Add leech seed and protect effects

pull/1/head
Flashfyre 2023-04-18 12:30:47 -04:00
parent 9a2fa0934f
commit 1574d16275
5 changed files with 271 additions and 157 deletions

View File

@ -299,7 +299,7 @@ class AnimTimedUpdateBgEvent extends AnimTimedBgEvent {
execute(scene: BattleScene, moveAnim: MoveAnim): integer { execute(scene: BattleScene, moveAnim: MoveAnim): integer {
const tweenProps = {}; const tweenProps = {};
if (this.bgX !== undefined) if (this.bgX !== undefined)
tweenProps['x'] = (this.bgX * 0.5); tweenProps['x'] = (this.bgX * 0.5) - 320;
if (this.bgY !== undefined) if (this.bgY !== undefined)
tweenProps['y'] = (this.bgY * 0.5) - 284; tweenProps['y'] = (this.bgY * 0.5) - 284;
if (this.opacity !== undefined) if (this.opacity !== undefined)
@ -327,7 +327,7 @@ class AnimTimedAddBgEvent extends AnimTimedBgEvent {
execute(scene: BattleScene, moveAnim: MoveAnim): integer { execute(scene: BattleScene, moveAnim: MoveAnim): integer {
if (moveAnim.bgSprite) if (moveAnim.bgSprite)
moveAnim.bgSprite.destroy(); moveAnim.bgSprite.destroy();
moveAnim.bgSprite = scene.add.tileSprite(this.bgX, this.bgY - 284, 768, 576, this.resourceName); moveAnim.bgSprite = scene.add.tileSprite(this.bgX - 320, this.bgY - 284, 896, 576, this.resourceName);
moveAnim.bgSprite.setOrigin(0, 0); moveAnim.bgSprite.setOrigin(0, 0);
moveAnim.bgSprite.setScale(1.25); moveAnim.bgSprite.setScale(1.25);
moveAnim.bgSprite.setAlpha(0); moveAnim.bgSprite.setAlpha(0);
@ -604,14 +604,11 @@ export abstract class BattleAnim {
target.setPosition(targetInitialX + frame.x / (!isReverseCoords ? 2 : -2), targetInitialY + frame.y / (!isOppAnim ? 2 : -2)); target.setPosition(targetInitialX + frame.x / (!isReverseCoords ? 2 : -2), targetInitialY + frame.y / (!isOppAnim ? 2 : -2));
break; break;
case AnimFrameTarget.GRAPHIC: case AnimFrameTarget.GRAPHIC:
let isNewSprite = false;
if (g === sprites.length) { if (g === sprites.length) {
const newSprite = scene.add.sprite(0, 0, anim.graphic, 1); const newSprite = scene.add.sprite(0, 0, anim.graphic, 1);
sprites.push(newSprite); sprites.push(newSprite);
scene.field.add(newSprite); scene.field.add(newSprite);
spritePriorities.push(1); spritePriorities.push(1);
isNewSprite = true;
} }
const graphicIndex = g++; const graphicIndex = g++;
@ -770,11 +767,18 @@ export class MoveAnim extends BattleAnim {
} }
isOppAnim(): boolean { isOppAnim(): boolean {
return !this.user.isPlayer() && Array.isArray(moveAnims.get(this.move)); const ret = !this.user.isPlayer() && Array.isArray(moveAnims.get(this.move));
switch (this.move) {
case Moves.TELEPORT:
return !ret;
}
return ret;
} }
isReverseCoords(): boolean { isReverseCoords(): boolean {
return !this.user.isPlayer() && !this.isOppAnim(); return !this.user.isPlayer() === !this.isOppAnim();
} }
getGraphicScale(): number { getGraphicScale(): number {

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@ -1,7 +1,7 @@
import BattleScene from "./battle-scene"; import BattleScene from "./battle-scene";
import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult } from "./pokemon"; import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult } from "./pokemon";
import * as Utils from './utils'; import * as Utils from './utils';
import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, ConditionalMoveAttr, HitsTagAttr, MissEffectAttr, MoveCategory, MoveEffectAttr, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr } from "./move"; import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, ConditionalMoveAttr, HitsTagAttr, MissEffectAttr, MoveCategory, MoveEffectAttr, MoveFlags, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr } from "./move";
import { Mode } from './ui/ui'; import { Mode } from './ui/ui';
import { Command } from "./ui/command-ui-handler"; import { Command } from "./ui/command-ui-handler";
import { Stat } from "./pokemon-stat"; import { Stat } from "./pokemon-stat";
@ -17,7 +17,6 @@ import { BattlePhase } from "./battle-phase";
import { BattleStat, getBattleStatLevelChangeDescription, getBattleStatName } from "./battle-stat"; import { BattleStat, getBattleStatLevelChangeDescription, getBattleStatName } from "./battle-stat";
import { Biome, biomeLinks } from "./biome"; import { Biome, biomeLinks } from "./biome";
import { ModifierTypeOption, PokemonModifierType, PokemonMoveModifierType, getModifierTypeOptionsForWave, regenerateModifierPoolThresholds } from "./modifier-type"; import { ModifierTypeOption, PokemonModifierType, PokemonMoveModifierType, getModifierTypeOptionsForWave, regenerateModifierPoolThresholds } from "./modifier-type";
import PokemonSpecies from "./pokemon-species";
import SoundFade from "phaser3-rex-plugins/plugins/soundfade"; import SoundFade from "phaser3-rex-plugins/plugins/soundfade";
import { BattleTagLapseType, BattleTagType, HideSpriteTag as HiddenTag } from "./battle-tag"; import { BattleTagLapseType, BattleTagType, HideSpriteTag as HiddenTag } from "./battle-tag";
import { getPokemonMessage } from "./messages"; import { getPokemonMessage } from "./messages";
@ -487,8 +486,8 @@ export class CommandPhase extends BattlePhase {
success = true; success = true;
break; break;
case Command.RUN: case Command.RUN:
//this.scene.unshiftPhase(new MoveAnimTestPhase(this.scene, [ Moves.SING, Moves.FISSURE, Moves.GROWL, Moves.AROMATHERAPY, Moves.PERISH_SONG ])); this.scene.unshiftPhase(new MoveAnimTestPhase(this.scene, [ Moves.TELEPORT ]));
//success = true; success = true;
break; break;
} }
@ -635,9 +634,10 @@ export abstract class MovePhase extends BattlePhase {
const failed = new Utils.BooleanHolder(false); const failed = new Utils.BooleanHolder(false);
applyMoveAttrs(ConditionalMoveAttr, this.pokemon, target, this.move.getMove(), failed); applyMoveAttrs(ConditionalMoveAttr, this.pokemon, target, this.move.getMove(), failed);
if (failed.value) if (failed.value) {
this.pokemon.summonData.moveHistory.push({ move: this.move.moveId, result: MoveResult.FAILED });
this.scene.unshiftPhase(new MessagePhase(this.scene, 'But it failed!')); this.scene.unshiftPhase(new MessagePhase(this.scene, 'But it failed!'));
else } else
this.scene.unshiftPhase(this.getEffectPhase()); this.scene.unshiftPhase(this.getEffectPhase());
this.end(); this.end();
@ -761,13 +761,15 @@ abstract class MoveEffectPhase extends PokemonPhase {
return; return;
} }
const isProtected = !this.move.getMove().hasFlag(MoveFlags.IGNORE_PROTECT) && target.lapseTag(BattleTagType.PROTECTED);
new MoveAnim(this.move.getMove().id as Moves, user, target).play(this.scene, () => { new MoveAnim(this.move.getMove().id as Moves, user, target).play(this.scene, () => {
const result = target.apply(user, this.move); const result = !isProtected ? target.apply(user, this.move) : MoveResult.NO_EFFECT;
++user.turnData.hitCount; ++user.turnData.hitCount;
user.summonData.moveHistory.push({ move: this.move.moveId, result: result }); user.summonData.moveHistory.push({ move: this.move.moveId, result: result });
applyMoveAttrs(MoveEffectAttr, user, target, this.move.getMove()); applyMoveAttrs(MoveEffectAttr, user, target, this.move.getMove());
// Charge attribute with charge effect takes all effect attributes and applies them to charge stage, so ignore them if this is present // Charge attribute with charge effect takes all effect attributes and applies them to charge stage, so ignore them if this is present
if (target.hp && !this.move.getMove().getAttrs(ChargeAttr).filter(ca => (ca as ChargeAttr).chargeEffect).length) if (!isProtected && target.hp && !this.move.getMove().getAttrs(ChargeAttr).filter(ca => (ca as ChargeAttr).chargeEffect).length)
