Fix accuracy and evasion ability multipliers not being applied

pull/18/head
Flashfyre 2024-03-26 15:47:19 -04:00
parent c88a2a6786
commit 0fbf21f19b
1 changed files with 14 additions and 4 deletions

View File

@ -30,7 +30,7 @@ import { Weather, WeatherType, getRandomWeatherType, getTerrainBlockMessage, get
import { TempBattleStat } from "./data/temp-battle-stat"; import { TempBattleStat } from "./data/temp-battle-stat";
import { ArenaTagSide, ArenaTrapTag, MistTag, TrickRoomTag } from "./data/arena-tag"; import { ArenaTagSide, ArenaTrapTag, MistTag, TrickRoomTag } from "./data/arena-tag";
import { ArenaTagType } from "./data/enums/arena-tag-type"; import { ArenaTagType } from "./data/enums/arena-tag-type";
import { Abilities, CheckTrappedAbAttr, MoveAbilityBypassAbAttr, IgnoreOpponentStatChangesAbAttr, PostAttackAbAttr, PostBattleAbAttr, PostDefendAbAttr, PostSummonAbAttr, PostTurnAbAttr, PostWeatherLapseAbAttr, PreSwitchOutAbAttr, PreWeatherDamageAbAttr, ProtectStatAbAttr, RedirectMoveAbAttr, RunSuccessAbAttr, StatChangeMultiplierAbAttr, SuppressWeatherEffectAbAttr, SyncEncounterNatureAbAttr, applyAbAttrs, applyCheckTrappedAbAttrs, applyPostAttackAbAttrs, applyPostBattleAbAttrs, applyPostDefendAbAttrs, applyPostSummonAbAttrs, applyPostTurnAbAttrs, applyPostWeatherLapseAbAttrs, applyPreStatChangeAbAttrs, applyPreSwitchOutAbAttrs, applyPreWeatherEffectAbAttrs } from "./data/ability"; import { Abilities, CheckTrappedAbAttr, MoveAbilityBypassAbAttr, IgnoreOpponentStatChangesAbAttr, PostAttackAbAttr, PostBattleAbAttr, PostDefendAbAttr, PostSummonAbAttr, PostTurnAbAttr, PostWeatherLapseAbAttr, PreSwitchOutAbAttr, PreWeatherDamageAbAttr, ProtectStatAbAttr, RedirectMoveAbAttr, RunSuccessAbAttr, StatChangeMultiplierAbAttr, SuppressWeatherEffectAbAttr, SyncEncounterNatureAbAttr, applyAbAttrs, applyCheckTrappedAbAttrs, applyPostAttackAbAttrs, applyPostBattleAbAttrs, applyPostDefendAbAttrs, applyPostSummonAbAttrs, applyPostTurnAbAttrs, applyPostWeatherLapseAbAttrs, applyPreStatChangeAbAttrs, applyPreSwitchOutAbAttrs, applyPreWeatherEffectAbAttrs, BattleStatMultiplierAbAttr, applyBattleStatMultiplierAbAttrs } from "./data/ability";
import { Unlockables, getUnlockableName } from "./system/unlockables"; import { Unlockables, getUnlockableName } from "./system/unlockables";
import { getBiomeKey } from "./field/arena"; import { getBiomeKey } from "./field/arena";
import { BattleType, BattlerIndex, TurnCommand } from "./battle"; import { BattleType, BattlerIndex, TurnCommand } from "./battle";
@ -2326,14 +2326,24 @@ export class MoveEffectPhase extends PokemonPhase {
applyAbAttrs(IgnoreOpponentStatChangesAbAttr, target, null, userAccuracyLevel); applyAbAttrs(IgnoreOpponentStatChangesAbAttr, target, null, userAccuracyLevel);
applyAbAttrs(IgnoreOpponentStatChangesAbAttr, this.getUserPokemon(), null, targetEvasionLevel); applyAbAttrs(IgnoreOpponentStatChangesAbAttr, this.getUserPokemon(), null, targetEvasionLevel);
this.scene.applyModifiers(TempBattleStatBoosterModifier, this.player, TempBattleStat.ACC, userAccuracyLevel); this.scene.applyModifiers(TempBattleStatBoosterModifier, this.player, TempBattleStat.ACC, userAccuracyLevel);
const rand = this.getUserPokemon().randSeedInt(100, 1); const rand = this.getUserPokemon().randSeedInt(100, 1);
let accuracyMultiplier = 1;
const accuracyMultiplier = new Utils.NumberHolder(1);
if (userAccuracyLevel.value !== targetEvasionLevel.value) { if (userAccuracyLevel.value !== targetEvasionLevel.value) {
accuracyMultiplier = userAccuracyLevel.value > targetEvasionLevel.value accuracyMultiplier.value = userAccuracyLevel.value > targetEvasionLevel.value
? (3 + Math.min(userAccuracyLevel.value - targetEvasionLevel.value, 6)) / 3 ? (3 + Math.min(userAccuracyLevel.value - targetEvasionLevel.value, 6)) / 3
: 3 / (3 + Math.min(targetEvasionLevel.value - userAccuracyLevel.value, 6)); : 3 / (3 + Math.min(targetEvasionLevel.value - userAccuracyLevel.value, 6));
} }
return rand <= moveAccuracy.value * accuracyMultiplier;
applyBattleStatMultiplierAbAttrs(BattleStatMultiplierAbAttr, this.getUserPokemon(), BattleStat.ACC, accuracyMultiplier);
const evasionMultiplier = new Utils.NumberHolder(1);
applyBattleStatMultiplierAbAttrs(BattleStatMultiplierAbAttr, this.getTarget(), BattleStat.EVA, evasionMultiplier);
accuracyMultiplier.value /= evasionMultiplier.value;
return rand <= moveAccuracy.value * accuracyMultiplier.value;
} }
getUserPokemon(): Pokemon { getUserPokemon(): Pokemon {