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- remove any `.js` extension imports - remove unncessary dynamic imports of `modifier.ts` file. The file was being imported statically & dynamically. Made it pure static - increase vite chunk-size warning limit Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
446 lines
23 KiB
TypeScript
446 lines
23 KiB
TypeScript
import BattleScene from "#app/battle-scene";
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import { BattlerIndex } from "#app/battle";
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import { applyPreAttackAbAttrs, AddSecondStrikeAbAttr, IgnoreMoveEffectsAbAttr, applyPostDefendAbAttrs, PostDefendAbAttr, applyPostAttackAbAttrs, PostAttackAbAttr, MaxMultiHitAbAttr, AlwaysHitAbAttr } from "#app/data/ability";
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import { ArenaTagSide, ConditionalProtectTag } from "#app/data/arena-tag";
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import { MoveAnim } from "#app/data/battle-anims";
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import { BattlerTagLapseType, ProtectedTag, SemiInvulnerableTag } from "#app/data/battler-tags";
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import { MoveTarget, applyMoveAttrs, OverrideMoveEffectAttr, MultiHitAttr, AttackMove, FixedDamageAttr, VariableTargetAttr, MissEffectAttr, MoveFlags, applyFilteredMoveAttrs, MoveAttr, MoveEffectAttr, MoveEffectTrigger, ChargeAttr, MoveCategory, NoEffectAttr, HitsTagAttr } from "#app/data/move";
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import { SpeciesFormChangePostMoveTrigger } from "#app/data/pokemon-forms";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { Moves } from "#app/enums/moves";
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import Pokemon, { PokemonMove, MoveResult, HitResult } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { PokemonMultiHitModifier, FlinchChanceModifier, EnemyAttackStatusEffectChanceModifier, ContactHeldItemTransferChanceModifier, HitHealModifier } from "#app/modifier/modifier";
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import i18next from "i18next";
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import * as Utils from "#app/utils";
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import { PokemonPhase } from "./pokemon-phase";
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export class MoveEffectPhase extends PokemonPhase {
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public move: PokemonMove;
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protected targets: BattlerIndex[];
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, targets: BattlerIndex[], move: PokemonMove) {
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super(scene, battlerIndex);
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this.move = move;
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/**
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* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
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* with no party members available to switch in, then the right Pokemon takes the index
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* of the left Pokemon and gets hit unless this is checked.
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*/
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if (targets.includes(battlerIndex) && this.move.getMove().moveTarget === MoveTarget.ALL_NEAR_OTHERS) {
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const i = targets.indexOf(battlerIndex);
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targets.splice(i, i + 1);
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}
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this.targets = targets;
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}
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start() {
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super.start();
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/** The Pokemon using this phase's invoked move */
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const user = this.getUserPokemon();
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/** All Pokemon targeted by this phase's invoked move */
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const targets = this.getTargets();
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/** If the user was somehow removed from the field, end this phase */
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if (!user?.isOnField()) {
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return super.end();
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}
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/**
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* Does an effect from this move override other effects on this turn?
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* e.g. Charging moves (Fly, etc.) on their first turn of use.
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*/
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const overridden = new Utils.BooleanHolder(false);
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/** The {@linkcode Move} object from {@linkcode allMoves} invoked by this phase */
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const move = this.move.getMove();
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// Assume single target for override
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applyMoveAttrs(OverrideMoveEffectAttr, user, this.getTarget() ?? null, move, overridden, this.move.virtual).then(() => {
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// If other effects were overriden, stop this phase before they can be applied
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if (overridden.value) {
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return this.end();
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}
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user.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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/**
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* If this phase is for the first hit of the invoked move,
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* resolve the move's total hit count. This block combines the
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* effects of the move itself, Parental Bond, and Multi-Lens to do so.
