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Fixed Heavy Ball's catch rate calculation being inaccurate, added Obstruct to some moves' blacklists
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@@ -545,44 +545,44 @@ class Battle::Move::TargetUsesItsLastUsedMoveAgain < Battle::Move
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def initialize(battle, move)
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super
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@moveBlacklist = [
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"MultiTurnAttackBideThenReturnDoubleDamage", # Bide
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"ProtectUserFromDamagingMovesKingsShield", # King's Shield
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"TargetUsesItsLastUsedMoveAgain", # Instruct (this move)
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"MultiTurnAttackBideThenReturnDoubleDamage", # Bide
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"ProtectUserFromDamagingMovesKingsShield", # King's Shield
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"TargetUsesItsLastUsedMoveAgain", # Instruct (this move)
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# Struggle
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"Struggle", # Struggle
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"Struggle", # Struggle
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# Moves that affect the moveset
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"ReplaceMoveThisBattleWithTargetLastMoveUsed", # Mimic
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"ReplaceMoveWithTargetLastMoveUsed", # Sketch
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"TransformUserIntoTarget", # Transform
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"ReplaceMoveThisBattleWithTargetLastMoveUsed", # Mimic
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"ReplaceMoveWithTargetLastMoveUsed", # Sketch
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"TransformUserIntoTarget", # Transform
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# Moves that call other moves
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"UseLastMoveUsedByTarget", # Mirror Move
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"UseLastMoveUsed", # Copycat
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"UseMoveTargetIsAboutToUse", # Me First
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"UseMoveDependingOnEnvironment", # Nature Power
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"UseRandomUserMoveIfAsleep", # Sleep Talk
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"UseRandomMoveFromUserParty", # Assist
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"UseRandomMove", # Metronome
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"UseLastMoveUsedByTarget", # Mirror Move
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"UseLastMoveUsed", # Copycat
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"UseMoveTargetIsAboutToUse", # Me First
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"UseMoveDependingOnEnvironment", # Nature Power
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"UseRandomUserMoveIfAsleep", # Sleep Talk
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"UseRandomMoveFromUserParty", # Assist
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"UseRandomMove", # Metronome
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# Moves that require a recharge turn
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"AttackAndSkipNextTurn", # Hyper Beam
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"AttackAndSkipNextTurn", # Hyper Beam
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# Two-turn attacks
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"TwoTurnAttack", # Razor Wind
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"TwoTurnAttackOneTurnInSun", # Solar Beam, Solar Blade
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"TwoTurnAttackParalyzeTarget", # Freeze Shock
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"TwoTurnAttackBurnTarget", # Ice Burn
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"TwoTurnAttackFlinchTarget", # Sky Attack
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"TwoTurnAttackChargeRaiseUserDefense1", # Skull Bash
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"TwoTurnAttackInvulnerableInSky", # Fly
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"TwoTurnAttackInvulnerableUnderground", # Dig
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"TwoTurnAttackInvulnerableUnderwater", # Dive
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"TwoTurnAttackInvulnerableInSkyParalyzeTarget", # Bounce
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"TwoTurnAttackInvulnerableRemoveProtections", # Shadow Force, Phantom Force
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"TwoTurnAttack", # Razor Wind
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"TwoTurnAttackOneTurnInSun", # Solar Beam, Solar Blade
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"TwoTurnAttackParalyzeTarget", # Freeze Shock
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"TwoTurnAttackBurnTarget", # Ice Burn
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"TwoTurnAttackFlinchTarget", # Sky Attack
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"TwoTurnAttackChargeRaiseUserDefense1", # Skull Bash
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"TwoTurnAttackInvulnerableInSky", # Fly
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"TwoTurnAttackInvulnerableUnderground", # Dig
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"TwoTurnAttackInvulnerableUnderwater", # Dive
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"TwoTurnAttackInvulnerableInSkyParalyzeTarget", # Bounce
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"TwoTurnAttackInvulnerableRemoveProtections", # Shadow Force, Phantom Force
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"TwoTurnAttackInvulnerableInSkyTargetCannotAct", # Sky Drop
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"AllBattlersLoseHalfHPUserSkipsNextTurn", # Shadow Half
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"TwoTurnAttackRaiseUserSpAtkSpDefSpd2", # Geomancy
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"AllBattlersLoseHalfHPUserSkipsNextTurn", # Shadow Half
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"TwoTurnAttackRaiseUserSpAtkSpDefSpd2", # Geomancy
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# Moves that start focussing at the start of the round
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"FailsIfUserDamagedThisTurn", # Focus Punch
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"UsedAfterUserTakesPhysicalDamage", # Shell Trap
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"BurnAttackerBeforeUserActs" # Beak Blast
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"FailsIfUserDamagedThisTurn", # Focus Punch
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"UsedAfterUserTakesPhysicalDamage", # Shell Trap
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"BurnAttackerBeforeUserActs" # Beak Blast
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]
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end
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