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Fix randBattleSeedInt
prototype messing up damage-based tests
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@ -2243,7 +2243,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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* This Pokemon's defensive stat for the given move's category.
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* Critical hits ignore positive stat stages.
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*/
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const targetDef = new Utils.IntegerHolder(this.getEffectiveStat(isPhysical ? Stat.DEF : Stat.SPDEF, source, move, ignoreAbility, ignoreSourceAbility, isCritical, simulated));
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const targetDef = new Utils.NumberHolder(this.getEffectiveStat(isPhysical ? Stat.DEF : Stat.SPDEF, source, move, ignoreAbility, ignoreSourceAbility, isCritical, simulated));
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applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
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/**
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@ -2296,9 +2296,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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applyAbAttrs(StabBoostAbAttr, source, null, simulated, stabMultiplier);
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}
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if (sourceTeraType !== Type.UNKNOWN && matchesSourceType) {
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stabMultiplier.value = Math.min(stabMultiplier.value + 0.5, 2.25);
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}
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stabMultiplier.value = Math.min(stabMultiplier.value, 2.25);
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/** Halves damage if the attacker is using a physical attack while burned */
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const burnMultiplier = new Utils.NumberHolder(1);
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@ -73,7 +73,7 @@ export default class GameManager {
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constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) {
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localStorage.clear();
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ErrorInterceptor.getInstance().clear();
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BattleScene.prototype.randBattleSeedInt = (arg) => arg-1;
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BattleScene.prototype.randBattleSeedInt = (range, min) => (min ?? 0) + range - 1;
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this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
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this.scene = new BattleScene();
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this.phaseInterceptor = new PhaseInterceptor(this.scene);
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