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*/
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if (user.turnData.hitsLeft === undefined) {
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const hitCount = new Utils.IntegerHolder(1);
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// Assume single target for multi hit
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applyMoveAttrs(MultiHitAttr, user, this.getTarget() ?? null, move, hitCount);
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// If Parental Bond is applicable, double the hit count
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applyPreAttackAbAttrs(AddSecondStrikeAbAttr, user, null, move, false, targets.length, hitCount, new Utils.IntegerHolder(0));
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// If Multi-Lens is applicable, multiply the hit count by 1 + the number of Multi-Lenses held by the user
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if (move instanceof AttackMove && !move.hasAttr(FixedDamageAttr)) {
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this.scene.applyModifiers(PokemonMultiHitModifier, user.isPlayer(), user, hitCount, new Utils.IntegerHolder(0));
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}
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// Set the user's relevant turnData fields to reflect the final hit count
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user.turnData.hitCount = hitCount.value;
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user.turnData.hitsLeft = hitCount.value;
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}
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/**
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* Log to be entered into the user's move history once the move result is resolved.
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* Note that `result` (a {@linkcode MoveResult}) logs whether the move was successfully
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* used in the sense of "Does it have an effect on the user?".
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*/
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const moveHistoryEntry = { move: this.move.moveId, targets: this.targets, result: MoveResult.PENDING, virtual: this.move.virtual };
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/**
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* Stores results of hit checks of the invoked move against all targets, organized by battler index.
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* @see {@linkcode hitCheck}
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*/
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const targetHitChecks = Object.fromEntries(targets.map(p => [p.getBattlerIndex(), this.hitCheck(p)]));
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const hasActiveTargets = targets.some(t => t.isActive(true));
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/**
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* If no targets are left for the move to hit (FAIL), or the invoked move is single-target
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* (and not random target) and failed the hit check against its target (MISS), log the move
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* as FAILed or MISSed (depending on the conditions above) and end this phase.
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*/
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if (!hasActiveTargets || (!move.hasAttr(VariableTargetAttr) && !move.isMultiTarget() && !targetHitChecks[this.targets[0]])) {
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this.stopMultiHit();
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if (hasActiveTargets) {
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: this.getTarget()? getPokemonNameWithAffix(this.getTarget()!) : "" }));
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moveHistoryEntry.result = MoveResult.MISS;
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applyMoveAttrs(MissEffectAttr, user, null, move);
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} else {
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this.scene.queueMessage(i18next.t("battle:attackFailed"));
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moveHistoryEntry.result = MoveResult.FAIL;
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}
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user.pushMoveHistory(moveHistoryEntry);
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return this.end();
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}
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/** All move effect attributes are chained together in this array to be applied asynchronously. */
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const applyAttrs: Promise<void>[] = [];
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// Move animation only needs one target
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new MoveAnim(move.id as Moves, user, this.getTarget()?.getBattlerIndex()!).play(this.scene, () => { // TODO: is the bang correct here?
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/** Has the move successfully hit a target (for damage) yet? */
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let hasHit: boolean = false;
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for (const target of targets) {
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/**
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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if (!targetHitChecks[target.getBattlerIndex()]) {
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this.stopMultiHit(target);
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: getPokemonNameWithAffix(target) }));
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if (moveHistoryEntry.result === MoveResult.PENDING) {
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moveHistoryEntry.result = MoveResult.MISS;
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}
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user.pushMoveHistory(moveHistoryEntry);
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applyMoveAttrs(MissEffectAttr, user, null, move);
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continue;
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}
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/** The {@linkcode ArenaTagSide} to which the target belongs */
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const targetSide = target.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
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/** Has the invoked move been cancelled by conditional protection (e.g Quick Guard)? */
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const hasConditionalProtectApplied = new Utils.BooleanHolder(false);
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/** Does the applied conditional protection bypass Protect-ignoring effects? */
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const bypassIgnoreProtect = new Utils.BooleanHolder(false);
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// If the move is not targeting a Pokemon on the user's side, try to apply conditional protection effects
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if (!this.move.getMove().isAllyTarget()) {
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this.scene.arena.applyTagsForSide(ConditionalProtectTag, targetSide, hasConditionalProtectApplied, user, target, move.id, bypassIgnoreProtect);
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}
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/** Is the target protected by Protect, etc. or a relevant conditional protection effect? */
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const isProtected = (bypassIgnoreProtect.value || !this.move.getMove().checkFlag(MoveFlags.IGNORE_PROTECT, user, target))
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&& (hasConditionalProtectApplied.value || target.findTags(t => t instanceof ProtectedTag).find(t => target.lapseTag(t.tagType)));
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/** Does this phase represent the invoked move's first strike? */
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const firstHit = (user.turnData.hitsLeft === user.turnData.hitCount);
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// Only log the move's result on the first strike
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if (firstHit) {
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user.pushMoveHistory(moveHistoryEntry);
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}
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/**
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* Since all fail/miss checks have applied, the move is considered successfully applied.
