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Minor tweaks
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@@ -101,7 +101,6 @@ class Battle
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end
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@scene = scene
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@peer = Peer.new
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@battleAI = AI.new(self)
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@field = ActiveField.new # Whole field (gravity/rooms)
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@sides = [ActiveSide.new, # Player's side
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ActiveSide.new] # Foe's side
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@@ -171,6 +170,7 @@ class Battle
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end
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@mega_rings = []
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GameData::Item.each { |item| @mega_rings.push(item.id) if item.has_flag?("MegaRing") }
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@battleAI = AI.new(self)
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end
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#=============================================================================
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@@ -18,6 +18,8 @@ class Battle::Move
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attr_accessor :powerBoost
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attr_accessor :snatched
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CRITICAL_HIT_RATIOS = (Settings::NEW_CRITICAL_HIT_RATE_MECHANICS) ? [24, 8, 2, 1] : [16, 8, 4, 3, 2]
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def to_int; return @id; end
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#=============================================================================
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@@ -183,8 +183,6 @@ class Battle::Move
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# Returns whether the move will be a critical hit.
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def pbIsCritical?(user, target)
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return false if target.pbOwnSide.effects[PBEffects::LuckyChant] > 0
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# Set up the critical hit ratios
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ratios = (Settings::NEW_CRITICAL_HIT_RATE_MECHANICS) ? [24, 8, 2, 1] : [16, 8, 4, 3, 2]
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c = 0
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# Ability effects that alter critical hit rate
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if c >= 0 && user.abilityActive?
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@@ -212,6 +210,8 @@ class Battle::Move
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c += 1 if highCriticalRate?
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c += user.effects[PBEffects::FocusEnergy]
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c += 1 if user.inHyperMode? && @type == :SHADOW
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# Set up the critical hit ratios
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ratios = CRITICAL_HIT_RATIOS
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c = ratios.length - 1 if c >= ratios.length
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# Calculation
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return true if ratios[c] == 1
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