applyMoveAttrs(MoveHitEffectAttr, user, target, this.move.getMove()); applyMoveAttrs(MoveHitEffectAttr, user, target, this.move.getMove());
this.end(); this.end();
}); });
@ -789,7 +791,8 @@ abstract class MoveEffectPhase extends PokemonPhase {
} }
hitCheck(): boolean { hitCheck(): boolean {
// Check if not self targeting for this if (this.move.getMove().selfTarget)
return true;
const hiddenTag = this.getTargetPokemon().getTag(HiddenTag); const hiddenTag = this.getTargetPokemon().getTag(HiddenTag);
if (hiddenTag) { if (hiddenTag) {
@ -1075,7 +1078,6 @@ export class MessagePhase extends BattlePhase {
} }
export class DamagePhase extends PokemonPhase { export class DamagePhase extends PokemonPhase {
private damage: integer;
private damageResult: DamageResult; private damageResult: DamageResult;
constructor(scene: BattleScene, player: boolean, damageResult?: DamageResult) { constructor(scene: BattleScene, player: boolean, damageResult?: DamageResult) {
@ -1099,16 +1101,19 @@ export class DamagePhase extends PokemonPhase {
break; break;
} }
const flashTimer = this.scene.time.addEvent({ if (this.damageResult !== MoveResult.OTHER) {
delay: 100, const flashTimer = this.scene.time.addEvent({
repeat: 5, delay: 100,
startAt: 200, repeat: 5,
callback: () => { startAt: 200,
this.getPokemon().getSprite().setVisible(flashTimer.repeatCount % 2 === 0); callback: () => {
if (!flashTimer.repeatCount) this.getPokemon().getSprite().setVisible(flashTimer.repeatCount % 2 === 0);
this.getPokemon().updateInfo().then(() => this.end()); if (!flashTimer.repeatCount)
} this.getPokemon().updateInfo().then(() => this.end());
}); }
});
} else
this.getPokemon().updateInfo().then(() => this.end());
} }
} }

View File

@ -1,5 +1,5 @@
import { CommonAnim } from "./battle-anims"; import { CommonAnim, CommonBattleAnim } from "./battle-anims";
import { CommonAnimPhase, DamagePhase, MessagePhase, MovePhase } from "./battle-phases"; import { CommonAnimPhase, DamagePhase, MessagePhase, MovePhase, PokemonHealPhase } from "./battle-phases";
import { getPokemonMessage } from "./messages"; import { getPokemonMessage } from "./messages";
import Pokemon from "./pokemon"; import Pokemon from "./pokemon";
import { Stat } from "./pokemon-stat"; import { Stat } from "./pokemon-stat";
@ -9,8 +9,10 @@ export enum BattleTagType {
NONE, NONE,
FLINCHED, FLINCHED,
CONFUSED, CONFUSED,
SEEDED,
NIGHTMARE, NIGHTMARE,
FRENZY, FRENZY,
PROTECTED,
FLYING, FLYING,
UNDERGROUND, UNDERGROUND,
BYPASS_SLEEP, BYPASS_SLEEP,
@ -50,7 +52,7 @@ export class BattleTag {
export class FlinchedTag extends BattleTag { export class FlinchedTag extends BattleTag {
constructor() { constructor() {
super(BattleTagType.FLINCHED, BattleTagLapseType.MOVE, 1); super(BattleTagType.FLINCHED, BattleTagLapseType.MOVE, 0);
} }
lapse(pokemon: Pokemon, lapseType: BattleTagLapseType): boolean { lapse(pokemon: Pokemon, lapseType: BattleTagLapseType): boolean {
@ -115,6 +117,34 @@ export class ConfusedTag extends PseudoStatusTag {
} }
} }
export class SeedTag extends PseudoStatusTag {
constructor() {
super(BattleTagType.SEEDED, BattleTagLapseType.AFTER_MOVE, 1);
}
onAdd(pokemon: Pokemon): void {
super.onAdd(pokemon);
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' was seeded!')));
}
lapse(pokemon: Pokemon, lapseType: BattleTagLapseType): boolean {
console.trace(lapseType);
const ret = lapseType !== BattleTagLapseType.CUSTOM || super.lapse(pokemon, lapseType);
if (ret) {
pokemon.scene.unshiftPhase(new CommonAnimPhase(pokemon.scene, !pokemon.isPlayer(), CommonAnim.LEECH_SEED));
const damage = Math.max(Math.floor(pokemon.getMaxHp() / 8), 1);
pokemon.hp = Math.max(pokemon.hp - damage, 0);
pokemon.scene.unshiftPhase(new DamagePhase(pokemon.scene, pokemon.isPlayer()));
pokemon.scene.unshiftPhase(new PokemonHealPhase(pokemon.scene, !pokemon.isPlayer(), damage, getPokemonMessage(pokemon, '\'s health is\nsapped by LEECH SEED!'), false, true));
}
return ret;
}
}
export class NightmareTag extends PseudoStatusTag { export class NightmareTag extends PseudoStatusTag {
constructor() { constructor() {
super(BattleTagType.NIGHTMARE, BattleTagLapseType.AFTER_MOVE, 1); super(BattleTagType.NIGHTMARE, BattleTagLapseType.AFTER_MOVE, 1);
@ -123,21 +153,20 @@ export class NightmareTag extends PseudoStatusTag {
onAdd(pokemon: Pokemon): void { onAdd(pokemon: Pokemon): void {
super.onAdd(pokemon); super.onAdd(pokemon);
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' began\nhaving a nightmare!'))); pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' began\nhaving a NIGHTMARE!')));
} }
onOverlap(pokemon: Pokemon): void { onOverlap(pokemon: Pokemon): void {
super.onOverlap(pokemon); super.onOverlap(pokemon);
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' is\nalready locked in a nightmare!'))); pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' is\nalready locked in a NIGHTMARE!')));
} }
lapse(pokemon: Pokemon, lapseType: BattleTagLapseType): boolean { lapse(pokemon: Pokemon, lapseType: BattleTagLapseType): boolean {
console.trace(lapseType);
const ret = lapseType !== BattleTagLapseType.CUSTOM || super.lapse(pokemon, lapseType); const ret = lapseType !== BattleTagLapseType.CUSTOM || super.lapse(pokemon, lapseType);
if (ret) { if (ret) {
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' is locked\nin a nightmare!'))); pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ' is locked\nin a NIGHTMARE!')));
pokemon.scene.unshiftPhase(new CommonAnimPhase(pokemon.scene, pokemon.isPlayer(), CommonAnim.CURSE)); // TODO: Update animation type pokemon.scene.unshiftPhase(new CommonAnimPhase(pokemon.scene, pokemon.isPlayer(), CommonAnim.CURSE)); // TODO: Update animation type
const damage = Math.ceil(pokemon.getMaxHp() / 4); const damage = Math.ceil(pokemon.getMaxHp() / 4);
@ -149,6 +178,29 @@ export class NightmareTag extends PseudoStatusTag {
} }
} }
export class ProtectedTag extends BattleTag {
constructor() {
super(BattleTagType.PROTECTED, BattleTagLapseType.CUSTOM, 0);
}
onAdd(pokemon: Pokemon): void {
super.onAdd(pokemon);
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, '\nprotected itself!')));
}
lapse(pokemon: Pokemon, lapseType: BattleTagLapseType): boolean {
console.log(pokemon, BattleTagLapseType[lapseType]);
if (lapseType === BattleTagLapseType.CUSTOM) {
new CommonBattleAnim(CommonAnim.PROTECT, pokemon).play(pokemon.scene);
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, '\nprotected itself!')));
return true;
}
return super.lapse(pokemon, lapseType);
}
}
export class HideSpriteTag extends BattleTag { export class HideSpriteTag extends BattleTag {
constructor(tagType: BattleTagType, turnCount: integer) { constructor(tagType: BattleTagType, turnCount: integer) {
super(tagType, BattleTagLapseType.MOVE_EFFECT, turnCount); super(tagType, BattleTagLapseType.MOVE_EFFECT, turnCount);
@ -174,11 +226,14 @@ export function getBattleTag(tagType: BattleTagType, turnCount: integer): Battle
switch (tagType) { switch (tagType) {
case BattleTagType.FLINCHED: case BattleTagType.FLINCHED:
return new FlinchedTag(); return new FlinchedTag();
break;
case BattleTagType.CONFUSED: case BattleTagType.CONFUSED:
return new ConfusedTag(turnCount); return new ConfusedTag(turnCount);
case BattleTagType.SEEDED:
return new SeedTag();
case BattleTagType.NIGHTMARE: case BattleTagType.NIGHTMARE:
return new NightmareTag(); return new NightmareTag();
case BattleTagType.PROTECTED:
return new ProtectedTag();
case BattleTagType.FLYING: case BattleTagType.FLYING:
case BattleTagType.UNDERGROUND: case BattleTagType.UNDERGROUND:
return new HideSpriteTag(tagType, turnCount); return new HideSpriteTag(tagType, turnCount);

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@ -1,7 +1,7 @@
