Remove logic that makes all status moves 100 accuracy

pull/2/head
Flashfyre 2023-07-28 10:23:37 -04:00
parent 6804476a3c
commit e633ff1577
2 changed files with 14 additions and 14 deletions

View File

@ -1392,7 +1392,6 @@ class MoveEffectPhase extends PokemonPhase {
if (!this.move.getMove().getAttrs(OneHitKOAttr).length && this.scene.arena.getTag(ArenaTagType.GRAVITY))
moveAccuracy.value = Math.floor(moveAccuracy.value * 1.67);
if (this.move.getMove().category !== MoveCategory.STATUS) {
const userAccuracyLevel = new Utils.IntegerHolder(this.getUserPokemon().summonData.battleStats[BattleStat.ACC]);
const targetEvasionLevel = new Utils.IntegerHolder(target.summonData.battleStats[BattleStat.EVA]);
this.scene.applyModifiers(TempBattleStatBoosterModifier, this.player, TempBattleStat.ACC, userAccuracyLevel);
@ -1406,9 +1405,6 @@ class MoveEffectPhase extends PokemonPhase {
return rand <= moveAccuracy.value * accuracyMultiplier;
}
return true;
}
getUserPokemon(): Pokemon {
return (this.player ? this.scene.getPlayerField() : this.scene.getEnemyField())[this.fieldIndex];
}

View File

@ -1651,6 +1651,10 @@ export class DisableMoveAttr extends MoveEffectAttr {
}
};
}
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
return -5;
}
}
export class FrenzyAttr extends MoveEffectAttr {