fix: make that HP/PP value have no inbattle bonus
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2 changed files with 6 additions and 1 deletions
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@ -28,6 +28,7 @@ CONST.MULT_HP = 4.5
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CONST.LIST = {CONST.HPMAX, CONST.PPMAX, CONST.ATTACK, CONST.POWER, CONST.DEFENSE, CONST.MIND, CONST.TECHNIC, CONST.SPEED}
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CONST.LIST = {CONST.HPMAX, CONST.PPMAX, CONST.ATTACK, CONST.POWER, CONST.DEFENSE, CONST.MIND, CONST.TECHNIC, CONST.SPEED}
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CONST.BATTLELIST = {CONST.ACCURACY, CONST.EVASION, CONST.LUCK, CONST.DAMAGE, CONST.ARMOR, CONST.CRITICAL, CONST.HPREGEN, CONST.PPREGEN}
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CONST.BATTLELIST = {CONST.ACCURACY, CONST.EVASION, CONST.LUCK, CONST.DAMAGE, CONST.ARMOR, CONST.CRITICAL, CONST.HPREGEN, CONST.PPREGEN}
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CONST.NOBONUS = {CONST.HPMAX, CONST.PPMAX, CONST.HPREGEN, CONST.PPREGEN}
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CONST.SIMPLENAME = {}
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CONST.SIMPLENAME = {}
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CONST.SIMPLENAME[CONST.HPMAX] = "HP"
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CONST.SIMPLENAME[CONST.HPMAX] = "HP"
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@ -170,8 +170,12 @@ function FighterParent:getStat(statname)
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end
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end
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function FighterParent:getStatBonusValue(statname)
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function FighterParent:getStatBonusValue(statname)
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if (utils.table.contain(STATS.NOBONUS, statname)) then
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return 1
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else
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return STATS.BONUS[self:getStatBonus(statname) + 5]
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return STATS.BONUS[self:getStatBonus(statname) + 5]
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end
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end
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end
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function FighterParent:getStatBonus(statname)
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function FighterParent:getStatBonus(statname)
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return self.statsBonus[statname] or 0
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return self.statsBonus[statname] or 0
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