Refactor move attribute logic and add arena trap moves
This commit is contained in:
1 parent
77b3f136dd
commit
92c8583129
9 files changed
+1222
-615
No files matched your search
@@ -65,10 +65,7 @@ export function initAutoPlay() {
|
||||
let maxEffectiveness = 0.5;
|
||||
for (let m of attacker.moveset) {
|
||||
const moveType = m.getMove().type;
|
||||
const defenderTypes = defender.getTypes();
|
||||
let effectiveness = getTypeDamageMultiplier(moveType, defenderTypes[0]);
|
||||
if (defenderTypes.length > 1)
|
||||
effectiveness *= getTypeDamageMultiplier(moveType, defenderTypes[1]);
|
||||
const effectiveness = defender.getAttackMoveEffectiveness(moveType);
|
||||
if (effectiveness > maxEffectiveness)
|
||||
maxEffectiveness = effectiveness;
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user