mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2024-11-26 08:46:55 +00:00
[Qol/Balance] Dynamax cannon tweak (#2540)
* Dynamax Cannon fix * Update src/locales/fr/move.ts Added fr translation. Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/move.ts Adding an important missing precision in French description Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/de/move.ts German locale commit. Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * Update src/locales/zh_CN/move.ts Chinese locale commit, checked by a native speaker Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/ko/move.ts Korean locale added Co-authored-by: returntoice <dieandbecome@gmail.com> * fixed trailing space in Chinese locale * added es locale * Different Dynamax Cannon fix. This one is the one * Dynamax Cannon fix localisations * Update src/locales/fr/move.ts Added fr locale Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/de/move.ts German translation ^^ Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> * Update src/locales/pt_BR/move.ts pt-BR translation Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> * Update src/locales/de/move.ts Eslint fix, good catch @Enoch Co-authored-by: Enoch <enoch.jwsong@gmail.com> * Update src/locales/ko/move.ts Korean locale ^^ Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> * Update src/locales/zh_CN/move.ts zh_CN locale Co-authored-by: RimKnight <rimknight852@gmail.com> * Update src/locales/zh_TW/move.ts zh_TW locale Co-authored-by: RimKnight <rimknight852@gmail.com> * Update move.ts linting mistake due to how my comment was written * Update move.ts linting mistake due to how my comment was written * Update move.ts [Localization(it)] * WIP test * WIP test part 2 * [Test] Add Unit Tests for Dynamax Cannon * removed some unnecessary cases in the test to reduce testing overhead * Update src/locales/ko/move.ts Updated kr locale Co-authored-by: Enoch <enoch.jwsong@gmail.com> * [Test] Adjust Unit Tests for Dynamax Cannon --------- Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com> Co-authored-by: returntoice <dieandbecome@gmail.com> Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br> Co-authored-by: Enoch <enoch.jwsong@gmail.com> Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> Co-authored-by: RimKnight <rimknight852@gmail.com> Co-authored-by: Niccolò <123510358+NicusPulcis@users.noreply.github.com> Co-authored-by: xsn34kzx <xsn34kzx@gmail.com>
This commit is contained in:
parent
c5577d66f9
commit
5aee958b96
@ -7753,9 +7753,19 @@ export function initMoves() {
|
|||||||
.ignoresVirtual(),
|
.ignoresVirtual(),
|
||||||
/* End Unused */
|
/* End Unused */
|
||||||
new AttackMove(Moves.DYNAMAX_CANNON, Type.DRAGON, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 8)
|
new AttackMove(Moves.DYNAMAX_CANNON, Type.DRAGON, MoveCategory.SPECIAL, 100, 100, 5, -1, 0, 8)
|
||||||
.attr(MovePowerMultiplierAttr, (user, target, move) => target.level > 200 ? 2 : 1)
|
.attr(MovePowerMultiplierAttr, (user, target, move) => {
|
||||||
|
// Move is only stronger against overleveled foes.
|
||||||
|
if (target.level > target.scene.getMaxExpLevel()) {
|
||||||
|
const dynamaxCannonPercentMarginBeforeFullDamage = 0.05; // How much % above MaxExpLevel of wave will the target need to be to take full damage.
|
||||||
|
// The move's power scales as the margin is approached, reaching double power when it does or goes over it.
|
||||||
|
return 1 + Math.min(1, (target.level - target.scene.getMaxExpLevel()) / (target.scene.getMaxExpLevel() * dynamaxCannonPercentMarginBeforeFullDamage));
|
||||||
|
} else {
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
})
|
||||||
.attr(DiscourageFrequentUseAttr)
|
.attr(DiscourageFrequentUseAttr)
|
||||||
.ignoresVirtual(),
|
.ignoresVirtual(),
|
||||||
|
|
||||||
new AttackMove(Moves.SNIPE_SHOT, Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, 0, 8)
|
new AttackMove(Moves.SNIPE_SHOT, Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, 0, 8)
|
||||||
.attr(HighCritAttr)
|
.attr(HighCritAttr)
|
||||||
.attr(BypassRedirectAttr),
|
.attr(BypassRedirectAttr),
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
"dynamaxCannon": {
|
"dynamaxCannon": {
|
||||||
name: "Dynamax-Kanone",
|
name: "Dynamax-Kanone",
|
||||||
effect: "Der Anwender schießt einen Strahl aus seinem Kern ab. Dynamaximierte Ziele erleiden doppelten Schaden."
