Add quicker party member EXP display and fix some minor bugs

This commit is contained in:
Flashfyre committed 2023-10-04 17:24:28 -04:00
1 parent 46c31f9595
commit 798f6cc53f
11 files changed
+179 -14

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+1 -1
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@@ -203,7 +203,7 @@ export class ConfusedTag extends BattlerTag {
if (Utils.randInt(2)) {
const atk = pokemon.getBattleStat(Stat.ATK);
const def = pokemon.getBattleStat(Stat.DEF);
const damage = Math.ceil(((((2 * pokemon.level / 5 + 2) * 40 * atk / def) / 50) + 2) * ((Utils.randInt(15) + 85) / 100));
const damage = Math.ceil(((((2 * pokemon.level / 5 + 2) * 40 * atk / def) / 50) + 2) * (Utils.randInt(15, 85) / 100));
pokemon.scene.queueMessage('It hurt itself in its\nconfusion!');
pokemon.scene.unshiftPhase(new DamagePhase(pokemon.scene, pokemon.getBattlerIndex()));
pokemon.damage(damage);
+4 -4
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@@ -956,7 +956,7 @@ export class RandomLevelDamageAttr extends FixedDamageAttr {
}
getDamage(user: Pokemon, target: Pokemon, move: Move): number {
return user.level * (Utils.randInt(100, 50) * 0.01);
return user.level * (Utils.randIntRange(50, 150) * 0.01);
}
}
@@ -1672,7 +1672,7 @@ export class FrenzyAttr extends MoveEffectAttr {
if (!user.getMoveQueue().length) {
if (!user.getTag(BattlerTagType.FRENZY)) {
const turnCount = Utils.randInt(2) + 1;
const turnCount = Utils.randIntRange(3, 4);
new Array(turnCount).fill(null).map(() => user.getMoveQueue().push({ move: move.id, targets: [ target.getBattlerIndex() ], ignorePP: true }));
user.addTag(BattlerTagType.FRENZY, 1, move.id, user.id);
} else {
@@ -1801,13 +1801,13 @@ export class FlinchAttr extends AddBattlerTagAttr {
export class ConfuseAttr extends AddBattlerTagAttr {
constructor(selfTarget?: boolean) {
super(BattlerTagType.CONFUSED, selfTarget, Utils.randInt(4, 1));
super(BattlerTagType.CONFUSED, selfTarget, Utils.randIntRange(1, 4));
}
}
export class TrapAttr extends AddBattlerTagAttr {
constructor(tagType: BattlerTagType) {
super(tagType, false, Utils.randInt(2, 5));
super(tagType, false, Utils.randIntRange(2, 5) + 1);
}
}
+1 -1
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@@ -21,7 +21,7 @@ export class Status {
this.turnCount = turnCount === undefined ? 0 : turnCount;
if (cureTurn === undefined) {
if (effect === StatusEffect.SLEEP)
this.cureTurn = Utils.randInt(3, 1);
this.cureTurn = Utils.randInt(3, 2);
} else
this.cureTurn = cureTurn;
}