Slightly adjust Recovery Tokens

Each individual token heals 1 percent less, but now stacks to 15 instead of 10, to maintain the current maximum of 30% recovered per turn.
The purpose of this change is to make the healing more gradual, and just generally less painful if you get multiple early on.
pull/651/head
Madmadness65 2024-05-08 12:38:31 -05:00
parent 0af02210ee
commit 8a35166988
2 changed files with 3 additions and 3 deletions

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@ -955,7 +955,7 @@ export const modifierTypes = {
ENEMY_DAMAGE_BOOSTER: () => new ModifierType('Damage Token', 'Increases damage by 5%', (type, _args) => new Modifiers.EnemyDamageBoosterModifier(type, 5), 'wl_item_drop'), ENEMY_DAMAGE_BOOSTER: () => new ModifierType('Damage Token', 'Increases damage by 5%', (type, _args) => new Modifiers.EnemyDamageBoosterModifier(type, 5), 'wl_item_drop'),
ENEMY_DAMAGE_REDUCTION: () => new ModifierType('Protection Token', 'Reduces incoming damage by 2.5%', (type, _args) => new Modifiers.EnemyDamageReducerModifier(type, 2.5), 'wl_guard_spec'), ENEMY_DAMAGE_REDUCTION: () => new ModifierType('Protection Token', 'Reduces incoming damage by 2.5%', (type, _args) => new Modifiers.EnemyDamageReducerModifier(type, 2.5), 'wl_guard_spec'),
//ENEMY_SUPER_EFFECT_BOOSTER: () => new ModifierType('Type Advantage Token', 'Increases damage of super effective attacks by 30%', (type, _args) => new Modifiers.EnemySuperEffectiveDamageBoosterModifier(type, 30), 'wl_custom_super_effective'), //ENEMY_SUPER_EFFECT_BOOSTER: () => new ModifierType('Type Advantage Token', 'Increases damage of super effective attacks by 30%', (type, _args) => new Modifiers.EnemySuperEffectiveDamageBoosterModifier(type, 30), 'wl_custom_super_effective'),
ENEMY_HEAL: () => new ModifierType('Recovery Token', 'Heals 3% of max HP every turn', (type, _args) => new Modifiers.EnemyTurnHealModifier(type, 3), 'wl_potion'), ENEMY_HEAL: () => new ModifierType('Recovery Token', 'Heals 2% of max HP every turn', (type, _args) => new Modifiers.EnemyTurnHealModifier(type, 2), 'wl_potion'),
ENEMY_ATTACK_POISON_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Poison Token', 10, StatusEffect.POISON, 'wl_antidote'), ENEMY_ATTACK_POISON_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Poison Token', 10, StatusEffect.POISON, 'wl_antidote'),
ENEMY_ATTACK_PARALYZE_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Paralyze Token', 10, StatusEffect.PARALYSIS, 'wl_paralyze_heal'), ENEMY_ATTACK_PARALYZE_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Paralyze Token', 10, StatusEffect.PARALYSIS, 'wl_paralyze_heal'),
ENEMY_ATTACK_SLEEP_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Sleep Token', 10, StatusEffect.SLEEP, 'wl_awakening'), ENEMY_ATTACK_SLEEP_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Sleep Token', 10, StatusEffect.SLEEP, 'wl_awakening'),

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@ -2004,7 +2004,7 @@ export class EnemyTurnHealModifier extends EnemyPersistentModifier {
super(type, stackCount); super(type, stackCount);
// Hardcode temporarily // Hardcode temporarily
this.healPercent = 3; this.healPercent = 2;
} }
match(modifier: Modifier): boolean { match(modifier: Modifier): boolean {
@ -2033,7 +2033,7 @@ export class EnemyTurnHealModifier extends EnemyPersistentModifier {
} }
getMaxStackCount(scene: BattleScene): integer { getMaxStackCount(scene: BattleScene): integer {
return 10; return 15;
} }
} }