Slightly adjust Recovery Tokens
Each individual token heals 1 percent less, but now stacks to 15 instead of 10, to maintain the current maximum of 30% recovered per turn. The purpose of this change is to make the healing more gradual, and just generally less painful if you get multiple early on.
This commit is contained in:
parent
0af02210ee
commit
8a35166988
|
@ -955,7 +955,7 @@ export const modifierTypes = {
|
||||||
ENEMY_DAMAGE_BOOSTER: () => new ModifierType('Damage Token', 'Increases damage by 5%', (type, _args) => new Modifiers.EnemyDamageBoosterModifier(type, 5), 'wl_item_drop'),
|
ENEMY_DAMAGE_BOOSTER: () => new ModifierType('Damage Token', 'Increases damage by 5%', (type, _args) => new Modifiers.EnemyDamageBoosterModifier(type, 5), 'wl_item_drop'),
|
||||||
ENEMY_DAMAGE_REDUCTION: () => new ModifierType('Protection Token', 'Reduces incoming damage by 2.5%', (type, _args) => new Modifiers.EnemyDamageReducerModifier(type, 2.5), 'wl_guard_spec'),
|
ENEMY_DAMAGE_REDUCTION: () => new ModifierType('Protection Token', 'Reduces incoming damage by 2.5%', (type, _args) => new Modifiers.EnemyDamageReducerModifier(type, 2.5), 'wl_guard_spec'),
|
||||||
//ENEMY_SUPER_EFFECT_BOOSTER: () => new ModifierType('Type Advantage Token', 'Increases damage of super effective attacks by 30%', (type, _args) => new Modifiers.EnemySuperEffectiveDamageBoosterModifier(type, 30), 'wl_custom_super_effective'),
|
//ENEMY_SUPER_EFFECT_BOOSTER: () => new ModifierType('Type Advantage Token', 'Increases damage of super effective attacks by 30%', (type, _args) => new Modifiers.EnemySuperEffectiveDamageBoosterModifier(type, 30), 'wl_custom_super_effective'),
|
||||||
ENEMY_HEAL: () => new ModifierType('Recovery Token', 'Heals 3% of max HP every turn', (type, _args) => new Modifiers.EnemyTurnHealModifier(type, 3), 'wl_potion'),
|
ENEMY_HEAL: () => new ModifierType('Recovery Token', 'Heals 2% of max HP every turn', (type, _args) => new Modifiers.EnemyTurnHealModifier(type, 2), 'wl_potion'),
|
||||||
ENEMY_ATTACK_POISON_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Poison Token', 10, StatusEffect.POISON, 'wl_antidote'),
|
ENEMY_ATTACK_POISON_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Poison Token', 10, StatusEffect.POISON, 'wl_antidote'),
|
||||||
ENEMY_ATTACK_PARALYZE_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Paralyze Token', 10, StatusEffect.PARALYSIS, 'wl_paralyze_heal'),
|
ENEMY_ATTACK_PARALYZE_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Paralyze Token', 10, StatusEffect.PARALYSIS, 'wl_paralyze_heal'),
|
||||||
ENEMY_ATTACK_SLEEP_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Sleep Token', 10, StatusEffect.SLEEP, 'wl_awakening'),
|
ENEMY_ATTACK_SLEEP_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Sleep Token', 10, StatusEffect.SLEEP, 'wl_awakening'),
|
||||||
|
|
|
@ -2004,7 +2004,7 @@ export class EnemyTurnHealModifier extends EnemyPersistentModifier {
|
||||||
super(type, stackCount);
|
super(type, stackCount);
|
||||||
|
|
||||||
// Hardcode temporarily
|
// Hardcode temporarily
|
||||||
this.healPercent = 3;
|
this.healPercent = 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
match(modifier: Modifier): boolean {
|
match(modifier: Modifier): boolean {
|
||||||
|
@ -2033,7 +2033,7 @@ export class EnemyTurnHealModifier extends EnemyPersistentModifier {
|
||||||
}
|
}
|
||||||
|
|
||||||
getMaxStackCount(scene: BattleScene): integer {
|
getMaxStackCount(scene: BattleScene): integer {
|
||||||
return 10;
|
return 15;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue