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.
This commit is contained in:
BuffelSaft 2021-10-26 13:41:08 +13:00
parent 4310868bee
commit 4faa077641

View file

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