|
effect: "Der Anwender schießt einen Strahl aus seinem Kern ab. Verursacht bis zu doppelt so viel Schaden, wenn das Level des Gegners höher als die Levelgrenze ist."
|
||||||
},
|
},
|
||||||
"snipeShot": {
|
"snipeShot": {
|
||||||
name: "Präzisionsschuss",
|
name: "Präzisionsschuss",
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
"dynamaxCannon": {
|
"dynamaxCannon": {
|
||||||
name: "Dynamax Cannon",
|
name: "Dynamax Cannon",
|
||||||
effect: "The user unleashes a strong beam from its core. This move deals twice the damage if the target is over level 200."
|
effect: "The user unleashes a strong beam from its core. Deals up to twice the damage if the target is overly leveled."
|
||||||
},
|
},
|
||||||
"snipeShot": {
|
"snipeShot": {
|
||||||
name: "Snipe Shot",
|
name: "Snipe Shot",
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
dynamaxCannon: {
|
dynamaxCannon: {
|
||||||
name: "Cañón Dinamax",
|
name: "Cañón Dinamax",
|
||||||
effect: "El usuario ataca emitiendo un rayo desde su núcleo. El daño infligido se duplica si el objetivo supera el nivel 200.",
|
effect: "El usuario ataca emitiendo un rayo desde su núcleo. Inflinge hasta el doble de daño si el objetivo tiene más niveles de lo normal."
|
||||||
},
|
},
|
||||||
snipeShot: {
|
snipeShot: {
|
||||||
name: "Disparo Certero",
|
name: "Disparo Certero",
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
"dynamaxCannon": {
|
"dynamaxCannon": {
|
||||||
name: "Canon Dynamax",
|
name: "Canon Dynamax",
|
||||||
effect: "Le lanceur attaque en émettant un laser depuis son noyau. Cette capacité inflige deux fois plus de dégâts si l’adversaire est level 200."
|
effect: "Le lanceur attaque en libérant l’énergie concentrée dans son noyau. Inflige jusqu’à deux fois plus de dégâts si l’adversaire a un niveau très élevé."
|
||||||
},
|
},
|
||||||
"snipeShot": {
|
"snipeShot": {
|
||||||
name: "Tir de Précision",
|
name: "Tir de Précision",
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
dynamaxCannon: {
|
dynamaxCannon: {
|
||||||
name: "Cannone Dynamax",
|
name: "Cannone Dynamax",
|
||||||
effect: "Il Pokémon attacca emettendo dal suo nucleo l'energia concentrata nel corpo.",
|
effect: "Il Pokémon attacca emettendo dal suo nucleo l'energia concentrata nel corpo. Se il bersaglio è overlivellato, i danni inflitti aumentano.",
|
||||||
},
|
},
|
||||||
snipeShot: {
|
snipeShot: {
|
||||||
name: "Tiromirato",
|
name: "Tiromirato",
|
||||||
|
@ -2981,8 +2981,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
dynamaxCannon: {
|
dynamaxCannon: {
|
||||||
name: "다이맥스포",
|
name: "다이맥스포",
|
||||||
/* 다이맥스에서 200레벨로 조건 변경 */
|
effect: "코어에서 빔을 발사해서 공격한다. 상대가 웨이브 레벨 최대치를 초과했다면, 초과한 정도에 비례하여 데미지가 최대 2배가 된다."
