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Fixed Ground types affected by Thunder Wave

Discussion in 'Fixed Bugs' started by DevoidLight, Jan 25, 2013.

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    DevoidLight Fisherman

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    My Wooper (Water, Ground) was just paralyzed by a Mareep's Thunder Wave. Since Wooper is part ground type Thunder Wave should have had no effect.

    Edit: I also just managed to hit a Gastly with Supersonic. Not sure whether that is intentional or not though.
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    TrainerRed Fisherman

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    I do not think that immunity for Pokemon such as Wooper has been added yet. I imagine that will eventually be added, though it is a possibility that it could not be working properly right now.

    Gastly can be confused via the use of supersonic, so that is not a bug.
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    Daziman Moderator & Wiki-master

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    Thunder Wave shoudln't affect ground types pokemon, maybe @nilllzz want this to happen.
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    Madame Mandelbrot Starting Trainer

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    My geodude was also affected by thunder wave -- hopefully it gets fixed soon!
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    nilllzz Kolben Developer

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    I have no idea how that works out then: Growl can affect Ghost types but Thunderwave cannot affect Ground types? Or does immunity apply here, too? Because I heard that things like Sandattack can be used on Flying type Pokémon.
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    Darkfire Moderator

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    things that change stats affect anyone
    moves that give an ailment are considered "Damaging" i guess because they are affected by immunities
    Daziman likes this.
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    nilllzz Kolben Developer

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    hm that isn't compatible with my system XD
    I will just set a flag for moves that aren't affected by immunity.
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    Darkfire Moderator

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    or you could make those moves damaging moves that cause no damage?
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    nilllzz Kolben Developer

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    not really because they would cause damage then. And the damage calculation would be going on even with 0 power.
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    Darkfire Moderator

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    but with 0 power wouldn't the move do something *0 damage and thus do no damage?
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    nilllzz Kolben Developer

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    There quite more to do with a move before calculating damage.
    And to change that all, it would take more time than just not calculating the ineffectiveness.
    I just have to set a flag to false in growl and the other moves.
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    nilllzz Kolben Developer

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    Also, all moves that cause stats like attack and accuracy to fall/rise aren't affected, right? Any other you can remember?

    Also, the flags are pretty easy to implement since I've implemented the flag itself with the move struggle already.
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    Darkfire Moderator

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    okay
    and what I meant was that at some point the damage would multiply and cancel everything out but i guess not?
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    Darkfire Moderator

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    I don't remember for sure which ones but i can test stuff for you if you can't find it online
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    nilllzz Kolben Developer

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    it would still say stuff like " it's super effective" the trainer AI would handle them different and all that stuff.
    To difficult. Why not just add the flag that is already there?
    Also:
    Dim damage As Integer = CInt((((((2 * p.Level / 5 + 2) * AttackStat * AttackPower / DefenseStat) / 50) * mod1) + 2) * STAB * Weakness * RandomNumber * CH / 100)
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