Remove logic that makes all status moves 100 accuracy
parent
6804476a3c
commit
e633ff1577
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@ -1392,7 +1392,6 @@ class MoveEffectPhase extends PokemonPhase {
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if (!this.move.getMove().getAttrs(OneHitKOAttr).length && this.scene.arena.getTag(ArenaTagType.GRAVITY))
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moveAccuracy.value = Math.floor(moveAccuracy.value * 1.67);
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if (this.move.getMove().category !== MoveCategory.STATUS) {
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const userAccuracyLevel = new Utils.IntegerHolder(this.getUserPokemon().summonData.battleStats[BattleStat.ACC]);
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const targetEvasionLevel = new Utils.IntegerHolder(target.summonData.battleStats[BattleStat.EVA]);
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this.scene.applyModifiers(TempBattleStatBoosterModifier, this.player, TempBattleStat.ACC, userAccuracyLevel);
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@ -1406,9 +1405,6 @@ class MoveEffectPhase extends PokemonPhase {
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return rand <= moveAccuracy.value * accuracyMultiplier;
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}
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return true;
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}
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getUserPokemon(): Pokemon {
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return (this.player ? this.scene.getPlayerField() : this.scene.getEnemyField())[this.fieldIndex];
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}
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@ -1651,6 +1651,10 @@ export class DisableMoveAttr extends MoveEffectAttr {
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}
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};
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}
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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return -5;
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}
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}
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export class FrenzyAttr extends MoveEffectAttr {
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