import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims"; import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
import { EnemyMovePhase, MessagePhase, ObtainStatusEffectPhase, PlayerMovePhase, PokemonHealPhase, StatChangePhase } from "./battle-phases"; import { EnemyMovePhase, MessagePhase, ObtainStatusEffectPhase, PlayerMovePhase, PokemonHealPhase, StatChangePhase } from "./battle-phases";
import { BattleStat } from "./battle-stat"; import { BattleStat } from "./battle-stat";
import { BattleTagType } from "./battle-tag"; import { BattleTagType, ProtectedTag } from "./battle-tag";
import { getPokemonMessage } from "./messages"; import { getPokemonMessage } from "./messages";
import Pokemon, { EnemyPokemon, MoveResult, PlayerPokemon, PokemonMove, TurnMove } from "./pokemon"; import Pokemon, { EnemyPokemon, MoveResult, PlayerPokemon, PokemonMove, TurnMove } from "./pokemon";
import { StatusEffect } from "./status-effect"; import { StatusEffect } from "./status-effect";
@ -15,11 +15,16 @@ export enum MoveCategory {
STATUS STATUS
} }
export enum MoveFlags {
IGNORE_PROTECT = 1
}
export default class Move { export default class Move {
public id: Moves; public id: Moves;
public name: string; public name: string;
public type: Type; public type: Type;
public category: MoveCategory; public category: MoveCategory;
public selfTarget: boolean;
public power: integer; public power: integer;
public accuracy: integer; public accuracy: integer;
public pp: integer; public pp: integer;
@ -29,12 +34,14 @@ export default class Move {
public priority: integer; public priority: integer;
public generation: integer; public generation: integer;
public attrs: MoveAttr[]; public attrs: MoveAttr[];
private flags: integer;
constructor(id: Moves, name: string, type: Type, category: MoveCategory, power: integer, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) { constructor(id: Moves, name: string, type: Type, category: MoveCategory, selfTarget: boolean, power: integer, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
this.id = id; this.id = id;
this.name = name.toUpperCase(); this.name = name.toUpperCase();
this.type = type; this.type = type;
this.category = category; this.category = category;
this.selfTarget = selfTarget;
this.power = power; this.power = power;
this.accuracy = accuracy; this.accuracy = accuracy;
this.pp = pp; this.pp = pp;
@ -44,22 +51,42 @@ export default class Move {
this.priority = priority; this.priority = priority;
this.generation = generation; this.generation = generation;
this.attrs = attrs; this.attrs = attrs;
this.flags = (this.selfTarget ? MoveFlags.IGNORE_PROTECT : 0);
} }
getAttrs(attrType: { new(...args: any[]): MoveAttr }): MoveAttr[] { getAttrs(attrType: { new(...args: any[]): MoveAttr }): MoveAttr[] {
return this.attrs.filter(a => a instanceof attrType); return this.attrs.filter(a => a instanceof attrType);
} }
hasFlag(flag: MoveFlags): boolean {
return !!(this.flags & flag);
}
ignoreProtect(ignoreProtect?: boolean): Move {
if (ignoreProtect)
this.flags |= MoveFlags.IGNORE_PROTECT;
else
this.flags ^= MoveFlags.IGNORE_PROTECT;
return this;
}
} }
export class AttackMove extends Move { export class AttackMove extends Move {
constructor(id: Moves, name: string, type: Type, category: MoveCategory, power: integer, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) { constructor(id: Moves, name: string, type: Type, category: MoveCategory, power: integer, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
super(id, name, type, category, power, accuracy, pp, tm, effect, chance, priority, generation, ...attrs); super(id, name, type, category, false, power, accuracy, pp, tm, effect, chance, priority, generation, ...attrs);
} }
} }
export class StatusMove extends Move { export class StatusMove extends Move {
constructor(id: Moves, name: string, type: Type, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) { constructor(id: Moves, name: string, type: Type, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
super(id, name, type, MoveCategory.STATUS, -1, accuracy, pp, tm, effect, chance, priority, generation, ...attrs); super(id, name, type, MoveCategory.STATUS, false, -1, accuracy, pp, tm, effect, chance, priority, generation, ...attrs);
}
}
export class SelfStatusMove extends Move {
constructor(id: Moves, name: string, type: Type, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
super(id, name, type, MoveCategory.STATUS, true, -1, accuracy, pp, tm, effect, chance, priority, generation, ...attrs);
} }
} }
@ -643,7 +670,8 @@ export class MoveEffectAttr extends MoveAttr {
} }
canApply(user: Pokemon, target: Pokemon, move: Move, args: any[]) { canApply(user: Pokemon, target: Pokemon, move: Move, args: any[]) {
return !!(this.selfTarget ? user.hp && !user.getTag(BattleTagType.FRENZY) : target.hp); return !!(this.selfTarget ? user.hp && !user.getTag(BattleTagType.FRENZY) : target.hp)
&& (this.selfTarget || !target.getTag(BattleTagType.PROTECTED) || move.hasFlag(MoveFlags.IGNORE_PROTECT));
} }
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]) { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]) {
@ -689,8 +717,8 @@ export class HealAttr extends MoveEffectAttr {
private healRatio: number; private healRatio: number;
private showAnim: boolean; private showAnim: boolean;
constructor(healRatio?: number, showAnim?: boolean) { constructor(healRatio?: number, showAnim?: boolean, selfTarget?: boolean) {
super(true); super(selfTarget === undefined || selfTarget);
this.healRatio = healRatio || 1; this.healRatio = healRatio || 1;
this.showAnim = !!showAnim; this.showAnim = !!showAnim;
@ -1030,6 +1058,21 @@ export class ConditionalMoveAttr extends MoveAttr {
} }
} }
export class WaningConsecutiveUseConditionalMoveAttr extends ConditionalMoveAttr {
constructor() {
super(((user: Pokemon, target: Pokemon, move: Move): boolean => {
let timesUsed = 0;
const moveHistory = user.getLastXMoves(-1);
let turnMove: TurnMove;
while (moveHistory.length && (turnMove = moveHistory.shift()).move === move.id && turnMove.result === MoveResult.STATUS)
timesUsed++;
if (timesUsed)
return !Utils.randInt(Math.pow(2, timesUsed));
return true;
}));
}
}
export class WeatherConditionalMoveAttr extends ConditionalMoveAttr { export class WeatherConditionalMoveAttr extends ConditionalMoveAttr {
constructor(weatherType: WeatherType) { constructor(weatherType: WeatherType) {
super((user: Pokemon, target: Pokemon, move: Move) => !user.scene.arena.weather || (user.scene.arena.weather.weatherType !== weatherType && !user.scene.arena.weather.isImmutable())); super((user: Pokemon, target: Pokemon, move: Move) => !user.scene.arena.weather || (user.scene.arena.weather.weatherType !== weatherType && !user.scene.arena.weather.isImmutable()));
@ -1196,7 +1239,7 @@ export const allMoves = [
new AttackMove(Moves.GUILLOTINE, "Guillotine", Type.NORMAL, MoveCategory.PHYSICAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 1, new OneHitKOAttr()), new AttackMove(Moves.GUILLOTINE, "Guillotine", Type.NORMAL, MoveCategory.PHYSICAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 1, new OneHitKOAttr()),
new AttackMove(Moves.RAZOR_WIND, "Razor Wind", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "Charges on first turn, attacks on second. High critical hit ratio.", -1, 0, 1, new AttackMove(Moves.RAZOR_WIND, "Razor Wind", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "Charges on first turn, attacks on second. High critical hit ratio.", -1, 0, 1,
new ChargeAttr(ChargeAnim.RAZOR_WIND_CHARGING, 'whipped\nup a whirlwind!'), new HighCritAttr()), new ChargeAttr(ChargeAnim.RAZOR_WIND_CHARGING, 'whipped\nup a whirlwind!'), new HighCritAttr()),
