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- Added check to prevent fainted or inactive Pokemon from using their move - Changed how the branch probability limit worked so events that would cause one branch to be above the limit and the other below no longer split - Moved the vertical slice tests to their own file - Simplified how the ideal number of outcomes is calculated - Fixed incorrect calculations for whether an outcome would be included in a given test configuration - It only worked before because the old wrong number and what's correct coincidentally led the variables to be same value
- Implemented residual damage from burn - Fixed how boost values are clamped - Set the RanAfterModifyDamage tag to be removed after onDamage is done
The numerator was the wrong value and its uses were not correct - Changed functions that returned a probability type to return a number from 1 to 0 instead of 1 to 100 - Updated updateProbability to work on probabilities and percentChance without changing either number
- Added entity specific tests to ensure the values of the Pokemon and battles are correct - Updated some of the shared functions and variables between the single and double battle tests to be easier to use between both Writing code to find the ideal probability for this double battle scenario was difficult. I considered changing the scenario so there wouldn't be a cause where it's impossible to find one probability that's correct given the end-of-turn state, but the solution around that (making sure the probabilities of all outcomes adds up to the original probability and making sure both probability values are found within all the outcomes) works.
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Only took me three years...