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Fix logic to prevent healing tokens from healing to full
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@ -1915,7 +1915,7 @@ export class EnemyTurnHealModifier extends EnemyPersistentModifier {
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if (pokemon.getHpRatio() < 1) {
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const scene = pokemon.scene;
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scene.unshiftPhase(new PokemonHealPhase(scene, pokemon.getBattlerIndex(),
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Math.max(Math.min(Math.floor(pokemon.getMaxHp() / (100 / this.healPercent)) * this.stackCount, (pokemon.getMaxHp() - pokemon.hp) - 1), 1), getPokemonMessage(pokemon, `\nrestored some HP!`), true));
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Math.max(Math.floor(pokemon.getMaxHp() / (100 / this.healPercent)) * this.stackCount, 1), getPokemonMessage(pokemon, `\nrestored some HP!`), true, false, false, false, true));
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return true;
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}
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@ -1843,16 +1843,16 @@ export class TurnEndPhase extends FieldPhase {
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this.scene.applyModifiers(TurnHealModifier, pokemon.isPlayer(), pokemon);
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if (!pokemon.isPlayer()) {
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this.scene.applyModifiers(EnemyTurnHealModifier, false, pokemon);
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this.scene.applyModifier(EnemyStatusEffectHealChanceModifier, false, pokemon);
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}
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if (this.scene.arena.terrain?.terrainType === TerrainType.GRASSY && pokemon.isGrounded()) {
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this.scene.unshiftPhase(new PokemonHealPhase(this.scene, pokemon.getBattlerIndex(),
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Math.max(pokemon.getMaxHp() >> 4, 1), getPokemonMessage(pokemon, '\'s HP was restored.'), true));
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}
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if (!pokemon.isPlayer()) {
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this.scene.applyModifiers(EnemyTurnHealModifier, false, pokemon);
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this.scene.applyModifier(EnemyStatusEffectHealChanceModifier, false, pokemon);
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}
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applyPostTurnAbAttrs(PostTurnAbAttr, pokemon);
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this.scene.applyModifiers(TurnHeldItemTransferModifier, pokemon.isPlayer(), pokemon);
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@ -3499,8 +3499,9 @@ export class PokemonHealPhase extends CommonAnimPhase {
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private skipAnim: boolean;
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private revive: boolean;
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private healStatus: boolean;
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private preventFullHeal: boolean;
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, hpHealed: integer, message: string, showFullHpMessage: boolean, skipAnim: boolean = false, revive: boolean = false, healStatus: boolean = false) {
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, hpHealed: integer, message: string, showFullHpMessage: boolean, skipAnim: boolean = false, revive: boolean = false, healStatus: boolean = false, preventFullHeal: boolean = false) {
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super(scene, battlerIndex, undefined, CommonAnim.HEALTH_UP);
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this.hpHealed = hpHealed;
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@ -3509,6 +3510,7 @@ export class PokemonHealPhase extends CommonAnimPhase {
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this.skipAnim = skipAnim;
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this.revive = revive;
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this.healStatus = healStatus;
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this.preventFullHeal = preventFullHeal;
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}
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start() {
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@ -3536,6 +3538,9 @@ export class PokemonHealPhase extends CommonAnimPhase {
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if (!this.revive)
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this.scene.applyModifiers(HealingBoosterModifier, this.player, hpRestoreMultiplier);
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const healAmount = new Utils.NumberHolder(Math.floor(this.hpHealed * hpRestoreMultiplier.value));
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// Prevent healing to full if specified (in case of healing tokens so Sturdy doesn't cause a softlock)
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if (this.preventFullHeal && pokemon.hp + healAmount.value >= pokemon.getMaxHp())
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healAmount.value = (pokemon.getMaxHp() - pokemon.hp) - 1;
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healAmount.value = pokemon.heal(healAmount.value);
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if (healAmount.value)
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this.scene.damageNumberHandler.add(pokemon, healAmount.value, HitResult.HEAL);
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