From ebf3e37208448eb01249e32a99af5ab0a33ee551 Mon Sep 17 00:00:00 2001 From: Mon3tr <59350704+PokeMon3tr@users.noreply.github.com> Date: Tue, 14 Jan 2020 14:44:44 +0800 Subject: [PATCH] Fix the calculation of a critical max move Assign the isCrit attribute of the original move to the max move.Otherwise, the 'Crit' button would be ineffective when the move is a max move.Hope this helps. Mentioned in https://github.com/jake-white/VGC-Damage-Calculator/issues/101 --- script_res/damage.js | 1 + 1 file changed, 1 insertion(+) diff --git a/script_res/damage.js b/script_res/damage.js index 1c60b2d..b13f9be 100644 --- a/script_res/damage.js +++ b/script_res/damage.js @@ -102,6 +102,7 @@ function GET_DAMAGE_SM(attacker, defender, move, field) { moveDescName = MAXMOVES_LOOKUP[move.type] + " (" + move.bp + " BP)"; move.category = tempMove.category; move.isMax = true; + move.isCrit = tempMove.isCrit; if(attacker.item == "Choice Band" || attacker.item == "Choice Specs" || attacker.item == "Choice Scarf") { attacker.item = ""; }