new StatusMove(Moves.SWORDS_DANCE, "Swords Dance", Type.NORMAL, -1, 20, 88, "Sharply raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 2, true)), new SelfStatusMove(Moves.SWORDS_DANCE, "Swords Dance", Type.NORMAL, -1, 20, 88, "Sharply raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 2, true)),
new AttackMove(Moves.CUT, "Cut", Type.NORMAL, MoveCategory.PHYSICAL, 50, 95, 30, -1, "", -1, 0, 1), new AttackMove(Moves.CUT, "Cut", Type.NORMAL, MoveCategory.PHYSICAL, 50, 95, 30, -1, "", -1, 0, 1),
new AttackMove(Moves.GUST, "Gust", Type.FLYING, MoveCategory.SPECIAL, 40, 100, 35, -1, "Hits Pokémon using Fly/Bounce/Sky Drop with double power.", -1, 0, 1, new AttackMove(Moves.GUST, "Gust", Type.FLYING, MoveCategory.SPECIAL, 40, 100, 35, -1, "Hits Pokémon using Fly/Bounce/Sky Drop with double power.", -1, 0, 1,
new HitsTagAttr(BattleTagType.FLYING, true)), new HitsTagAttr(BattleTagType.FLYING, true)),
@ -1239,7 +1282,7 @@ export const allMoves = [
new AttackMove(Moves.ACID, "Acid", Type.POISON, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)), new AttackMove(Moves.ACID, "Acid", Type.POISON, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)),
new AttackMove(Moves.EMBER, "Ember", Type.FIRE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.EMBER, "Ember", Type.FIRE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
new AttackMove(Moves.FLAMETHROWER, "Flamethrower", Type.FIRE, MoveCategory.SPECIAL, 90, 100, 15, 125, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.FLAMETHROWER, "Flamethrower", Type.FIRE, MoveCategory.SPECIAL, 90, 100, 15, 125, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
new StatusMove(Moves.MIST, "Mist", Type.ICE, -1, 30, -1, "User's stats cannot be changed for a period of time.", -1, 0, 1), new SelfStatusMove(Moves.MIST, "Mist", Type.ICE, -1, 30, -1, "User's stats cannot be changed for a period of time.", -1, 0, 1),
new AttackMove(Moves.WATER_GUN, "Water Gun", Type.WATER, MoveCategory.SPECIAL, 40, 100, 25, -1, "", -1, 0, 1), new AttackMove(Moves.WATER_GUN, "Water Gun", Type.WATER, MoveCategory.SPECIAL, 40, 100, 25, -1, "", -1, 0, 1),
new AttackMove(Moves.HYDRO_PUMP, "Hydro Pump", Type.WATER, MoveCategory.SPECIAL, 110, 80, 5, 142, "", -1, 0, 1), new AttackMove(Moves.HYDRO_PUMP, "Hydro Pump", Type.WATER, MoveCategory.SPECIAL, 110, 80, 5, 142, "", -1, 0, 1),
new AttackMove(Moves.SURF, "Surf", Type.WATER, MoveCategory.SPECIAL, 90, 100, 15, 123, "Hits all adjacent Pokémon.", -1, 0, 1), new AttackMove(Moves.SURF, "Surf", Type.WATER, MoveCategory.SPECIAL, 90, 100, 15, 123, "Hits all adjacent Pokémon.", -1, 0, 1),
@ -1258,8 +1301,9 @@ export const allMoves = [
new AttackMove(Moves.STRENGTH, "Strength", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 15, -1, "", -1, 0, 1), new AttackMove(Moves.STRENGTH, "Strength", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 15, -1, "", -1, 0, 1),
new AttackMove(Moves.ABSORB, "Absorb", Type.GRASS, MoveCategory.SPECIAL, 20, 100, 25, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()), new AttackMove(Moves.ABSORB, "Absorb", Type.GRASS, MoveCategory.SPECIAL, 20, 100, 25, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
new AttackMove(Moves.MEGA_DRAIN, "Mega Drain", Type.GRASS, MoveCategory.SPECIAL, 40, 100, 15, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()), new AttackMove(Moves.MEGA_DRAIN, "Mega Drain", Type.GRASS, MoveCategory.SPECIAL, 40, 100, 15, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
new StatusMove(Moves.LEECH_SEED, "Leech Seed", Type.GRASS, 90, 10, -1, "Drains HP from opponent each turn.", -1, 0, 1), new StatusMove(Moves.LEECH_SEED, "Leech Seed", Type.GRASS, 90, 10, -1, "Drains HP from opponent each turn.", -1, 0, 1,
new StatusMove(Moves.GROWTH, "Growth", Type.NORMAL, -1, 20, -1, "Raises user's Attack and Special Attack.", -1, 0, 1, new GrowthStatChangeAttr()), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !target.getTag(BattleTagType.SEEDED) && !target.species.isOfType(Type.GRASS)), new AddTagAttr(BattleTagType.SEEDED, 1)),
new SelfStatusMove(Moves.GROWTH, "Growth", Type.NORMAL, -1, 20, -1, "Raises user's Attack and Special Attack.", -1, 0, 1, new GrowthStatChangeAttr()),
new AttackMove(Moves.RAZOR_LEAF, "Razor Leaf", Type.GRASS, MoveCategory.PHYSICAL, 55, 95, 25, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()), new AttackMove(Moves.RAZOR_LEAF, "Razor Leaf", Type.GRASS, MoveCategory.PHYSICAL, 55, 95, 25, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
new AttackMove(Moves.SOLAR_BEAM, "Solar Beam", Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, 168, "Charges on first turn, attacks on second.", -1, 0, 1, new AttackMove(Moves.SOLAR_BEAM, "Solar Beam", Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, 168, "Charges on first turn, attacks on second.", -1, 0, 1,
new SolarBeamChargeAttr(), new SolarBeamPowerAttr()), new SolarBeamChargeAttr(), new SolarBeamPowerAttr()),
@ -1285,30 +1329,30 @@ export const allMoves = [
new AttackMove(Moves.CONFUSION, "Confusion", Type.PSYCHIC, MoveCategory.SPECIAL, 50, 100, 25, -1, "May confuse opponent.", 10, 0, 1, new ConfuseAttr()), new AttackMove(Moves.CONFUSION, "Confusion", Type.PSYCHIC, MoveCategory.SPECIAL, 50, 100, 25, -1, "May confuse opponent.", 10, 0, 1, new ConfuseAttr()),
new AttackMove(Moves.PSYCHIC, "Psychic", Type.PSYCHIC, MoveCategory.SPECIAL, 90, 100, 10, 120, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)), new AttackMove(Moves.PSYCHIC, "Psychic", Type.PSYCHIC, MoveCategory.SPECIAL, 90, 100, 10, 120, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)),
new StatusMove(Moves.HYPNOSIS, "Hypnosis", Type.PSYCHIC, 60, 20, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)), new StatusMove(Moves.HYPNOSIS, "Hypnosis", Type.PSYCHIC, 60, 20, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
new StatusMove(Moves.MEDITATE, "Meditate", Type.PSYCHIC, -1, 40, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)), new SelfStatusMove(Moves.MEDITATE, "Meditate", Type.PSYCHIC, -1, 40, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
new StatusMove(Moves.AGILITY, "Agility", Type.PSYCHIC, -1, 30, 4, "Sharply raises user's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, 2, true)), new SelfStatusMove(Moves.AGILITY, "Agility", Type.PSYCHIC, -1, 30, 4, "Sharply raises user's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, 2, true)),
new AttackMove(Moves.QUICK_ATTACK, "Quick Attack", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 1), new AttackMove(Moves.QUICK_ATTACK, "Quick Attack", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 1),
new AttackMove(Moves.RAGE, "Rage", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 20, -1, "Raises user's Attack when hit.", -1, 0, 1), // TODO new AttackMove(Moves.RAGE, "Rage", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 20, -1, "Raises user's Attack when hit.", -1, 0, 1), // TODO
new StatusMove(Moves.TELEPORT, "Teleport", Type.PSYCHIC, -1, 20, -1, "Allows user to flee wild battles; also warps player to last PokéCenter.", -1, 0, 1), new SelfStatusMove(Moves.TELEPORT, "Teleport", Type.PSYCHIC, -1, 20, -1, "Allows user to flee wild battles; also warps player to last PokéCenter.", -1, 0, 1),
new AttackMove(Moves.NIGHT_SHADE, "Night Shade", Type.GHOST, MoveCategory.SPECIAL, -1, 100, 15, 42, "Inflicts damage equal to user's level.", -1, 0, 1), new AttackMove(Moves.NIGHT_SHADE, "Night Shade", Type.GHOST, MoveCategory.SPECIAL, -1, 100, 15, 42, "Inflicts damage equal to user's level.", -1, 0, 1),
