fix scrappy and mindseye working as passive ability (#567)
* fix scrappy and mindseye working as passive ability * update apply for ignoretypeimmunityabattr * simplify logic for ignoretypeimmunityabattr --------- Co-authored-by: contra1337 <jpbastyr@gmail.com>
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@ -2496,11 +2496,11 @@ export class IgnoreTypeImmunityAbAttr extends AbAttr {
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}
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apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if (this.defenderType !== (args[1] as Type)) {
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return false;
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if (this.defenderType === (args[1] as Type) && this.allowedMoveTypes.includes(args[0] as Type)) {
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cancelled.value = true;
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return true;
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}
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return this.allowedMoveTypes.some(type => type === (args[0] as Type));
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return false;
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}
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}
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@ -3606,7 +3606,8 @@ export function initAbilities() {
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.partial(),
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new Ability(Abilities.MINDS_EYE, 9)
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.attr(IgnoreTypeImmunityAbAttr, Type.GHOST, [Type.NORMAL, Type.FIGHTING])
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.ignorable(), // TODO: evasiveness bypass should not be ignored, but accuracy immunity should
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.ignorable() // TODO: evasiveness bypass should not be ignored, but accuracy immunity should
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.partial(),
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new Ability(Abilities.SUPERSWEET_SYRUP, 9)
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.attr(PostSummonStatChangeAbAttr, BattleStat.EVA, -1)
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.condition(getOncePerBattleCondition(Abilities.SUPERSWEET_SYRUP)),
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@ -908,14 +908,16 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return this.isTerastallized() ? 2 : 1;
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const types = this.getTypes(true, true);
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const ignorableImmunities = source?.getAbility()?.getAttrs(IgnoreTypeImmunityAbAttr) || [];
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const cancelled = new Utils.BooleanHolder(false);
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let multiplier = types.map(defType => {
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if (source) {
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const ignoreImmunity = new Utils.BooleanHolder(false);
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applyAbAttrs(IgnoreTypeImmunityAbAttr, source, ignoreImmunity, moveType, defType);
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if (ignoreImmunity.value)
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return 1;
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}
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let multiplier = types.map(defType =>
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ignorableImmunities.some(attr => attr.apply(source, false, cancelled, [moveType, defType]))
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? 1
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: getTypeDamageMultiplier(moveType, defType)
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).reduce((acc, cur) => acc * cur, 1) as TypeDamageMultiplier;
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return getTypeDamageMultiplier(moveType, defType);
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}).reduce((acc, cur) => acc * cur, 1) as TypeDamageMultiplier;
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// Handle strong winds lowering effectiveness of types super effective against pure flying
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if (this.scene.arena.weather?.weatherType === WeatherType.STRONG_WINDS && !this.scene.arena.weather.isEffectSuppressed(this.scene) && multiplier >= 2 && this.isOfType(Type.FLYING) && getTypeDamageMultiplier(moveType, Type.FLYING) === 2)
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