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* [BUG] Added frenzy reset function during move phase should move be cancelled (#4227) * Revert [P2 BUG] Fix since it does not work and is faulty * [P2 BUG] Implemented correct frenzy Tag and Movequeue reset should frenzy move fail (#4277) * Cleaned up Bug Fix using frenzyMissFunc * Added automated test case for frenzy move edge case * Improvement to frenzy move reset test case speed * Fix test * Add missing import --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
510 lines
20 KiB
TypeScript
510 lines
20 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import BattleScene from "#app/battle-scene";
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import { applyAbAttrs, applyPostMoveUsedAbAttrs, applyPreAttackAbAttrs, BlockRedirectAbAttr, IncreasePpAbAttr, PokemonTypeChangeAbAttr, PostMoveUsedAbAttr, RedirectMoveAbAttr, ReduceStatusEffectDurationAbAttr } from "#app/data/ability";
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import { CommonAnim } from "#app/data/battle-anims";
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import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags";
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import { allMoves, applyMoveAttrs, BypassRedirectAttr, BypassSleepAttr, CopyMoveAttr, frenzyMissFunc, HealStatusEffectAttr, MoveFlags, PreMoveMessageAttr } from "#app/data/move";
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import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms";
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import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
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import { Type } from "#app/data/type";
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import { getTerrainBlockMessage } from "#app/data/weather";
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import { MoveUsedEvent } from "#app/events/battle-scene";
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import Pokemon, { MoveResult, PokemonMove } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import Overrides from "#app/overrides";
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import { BattlePhase } from "#app/phases/battle-phase";
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import { CommonAnimPhase } from "#app/phases/common-anim-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { ShowAbilityPhase } from "#app/phases/show-ability-phase";
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import { BooleanHolder, NumberHolder } from "#app/utils";
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import { Abilities } from "#enums/abilities";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Moves } from "#enums/moves";
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import { StatusEffect } from "#enums/status-effect";
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import i18next from "i18next";
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import { MoveChargePhase } from "#app/phases/move-charge-phase";
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export class MovePhase extends BattlePhase {
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protected _pokemon: Pokemon;
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protected _move: PokemonMove;
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protected _targets: BattlerIndex[];
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protected followUp: boolean;
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protected ignorePp: boolean;
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protected failed: boolean = false;
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protected cancelled: boolean = false;
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public get pokemon(): Pokemon {
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return this._pokemon;
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}
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protected set pokemon(pokemon: Pokemon) {
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this._pokemon = pokemon;
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}
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public get move(): PokemonMove {
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return this._move;
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}
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protected set move(move: PokemonMove) {
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this._move = move;
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}
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public get targets(): BattlerIndex[] {
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return this._targets;
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}
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protected set targets(targets: BattlerIndex[]) {
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this._targets = targets;
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}
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/**
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* @param followUp Indicates that the move being uses is a "follow-up" - for example, a move being used by Metronome or Dancer.
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* Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc.
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*/
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constructor(scene: BattleScene, pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp: boolean = false, ignorePp: boolean = false) {
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super(scene);
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this.pokemon = pokemon;
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this.targets = targets;
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this.move = move;
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this.followUp = followUp;
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this.ignorePp = ignorePp;
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}
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/**
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* Checks if the pokemon is active, if the move is usable, and that the move is targetting something.
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* @param ignoreDisableTags `true` to not check if the move is disabled
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* @returns `true` if all the checks pass
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*/
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public canMove(ignoreDisableTags: boolean = false): boolean {
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return this.pokemon.isActive(true) && this.move.isUsable(this.pokemon, this.ignorePp, ignoreDisableTags) && !!this.targets.length;
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}
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/**Signifies the current move should fail but still use PP */
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public fail(): void {
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this.failed = true;
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}
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/**Signifies the current move should cancel and retain PP */
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public cancel(): void {
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this.cancelled = true;
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}
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public start(): void {
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super.start();
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console.log(Moves[this.move.moveId]);
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// Check if move is unusable (e.g. because it's out of PP due to a mid-turn Spite).
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if (!this.canMove(true)) {
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if (this.pokemon.isActive(true) && this.move.ppUsed >= this.move.getMovePp()) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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return this.end();
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}
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this.pokemon.turnData.acted = true;
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// Reset hit-related turn data when starting follow-up moves (e.g. Metronomed moves, Dancer repeats)
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if (this.followUp) {
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this.pokemon.turnData.hitsLeft = -1;
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this.pokemon.turnData.hitCount = 0;
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}
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// Check move to see if arena.ignoreAbilities should be true.
