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Fix Baton Pass logic and enemy multi hit AI hitting ally
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@ -865,8 +865,8 @@ export class MultiHitAttr extends MoveAttr {
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return true;
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return true;
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}
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}
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
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return 5;
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return -5;
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}
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}
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}
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}
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@ -2290,9 +2290,14 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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}
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}
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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if (this.batonPass)
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if (!user.scene.getEnemyParty().find(p => p.isActive() && !p.isOnField()))
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return -100; // Overridden in switch logic
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return -20;
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return this.user ? Math.floor(user.getHpRatio() * 20) : super.getUserBenefitScore(user, target, move);
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let ret = this.user ? Math.floor((1 - user.getHpRatio()) * 20) : super.getUserBenefitScore(user, target, move);
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if (this.user && this.batonPass) {
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const battleStatTotal = user.summonData.battleStats.reduce((bs: integer, total: integer) => total += bs, 0);
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ret = ret / 2 + (Phaser.Tweens.Builders.GetEaseFunction('Sine.easeOut')(Math.min(Math.abs(battleStatTotal), 10) / 10) * (battleStatTotal >= 0 ? 10 : -10));
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}
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return ret;
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}
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}
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}
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}
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@ -1666,12 +1666,7 @@ export class EnemyCommandPhase extends FieldPhase {
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const trapTag = enemyPokemon.findTag(t => t instanceof TrappedTag) as TrappedTag;
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const trapTag = enemyPokemon.findTag(t => t instanceof TrappedTag) as TrappedTag;
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const trapped = new Utils.BooleanHolder(false);
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const trapped = new Utils.BooleanHolder(false);
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opponents.forEach(playerPokemon => applyCheckTrappedAbAttrs(CheckTrappedAbAttr, playerPokemon, trapped));
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opponents.forEach(playerPokemon => applyCheckTrappedAbAttrs(CheckTrappedAbAttr, playerPokemon, trapped));
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if (enemyPokemon.moveset.find(m => m.moveId === Moves.BATON_PASS && m.isUsable(enemyPokemon)) && (enemyPokemon.summonData.battleStats.reduce((total, stat) => total += stat, 0) >= 0 || trapTag || trapped.value)) {
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if (!trapTag && !trapped.value) {
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this.scene.currentBattle.turnCommands[this.fieldIndex + BattlerIndex.ENEMY] =
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{ command: Command.FIGHT, move: { move: Moves.BATON_PASS, targets: enemyPokemon.getNextTargets(Moves.BATON_PASS) } };
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return this.end();
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} else if (!trapTag && !trapped.value) {
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const partyMemberScores = trainer.getPartyMemberMatchupScores(enemyPokemon.trainerSlot, true);
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const partyMemberScores = trainer.getPartyMemberMatchupScores(enemyPokemon.trainerSlot, true);
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if (partyMemberScores.length) {
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if (partyMemberScores.length) {
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