Added support for Super Luck with BonusCritAbAttr (#106)

* Fixed Super Luck, and added a new BonusCritAbAttr

* Added crit clause for BonusCritAbAttr ( Super Luck )

* Changed it to +1 like it should be
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EmoUsedHM01 2024-04-12 22:21:56 +01:00 committed by GitHub
parent eb791747fe
commit cabba43598
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2 changed files with 16 additions and 3 deletions

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@ -1179,6 +1179,13 @@ export class BlockCritAbAttr extends AbAttr {
} }
} }
export class BonusCritAbAttr extends AbAttr {
apply(pokemon: Pokemon, cancelled: Utils.BooleanHolder, args: any[]): boolean {
(args[0] as Utils.BooleanHolder).value = true;
return true;
}
}
export class BlockNonDirectDamageAbAttr extends AbAttr { export class BlockNonDirectDamageAbAttr extends AbAttr {
apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean { apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean {
cancelled.value = true; cancelled.value = true;
@ -2189,7 +2196,7 @@ export function initAbilities() {
.ignorable(), .ignorable(),
new Ability(Abilities.DOWNLOAD, "Download", "Compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.", 4) new Ability(Abilities.DOWNLOAD, "Download", "Compares an opposing Pokémon's Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat—whichever will be more effective.", 4)
.attr(DownloadAbAttr), .attr(DownloadAbAttr),
new Ability(Abilities.IRON_FIST, "Iron Fist", "Powers up punching moves.", 4) new Ability(Abilities.IRON_FIST, "Iron Fist", "Powers up punching moves.", 4)
.attr(MovePowerBoostAbAttr, (user, target, move) => move.hasFlag(MoveFlags.PUNCHING_MOVE), 1.2), .attr(MovePowerBoostAbAttr, (user, target, move) => move.hasFlag(MoveFlags.PUNCHING_MOVE), 1.2),
new Ability(Abilities.POISON_HEAL, "Poison Heal (N)", "Restores HP if the Pokémon is poisoned instead of losing HP.", 4), new Ability(Abilities.POISON_HEAL, "Poison Heal (N)", "Restores HP if the Pokémon is poisoned instead of losing HP.", 4),
new Ability(Abilities.ADAPTABILITY, "Adaptability", "Powers up moves of the same type as the Pokémon.", 4) new Ability(Abilities.ADAPTABILITY, "Adaptability", "Powers up moves of the same type as the Pokémon.", 4)
@ -2220,7 +2227,8 @@ export function initAbilities() {
new Ability(Abilities.MOLD_BREAKER, "Mold Breaker", "Moves can be used on the target regardless of its Abilities.", 4) new Ability(Abilities.MOLD_BREAKER, "Mold Breaker", "Moves can be used on the target regardless of its Abilities.", 4)
.attr(PostSummonMessageAbAttr, (pokemon: Pokemon) => getPokemonMessage(pokemon, ' breaks the mold!')) .attr(PostSummonMessageAbAttr, (pokemon: Pokemon) => getPokemonMessage(pokemon, ' breaks the mold!'))
.attr(MoveAbilityBypassAbAttr), .attr(MoveAbilityBypassAbAttr),
new Ability(Abilities.SUPER_LUCK, "Super Luck (N)", "The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.", 4), new Ability(Abilities.SUPER_LUCK, "Super Luck (P)", "The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.", 4)
.attr(BonusCritAbAttr),
new Ability(Abilities.AFTERMATH, "Aftermath", "Damages the attacker if it contacts the Pokémon with a finishing hit.", 4) new Ability(Abilities.AFTERMATH, "Aftermath", "Damages the attacker if it contacts the Pokémon with a finishing hit.", 4)
.attr(PostFaintContactDamageAbAttr,4) .attr(PostFaintContactDamageAbAttr,4)
.bypassFaint(), .bypassFaint(),

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@ -25,7 +25,7 @@ import { TempBattleStat } from '../data/temp-battle-stat';
import { ArenaTagSide, WeakenMoveScreenTag, WeakenMoveTypeTag } from '../data/arena-tag'; import { ArenaTagSide, WeakenMoveScreenTag, WeakenMoveTypeTag } from '../data/arena-tag';
import { ArenaTagType } from "../data/enums/arena-tag-type"; import { ArenaTagType } from "../data/enums/arena-tag-type";
import { Biome } from "../data/enums/biome"; import { Biome } from "../data/enums/biome";
import { Ability, BattleStatMultiplierAbAttr, BlockCritAbAttr, BypassBurnDamageReductionAbAttr, FieldVariableMovePowerAbAttr, IgnoreOpponentStatChangesAbAttr, MoveImmunityAbAttr, NonSuperEffectiveImmunityAbAttr, PreApplyBattlerTagAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, VariableMoveTypeAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyBattleStatMultiplierAbAttrs, applyPostDefendAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs } from '../data/ability'; import { Ability, BattleStatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldVariableMovePowerAbAttr, IgnoreOpponentStatChangesAbAttr, MoveImmunityAbAttr, NonSuperEffectiveImmunityAbAttr, PreApplyBattlerTagAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, VariableMovePowerAbAttr, VariableMoveTypeAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyBattleStatMultiplierAbAttrs, applyPostDefendAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs } from '../data/ability';
import { Abilities } from "#app/data/enums/abilities"; import { Abilities } from "#app/data/enums/abilities";
import PokemonData from '../system/pokemon-data'; import PokemonData from '../system/pokemon-data';
import { BattlerIndex } from '../battle'; import { BattlerIndex } from '../battle';
@ -1182,6 +1182,11 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const critLevel = new Utils.IntegerHolder(0); const critLevel = new Utils.IntegerHolder(0);
applyMoveAttrs(HighCritAttr, source, this, move, critLevel); applyMoveAttrs(HighCritAttr, source, this, move, critLevel);
this.scene.applyModifiers(TempBattleStatBoosterModifier, source.isPlayer(), TempBattleStat.CRIT, critLevel); this.scene.applyModifiers(TempBattleStatBoosterModifier, source.isPlayer(), TempBattleStat.CRIT, critLevel);
const bonusCrit = new Utils.BooleanHolder(false);
if (applyAbAttrs(BonusCritAbAttr, this, null, bonusCrit)) {
if (bonusCrit.value)
critLevel.value += 1;
}
if (source.getTag(BattlerTagType.CRIT_BOOST)) if (source.getTag(BattlerTagType.CRIT_BOOST))
critLevel.value += 2; critLevel.value += 2;
const critChance = Math.ceil(16 / Math.pow(2, critLevel.value)); const critChance = Math.ceil(16 / Math.pow(2, critLevel.value));