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* It's worth noting that if the move has no effect or is protected against, this assignment
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* is overwritten and the move is logged as a FAIL.
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*/
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moveHistoryEntry.result = MoveResult.SUCCESS;
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/**
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* Stores the result of applying the invoked move to the target.
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* If the target is protected, the result is always `NO_EFFECT`.
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* Otherwise, the hit result is based on type effectiveness, immunities,
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* and other factors that may negate the attack or status application.
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*
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* Internally, the call to {@linkcode Pokemon.apply} is where damage is calculated
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* (for attack moves) and the target's HP is updated. However, this isn't
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* made visible to the user until the resulting {@linkcode DamagePhase}
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* is invoked.
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*/
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const hitResult = !isProtected ? target.apply(user, move) : HitResult.NO_EFFECT;
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/** Does {@linkcode hitResult} indicate that damage was dealt to the target? */
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const dealsDamage = [
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HitResult.EFFECTIVE,
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HitResult.SUPER_EFFECTIVE,
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HitResult.NOT_VERY_EFFECTIVE,
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HitResult.ONE_HIT_KO
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].includes(hitResult);
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/** Is this target the first one hit by the move on its current strike? */
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const firstTarget = dealsDamage && !hasHit;
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if (firstTarget) {
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hasHit = true;
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}
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/**
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* If the move has no effect on the target (i.e. the target is protected or immune),
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* change the logged move result to FAIL.
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*/
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if (hitResult === HitResult.NO_EFFECT) {
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moveHistoryEntry.result = MoveResult.FAIL;
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}
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/** Does this phase represent the invoked move's last strike? */
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const lastHit = (user.turnData.hitsLeft === 1 || !this.getTarget()?.isActive());
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/**
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* If the user can change forms by using the invoked move,
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* it only changes forms after the move's last hit
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* (see Relic Song's interaction with Parental Bond when used by Meloetta).
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*/
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if (lastHit) {
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this.scene.triggerPokemonFormChange(user, SpeciesFormChangePostMoveTrigger);
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}
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/**
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* Create a Promise that applys *all* effects from the invoked move's MoveEffectAttrs.
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* These are ordered by trigger type (see {@linkcode MoveEffectTrigger}), and each trigger
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* type requires different conditions to be met with respect to the move's hit result.
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*/
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applyAttrs.push(new Promise(resolve => {
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// Apply all effects with PRE_MOVE triggers (if the target isn't immune to the move)
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.PRE_APPLY && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && hitResult !== HitResult.NO_EFFECT,
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user, target, move).then(() => {
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// All other effects require the move to not have failed or have been cancelled to trigger
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if (hitResult !== HitResult.FAIL) {
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/** Are the move's effects tied to the first turn of a charge move? */
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const chargeEffect = !!move.getAttrs(ChargeAttr).find(ca => ca.usedChargeEffect(user, this.getTarget() ?? null, move));
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/**
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* If the invoked move's effects are meant to trigger during the move's "charge turn,"
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* ignore all effects after this point.
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* Otherwise, apply all self-targeted POST_APPLY effects.
