, [ StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN ])
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.condition((user, target, move) => !!user.status && (user.status.effect === StatusEffect.PARALYSIS || user.status.effect === StatusEffect.POISON || user.status.effect === StatusEffect.TOXIC || user.status.effect === StatusEffect.BURN)),
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.condition((user, target, move) => !!user.status && (user.status.effect === StatusEffect.PARALYSIS || user.status.effect === StatusEffect.POISON || user.status.effect === StatusEffect.TOXIC || user.status.effect === StatusEffect.BURN)),
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new SelfStatusMove(Moves.GRUDGE, Type.GHOST, -1, 5, -1, 0, 3)
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new SelfStatusMove(Moves.GRUDGE, Type.GHOST, -1, 5, -1, 0, 3)
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.attr(AddBattlerTagAttr, BattlerTagType.GRUDGE, true, undefined, 1),
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.attr(AddBattlerTagAttr, BattlerTagType.GRUDGE, true, undefined, 1),
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@ -9792,7 +9791,7 @@ export function initMoves() {
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.condition(
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.condition(
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(user: Pokemon, target: Pokemon, move: Move) => isNonVolatileStatusEffect(target.status?.effect!)) // TODO: is this bang correct?
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(user: Pokemon, target: Pokemon, move: Move) => isNonVolatileStatusEffect(target.status?.effect!)) // TODO: is this bang correct?
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.attr(HealAttr, 0.5)
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.attr(HealAttr, 0.5)
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.attr(HealStatusEffectAttr, false, ...getNonVolatileStatusEffects())
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.attr(HealStatusEffectAttr, false, getNonVolatileStatusEffects())
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.triageMove(),
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.triageMove(),
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new AttackMove(Moves.REVELATION_DANCE, Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 15, -1, 0, 7)
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new AttackMove(Moves.REVELATION_DANCE, Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 15, -1, 0, 7)
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.danceMove()
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.danceMove()
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@ -10216,7 +10215,7 @@ export function initMoves() {
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.attr(StatusEffectAttr, StatusEffect.BURN),
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
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new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealStatusEffectAttr, false, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
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.attr(HealStatusEffectAttr, false, getNonVolatileStatusEffects())
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.target(MoveTarget.USER_AND_ALLIES),
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.target(MoveTarget.USER_AND_ALLIES),
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new AttackMove(Moves.WICKED_BLOW, Type.DARK, MoveCategory.PHYSICAL, 75, 100, 5, -1, 0, 8)
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new AttackMove(Moves.WICKED_BLOW, Type.DARK, MoveCategory.PHYSICAL, 75, 100, 5, -1, 0, 8)
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.attr(CritOnlyAttr)
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.attr(CritOnlyAttr)
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@ -10320,12 +10319,12 @@ export function initMoves() {
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new StatusMove(Moves.LUNAR_BLESSING, Type.PSYCHIC, -1, 5, -1, 0, 8)
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new StatusMove(Moves.LUNAR_BLESSING, Type.PSYCHIC, -1, 5, -1, 0, 8)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealAttr, 0.25, true, false)
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.attr(HealStatusEffectAttr, false, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP)
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.attr(HealStatusEffectAttr, false, getNonVolatileStatusEffects())
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.target(MoveTarget.USER_AND_ALLIES)
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.target(MoveTarget.USER_AND_ALLIES)
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.triageMove(),
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.triageMove(),
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new SelfStatusMove(Moves.TAKE_HEART, Type.PSYCHIC, -1, 10, -1, 0, 8)
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new SelfStatusMove(Moves.TAKE_HEART, Type.PSYCHIC, -1, 10, -1, 0, 8)
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.attr(StatStageChangeAttr, [ Stat.SPATK, Stat.SPDEF ], 1, true)
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.attr(StatStageChangeAttr, [ Stat.SPATK, Stat.SPDEF ], 1, true)
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.attr(HealStatusEffectAttr, true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP),
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.attr(HealStatusEffectAttr, true, [ StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN, StatusEffect.SLEEP ]),
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/* Unused
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/* Unused
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new AttackMove(Moves.G_MAX_WILDFIRE, Type.FIRE, MoveCategory.PHYSICAL, 10, -1, 10, -1, 0, 8)
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new AttackMove(Moves.G_MAX_WILDFIRE, Type.FIRE, MoveCategory.PHYSICAL, 10, -1, 10, -1, 0, 8)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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