[Balance] Adjust Flame/Toxic Orb Weight Functions (#4954)

* [Balance] Adjust Flame/Toxic Orb Weight Functions

* Adjust Booleans

* Add Documentation

* Implement More Granularity

* Minor `if` Change
This commit is contained in:
Amani H. 2024-12-01 17:24:47 -05:00 committed by GitHub
parent 282b0c8215
commit 0556e1ad50
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GPG Key ID: B5690EEEBB952194
2 changed files with 63 additions and 14 deletions

View File

@ -3501,12 +3501,21 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return this.gender !== Gender.GENDERLESS && pokemon.gender === (this.gender === Gender.MALE ? Gender.FEMALE : Gender.MALE);
}
canSetStatus(effect: StatusEffect | undefined, quiet: boolean = false, overrideStatus: boolean = false, sourcePokemon: Pokemon | null = null): boolean {
/**
* Checks if a status effect can be applied to the Pokemon.
*
* @param effect The {@linkcode StatusEffect} whose applicability is being checked
* @param quiet Whether in-battle messages should trigger or not
* @param overrideStatus Whether the Pokemon's current status can be overriden
* @param sourcePokemon The Pokemon that is setting the status effect
* @param ignoreField Whether any field effects (weather, terrain, etc.) should be considered
*/
canSetStatus(effect: StatusEffect | undefined, quiet: boolean = false, overrideStatus: boolean = false, sourcePokemon: Pokemon | null = null, ignoreField: boolean = false): boolean {
if (effect !== StatusEffect.FAINT) {
if (overrideStatus ? this.status?.effect === effect : this.status) {
return false;
}
if (this.isGrounded() && this.scene.arena.terrain?.terrainType === TerrainType.MISTY) {
if (this.isGrounded() && (!ignoreField && this.scene.arena.terrain?.terrainType === TerrainType.MISTY)) {
return false;
}
}
@ -3556,7 +3565,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
break;
case StatusEffect.FREEZE:
if (this.isOfType(Type.ICE) || (this.scene?.arena?.weather?.weatherType && [ WeatherType.SUNNY, WeatherType.HARSH_SUN ].includes(this.scene.arena.weather.weatherType))) {
if (this.isOfType(Type.ICE) || (!ignoreField && (this.scene?.arena?.weather?.weatherType && [ WeatherType.SUNNY, WeatherType.HARSH_SUN ].includes(this.scene.arena.weather.weatherType)))) {
return false;
}
break;

View File

@ -1751,19 +1751,59 @@ const modifierPool: ModifierPool = {
|| (p.isFusion() && checkedSpecies.includes(p.getFusionSpeciesForm(true).speciesId)))) ? 12 : 0;
}, 12),
new WeightedModifierType(modifierTypes.TOXIC_ORB, (party: Pokemon[]) => {
const checkedAbilities = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.TOXIC_BOOST, Abilities.POISON_HEAL, Abilities.MAGIC_GUARD ];
const checkedMoves = [ Moves.FACADE, Moves.TRICK, Moves.FLING, Moves.SWITCHEROO, Moves.PSYCHO_SHIFT ];
// If a party member doesn't already have one of these two orbs and has one of the above moves or abilities, the orb can appear
return party.some(p => !p.getHeldItems().some(i => i instanceof TurnStatusEffectModifier)
&& (checkedAbilities.some(a => p.hasAbility(a, false, true))
|| p.getMoveset(true).some(m => m && checkedMoves.includes(m.moveId)))) ? 10 : 0;
return party.some(p => {
const moveset = p.getMoveset(true).filter(m => !isNullOrUndefined(m)).map(m => m.moveId);
const canSetStatus = p.canSetStatus(StatusEffect.TOXIC, true, true, null, true);
const isHoldingOrb = p.getHeldItems().some(i => i.type.id === "FLAME_ORB" || i.type.id === "TOXIC_ORB");
// Moves that take advantage of obtaining the actual status effect
const hasStatusMoves = [ Moves.FACADE, Moves.PSYCHO_SHIFT ]
.some(m => moveset.includes(m));
// Moves that take advantage of being able to give the target a status orb
// TODO: Take moves from comment they are implemented
const hasItemMoves = [ /* Moves.TRICK, Moves.FLING, Moves.SWITCHEROO */ ]
.some(m => moveset.includes(m));
// Abilities that take advantage of obtaining the actual status effect
const hasRelevantAbilities = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.TOXIC_BOOST, Abilities.POISON_HEAL, Abilities.MAGIC_GUARD ]
.some(a => p.hasAbility(a, false, true));
if (!isHoldingOrb) {
if (canSetStatus) {
return hasRelevantAbilities || hasStatusMoves;
} else {
return hasItemMoves;
}
}
return false;
}) ? 10 : 0;
}, 10),
new WeightedModifierType(modifierTypes.FLAME_ORB, (party: Pokemon[]) => {
const checkedAbilities = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.FLARE_BOOST, Abilities.MAGIC_GUARD ];
const checkedMoves = [ Moves.FACADE, Moves.TRICK, Moves.FLING, Moves.SWITCHEROO, Moves.PSYCHO_SHIFT ];
// If a party member doesn't already have one of these two orbs and has one of the above moves or abilities, the orb can appear
return party.some(p => !p.getHeldItems().some(i => i instanceof TurnStatusEffectModifier)
&& (checkedAbilities.some(a => p.hasAbility(a, false, true)) || p.getMoveset(true).some(m => m && checkedMoves.includes(m.moveId)))) ? 10 : 0;
return party.some(p => {
const moveset = p.getMoveset(true).filter(m => !isNullOrUndefined(m)).map(m => m.moveId);
const canSetStatus = p.canSetStatus(StatusEffect.BURN, true, true, null, true);
const isHoldingOrb = p.getHeldItems().some(i => i.type.id === "FLAME_ORB" || i.type.id === "TOXIC_ORB");
// Moves that take advantage of obtaining the actual status effect
const hasStatusMoves = [ Moves.FACADE, Moves.PSYCHO_SHIFT ]
.some(m => moveset.includes(m));
// Moves that take advantage of being able to give the target a status orb
// TODO: Take moves from comment they are implemented
const hasItemMoves = [ /* Moves.TRICK, Moves.FLING, Moves.SWITCHEROO */ ]
.some(m => moveset.includes(m));
// Abilities that take advantage of obtaining the actual status effect
const hasRelevantAbilities = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.FLARE_BOOST, Abilities.MAGIC_GUARD ]
.some(a => p.hasAbility(a, false, true));
if (!isHoldingOrb) {
if (canSetStatus) {
return hasRelevantAbilities || hasStatusMoves;
} else {
return hasItemMoves;
}
}
return false;
}) ? 10 : 0;
}, 10),
new WeightedModifierType(modifierTypes.WHITE_HERB, (party: Pokemon[]) => {
const checkedAbilities = [ Abilities.WEAK_ARMOR, Abilities.CONTRARY, Abilities.MOODY, Abilities.ANGER_SHELL, Abilities.COMPETITIVE, Abilities.DEFIANT ];