Make luck independent from shininess and variant

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Flashfyre committed 2024-04-26 17:32:28 -04:00
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commit bf2a83993c
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@@ -1518,7 +1518,7 @@ export class ModifierTypeOption {
}
export function getPartyLuckValue(party: Pokemon[]): integer {
return Phaser.Math.Clamp(party.map(p => p.isFainted() || !p.isShiny() ? 0 : !p.isFusion() || !p.shiny || !p.fusionShiny ? p.variant + 1 : (p.variant + 1) + (p.fusionVariant + 1))
return Phaser.Math.Clamp(party.map(p => p.isFainted() ? 0 : p.luck)
.reduce((total: integer, value: integer) => total += value, 0), 0, 14);
}