|
||||||
effect: "코어에서 빔을 발사해서 공격한다. 상대의 레벨이 200보다 크면 데미지가 2배가 된다."
|
|
||||||
},
|
},
|
||||||
snipeShot: {
|
snipeShot: {
|
||||||
name: "노려맞히기",
|
name: "노려맞히기",
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
dynamaxCannon: {
|
dynamaxCannon: {
|
||||||
name: "Dynamax Cannon",
|
name: "Dynamax Cannon",
|
||||||
effect: "O usuário libera um forte feixe de seu núcleo. Este movimento causa o dobro do dano se o alvo estiver acima do nível 200."
|
effect: "O usuário libera um forte feixe de seu núcleo. Este movimento causa até o dobro do dano se o alvo estiver com seu nível acima do limite."
|
||||||
},
|
},
|
||||||
snipeShot: {
|
snipeShot: {
|
||||||
name: "Snipe Shot",
|
name: "Snipe Shot",
|
||||||
|
@ -2975,7 +2975,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
"dynamaxCannon": {
|
"dynamaxCannon": {
|
||||||
name: "极巨炮",
|
name: "极巨炮",
|
||||||
effect: "将凝缩在体内的能量从核心放出进行攻击",
|
effect: "将凝缩在体内的能量从核心放出进行攻击,\n对手等级比当前波次的等级上限越高,造成的伤害越高,最多两倍。",
|
||||||
},
|
},
|
||||||
"snipeShot": {
|
"snipeShot": {
|
||||||
name: "狙击",
|
name: "狙击",
|
||||||
|
@ -2861,7 +2861,7 @@ export const move: MoveTranslationEntries = {
|
|||||||
},
|
},
|
||||||
dynamaxCannon: {
|
dynamaxCannon: {
|
||||||
name: "極巨炮",
|
name: "極巨炮",
|
||||||
effect: "將凝縮在體內的能量從核心\n放出進行攻擊",
|
effect: "將凝縮在體內的能量從核心放出進行攻擊,\n對手等級比當前波次的等級上限越高,造成的傷害越高,最多兩倍。",
|
||||||
},
|
},
|
||||||
snipeShot: {
|
snipeShot: {
|
||||||
name: "狙擊",
|
name: "狙擊",
|
||||||
|
201
src/test/moves/dynamax_cannon.test.ts
Normal file
201
src/test/moves/dynamax_cannon.test.ts
Normal file
@ -0,0 +1,201 @@
|
|||||||
|
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
|
||||||
|
import Phaser from "phaser";
|
||||||
|
import GameManager from "#app/test/utils/gameManager";
|
||||||
|
import * as overrides from "#app/overrides";
|
||||||
|
import { MoveEffectPhase } from "#app/phases";
|
||||||
|
import { getMovePosition } from "#app/test/utils/gameManagerUtils";
|
||||||
|
import { Stat } from "#app/data/pokemon-stat";
|
||||||
|
import { applyMoveAttrs, VariablePowerAttr } from "#app/data/move";
|
||||||
|
import * as Utils from "#app/utils";
|
||||||
|
import { Moves } from "#enums/moves";
|
||||||
|
import { Species } from "#enums/species";
|
||||||
|
|
||||||
|
describe("Moves - Dynamax Cannon", () => {
|
||||||
|
let phaserGame: Phaser.Game;
|
||||||
|
let game: GameManager;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks the base power of the {@linkcode intendedMove} before and after any
|
||||||
|
* {@linkcode VariablePowerAttr}s have been applied.
