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export const Abilities: import('../../../sim/dex-abilities').ModdedAbilityDataTable = {
neutralizinggas: {
inherit: true,
// Ability suppression implemented in sim/pokemon.ts:Pokemon#ignoringAbility
onSwitchIn(pokemon) {
this.add('-ability', pokemon, 'Neutralizing Gas');
pokemon.abilityState.ending = false;
// Remove setter's innates before the ability starts
for (const target of this.getAllActive()) {
if (target.hasItem('Ability Shield')) {
this.add('-block', target, 'item: Ability Shield');
continue;
}
if (target.illusion) {
this.singleEvent('End', this.dex.abilities.get('Illusion'), target.abilityState, target, pokemon, 'neutralizinggas');
}
if (target.volatiles['slowstart']) {
delete target.volatiles['slowstart'];
this.add('-end', target, 'Slow Start', '[silent]');
}
if (target.m.innate) {
if (!this.dex.abilities.get(target.m.innate.slice(8)).flags['cantsuppress']) {
target.removeVolatile(target.m.innate);
}
}
}
},
onEnd(source) {
this.add('-end', source, 'ability: Neutralizing Gas');
// FIXME this happens before the pokemon switches out, should be the opposite order.
// Not an easy fix since we cant use a supported event. Would need some kind of special event that
// gathers events to run after the switch and then runs them when the ability is no longer accessible.
// (If you're tackling this, do note extreme weathers have the same issue)
// Mark this pokemon's ability as ending so Pokemon#ignoringAbility skips it
if (source.abilityState.ending) return;
source.abilityState.ending = true;
const sortedActive = this.getAllActive();
this.speedSort(sortedActive);
for (const pokemon of sortedActive) {
if (pokemon.m.innate) {
if (!pokemon.volatiles[pokemon.m.innate]) pokemon.addVolatile(pokemon.m.innate, pokemon);
}
if (pokemon !== source) {
// Will be suppressed by Pokemon#ignoringAbility if needed
this.singleEvent('Start', pokemon.getAbility(), pokemon.abilityState, pokemon);
}
}
},
},
trace: {
inherit: true,
onUpdate(pokemon) {
if (!this.effectState.seek) return;
const isAbility = pokemon.ability === 'trace';
const possibleTargets = pokemon.adjacentFoes().filter(
target => !target.getAbility().flags['notrace'] && target.ability !== 'noability'
);
if (!possibleTargets.length) return;
const target = this.sample(possibleTargets);
const ability = target.getAbility();
this.add('-ability', pokemon, ability, '[from] ability: Trace', `[of] ${target}`);
if (isAbility) {
pokemon.setAbility(ability);
} else {
pokemon.removeVolatile('ability:trace');
pokemon.addVolatile('ability:' + ability.id, pokemon);
}
},
},
};