new StatusMove(Moves.MIMIC, "Mimic", Type.NORMAL, -1, 10, -1, "Copies the opponent's last move.", -1, 0, 1), new StatusMove(Moves.MIMIC, "Mimic", Type.NORMAL, -1, 10, -1, "Copies the opponent's last move.", -1, 0, 1),
new StatusMove(Moves.SCREECH, "Screech", Type.NORMAL, 85, 40, -1, "Sharply lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -2)), new StatusMove(Moves.SCREECH, "Screech", Type.NORMAL, 85, 40, -1, "Sharply lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -2)),
new StatusMove(Moves.DOUBLE_TEAM, "Double Team", Type.NORMAL, -1, 15, -1, "Raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)), new SelfStatusMove(Moves.DOUBLE_TEAM, "Double Team", Type.NORMAL, -1, 15, -1, "Raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
new StatusMove(Moves.RECOVER, "Recover", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)), new SelfStatusMove(Moves.RECOVER, "Recover", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
new StatusMove(Moves.HARDEN, "Harden", Type.NORMAL, -1, 30, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)), new SelfStatusMove(Moves.HARDEN, "Harden", Type.NORMAL, -1, 30, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
new StatusMove(Moves.MINIMIZE, "Minimize", Type.NORMAL, -1, 10, -1, "Sharply raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)), new SelfStatusMove(Moves.MINIMIZE, "Minimize", Type.NORMAL, -1, 10, -1, "Sharply raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
new StatusMove(Moves.SMOKESCREEN, "Smokescreen", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)), new StatusMove(Moves.SMOKESCREEN, "Smokescreen", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
new StatusMove(Moves.CONFUSE_RAY, "Confuse Ray", Type.GHOST, 100, 10, 17, "Confuses opponent.", -1, 0, 1, new ConfuseAttr()), new StatusMove(Moves.CONFUSE_RAY, "Confuse Ray", Type.GHOST, 100, 10, 17, "Confuses opponent.", -1, 0, 1, new ConfuseAttr()),
new StatusMove(Moves.WITHDRAW, "Withdraw", Type.WATER, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)), new SelfStatusMove(Moves.WITHDRAW, "Withdraw", Type.WATER, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
new StatusMove(Moves.DEFENSE_CURL, "Defense Curl", Type.NORMAL, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)), new SelfStatusMove(Moves.DEFENSE_CURL, "Defense Curl", Type.NORMAL, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
new StatusMove(Moves.BARRIER, "Barrier", Type.PSYCHIC, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)), new SelfStatusMove(Moves.BARRIER, "Barrier", Type.PSYCHIC, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)),
new StatusMove(Moves.LIGHT_SCREEN, "Light Screen", Type.PSYCHIC, -1, 30, 75, "Halves damage from Special attacks for 5 turns.", -1, 0, 1), new SelfStatusMove(Moves.LIGHT_SCREEN, "Light Screen", Type.PSYCHIC, -1, 30, 75, "Halves damage from Special attacks for 5 turns.", -1, 0, 1),
new StatusMove(Moves.HAZE, "Haze", Type.ICE, -1, 30, -1, "Resets all stat changes.", -1, 0, 1), new SelfStatusMove(Moves.HAZE, "Haze", Type.ICE, -1, 30, -1, "Resets all stat changes.", -1, 0, 1),
new StatusMove(Moves.REFLECT, "Reflect", Type.PSYCHIC, -1, 20, 74, "Halves damage from Physical attacks for 5 turns.", -1, 0, 1), new SelfStatusMove(Moves.REFLECT, "Reflect", Type.PSYCHIC, -1, 20, 74, "Halves damage from Physical attacks for 5 turns.", -1, 0, 1),
new StatusMove(Moves.FOCUS_ENERGY, "Focus Energy", Type.NORMAL, -1, 30, -1, "Increases critical hit ratio.", -1, 0, 1), new SelfStatusMove(Moves.FOCUS_ENERGY, "Focus Energy", Type.NORMAL, -1, 30, -1, "Increases critical hit ratio.", -1, 0, 1),
new AttackMove(Moves.BIDE, "Bide", Type.NORMAL, MoveCategory.PHYSICAL, -1, -1, 10, -1, "User takes damage for two turns then strikes back double.", -1, 0, 1), new AttackMove(Moves.BIDE, "Bide", Type.NORMAL, MoveCategory.PHYSICAL, -1, -1, 10, -1, "User takes damage for two turns then strikes back double.", -1, 0, 1),
new StatusMove(Moves.METRONOME, "Metronome", Type.NORMAL, -1, 10, 80, "User performs almost any move in the game at random.", -1, 0, 1, new RandomMoveAttr()), new SelfStatusMove(Moves.METRONOME, "Metronome", Type.NORMAL, -1, 10, 80, "User performs almost any move in the game at random.", -1, 0, 1, new RandomMoveAttr()),
new StatusMove(Moves.MIRROR_MOVE, "Mirror Move", Type.FLYING, -1, 20, -1, "User performs the opponent's last move.", -1, 0, 1), new SelfStatusMove(Moves.MIRROR_MOVE, "Mirror Move", Type.FLYING, -1, 20, -1, "User performs the opponent's last move.", -1, 0, 1),
new AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, "User faints.", -1, 0, 1), new AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, "User faints.", -1, 0, 1),
new AttackMove(Moves.EGG_BOMB, "Egg Bomb", Type.NORMAL, MoveCategory.PHYSICAL, 100, 75, 10, -1, "", -1, 0, 1), new AttackMove(Moves.EGG_BOMB, "Egg Bomb", Type.NORMAL, MoveCategory.PHYSICAL, 100, 75, 10, -1, "", -1, 0, 1),
new AttackMove(Moves.LICK, "Lick", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 30, -1, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)), new AttackMove(Moves.LICK, "Lick", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 30, -1, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
@ -1323,9 +1367,9 @@ export const allMoves = [
new ChargeAttr(ChargeAnim.SKULL_BASH_CHARGING, 'lowered\nits head!', null, true), new StatChangeAttr(BattleStat.DEF, 1, true)), new ChargeAttr(ChargeAnim.SKULL_BASH_CHARGING, 'lowered\nits head!', null, true), new StatChangeAttr(BattleStat.DEF, 1, true)),
new AttackMove(Moves.SPIKE_CANNON, "Spike Cannon", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()), new AttackMove(Moves.SPIKE_CANNON, "Spike Cannon", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
new AttackMove(Moves.CONSTRICT, "Constrict", Type.NORMAL, MoveCategory.PHYSICAL, 10, 100, 35, -1, "May lower opponent's Speed by one stage.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)), new AttackMove(Moves.CONSTRICT, "Constrict", Type.NORMAL, MoveCategory.PHYSICAL, 10, 100, 35, -1, "May lower opponent's Speed by one stage.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
new StatusMove(Moves.AMNESIA, "Amnesia", Type.PSYCHIC, -1, 20, 128, "Sharply raises user's Special Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.SPDEF, 2, true)), new SelfStatusMove(Moves.AMNESIA, "Amnesia", Type.PSYCHIC, -1, 20, 128, "Sharply raises user's Special Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.SPDEF, 2, true)),
new StatusMove(Moves.KINESIS, "Kinesis", Type.PSYCHIC, 80, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)), new StatusMove(Moves.KINESIS, "Kinesis", Type.PSYCHIC, 80, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
new StatusMove(Moves.SOFT_BOILED, "Soft-Boiled", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)), new SelfStatusMove(Moves.SOFT_BOILED, "Soft-Boiled", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
new AttackMove(Moves.HIGH_JUMP_KICK, "High Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 130, 90, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1, new AttackMove(Moves.HIGH_JUMP_KICK, "High Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 130, 90, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1,
new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => { new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => {
user.hp = Math.floor(user.hp / 2); user.hp = Math.floor(user.hp / 2);
@ -1340,30 +1384,30 @@ export const allMoves = [
new StatusMove(Moves.LOVELY_KISS, "Lovely Kiss", Type.NORMAL, 75, 10, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)), new StatusMove(Moves.LOVELY_KISS, "Lovely Kiss", Type.NORMAL, 75, 10, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