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if (!this.followUp) {
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if (this.move.getMove().checkFlag(MoveFlags.IGNORE_ABILITIES, this.pokemon, null)) {
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this.scene.arena.setIgnoreAbilities(true, this.pokemon.getBattlerIndex());
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}
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}
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this.resolveRedirectTarget();
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this.resolveCounterAttackTarget();
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this.resolvePreMoveStatusEffects();
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this.lapsePreMoveAndMoveTags();
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if (!(this.failed || this.cancelled)) {
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this.resolveFinalPreMoveCancellationChecks();
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}
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if (this.cancelled || this.failed) {
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this.handlePreMoveFailures();
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} else if (this.move.getMove().isChargingMove() && !this.pokemon.getTag(BattlerTagType.CHARGING)) {
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this.chargeMove();
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} else {
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this.useMove();
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}
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this.end();
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}
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/** Check for cancellation edge cases - no targets remaining, or {@linkcode Moves.NONE} is in the queue */
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protected resolveFinalPreMoveCancellationChecks(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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if (targets.length === 0 || (moveQueue.length && moveQueue[0].move === Moves.NONE)) {
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this.showMoveText();
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this.showFailedText();
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this.cancel();
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}
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}
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public getActiveTargetPokemon(): Pokemon[] {
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return this.scene.getField(true).filter(p => this.targets.includes(p.getBattlerIndex()));
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}
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/**
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* Handles {@link StatusEffect.SLEEP Sleep}/{@link StatusEffect.PARALYSIS Paralysis}/{@link StatusEffect.FREEZE Freeze} rolls and side effects.
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*/
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protected resolvePreMoveStatusEffects(): void {
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if (!this.followUp && this.pokemon.status && !this.pokemon.status.isPostTurn()) {
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this.pokemon.status.incrementTurn();
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let activated = false;
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let healed = false;
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switch (this.pokemon.status.effect) {
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case StatusEffect.PARALYSIS:
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activated = (!this.pokemon.randSeedInt(4) || Overrides.STATUS_ACTIVATION_OVERRIDE === true) && Overrides.STATUS_ACTIVATION_OVERRIDE !== false;
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break;
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case StatusEffect.SLEEP:
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applyMoveAttrs(BypassSleepAttr, this.pokemon, null, this.move.getMove());
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const turnsRemaining = new NumberHolder(this.pokemon.status.sleepTurnsRemaining ?? 0);
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applyAbAttrs(ReduceStatusEffectDurationAbAttr, this.pokemon, null, false, this.pokemon.status.effect, turnsRemaining);
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this.pokemon.status.sleepTurnsRemaining = turnsRemaining.value;
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healed = this.pokemon.status.sleepTurnsRemaining <= 0;
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activated = !healed && !this.pokemon.getTag(BattlerTagType.BYPASS_SLEEP);
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break;
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case StatusEffect.FREEZE:
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healed =
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!!this.move.getMove().findAttr((attr) =>
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attr instanceof HealStatusEffectAttr
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&& attr.selfTarget
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&& attr.isOfEffect(StatusEffect.FREEZE))
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|| (!this.pokemon.randSeedInt(5) && Overrides.STATUS_ACTIVATION_OVERRIDE !== true)
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|| Overrides.STATUS_ACTIVATION_OVERRIDE === false;
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activated = !healed;
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break;
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}
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if (activated) {
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this.cancel();
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this.scene.queueMessage(getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
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this.scene.unshiftPhase(new CommonAnimPhase(this.scene, this.pokemon.getBattlerIndex(), undefined, CommonAnim.POISON + (this.pokemon.status.effect - 1)));
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} else if (healed) {
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this.scene.queueMessage(getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
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this.pokemon.resetStatus();
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this.pokemon.updateInfo();
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}
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}
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}
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/**
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* Lapse {@linkcode BattlerTagLapseType.PRE_MOVE PRE_MOVE} tags that trigger before a move is used, regardless of whether or not it failed.
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* Also lapse {@linkcode BattlerTagLapseType.MOVE MOVE} tags if the move should be successful.
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*/
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protected lapsePreMoveAndMoveTags(): void {
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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// TODO: does this intentionally happen before the no targets/Moves.NONE on queue cancellation case is checked?
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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}
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protected useMove(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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// form changes happen even before we know that the move wll execute.
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this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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this.showMoveText();
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if (moveQueue.length > 0) {
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// Using .shift here clears out two turn moves once they've been used
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this.ignorePp = moveQueue.shift()?.ignorePP ?? false;
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}
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if (this.pokemon.getTag(BattlerTagType.CHARGING)?.sourceMove === this.move.moveId) {
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this.pokemon.lapseTag(BattlerTagType.CHARGING);
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}
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// "commit" to using the move, deducting PP.
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if (!this.ignorePp) {
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const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
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this.move.usePp(ppUsed);
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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// Update the battle's "last move" pointer, unless we're currently mimicking a move.
