Triple Kick, Super Fang tweaks
Ignore accuracy for Triple Kick and assume all hits will connect. Super Fang always does at least 1 damage, so this should be accounted for.
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1 changed files with 3 additions and 6 deletions
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@ -778,10 +778,7 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
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}
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case EFFECT_TRIPLE_KICK:
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{
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if (AI_DATA->atkAbility == ABILITY_SKILL_LINK)
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dmg *= 6; // Skill Link ensures the 2nd and 3rd hits will connect if the first does
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else
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dmg *= 5; // Triple Kick/Triple Axel's average power is almost 5x its base power
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dmg *= 6;
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break;
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}
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case EFFECT_ENDEAVOR:
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@ -799,9 +796,9 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
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dmg = 0;
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// Two hits of Super Fang halves HP twice, leaving target with 25% HP
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else if (AI_DATA->atkAbility == ABILITY_PARENTAL_BOND)
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dmg = gBattleMons[battlerDef].hp * 3 / 4;
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dmg = max(1, gBattleMons[battlerDef].hp * 3 / 4);
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else
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dmg = gBattleMons[battlerDef].hp / 2;
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dmg = max(1, gBattleMons[battlerDef].hp / 2);
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break;
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}
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case EFFECT_FINAL_GAMBIT:
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