Added support for Super Luck with BonusCritAbAttr (#106)
* Fixed Super Luck, and added a new BonusCritAbAttr * Added crit clause for BonusCritAbAttr ( Super Luck ) * Changed it to +1 like it should be
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@ -1179,6 +1179,13 @@ export class BlockCritAbAttr extends AbAttr {
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}
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}
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export class BonusCritAbAttr extends AbAttr {
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apply(pokemon: Pokemon, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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(args[0] as Utils.BooleanHolder).value = true;
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return true;
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}
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}
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export class BlockNonDirectDamageAbAttr extends AbAttr {
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apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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cancelled.value = true;
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@ -2189,7 +2196,7 @@ export function initAbilities() {
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.ignorable(),
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new Ability(Abilities.DOWNLOAD, "Download", "Compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.", 4)
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.attr(DownloadAbAttr),
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new Ability(Abilities.IRON_FIST, "Iron Fist", "Powers up punching moves.", 4)
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new Ability(Abilities.IRON_FIST, "Iron Fist", "Powers up punching moves.", 4)
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.attr(MovePowerBoostAbAttr, (user, target, move) => move.hasFlag(MoveFlags.PUNCHING_MOVE), 1.2),
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new Ability(Abilities.POISON_HEAL, "Poison Heal (N)", "Restores HP if the Pokémon is poisoned instead of losing HP.", 4),
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new Ability(Abilities.ADAPTABILITY, "Adaptability", "Powers up moves of the same type as the Pokémon.", 4)
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@ -2220,7 +2227,8 @@ export function initAbilities() {
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new Ability(Abilities.MOLD_BREAKER, "Mold Breaker", "Moves can be used on the target regardless of its Abilities.", 4)
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.attr(PostSummonMessageAbAttr, (pokemon: Pokemon) => getPokemonMessage(pokemon, ' breaks the mold!'))
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.attr(MoveAbilityBypassAbAttr),
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new Ability(Abilities.SUPER_LUCK, "Super Luck (N)", "The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.", 4),
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new Ability(Abilities.SUPER_LUCK, "Super Luck (P)", "The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.", 4)
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.attr(BonusCritAbAttr),
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new Ability(Abilities.AFTERMATH, "Aftermath", "Damages the attacker if it contacts the Pokémon with a finishing hit.", 4)
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.attr(PostFaintContactDamageAbAttr,4)
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.bypassFaint(),
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@ -25,7 +25,7 @@ import { TempBattleStat } from '../data/temp-battle-stat';
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import { ArenaTagSide, WeakenMoveScreenTag, WeakenMoveTypeTag } from '../data/arena-tag';
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import { ArenaTagType } from "../data/enums/arena-tag-type";
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import { Biome } from "../data/enums/biome";
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import { Ability, BattleStatMultiplierAbAttr, BlockCritAbAttr, BypassBurnDamageReductionAbAttr, FieldVariableMovePowerAbAttr, IgnoreOpponentStatChangesAbAttr, MoveImmunityAbAttr, NonSuperEffectiveImmunityAbAttr, PreApplyBattlerTagAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, VariableMoveTypeAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyBattleStatMultiplierAbAttrs, applyPostDefendAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs } from '../data/ability';
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import { Ability, BattleStatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldVariableMovePowerAbAttr, IgnoreOpponentStatChangesAbAttr, MoveImmunityAbAttr, NonSuperEffectiveImmunityAbAttr, PreApplyBattlerTagAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, VariableMoveTypeAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyBattleStatMultiplierAbAttrs, applyPostDefendAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs } from '../data/ability';
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import { Abilities } from "#app/data/enums/abilities";
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import PokemonData from '../system/pokemon-data';
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import { BattlerIndex } from '../battle';
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@ -1182,6 +1182,11 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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const critLevel = new Utils.IntegerHolder(0);
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applyMoveAttrs(HighCritAttr, source, this, move, critLevel);
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this.scene.applyModifiers(TempBattleStatBoosterModifier, source.isPlayer(), TempBattleStat.CRIT, critLevel);
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const bonusCrit = new Utils.BooleanHolder(false);
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if (applyAbAttrs(BonusCritAbAttr, this, null, bonusCrit)) {
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if (bonusCrit.value)
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critLevel.value += 1;
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}
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if (source.getTag(BattlerTagType.CRIT_BOOST))
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critLevel.value += 2;
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const critChance = Math.ceil(16 / Math.pow(2, critLevel.value));
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