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Improve handling of self damage #392

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scheibo opened this issue Apr 25, 2020 · 1 comment
Open

Improve handling of self damage #392

scheibo opened this issue Apr 25, 2020 · 1 comment

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@scheibo
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scheibo commented Apr 25, 2020

Right now the calc handles recoil, crash damage, Struggle self damage and mindblown self damage in Result#getRecoil. There are further sources of self damage:

  • "33% (can't KO)": Clangorous Soulblaze

Self-destruct moves obviously inflict 100%self damage:

  • "KO": Self Destruct, Explosion
  • "KO (unless failed)": Healing Wish, Lunar Dance, Final Gambit, Memento

Certain moves which don't damage the opponent also damage the user:

  • "25% (can't KO)": Substitute'
  • "50% (if Ghost)": Curse as a Ghost type
  • "50% (can't KO)": Belly Drum

Of these, the latter two groups are less critical (though easy) to implement, but given that we hope to support all moves and these do actually have damage relevant consequences that we can display they are still worth adding

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