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Finish Missing Docs
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@ -746,6 +746,16 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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}
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}
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/**
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* Calculates and retrieves the final value of a stat considering any held
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* items, move effects, opponent abilities, and whether there was a critical
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* hit.
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* @param stat the desired {@linkcode EffectiveStat}
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* @param opponent the target {@linkcode Pokemon}
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* @param move the {@linkcode Move} being used
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* @param isCritical determines whether a critical hit has occurred or not (`false` by default)
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* @returns the final in-battle value of a stat
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*/
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getEffectiveStat(stat: EffectiveStat, opponent?: Pokemon, move?: Move, isCritical: boolean = false): integer {
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getEffectiveStat(stat: EffectiveStat, opponent?: Pokemon, move?: Move, isCritical: boolean = false): integer {
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const statValue = new Utils.NumberHolder(this.getStat(stat, false));
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const statValue = new Utils.NumberHolder(this.getStat(stat, false));
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this.scene.applyModifiers(StatBoosterModifier, this.isPlayer(), this, stat, statValue);
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this.scene.applyModifiers(StatBoosterModifier, this.isPlayer(), this, stat, statValue);
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@ -1958,7 +1968,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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*
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*
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* Note that this does not apply to evasion or accuracy
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* Note that this does not apply to evasion or accuracy
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* @see {@linkcode getAccuracyMultiplier}
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* @see {@linkcode getAccuracyMultiplier}
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* @param
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* @param stat the desired {@linkcode EffectiveStat}
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* @param opponent the target {@linkcode Pokemon}
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* @param move the {@linkcode Move} being used
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* @param isCritical determines whether a critical hit has occurred or not (`false` by default)
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* @return the stat stage multiplier to be used for effective stat calculation
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* @return the stat stage multiplier to be used for effective stat calculation
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*/
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*/
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getStatStageMultiplier(stat: EffectiveStat, opponent?: Pokemon, move?: Move, isCritical: boolean = false): number {
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getStatStageMultiplier(stat: EffectiveStat, opponent?: Pokemon, move?: Move, isCritical: boolean = false): number {
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@ -2876,7 +2876,7 @@ export class EnemyFusionChanceModifier extends EnemyPersistentModifier {
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* - The player
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* - The player
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* - The enemy
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* - The enemy
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* @param scene current {@linkcode BattleScene}
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* @param scene current {@linkcode BattleScene}
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* @param isPlayer {@linkcode boolean} for whether the the player (`true`) or enemy (`false`) is being overridden
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* @param isPlayer {@linkcode boolean} for whether the player (`true`) or enemy (`false`) is being overridden
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*/
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*/
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export function overrideModifiers(scene: BattleScene, isPlayer: boolean = true): void {
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export function overrideModifiers(scene: BattleScene, isPlayer: boolean = true): void {
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const modifiersOverride: ModifierTypes.ModifierOverride[] = isPlayer ? Overrides.STARTING_MODIFIER_OVERRIDE : Overrides.OPP_MODIFIER_OVERRIDE;
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const modifiersOverride: ModifierTypes.ModifierOverride[] = isPlayer ? Overrides.STARTING_MODIFIER_OVERRIDE : Overrides.OPP_MODIFIER_OVERRIDE;
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@ -281,6 +281,11 @@ export class OverridesHelper extends GameManagerHelper {
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return this;
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return this;
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}
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}
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/**
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* Override the items rolled at the end of a battle
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* @param items the items to be rolled
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* @returns this
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*/
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itemRewards(items: ModifierOverride[]) {
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itemRewards(items: ModifierOverride[]) {
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vi.spyOn(Overrides, "ITEM_REWARD_OVERRIDE", "get").mockReturnValue(items);
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vi.spyOn(Overrides, "ITEM_REWARD_OVERRIDE", "get").mockReturnValue(items);
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this.log("Item rewards set to:", items);
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this.log("Item rewards set to:", items);
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