[Balance] Adjust Orb & Light Ball Weight Functions (#5070)
* [Balance] Adjust Orb & Light Ball Weight Functions * Apply Kev's Suggestions Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: damocleas <damocleas25@gmail.com>
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@ -1040,7 +1040,8 @@ class SpeciesStatBoosterModifierTypeGenerator extends ModifierTypeGenerator {
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for (const p of party) {
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const speciesId = p.getSpeciesForm(true).speciesId;
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const fusionSpeciesId = p.isFusion() ? p.getFusionSpeciesForm(true).speciesId : null;
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const hasFling = p.getMoveset(true).some(m => m?.moveId === Moves.FLING);
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// TODO: Use commented boolean when Fling is implemented
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const hasFling = false; /* p.getMoveset(true).some(m => m?.moveId === Moves.FLING) */
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for (const i in values) {
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const checkedSpecies = values[i].species;
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@ -1755,56 +1756,69 @@ const modifierPool: ModifierPool = {
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}, 12),
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new WeightedModifierType(modifierTypes.TOXIC_ORB, (party: Pokemon[]) => {
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return party.some(p => {
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const moveset = p.getMoveset(true).filter(m => !isNullOrUndefined(m)).map(m => m.moveId);
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const canSetStatus = p.canSetStatus(StatusEffect.TOXIC, true, true, null, true);
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const isHoldingOrb = p.getHeldItems().some(i => i.type.id === "FLAME_ORB" || i.type.id === "TOXIC_ORB");
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// Moves that take advantage of obtaining the actual status effect
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const hasStatusMoves = [ Moves.FACADE, Moves.PSYCHO_SHIFT ]
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.some(m => moveset.includes(m));
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// Moves that take advantage of being able to give the target a status orb
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// TODO: Take moves from comment they are implemented
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const hasItemMoves = [ /* Moves.TRICK, Moves.FLING, Moves.SWITCHEROO */ ]
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.some(m => moveset.includes(m));
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// Abilities that take advantage of obtaining the actual status effect
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const hasRelevantAbilities = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.TOXIC_BOOST, Abilities.POISON_HEAL, Abilities.MAGIC_GUARD ]
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.some(a => p.hasAbility(a, false, true));
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if (!isHoldingOrb) {
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const moveset = p.getMoveset(true).filter(m => !isNullOrUndefined(m)).map(m => m.moveId);
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const canSetStatus = p.canSetStatus(StatusEffect.TOXIC, true, true, null, true);
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// Moves that take advantage of obtaining the actual status effect
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const hasStatusMoves = [ Moves.FACADE, Moves.PSYCHO_SHIFT ]
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.some(m => moveset.includes(m));
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// Moves that take advantage of being able to give the target a status orb
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// TODO: Take moves (Trick, Fling, Switcheroo) from comment when they are implemented
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const hasItemMoves = [ /* Moves.TRICK, Moves.FLING, Moves.SWITCHEROO */ ]
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.some(m => moveset.includes(m));
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if (canSetStatus) {
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return hasRelevantAbilities || hasStatusMoves;
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// Abilities that take advantage of obtaining the actual status effect, separated based on specificity to the orb
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const hasGeneralAbility = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.MAGIC_GUARD ]
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.some(a => p.hasAbility(a, false, true));
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const hasSpecificAbility = [ Abilities.TOXIC_BOOST, Abilities.POISON_HEAL ]
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.some(a => p.hasAbility(a, false, true));
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const hasOppositeAbility = [ Abilities.FLARE_BOOST ]
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.some(a => p.hasAbility(a, false, true));
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return hasSpecificAbility || (hasGeneralAbility && !hasOppositeAbility) || hasStatusMoves;
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} else {
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return hasItemMoves;
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}
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}
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return false;
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}) ? 10 : 0;
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}, 10),
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new WeightedModifierType(modifierTypes.FLAME_ORB, (party: Pokemon[]) => {
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return party.some(p => {
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const moveset = p.getMoveset(true).filter(m => !isNullOrUndefined(m)).map(m => m.moveId);
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const canSetStatus = p.canSetStatus(StatusEffect.BURN, true, true, null, true);
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const isHoldingOrb = p.getHeldItems().some(i => i.type.id === "FLAME_ORB" || i.type.id === "TOXIC_ORB");
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// Moves that take advantage of obtaining the actual status effect
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const hasStatusMoves = [ Moves.FACADE, Moves.PSYCHO_SHIFT ]
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.some(m => moveset.includes(m));
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// Moves that take advantage of being able to give the target a status orb
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// TODO: Take moves from comment they are implemented
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const hasItemMoves = [ /* Moves.TRICK, Moves.FLING, Moves.SWITCHEROO */ ]
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.some(m => moveset.includes(m));
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// Abilities that take advantage of obtaining the actual status effect
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const hasRelevantAbilities = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.FLARE_BOOST, Abilities.MAGIC_GUARD ]
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.some(a => p.hasAbility(a, false, true));
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if (!isHoldingOrb) {
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const moveset = p.getMoveset(true).filter(m => !isNullOrUndefined(m)).map(m => m.moveId);
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const canSetStatus = p.canSetStatus(StatusEffect.TOXIC, true, true, null, true);
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// Moves that take advantage of obtaining the actual status effect
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const hasStatusMoves = [ Moves.FACADE, Moves.PSYCHO_SHIFT ]
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.some(m => moveset.includes(m));
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// Moves that take advantage of being able to give the target a status orb
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// TODO: Take moves (Trick, Fling, Switcheroo) from comment when they are implemented
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const hasItemMoves = [ /* Moves.TRICK, Moves.FLING, Moves.SWITCHEROO */ ]
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.some(m => moveset.includes(m));
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if (canSetStatus) {
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return hasRelevantAbilities || hasStatusMoves;
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// Abilities that take advantage of obtaining the actual status effect, separated based on specificity to the orb
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const hasGeneralAbility = [ Abilities.QUICK_FEET, Abilities.GUTS, Abilities.MARVEL_SCALE, Abilities.MAGIC_GUARD ]
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.some(a => p.hasAbility(a, false, true));
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const hasSpecificAbility = [ Abilities.FLARE_BOOST ]
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.some(a => p.hasAbility(a, false, true));
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const hasOppositeAbility = [ Abilities.TOXIC_BOOST, Abilities.POISON_HEAL ]
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.some(a => p.hasAbility(a, false, true));
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return hasSpecificAbility || (hasGeneralAbility && !hasOppositeAbility) || hasStatusMoves;
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} else {
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return hasItemMoves;
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}
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}
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return false;
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}) ? 10 : 0;
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}, 10),
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