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[Move] Corrosive Gas #4793
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[Move] Corrosive Gas #4793
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@innerthunder Added the changes you suggested. Let me know what you think! (Also added new videos to show the tint) |
Hmm... would it be possible to darken both the Pokemon icon and the item icon? I think just darkening the item is a bit difficult to notice. |
Added darkened pokemon icon, I updated the first video with an example of it. |
Locales PR
What are the changes the user will see?
Corrosive Gas will be usable in game
Why am I making these changes?
Corrosive Gas is currently unimplemented
What are the changes from a developer perspective?
isNullified
,nullify()
,removedNullification
added toPokemonHeldItemModifier
in modifier.ts, alongside checks toshouldApply
andmatch
. This will nullify the held item and prevent it's effects from working. I thought this would be the best way to simulate Corrosive Gas' taking an item away then returning it at BattleEnd. I believe this can also be used for other unimplemented moves like Embargo and Magic Room in the future. In the second pass I addedmaxBattles
andbattleCount
to disable the item for the next N waves. I add a countdown in red text and tint the item gray when nullified ingetIcon
.NullifyHeldItemAttr
- applies nullify on a random item modifier. This affect lasts until the end of the turn. It has all the same ability attrs as Knock Off or Incinerate, since Corrosive Gas technically removes the item.battle-end-phase.ts
I added the lapse forPokemonHeldItemModifier
when the item is nullifiedScreenshots/Videos
Basic Flow:
basicflow2.mp4
The following videos were recorded before the UI change (pokemon icon darkening along with item icon):
Effect lasts on switch:
switch.mp4
Sticky Hold Interaction:
stickyhold.mp4
Substitute interaction:
sub.mp4
Untransferable Item interaction:
untransfer.mp4
How to test the changes?
npm run test corrosive_gas
Checklist
beta
as my base branchnpm run test
)