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if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
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this.scene.currentBattle.lastMove = this.move.moveId;
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}
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/**
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* Determine if the move is successful (meaning that its damage/effects can be attempted)
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* by checking that all of the following are true:
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* - Conditional attributes of the move are all met
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* - The target's `ForceSwitchOutImmunityAbAttr` is not triggered (see {@linkcode Move.prototype.applyConditions})
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* - Weather does not block the move
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* - Terrain does not block the move
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*
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* TODO: These steps are straightforward, but the implementation below is extremely convoluted.
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*/
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const move = this.move.getMove();
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/**
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* Move conditions assume the move has a single target
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* TODO: is this sustainable?
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*/
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const passesConditions = move.applyConditions(this.pokemon, targets[0], move);
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const failedDueToWeather: boolean = this.scene.arena.isMoveWeatherCancelled(this.pokemon, move);
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const failedDueToTerrain: boolean = this.scene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
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const success = passesConditions && !failedDueToWeather && !failedDueToTerrain;
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/**
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* If the move has not failed, trigger ability-based user type changes and then execute it.
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*
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* Notably, Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger these type changes even
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* if the move fails.
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*/
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if (success) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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this.scene.unshiftPhase(new MoveEffectPhase(this.scene, this.pokemon.getBattlerIndex(), this.targets, this.move));
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} else {
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if ([ Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE ].includes(this.move.moveId)) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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}
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this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
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let failedText: string | undefined;
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move, new BooleanHolder(false));
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if (failureMessage) {
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failedText = failureMessage;
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} else if (failedDueToTerrain) {
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failedText = getTerrainBlockMessage(this.pokemon, this.scene.arena.getTerrainType());
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}
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this.showFailedText(failedText);
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// Remove the user from its semi-invulnerable state (if applicable)
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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}
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// Handle Dancer, which triggers immediately after a move is used (rather than waiting on `this.end()`).
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// Note that the `!this.followUp` check here prevents an infinite Dancer loop.
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if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
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this.scene.getField(true).forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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}
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}
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/** Queues a {@linkcode MoveChargePhase} for this phase's invoked move. */
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protected chargeMove() {
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const move = this.move.getMove();
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const targets = this.getActiveTargetPokemon();
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if (move.applyConditions(this.pokemon, targets[0], move)) {
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// Protean and Libero apply on the charging turn of charge moves
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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this.showMoveText();
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this.scene.unshiftPhase(new MoveChargePhase(this.scene, this.pokemon.getBattlerIndex(), this.targets[0], this.move));
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} else {
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this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
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let failedText: string | undefined;
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move, new BooleanHolder(false));
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if (failureMessage) {
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failedText = failureMessage;
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}
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this.showMoveText();
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this.showFailedText(failedText);
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// Remove the user from its semi-invulnerable state (if applicable)
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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}
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}
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/**
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* Queues a {@linkcode MoveEndPhase} if the move wasn't a {@linkcode followUp} and {@linkcode canMove()} returns `true`,
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* then ends the phase.
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*/
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public end(): void {
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if (!this.followUp && this.canMove()) {
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this.scene.unshiftPhase(new MoveEndPhase(this.scene, this.pokemon.getBattlerIndex()));
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}
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super.end();
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}
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/**
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* Applies PP increasing abilities (currently only {@link Abilities.PRESSURE Pressure}) if they exist on the target pokemon.
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* Note that targets must include only active pokemon.
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*
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* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
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*/
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public getPpIncreaseFromPressure(targets: Pokemon[]): number {
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const foesWithPressure = this.pokemon.getOpponents().filter(o => targets.includes(o) && o.isActive(true) && o.hasAbilityWithAttr(IncreasePpAbAttr));
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return foesWithPressure.length;
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}
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/**
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* Modifies `this.targets` in place, based upon:
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* - Move redirection abilities, effects, etc.
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* - Counterattacks, which pass a special value into the `targets` constructor param (`[`{@linkcode BattlerIndex.ATTACKER}`]`).
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*/
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protected resolveRedirectTarget(): void {
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if (this.targets.length === 1) {
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const currentTarget = this.targets[0];
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const redirectTarget = new NumberHolder(currentTarget);
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// check move redirection abilities of every pokemon *except* the user.
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this.scene.getField(true).filter(p => p !== this.pokemon).forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, false, this.move.moveId, redirectTarget));
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/** `true` if an Ability is responsible for redirecting the move to another target; `false` otherwise */
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let redirectedByAbility = (currentTarget !== redirectTarget.value);
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// check for center-of-attention tags (note that this will override redirect abilities)
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this.pokemon.getOpponents().forEach(p => {
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const redirectTag = p.getTag(CenterOfAttentionTag);
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// TODO: don't hardcode this interaction.