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*/
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Utils.executeIf(!chargeEffect, () => applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_APPLY
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&& attr.selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, move)).then(() => {
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// All effects past this point require the move to have hit the target
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if (hitResult !== HitResult.NO_EFFECT) {
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// Apply all non-self-targeted POST_APPLY effects
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.POST_APPLY
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&& !(attr as MoveEffectAttr).selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, this.move.getMove()).then(() => {
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/**
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* If the move hit, and the target doesn't have Shield Dust,
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* apply the chance to flinch the target gained from King's Rock
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*/
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if (dealsDamage && !target.hasAbilityWithAttr(IgnoreMoveEffectsAbAttr)) {
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const flinched = new Utils.BooleanHolder(false);
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user.scene.applyModifiers(FlinchChanceModifier, user.isPlayer(), user, flinched);
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if (flinched.value) {
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target.addTag(BattlerTagType.FLINCHED, undefined, this.move.moveId, user.id);
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}
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}
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// If the move was not protected against, apply all HIT effects
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Utils.executeIf(!isProtected && !chargeEffect, () => applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.HIT
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&& (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && (!attr.firstTargetOnly || firstTarget), user, target, this.move.getMove()).then(() => {
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// Apply the target's post-defend ability effects (as long as the target is active or can otherwise apply them)
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return Utils.executeIf(!target.isFainted() || target.canApplyAbility(), () => applyPostDefendAbAttrs(PostDefendAbAttr, target, user, this.move.getMove(), hitResult).then(() => {
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// If the invoked move is an enemy attack, apply the enemy's status effect-inflicting tags and tokens
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target.lapseTag(BattlerTagType.BEAK_BLAST_CHARGING);
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if (move.category === MoveCategory.PHYSICAL && user.isPlayer() !== target.isPlayer()) {
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target.lapseTag(BattlerTagType.SHELL_TRAP);
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}
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if (!user.isPlayer() && this.move.getMove() instanceof AttackMove) {
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user.scene.applyShuffledModifiers(this.scene, EnemyAttackStatusEffectChanceModifier, false, target);
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}
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})).then(() => {
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// Apply the user's post-attack ability effects
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applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move.getMove(), hitResult).then(() => {
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/**
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* If the invoked move is an attack, apply the user's chance to
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* steal an item from the target granted by Grip Claw
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*/
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if (this.move.getMove() instanceof AttackMove) {
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this.scene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target);
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}
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resolve();
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});
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});
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})
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).then(() => resolve());
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});
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} else {
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applyMoveAttrs(NoEffectAttr, user, null, move).then(() => resolve());
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}
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});
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} else {
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resolve();
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}
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});
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}));
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}
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// Apply the move's POST_TARGET effects on the move's last hit, after all targeted effects have resolved
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const postTarget = (user.turnData.hitsLeft === 1 || !this.getTarget()?.isActive()) ?
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_TARGET, user, null, move) :
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null;
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if (!!postTarget) {
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if (applyAttrs.length) { // If there is a pending asynchronous move effect, do this after
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applyAttrs[applyAttrs.length - 1]?.then(() => postTarget);
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} else { // Otherwise, push a new asynchronous move effect
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applyAttrs.push(postTarget);
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}
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}
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// Wait for all move effects to finish applying, then end this phase
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Promise.allSettled(applyAttrs).then(() => this.end());
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});
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});
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}
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end() {
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const user = this.getUserPokemon();
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/**
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* If this phase isn't for the invoked move's last strike,
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* unshift another MoveEffectPhase for the next strike.
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* Otherwise, queue a message indicating the number of times the move has struck
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* (if the move has struck more than once), then apply the heal from Shell Bell
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* to the user.
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*/
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if (user) {
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if (user.turnData.hitsLeft && --user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive()) {
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this.scene.unshiftPhase(this.getNewHitPhase());
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} else {
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// Queue message for number of hits made by multi-move
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// If multi-hit attack only hits once, still want to render a message
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const hitsTotal = user.turnData.hitCount! - Math.max(user.turnData.hitsLeft!, 0); // TODO: are those bangs correct?
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if (hitsTotal > 1 || (user.turnData.hitsLeft && user.turnData.hitsLeft > 0)) {
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// If there are multiple hits, or if there are hits of the multi-hit move left
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this.scene.queueMessage(i18next.t("battle:attackHitsCount", { count: hitsTotal }));
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}
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this.scene.applyModifiers(HitHealModifier, this.player, user);
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}
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}
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super.end();
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}
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/**
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* Resolves whether this phase's invoked move hits or misses the given target
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* @param target {@linkcode Pokemon} the Pokemon targeted by the invoked move
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* @returns `true` if the move does not miss the target; `false` otherwise
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*/
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hitCheck(target: Pokemon): boolean {
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// Moves targeting the user and entry hazards can't miss
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if ([MoveTarget.USER, MoveTarget.ENEMY_SIDE].includes(this.move.getMove().moveTarget)) {
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return true;
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}
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const user = this.getUserPokemon()!; // TODO: is this bang correct?
