Assurance effect implementation

Theoretically implemented for all use cases but only tested for regular damage so far.
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InfernoVulpix authored and Samuel H committed 2024-04-25 23:03:00 -04:00
1 parent 0eabfd56e3
commit d4c265443f
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@@ -1390,6 +1390,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const oneHitKo = result === HitResult.ONE_HIT_KO;
damage.value = this.damageAndUpdate(damage.value, result as DamageResult, isCritical, oneHitKo, oneHitKo);
this.turnData.damageTaken += damage.value;
if (isCritical)
this.scene.queueMessage('A critical hit!');
this.scene.setPhaseQueueSplice();
@@ -2976,6 +2977,7 @@ export class PokemonTurnData {
public hitCount: integer;
public hitsLeft: integer;
public damageDealt: integer = 0;
public damageTaken: integer = 0;
public attacksReceived: AttackMoveResult[] = [];
}