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Updated ForceSwitchOutAttr (#90)
* Updated ForceSwitchOutAttr Should fix issue #83 * Removed the additional indents * Updated the import and fixed the ForceSwitchOutAttr coding errors * Removed the rest of the indents * Updated formatting
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@ -12,7 +12,7 @@ import * as Utils from "../utils";
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import { WeatherType } from "./weather";
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import { ArenaTagSide, ArenaTrapTag } from "./arena-tag";
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import { ArenaTagType } from "./enums/arena-tag-type";
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import { ProtectAbilityAbAttr, BlockRecoilDamageAttr, BlockOneHitKOAbAttr, IgnoreContactAbAttr, MaxMultiHitAbAttr, applyAbAttrs, BlockNonDirectDamageAbAttr, applyPreSwitchOutAbAttrs, PreSwitchOutAbAttr } from "./ability";
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import { ProtectAbilityAbAttr, BlockRecoilDamageAttr, BlockOneHitKOAbAttr, IgnoreContactAbAttr, MaxMultiHitAbAttr, applyAbAttrs, BlockNonDirectDamageAbAttr, applyPreSwitchOutAbAttrs, PreSwitchOutAbAttr, applyPostDefendAbAttrs, PostDefendContactApplyStatusEffectAbAttr } from "./ability";
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import { Abilities } from "./enums/abilities";
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import { PokemonHeldItemModifier } from "../modifier/modifier";
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import { BattlerIndex } from "../battle";
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@ -2503,25 +2503,38 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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constructor(user?: boolean, batonPass?: boolean) {
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super(false, MoveEffectTrigger.HIT, true);
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this.user = !!user;
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this.batonPass = !!batonPass;
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}
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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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if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move))
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// Check if the move category is not STATUS or if the switch out condition is not met
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if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) {
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//Apply effects that need to be executed before switch out
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//For example, applying poison or any other status condition
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applyPostDefendAbAttrs(PostDefendContactApplyStatusEffectAbAttr, target, user, move);
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//Resolve the Promise after the switch out is complete
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return resolve(false);
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}
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// Move the switch out logic inside the conditional block
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// This ensures that the switch out only happens when the conditions are met
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const switchOutTarget = this.user ? user : target;
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if (switchOutTarget instanceof PlayerPokemon) {
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// Switch out logic for PlayerPokemon
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// This includes applying any necessary effects before switching out
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if (switchOutTarget.hp) {
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applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
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(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
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}
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else
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else {
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resolve(false);
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}
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return;
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} else if (user.scene.currentBattle.battleType) {
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}
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else if (user.scene.currentBattle.battleType) {
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// Switch out logic for the battle type
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switchOutTarget.resetTurnData();
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switchOutTarget.resetSummonData();
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switchOutTarget.hideInfo();
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@ -2531,7 +2544,9 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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if (switchOutTarget.hp)
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user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
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} else {
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}
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else {
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// Switch out logic for everything else
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switchOutTarget.setVisible(false);
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if (switchOutTarget.hp) {
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