new AttackMove(Moves.SKY_ATTACK, "Sky Attack", Type.FLYING, MoveCategory.PHYSICAL, 140, 90, 5, -1, "Charges on first turn, attacks on second. May cause flinching. High critical hit ratio.", 30, 0, 1, new AttackMove(Moves.SKY_ATTACK, "Sky Attack", Type.FLYING, MoveCategory.PHYSICAL, 140, 90, 5, -1, "Charges on first turn, attacks on second. May cause flinching. High critical hit ratio.", 30, 0, 1,
new ChargeAttr(ChargeAnim.SKY_ATTACK_CHARGING, 'is glowing!'), new HighCritAttr(), new FlinchAttr()), new ChargeAttr(ChargeAnim.SKY_ATTACK_CHARGING, 'is glowing!'), new HighCritAttr(), new FlinchAttr()),
new StatusMove(Moves.TRANSFORM, "Transform", Type.NORMAL, -1, 10, -1, "User takes on the form and attacks of the opponent.", -1, 0, 1), new SelfStatusMove(Moves.TRANSFORM, "Transform", Type.NORMAL, -1, 10, -1, "User takes on the form and attacks of the opponent.", -1, 0, 1),
new AttackMove(Moves.BUBBLE, "Bubble", Type.WATER, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Speed.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)), new AttackMove(Moves.BUBBLE, "Bubble", Type.WATER, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Speed.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
new AttackMove(Moves.DIZZY_PUNCH, "Dizzy Punch", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "May confuse opponent.", 20, 0, 1, new ConfuseAttr()), new AttackMove(Moves.DIZZY_PUNCH, "Dizzy Punch", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "May confuse opponent.", 20, 0, 1, new ConfuseAttr()),
new StatusMove(Moves.SPORE, "Spore", Type.GRASS, 100, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)), new StatusMove(Moves.SPORE, "Spore", Type.GRASS, 100, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
new StatusMove(Moves.FLASH, "Flash", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)), new StatusMove(Moves.FLASH, "Flash", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.PSYWAVE, "Psywave", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, "Inflicts damage 50-150% of user's level.", -1, 0, 1), new AttackMove(Moves.PSYWAVE, "Psywave", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, "Inflicts damage 50-150% of user's level.", -1, 0, 1),
new StatusMove(Moves.SPLASH, "Splash", Type.NORMAL, -1, 40, -1, "Doesn't do ANYTHING.", -1, 0, 1), new SelfStatusMove(Moves.SPLASH, "Splash", Type.NORMAL, -1, 40, -1, "Doesn't do ANYTHING.", -1, 0, 1),
new StatusMove(Moves.ACID_ARMOR, "Acid Armor", Type.POISON, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)), new SelfStatusMove(Moves.ACID_ARMOR, "Acid Armor", Type.POISON, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)),
new AttackMove(Moves.CRABHAMMER, "Crabhammer", Type.WATER, MoveCategory.PHYSICAL, 100, 90, 10, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()), new AttackMove(Moves.CRABHAMMER, "Crabhammer", Type.WATER, MoveCategory.PHYSICAL, 100, 90, 10, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
new AttackMove(Moves.EXPLOSION, "Explosion", Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, -1, "User faints.", -1, 0, 1), new AttackMove(Moves.EXPLOSION, "Explosion", Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, -1, "User faints.", -1, 0, 1),
new AttackMove(Moves.FURY_SWIPES, "Fury Swipes", Type.NORMAL, MoveCategory.PHYSICAL, 18, 80, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()), new AttackMove(Moves.FURY_SWIPES, "Fury Swipes", Type.NORMAL, MoveCategory.PHYSICAL, 18, 80, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
new AttackMove(Moves.BONEMERANG, "Bonemerang", Type.GROUND, MoveCategory.PHYSICAL, 50, 90, 10, -1, "Hits twice in one turn.", -1, 0, 1, new MultiHitAttr(MultiHitType._2)), new AttackMove(Moves.BONEMERANG, "Bonemerang", Type.GROUND, MoveCategory.PHYSICAL, 50, 90, 10, -1, "Hits twice in one turn.", -1, 0, 1, new MultiHitAttr(MultiHitType._2)),
new StatusMove(Moves.REST, "Rest", Type.PSYCHIC, -1, 5, 85, "User sleeps for 2 turns, but user is fully healed.", -1, 0, 1, new SelfStatusMove(Moves.REST, "Rest", Type.PSYCHIC, -1, 5, 85, "User sleeps for 2 turns, but user is fully healed.", -1, 0, 1,
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect !== StatusEffect.SLEEP), new StatusEffectAttr(StatusEffect.SLEEP, true, 3), new HealAttr(1, true)), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect !== StatusEffect.SLEEP), new StatusEffectAttr(StatusEffect.SLEEP, true, 3), new HealAttr(1, true)),
new AttackMove(Moves.ROCK_SLIDE, "Rock Slide", Type.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, 86, "May cause flinching.", 30, 0, 1, new FlinchAttr()), new AttackMove(Moves.ROCK_SLIDE, "Rock Slide", Type.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, 86, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
new AttackMove(Moves.HYPER_FANG, "Hyper Fang", Type.NORMAL, MoveCategory.PHYSICAL, 80, 90, 15, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()), new AttackMove(Moves.HYPER_FANG, "Hyper Fang", Type.NORMAL, MoveCategory.PHYSICAL, 80, 90, 15, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()),
new StatusMove(Moves.SHARPEN, "Sharpen", Type.NORMAL, -1, 30, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)), new SelfStatusMove(Moves.SHARPEN, "Sharpen", Type.NORMAL, -1, 30, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
new StatusMove(Moves.CONVERSION, "Conversion", Type.NORMAL, -1, 30, -1, "Changes user's type to that of its first move.", -1, 0, 1), new SelfStatusMove(Moves.CONVERSION, "Conversion", Type.NORMAL, -1, 30, -1, "Changes user's type to that of its first move.", -1, 0, 1),
new AttackMove(Moves.TRI_ATTACK, "Tri Attack", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "May paralyze, burn or freeze opponent.", 20, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new StatusEffectAttr(StatusEffect.BURN), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: Check if independent new AttackMove(Moves.TRI_ATTACK, "Tri Attack", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "May paralyze, burn or freeze opponent.", 20, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new StatusEffectAttr(StatusEffect.BURN), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: Check if independent
new AttackMove(Moves.SUPER_FANG, "Super Fang", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 10, -1, "Always takes off half of the opponent's HP.", -1, 0, 1), new AttackMove(Moves.SUPER_FANG, "Super Fang", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 10, -1, "Always takes off half of the opponent's HP.", -1, 0, 1),
new AttackMove(Moves.SLASH, "Slash", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()), new AttackMove(Moves.SLASH, "Slash", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
new StatusMove(Moves.SUBSTITUTE, "Substitute", Type.NORMAL, -1, 10, 103, "Uses HP to creates a decoy that takes hits.", -1, 0, 1), new SelfStatusMove(Moves.SUBSTITUTE, "Substitute", Type.NORMAL, -1, 10, 103, "Uses HP to creates a decoy that takes hits.", -1, 0, 1),
new AttackMove(Moves.STRUGGLE, "Struggle", Type.NORMAL, MoveCategory.PHYSICAL, 50, -1, -1, -1, "Only usable when all PP are gone. Hurts the user.", -1, 0, 1), new AttackMove(Moves.STRUGGLE, "Struggle", Type.NORMAL, MoveCategory.PHYSICAL, 50, -1, -1, -1, "Only usable when all PP are gone. Hurts the user.", -1, 0, 1),
new StatusMove(Moves.SKETCH, "Sketch", Type.NORMAL, -1, 1, -1, "Permanently copies the opponent's last move.", -1, 0, 2), new SelfStatusMove(Moves.SKETCH, "Sketch", Type.NORMAL, -1, 1, -1, "Permanently copies the opponent's last move.", -1, 0, 2),