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// Handle interaction between the rage powder center-of-attention tag and moves used by grass types/overcoat-havers (which are immune to RP's redirect)
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if (redirectTag && (!redirectTag.powder || (!this.pokemon.isOfType(Type.GRASS) && !this.pokemon.hasAbility(Abilities.OVERCOAT)))) {
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redirectTarget.value = p.getBattlerIndex();
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redirectedByAbility = false;
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}
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});
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if (currentTarget !== redirectTarget.value) {
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const bypassRedirectAttrs = this.move.getMove().getAttrs(BypassRedirectAttr);
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bypassRedirectAttrs.forEach((attr) => {
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if (!attr.abilitiesOnly || redirectedByAbility) {
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redirectTarget.value = currentTarget;
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}
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});
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if (this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr)) {
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redirectTarget.value = currentTarget;
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this.scene.unshiftPhase(new ShowAbilityPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr)));
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}
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this.targets[0] = redirectTarget.value;
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}
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}
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}
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/**
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* Counter-attacking moves pass in `[`{@linkcode BattlerIndex.ATTACKER}`]` into the constructor's `targets` param.
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* This function modifies `this.targets` to reflect the actual battler index of the user's last
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* attacker.
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*
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* If there is no last attacker, or they are no longer on the field, a message is displayed and the
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* move is marked for failure.
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*/
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protected resolveCounterAttackTarget(): void {
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if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
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if (this.pokemon.turnData.attacksReceived.length) {
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this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
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// account for metal burst and comeuppance hitting remaining targets in double battles
|
|
// counterattack will redirect to remaining ally if original attacker faints
|
|
if (this.scene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
|
|
if (this.scene.getField()[this.targets[0]].hp === 0) {
|
|
const opposingField = this.pokemon.isPlayer() ? this.scene.getEnemyField() : this.scene.getPlayerField();
|
|
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex() ?? BattlerIndex.ATTACKER;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.targets[0] === BattlerIndex.ATTACKER) {
|
|
this.fail();
|
|
this.showMoveText();
|
|
this.showFailedText();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handles the case where the move was cancelled or failed:
|
|
* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by {@link Abilities.PRESSURE Pressure})
|
|
* - Records a cancelled OR failed move in move history, so abilities like {@link Abilities.TRUANT Truant} don't trigger on the
|
|
* next turn and soft-lock.
|
|
* - Lapses `MOVE_EFFECT` tags:
|
|
* - Semi-invulnerable battler tags (Fly/Dive/etc.) are intended to lapse on move effects, but also need
|
|
* to lapse on move failure/cancellation.
|
|
*
|
|
* TODO: ...this seems weird.
|
|
* - Lapses `AFTER_MOVE` tags:
|
|
* - This handles the effects of {@link Moves.SUBSTITUTE Substitute}
|
|
* - Removes the second turn of charge moves
|
|
*/
|
|
protected handlePreMoveFailures(): void {
|
|
if (this.cancelled || this.failed) {
|
|
if (this.failed) {
|
|
const ppUsed = this.ignorePp ? 0 : 1;
|
|
|
|
if (ppUsed) {
|
|
this.move.usePp();
|
|
}
|
|
|
|
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
|
|
}
|
|
|
|
if (this.cancelled && this.pokemon.summonData?.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
|
|
frenzyMissFunc(this.pokemon, this.move.getMove());
|
|
}
|
|
|
|
this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
|
|
|
|
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
|
|
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
|
|
|
|
this.pokemon.getMoveQueue().shift();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Displays the move's usage text to the player, unless it's a charge turn (ie: {@link Moves.SOLAR_BEAM Solar Beam}),
|
|
* the pokemon is on a recharge turn (ie: {@link Moves.HYPER_BEAM Hyper Beam}), or a 2-turn move was interrupted (ie: {@link Moves.FLY Fly}).
|
|
*/
|
|
protected showMoveText(): void {
|
|
if (this.move.moveId === Moves.NONE) {
|
|
return;
|
|
}
|
|
|
|
if (this.pokemon.getTag(BattlerTagType.RECHARGING) || this.pokemon.getTag(BattlerTagType.INTERRUPTED)) {
|
|
return;
|
|
}
|
|
|
|
this.scene.queueMessage(i18next.t("battle:useMove", {
|
|
pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
|
|
moveName: this.move.getName()
|
|
}), 500);
|
|
applyMoveAttrs(PreMoveMessageAttr, this.pokemon, this.pokemon.getOpponents()[0], this.move.getMove());
|
|
}
|
|
|
|
protected showFailedText(failedText?: string): void {
|
|
this.scene.queueMessage(failedText ?? i18next.t("battle:attackFailed"));
|
|
}
|
|
}
|