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// Hit check only calculated on first hit for multi-hit moves unless flag is set to check all hits.
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// However, if an ability with the MaxMultiHitAbAttr, namely Skill Link, is present, act as a normal
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// multi-hit move and proceed with all hits
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if (user.turnData.hitsLeft < user.turnData.hitCount) {
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if (!this.move.getMove().hasFlag(MoveFlags.CHECK_ALL_HITS) || user.hasAbilityWithAttr(MaxMultiHitAbAttr)) {
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return true;
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}
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}
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if (user.hasAbilityWithAttr(AlwaysHitAbAttr) || target.hasAbilityWithAttr(AlwaysHitAbAttr)) {
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return true;
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}
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// If the user should ignore accuracy on a target, check who the user targeted last turn and see if they match
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if (user.getTag(BattlerTagType.IGNORE_ACCURACY) && (user.getLastXMoves().find(() => true)?.targets || []).indexOf(target.getBattlerIndex()) !== -1) {
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return true;
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}
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if (target.getTag(BattlerTagType.ALWAYS_GET_HIT)) {
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return true;
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}
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const semiInvulnerableTag = target.getTag(SemiInvulnerableTag);
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if (semiInvulnerableTag && !this.move.getMove().getAttrs(HitsTagAttr).some(hta => hta.tagType === semiInvulnerableTag.tagType)) {
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return false;
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}
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const moveAccuracy = this.move.getMove().calculateBattleAccuracy(user, target);
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if (moveAccuracy === -1) {
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return true;
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}
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const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move.getMove());
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const rand = user.randSeedInt(100);
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return rand < (moveAccuracy * accuracyMultiplier);
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}
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/** Returns the {@linkcode Pokemon} using this phase's invoked move */
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getUserPokemon(): Pokemon | undefined {
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if (this.battlerIndex > BattlerIndex.ENEMY_2) {
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return this.scene.getPokemonById(this.battlerIndex) ?? undefined;
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}
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return (this.player ? this.scene.getPlayerField() : this.scene.getEnemyField())[this.fieldIndex];
|
|
}
|
|
|
|
/** Returns an array of all {@linkcode Pokemon} targeted by this phase's invoked move */
|
|
getTargets(): Pokemon[] {
|
|
return this.scene.getField(true).filter(p => this.targets.indexOf(p.getBattlerIndex()) > -1);
|
|
}
|
|
|
|
/** Returns the first target of this phase's invoked move */
|
|
getTarget(): Pokemon | undefined {
|
|
return this.getTargets()[0];
|
|
}
|
|
|
|
/**
|
|
* Removes the given {@linkcode Pokemon} from this phase's target list
|
|
* @param target {@linkcode Pokemon} the Pokemon to be removed
|
|
*/
|
|
removeTarget(target: Pokemon): void {
|
|
const targetIndex = this.targets.findIndex(ind => ind === target.getBattlerIndex());
|
|
if (targetIndex !== -1) {
|
|
this.targets.splice(this.targets.findIndex(ind => ind === target.getBattlerIndex()), 1);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Prevents subsequent strikes of this phase's invoked move from occurring
|
|
* @param target {@linkcode Pokemon} if defined, only stop subsequent
|
|
* strikes against this Pokemon
|
|
*/
|
|
stopMultiHit(target?: Pokemon): void {
|
|
/** If given a specific target, remove the target from subsequent strikes */
|
|
if (target) {
|
|
this.removeTarget(target);
|
|
}
|
|
/**
|
|
* If no target specified, or the specified target was the last of this move's
|
|
* targets, completely cancel all subsequent strikes.
|
|
*/
|
|
if (!target || this.targets.length === 0 ) {
|
|
this.getUserPokemon()!.turnData.hitCount = 1; // TODO: is the bang correct here?
|
|
this.getUserPokemon()!.turnData.hitsLeft = 1; // TODO: is the bang correct here?
|
|
}
|
|
}
|
|
|
|
/** Returns a new MoveEffectPhase with the same properties as this phase */
|
|
getNewHitPhase() {
|
|
return new MoveEffectPhase(this.scene, this.battlerIndex, this.targets, this.move);
|
|
}
|
|
}
|