Nerf healing charm from 100% to 25%
Nerf healing charm from 100% to 25%; change shiny item buff to only count when Pokemon has not fainted
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@ -687,8 +687,8 @@ export const modifierTypes = {
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GRIP_CLAW: () => new ContactHeldItemTransferChanceModifierType('Grip Claw', 10),
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HEALING_CHARM: () => new ModifierType('Healing Charm', 'Increases the effectiveness of HP restoring moves and items by 100% (excludes revives)',
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(type, _args) => new Modifiers.HealingBoosterModifier(type, 2), 'healing_charm'),
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HEALING_CHARM: () => new ModifierType('Healing Charm', 'Increases the effectiveness of HP restoring moves and items by 25% (excludes revives)',
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(type, _args) => new Modifiers.HealingBoosterModifier(type, 1.25), 'healing_charm'),
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CANDY_JAR: () => new ModifierType('Candy Jar', 'Increases the number of levels added by RARE CANDY items by 1', (type, _args) => new Modifiers.LevelIncrementBoosterModifier(type)),
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BERRY_POUCH: () => new ModifierType('Berry Pouch', 'Adds a 25% chance that a used berry will not be consumed',
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@ -1017,7 +1017,7 @@ function getNewModifierTypeOption(party: Pokemon[], poolType: ModifierPoolType,
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if (tier === undefined) {
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const tierValue = Utils.randSeedInt(256);
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if (player && tierValue) {
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const partyShinyCount = party.filter(p => p.isShiny()).length;
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const partyShinyCount = party.filter(p => p.isShiny() && !p.isFainted()).length;
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const upgradeOdds = Math.floor(32 / Math.max((partyShinyCount * 2), 1));
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upgrade = !Utils.randSeedInt(upgradeOdds);
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} else
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