new AttackMove(Moves.TRIPLE_KICK, "Triple Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 10, 90, 10, -1, "Hits thrice in one turn at increasing power.", -1, 0, 2, new AttackMove(Moves.TRIPLE_KICK, "Triple Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 10, 90, 10, -1, "Hits thrice in one turn at increasing power.", -1, 0, 2,
new MultiHitAttr(MultiHitType._3_INCR), new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => { new MultiHitAttr(MultiHitType._3_INCR), new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => {
user.turnData.hitsLeft = 0; user.turnData.hitsLeft = 0;
@ -1371,7 +1415,7 @@ export const allMoves = [
})), })),
new AttackMove(Moves.THIEF, "Thief", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, 18, "Also steals opponent's held item.", -1, 0, 2), new AttackMove(Moves.THIEF, "Thief", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, 18, "Also steals opponent's held item.", -1, 0, 2),
new StatusMove(Moves.SPIDER_WEB, "Spider Web", Type.BUG, -1, 10, -1, "Opponent cannot escape/switch.", -1, 0, 2), new StatusMove(Moves.SPIDER_WEB, "Spider Web", Type.BUG, -1, 10, -1, "Opponent cannot escape/switch.", -1, 0, 2),
new StatusMove(Moves.MIND_READER, "Mind Reader", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2), new SelfStatusMove(Moves.MIND_READER, "Mind Reader", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
new StatusMove(Moves.NIGHTMARE, "Nightmare", Type.GHOST, 100, 15, -1, "The sleeping opponent loses 25% of its max HP each turn.", -1, 0, 2, new StatusMove(Moves.NIGHTMARE, "Nightmare", Type.GHOST, 100, 15, -1, "The sleeping opponent loses 25% of its max HP each turn.", -1, 0, 2,
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new AddTagAttr(BattleTagType.NIGHTMARE, 1)), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new AddTagAttr(BattleTagType.NIGHTMARE, 1)),
new AttackMove(Moves.FLAME_WHEEL, "Flame Wheel", Type.FIRE, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May burn opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.FLAME_WHEEL, "Flame Wheel", Type.FIRE, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May burn opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.BURN)),
@ -1379,59 +1423,61 @@ export const allMoves = [
new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new FlinchAttr()), new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new FlinchAttr()),
new StatusMove(Moves.CURSE, "Curse", Type.GHOST, -1, 10, -1, "Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.", -1, 0, 2), new StatusMove(Moves.CURSE, "Curse", Type.GHOST, -1, 10, -1, "Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.", -1, 0, 2),
new AttackMove(Moves.FLAIL, "Flail", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "The lower the user's HP, the higher the power.", -1, 0, 2), new AttackMove(Moves.FLAIL, "Flail", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "The lower the user's HP, the higher the power.", -1, 0, 2),
new StatusMove(Moves.CONVERSION_2, "Conversion 2", Type.NORMAL, -1, 30, -1, "User changes type to become resistant to opponent's last move.", -1, 0, 2), new SelfStatusMove(Moves.CONVERSION_2, "Conversion 2", Type.NORMAL, -1, 30, -1, "User changes type to become resistant to opponent's last move.", -1, 0, 2),
new AttackMove(Moves.AEROBLAST, "Aeroblast", Type.FLYING, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()), new AttackMove(Moves.AEROBLAST, "Aeroblast", Type.FLYING, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
new StatusMove(Moves.COTTON_SPORE, "Cotton Spore", Type.GRASS, 100, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)), new StatusMove(Moves.COTTON_SPORE, "Cotton Spore", Type.GRASS, 100, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)),
new AttackMove(Moves.REVERSAL, "Reversal", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 15, 134, "The lower the user's HP, the higher the power.", -1, 0, 2), new AttackMove(Moves.REVERSAL, "Reversal", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 15, 134, "The lower the user's HP, the higher the power.", -1, 0, 2),
new StatusMove(Moves.SPITE, "Spite", Type.GHOST, 100, 10, -1, "The opponent's last move loses 2-5 PP.", -1, 0, 2), new StatusMove(Moves.SPITE, "Spite", Type.GHOST, 100, 10, -1, "The opponent's last move loses 2-5 PP.", -1, 0, 2),
new AttackMove(Moves.POWDER_SNOW, "Powder Snow", Type.ICE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May freeze opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.FREEZE)), new AttackMove(Moves.POWDER_SNOW, "Powder Snow", Type.ICE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May freeze opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.FREEZE)),
new StatusMove(Moves.PROTECT, "Protect", Type.NORMAL, -1, 10, 7, "Protects the user, but may fail if used consecutively.", -1, 4, 2), new SelfStatusMove(Moves.PROTECT, "Protect", Type.NORMAL, -1, 10, 7, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
new WaningConsecutiveUseConditionalMoveAttr(), new AddTagAttr(BattleTagType.PROTECTED, 0, true)),
new AttackMove(Moves.MACH_PUNCH, "Mach Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 2), new AttackMove(Moves.MACH_PUNCH, "Mach Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 2),
new StatusMove(Moves.SCARY_FACE, "Scary Face", Type.NORMAL, 100, 10, 6, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)), new StatusMove(Moves.SCARY_FACE, "Scary Face", Type.NORMAL, 100, 10, 6, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)),
new AttackMove(Moves.FEINT_ATTACK, "Feint Attack", Type.DARK, MoveCategory.PHYSICAL, 60, 999, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 2), new AttackMove(Moves.FEINT_ATTACK, "Feint Attack", Type.DARK, MoveCategory.PHYSICAL, 60, 999, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 2),
new StatusMove(Moves.SWEET_KISS, "Sweet Kiss", Type.FAIRY, 75, 10, -1, "Confuses opponent.", -1, 0, 2, new ConfuseAttr()), new StatusMove(Moves.SWEET_KISS, "Sweet Kiss", Type.FAIRY, 75, 10, -1, "Confuses opponent.", -1, 0, 2, new ConfuseAttr()),
new StatusMove(Moves.BELLY_DRUM, "Belly Drum", Type.NORMAL, -1, 10, -1, "User loses 50% of its max HP, but Attack raises to maximum.", -1, 0, 2), new SelfStatusMove(Moves.BELLY_DRUM, "Belly Drum", Type.NORMAL, -1, 10, -1, "User loses 50% of its max HP, but Attack raises to maximum.", -1, 0, 2),
new AttackMove(Moves.SLUDGE_BOMB, "Sludge Bomb", Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 148, "May poison opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.POISON)), new AttackMove(Moves.SLUDGE_BOMB, "Sludge Bomb", Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 148, "May poison opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.MUD_SLAP, "Mud-Slap", Type.GROUND, MoveCategory.SPECIAL, 20, 100, 10, 5, "Lowers opponent's Accuracy.", 100, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)), new AttackMove(Moves.MUD_SLAP, "Mud-Slap", Type.GROUND, MoveCategory.SPECIAL, 20, 100, 10, 5, "Lowers opponent's Accuracy.", 100, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.OCTAZOOKA, "Octazooka", Type.WATER, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 50, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)), new AttackMove(Moves.OCTAZOOKA, "Octazooka", Type.WATER, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 50, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)),
new StatusMove(Moves.SPIKES, "Spikes", Type.GROUND, -1, 20, 90, "Hurts opponents when they switch into battle.", -1, 0, 2), new StatusMove(Moves.SPIKES, "Spikes", Type.GROUND, -1, 20, 90, "Hurts opponents when they switch into battle.", -1, 0, 2),
