[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:
Asdar 2024-07-12 01:37:55 +02:00 committed by GitHub
parent c5577d66f9
commit 5aee958b96
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
11 changed files with 221 additions and 11 deletions

View File

@ -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),

View File

@ -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",

View File

@ -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",

View File

@ -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",

View File

@ -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 ladversaire est level 200." effect: "Le lanceur attaque en libérant lénergie concentrée dans son noyau. Inflige jusquà deux fois plus de dégâts si ladversaire a un niveau très élevé."
}, },
"snipeShot": { "snipeShot": {
name: "Tir de Précision", name: "Tir de Précision",

View File

@ -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",

View File

@ -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",

View File

@ -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",

View File

@ -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",

View File

@ -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",

View 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);
});