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@odanado
Created April 8, 2014 17:31
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時間無駄にしたやつ
private void modDefensePower() {
int mod = 0x1000;
if(field.isBenefitSandstorm) {
defensePower = calcRoundHalfDown(defensePower * 3 / 2);
}
//しんかいの鱗 メタルパウダー 心の雫
switch (defenseAbility) {
case MARVEL_SCALE:
mod = calcMod(mod, 0x1800);
break;
case FLOWER_GIFT:
mod = calcMod(mod, 0x1800);
break;
default:
break;
}
}
private void modAttackPower() {
int mod = 0x1000;
/* Hustle はりきりは例外 */
//Overgrow,Torrent,Swarm,
//FlashFire(もらいび)
switch (attackAbility) {
case GUTS:
mod = calcMod(mod, 0x1800);
break;
case BLAZE:
mod = calcMod(mod, 0x1800);
break;
case FLOWER_GIFT:
mod = calcMod(mod, 0x1800);
break;
case DEFEATIST:
mod = calcMod(mod, 0x800);
break;
case SLOW_START:
mod = calcMod(mod , 0x800);
break;
case HUGE_POWER:
mod = calcMod(mod, 0x2000);
break;
default:
break;
}
//deeep sea tooth(しんかいのきば)
//Light Ball(電気球) Soul Dew(心の雫)
switch (attackItem) {
case THICK_BONE:
mod = calcMod(mod, 0x2000);
break;
case CHOICE_BAND:
mod = calcMod(mod, 0x1800);
break;
case CHOICE_SPECS:
mod = calcMod(mod, 0x1800);
break;
default:
break;
}
attackPower = calcRoundHalfDown(1.0 * attackPower * mod);
}
private void modMovePower() {
int mod = 0x1000;
switch (attackAbility) {
case TECHNICIAN:
mod = calcMod(mod, 0x1800);
break;
case ANALYTIC:
mod = calcMod(mod, 0x14CD);
break;
case SAND_FORCE:
mod = calcMod(mod, 0x14CD);
break;
case RECKLESS:
mod = calcMod(mod, 0x1333);
break;
case IRON_FIST:
mod = calcMod(mod, 0x1333);
break;
case HEATPROOF:
mod = calcMod(mod, 0x800);
break;
case AERILATE:
mod = calcMod(mod, 0x14CD);
break;
case PIXILATE:
mod = calcMod(mod, 0x14CD);
break;
case REFRIGERATE:
mod = calcMod(mod, 0x14CD);
break;
case MEGA_LAUNCHER:
mod = calcMod(mod, 0x1800);
break;
case TOUGH_CLAWS:
mod = calcMod(mod, 0x1547);
break;
case AURA_BREAK:
mod = calcMod(mod, 0xAAA);
break;
case FAIRY_AURA:
mod = calcMod(mod, 0x1555);
break;
case DARK_AURA:
mod = calcMod(mod, 0x1555);
break;
default:
break;
}
switch (defenseAbility) {
case DRY_SKIN:
mod = calcMod(mod, 0x1400);
break;
case SHEER_FORCE:
mod = calcMod(mod, 0x14CD);
break;
default:
break;
}
//Adamant Orb,Lustrous Orb,Griseous Orb
switch (attackItem) {
case PLATES:
mod = calcMod(mod, 0x1333);
break;
case MUSCLE_BAND:
mod = calcMod(mod, 0x1199);
break;
case WISE_GLASSES:
mod = calcMod(mod, 0x1199);
break;
case JEWELS:
mod = calcMod(mod, 0x14CD);
break;
default:
break;
}
if(field.isHelpingHand) {
mod = calcMod(mod, 0x1800);
}
movePower = calcRoundHalfDown(1.0 * movePower * mod);
}
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