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Split script section AI_Move_EffectScores in two and rearranged it
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@@ -718,8 +718,6 @@ class Battle::Move::LowerUserDefSpDef1 < Battle::Move::StatDownMove
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end
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end
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#===============================================================================
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# Decreases the user's Defense, Special Defense and Speed by 1 stage each.
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# (V-create)
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@@ -946,7 +944,7 @@ class Battle::Move::LowerTargetDefense1 < Battle::Move::TargetStatDownMove
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end
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#===============================================================================
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# Decreases the target's Defense by 1 stage. Power is mutliplied by 1.5 if
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# Decreases the target's Defense by 1 stage. Power is mutliplied by 1.5 if
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# Gravity is in effect. (Grav Apple)
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#===============================================================================
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class Battle::Move::LowerTargetDefense1PowersUpInGravity < Battle::Move::LowerTargetDefense1
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File diff suppressed because it is too large
Load Diff
1383
Data/Scripts/011_Battle/005_AI/006_AI_Move_EffectScores_2.rb
Normal file
1383
Data/Scripts/011_Battle/005_AI/006_AI_Move_EffectScores_2.rb
Normal file
File diff suppressed because it is too large
Load Diff
@@ -175,8 +175,6 @@ class Battle::AI
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return baseDmg if skill < PBTrainerAI.mediumSkill
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# Covers all function codes which have their own def pbBaseDamage
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case move.function
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when "FlinchTargetTrampleMinimize" # Stomp
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baseDmg *= 2 if skill >= PBTrainerAI.mediumSkill && target.effects[PBEffects::Minimize]
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# Sonic Boom, Dragon Rage, Super Fang, Night Shade, Endeavor
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when "FixedDamage20", "FixedDamage40", "FixedDamageHalfTargetHP",
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"FixedDamageUserLevel", "LowerTargetHPToUserHP"
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