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Improve Dynamax/Max-Move support #390
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Sorry, that line is definitely unclear now. I'll make sure to clarify it next time I update the OP. The difference is subtle for sure. For example, Super Fang, Pain Split, Endeavor, Innards Out, etc all look at current HP only (i.e. non-Dynamax current HP), while stuff like Brine and Zen Mode check both current and max HP to determine their threshold percentages, which is actually the same whether or not Dynamax is active since the HP scales. So really, "uses Dynamax HP" is a misnomer for everything but G-Max Finale. That's my understanding of everything at the moment, anyway. |
We have 8 places where we call
I take back what I said above, I think given how we handle current HP in the calc this is not true, because its going to be a 'dynamax current HP' and we've lost the 'original current HP'. This is fairly problematic - I think:
|
Not off the top of my head! 😉 Does the effect check only one of current HP or max HP? --> use original HP |
I personally think of it like this (which tends to be consistent for everything but G-Max Finale) if a Pokemon has a certain % of HP (i.e. must be at a % of HP for condition to trigger), use Dynamaxed HP I think Marty and I use the term "Dynamaxed HP" differently; when I say Dynamaxed HP, I'm encompassing both current HP while Dynamaxed and also max HP while Dynamaxed, but for base HP I'm referring to current HP sans Dynamax and also max HP sans Dynamax. Also missing from this list in the OP (unless this is a to-do list): -ate moves should change typing while Dynamaxing, but should not get any increase in base power. |
Did the low hanging fruit here. Better half implemented than not implemented at all. Thanks for all the research! |
https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/
Original Max HP
This is difficult, because right nowPokemon#maxHP
looks likeWe need to add an
originalMaxHP
method:I don't know everywhere this applies in the damage calc. in
gen78.ts
it seems fairly straightforward (though I could be wrong), but the difficult comes indesc.ts
where recoil/healing/weather effects damage etc is taken into account.SEE BELOW
@Lusamine @Marty-D @DaWoblefet might be able to help us here to figure out when we should be using which HP
Huh? I would have naively just changed this check to use the defenders original max HP:
But this seems to contradict that?
Choice Band
Shedinja
Gorilla Tactics
I think we make a stab at implementing this, but its gotta be wrong - why is this not checking
attacker.isDynamaxed
?Max Guard
G-Max EOT
In progress: #395
G-Max Wildfire's end of turn damage is 1/6 max HP (Anubis)
G-Max Finale heals 1/6 of active allies' max HP, and does take into account the Dynamax max HP unlike other fractional healing effects (SolaceAcheron)
G-Max Centiferno and G-Max Sandblast start the Fire Spin and Sand Tomb effects, respectively, on both opponents, even if they have substitutes (Anubis), but the trapping and damage continues even if the user leaves the field. (Tangrowth_Fan) Both effects last 4-5 turns or 7 turns with Grip Claw. It appears both opponents receive the same turn count. (Anubis)
These would need to be implemented in
desc.ts
given they are EOTSheer Force
-ate Moves
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