|
||||||
|
* @param phase current {@linkcode MoveEffectPhase}
|
||||||
|
* @param intendedMove Expected move during this {@linkcode phase}
|
||||||
|
* @param before Expected base power before any base power changes
|
||||||
|
* @param after Expected base power after any base power changes
|
||||||
|
*/
|
||||||
|
const checkBasePowerChanges = (phase: MoveEffectPhase, intendedMove: Moves, before: number, after: number) => {
|
||||||
|
// Double check if the intended move was used and verify its initial base power
|
||||||
|
const move = phase.move.getMove();
|
||||||
|
expect(move.id).toBe(intendedMove);
|
||||||
|
expect(move.power).toBe(before);
|
||||||
|
|
||||||
|
/** Mocking application of {@linkcode VariablePowerAttr} */
|
||||||
|
const power = new Utils.IntegerHolder(move.power);
|
||||||
|
applyMoveAttrs(VariablePowerAttr, phase.getUserPokemon(), phase.getTarget(), move, power);
|
||||||
|
expect(power.value).toBe(after);
|
||||||
|
};
|
||||||
|
|
||||||
|
beforeAll(() => {
|
||||||
|
phaserGame = new Phaser.Game({
|
||||||
|
type: Phaser.HEADLESS,
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
afterEach(() => {
|
||||||
|
game.phaseInterceptor.restoreOg();
|
||||||
|
});
|
||||||
|
|
||||||
|
beforeEach(() => {
|
||||||
|
game = new GameManager(phaserGame);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
|
||||||
|
// Note that, for Waves 1-10, the level cap is 10
|
||||||
|
vi.spyOn(overrides, "STARTING_WAVE_OVERRIDE", "get").mockReturnValue(1);
|
||||||
|
vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
|
||||||
|
vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.MAGIKARP);
|
||||||
|
vi.spyOn(overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(200);
|
||||||
|
vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([ moveToUse ]);
|
||||||
|
vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH ]);
|
||||||
|
vi.spyOn(overrides, "NEVER_CRIT_OVERRIDE", "get").mockReturnValue(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy below level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(1);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, 100, 100);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy exactly at level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(10);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, 100, 100);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy exactly at 1% above level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(101);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||||
|
|
||||||
|
const target = phase.getTarget();
|
||||||
|
// Force level cap to be 100; that is, level cap is no longer 10
|
||||||
|
target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
|
||||||
|
|
||||||
|
checkBasePowerChanges(phase, moveToUse, 100, 120);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy exactly at 2% above level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(102);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||||
|
|
||||||
|
const target = phase.getTarget();
|
||||||
|
target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
|
||||||
|
|
||||||
|
checkBasePowerChanges(phase, moveToUse, 100, 140);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy exactly at 3% above level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(103);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||||
|
|
||||||
|
const target = phase.getTarget();
|
||||||
|
target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
|
||||||
|
|
||||||
|
checkBasePowerChanges(phase, moveToUse, 100, 160);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy exactly at 4% above level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(104);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||||
|
|
||||||
|
const target = phase.getTarget();
|
||||||
|
target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
|
||||||
|
|
||||||
|
checkBasePowerChanges(phase, moveToUse, 100, 180);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy exactly at 5% above level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(105);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||||
|
|
||||||
|
const target = phase.getTarget();
|
||||||
|
target.scene.getMaxExpLevel = vi.fn().mockReturnValue(100);
|
||||||
|
|
||||||
|
checkBasePowerChanges(phase, moveToUse, 100, 200);
|
||||||
|
}, 20000);
|
||||||
|
|
||||||
|
it("DYNAMAX CANNON against enemy way above level cap", async() => {
|
||||||
|
vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(999);
|
||||||
|
const moveToUse = Moves.DYNAMAX_CANNON;
|
||||||
|
await game.startBattle([
|
||||||
|
Species.ETERNATUS,
|
||||||
|
]);
|
||||||
|
|
||||||
|
// Force enemy to go last
|
||||||
|
game.scene.getEnemyParty()[0].stats[Stat.SPD] = 1;
|
||||||
|
|
||||||
|
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(MoveEffectPhase, false);
|
||||||
|
|
||||||
|
checkBasePowerChanges(game.scene.getCurrentPhase() as MoveEffectPhase, moveToUse, 100, 200);
|
||||||
|
}, 20000);
|
||||||
|
});
|
Loading…
Reference in New Issue
Block a user