Minor change to sprite shader
parent
ab9812f837
commit
1e2bd0dbb9
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@ -116,8 +116,8 @@ export class BlockItemTheftAbAttr extends AbAttr {
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export class StabBoostAbAttr extends AbAttr {
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export class StabBoostAbAttr extends AbAttr {
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apply(pokemon: Pokemon, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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apply(pokemon: Pokemon, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if ((args[0] as Utils.IntegerHolder).value > 1)
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if ((args[0] as Utils.NumberHolder).value > 1)
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(args[0] as Utils.IntegerHolder).value += 0.5;
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(args[0] as Utils.NumberHolder).value += 0.5;
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return true;
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return true;
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}
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}
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@ -34,11 +34,6 @@ void main()
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%forloop%
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%forloop%
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vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
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// Multiply texture tint
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vec4 color = texture * texel;
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for (int i = 0; i < 32; i++) {
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for (int i = 0; i < 32; i++) {
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if (spriteColors[i][3] == 0)
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if (spriteColors[i][3] == 0)
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break;
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break;
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@ -48,11 +43,16 @@ void main()
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float gray = (bg.r + bg.g + bg.b) / 3.0;
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float gray = (bg.r + bg.g + bg.b) / 3.0;
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bg = vec3(gray, gray, gray);
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bg = vec3(gray, gray, gray);
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vec3 fg = fusionColor;
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vec3 fg = fusionColor;
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color.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
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texture.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
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break;
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break;
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}
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}
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}
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}
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vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
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// Multiply texture tint
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vec4 color = texture * texel;
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if (outTintEffect == 1.0) {
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if (outTintEffect == 1.0) {
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// Solid color + texture alpha
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// Solid color + texture alpha
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color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);
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color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);
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@ -860,7 +860,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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const sourceAtk = source.getBattleStat(isPhysical ? Stat.ATK : Stat.SPATK, this);
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const sourceAtk = source.getBattleStat(isPhysical ? Stat.ATK : Stat.SPATK, this);
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const targetDef = this.getBattleStat(isPhysical ? Stat.DEF : Stat.SPDEF, source);
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const targetDef = this.getBattleStat(isPhysical ? Stat.DEF : Stat.SPDEF, source);
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const stabMultiplier = new Utils.IntegerHolder(source.species.type1 === move.type || (source.species.type2 !== null && source.species.type2 === move.type) ? 1.5 : 1);
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const stabMultiplier = new Utils.NumberHolder(source.species.type1 === move.type || (source.species.type2 !== null && source.species.type2 === move.type) ? 1.5 : 1);
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const criticalMultiplier = isCritical ? 2 : 1;
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const criticalMultiplier = isCritical ? 2 : 1;
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const isTypeImmune = (typeMultiplier.value * weatherTypeMultiplier) === 0;
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const isTypeImmune = (typeMultiplier.value * weatherTypeMultiplier) === 0;
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