new AttackMove(Moves.ZAP_CANNON, "Zap Cannon", Type.ELECTRIC, MoveCategory.SPECIAL, 120, 50, 5, -1, "Paralyzes opponent.", 100, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)), new AttackMove(Moves.ZAP_CANNON, "Zap Cannon", Type.ELECTRIC, MoveCategory.SPECIAL, 120, 50, 5, -1, "Paralyzes opponent.", 100, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new StatusMove(Moves.FORESIGHT, "Foresight", Type.NORMAL, -1, 40, -1, "Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.", -1, 0, 2), // TODO new StatusMove(Moves.FORESIGHT, "Foresight", Type.NORMAL, -1, 40, -1, "Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.", -1, 0, 2), // TODO
new StatusMove(Moves.DESTINY_BOND, "Destiny Bond", Type.GHOST, -1, 5, -1, "If the user faints, the opponent also faints.", -1, 0, 2), new StatusMove(Moves.DESTINY_BOND, "Destiny Bond", Type.GHOST, -1, 5, -1, "If the user faints, the opponent also faints.", -1, 0, 2).ignoreProtect(),
new StatusMove(Moves.PERISH_SONG, "Perish Song", Type.NORMAL, -1, 5, -1, "Any Pokémon in play when this attack is used faints in 3 turns.", -1, 0, 2), new StatusMove(Moves.PERISH_SONG, "Perish Song", Type.NORMAL, -1, 5, -1, "Any Pokémon in play when this attack is used faints in 3 turns.", -1, 0, 2).ignoreProtect(),
new AttackMove(Moves.ICY_WIND, "Icy Wind", Type.ICE, MoveCategory.SPECIAL, 55, 95, 15, 34, "Lowers opponent's Speed.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, -1)), new AttackMove(Moves.ICY_WIND, "Icy Wind", Type.ICE, MoveCategory.SPECIAL, 55, 95, 15, 34, "Lowers opponent's Speed.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, -1)),
new StatusMove(Moves.DETECT, "Detect", Type.FIGHTING, -1, 5, -1, "Protects the user, but may fail if used consecutively.", -1, 4, 2), new SelfStatusMove(Moves.DETECT, "Detect", Type.FIGHTING, -1, 5, -1, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
new WaningConsecutiveUseConditionalMoveAttr(), new AddTagAttr(BattleTagType.PROTECTED, 0, true)),
new AttackMove(Moves.BONE_RUSH, "Bone Rush", Type.GROUND, MoveCategory.PHYSICAL, 25, 90, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 2, new MultiHitAttr()), new AttackMove(Moves.BONE_RUSH, "Bone Rush", Type.GROUND, MoveCategory.PHYSICAL, 25, 90, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 2, new MultiHitAttr()),
new StatusMove(Moves.LOCK_ON, "Lock-On", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2), new SelfStatusMove(Moves.LOCK_ON, "Lock-On", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
new AttackMove(Moves.OUTRAGE, "Outrage", Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, 156, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 2, new AttackMove(Moves.OUTRAGE, "Outrage", Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, 156, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 2,
new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SANDSTORM), new WeatherChangeAttr(WeatherType.SANDSTORM)), new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SANDSTORM), new WeatherChangeAttr(WeatherType.SANDSTORM)),
new AttackMove(Moves.GIGA_DRAIN, "Giga Drain", Type.GRASS, MoveCategory.SPECIAL, 75, 100, 10, 111, "User recovers half the HP inflicted on opponent.", -1, 4, 2, new HitHealAttr()), new AttackMove(Moves.GIGA_DRAIN, "Giga Drain", Type.GRASS, MoveCategory.SPECIAL, 75, 100, 10, 111, "User recovers half the HP inflicted on opponent.", -1, 4, 2, new HitHealAttr()),
new StatusMove(Moves.ENDURE, "Endure", Type.NORMAL, -1, 10, 47, "Always left with at least 1 HP, but may fail if used consecutively.", -1, 0, 2), new SelfStatusMove(Moves.ENDURE, "Endure", Type.NORMAL, -1, 10, 47, "Always left with at least 1 HP, but may fail if used consecutively.", -1, 0, 2),
new StatusMove(Moves.CHARM, "Charm", Type.FAIRY, 100, 20, 2, "Sharply lowers opponent's Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, -2)), new StatusMove(Moves.CHARM, "Charm", Type.FAIRY, 100, 20, 2, "Sharply lowers opponent's Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, -2)),
new AttackMove(Moves.ROLLOUT, "Rollout", Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 2), new AttackMove(Moves.ROLLOUT, "Rollout", Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 2),
new AttackMove(Moves.FALSE_SWIPE, "False Swipe", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, 57, "Always leaves opponent with at least 1 HP.", -1, 0, 2), new AttackMove(Moves.FALSE_SWIPE, "False Swipe", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, 57, "Always leaves opponent with at least 1 HP.", -1, 0, 2),
new StatusMove(Moves.SWAGGER, "Swagger", Type.NORMAL, 85, 15, -1, "Confuses opponent, but sharply raises its Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, 2), new ConfuseAttr()), new StatusMove(Moves.SWAGGER, "Swagger", Type.NORMAL, 85, 15, -1, "Confuses opponent, but sharply raises its Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, 2), new ConfuseAttr()),
new StatusMove(Moves.MILK_DRINK, "Milk Drink", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 2, new HealAttr(0.5)), new SelfStatusMove(Moves.MILK_DRINK, "Milk Drink", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 2, new HealAttr(0.5)),
new AttackMove(Moves.SPARK, "Spark", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)), new AttackMove(Moves.SPARK, "Spark", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.FURY_CUTTER, "Fury Cutter", Type.BUG, MoveCategory.PHYSICAL, 40, 95, 20, -1, "Power increases each turn.", -1, 0, 2), new AttackMove(Moves.FURY_CUTTER, "Fury Cutter", Type.BUG, MoveCategory.PHYSICAL, 40, 95, 20, -1, "Power increases each turn.", -1, 0, 2),
new AttackMove(Moves.STEEL_WING, "Steel Wing", Type.STEEL, MoveCategory.PHYSICAL, 70, 90, 25, -1, "May raise user's Defense.", 10, 0, 2, new StatChangeAttr(BattleStat.DEF, 1, true)), new AttackMove(Moves.STEEL_WING, "Steel Wing", Type.STEEL, MoveCategory.PHYSICAL, 70, 90, 25, -1, "May raise user's Defense.", 10, 0, 2, new StatChangeAttr(BattleStat.DEF, 1, true)),
new StatusMove(Moves.MEAN_LOOK, "Mean Look", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 2), new StatusMove(Moves.MEAN_LOOK, "Mean Look", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 2),
new StatusMove(Moves.ATTRACT, "Attract", Type.NORMAL, 100, 15, -1, "If opponent is the opposite gender, it's less likely to attack.", -1, 0, 2), new StatusMove(Moves.ATTRACT, "Attract", Type.NORMAL, 100, 15, -1, "If opponent is the opposite gender, it's less likely to attack.", -1, 0, 2),
new StatusMove(Moves.SLEEP_TALK, "Sleep Talk", Type.NORMAL, -1, 10, 70, "User performs one of its own moves while sleeping.", -1, 0, 2, new SelfStatusMove(Moves.SLEEP_TALK, "Sleep Talk", Type.NORMAL, -1, 10, 70, "User performs one of its own moves while sleeping.", -1, 0, 2,
new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new RandomMovesetMoveAttr()), new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new RandomMovesetMoveAttr()),
new StatusMove(Moves.HEAL_BELL, "Heal Bell", Type.NORMAL, -1, 5, -1, "Heals the user's party's status conditions.", -1, 0, 2), new SelfStatusMove(Moves.HEAL_BELL, "Heal Bell", Type.NORMAL, -1, 5, -1, "Heals the user's party's status conditions.", -1, 0, 2),
new AttackMove(Moves.RETURN, "Return", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power increases with higher Friendship.", -1, 0, 2), new AttackMove(Moves.RETURN, "Return", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power increases with higher Friendship.", -1, 0, 2),
new AttackMove(Moves.PRESENT, "Present", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 15, -1, "Either deals damage or heals.", -1, 0, 2), new AttackMove(Moves.PRESENT, "Present", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 15, -1, "Either deals damage or heals.", -1, 0, 2),
new AttackMove(Moves.FRUSTRATION, "Frustration", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2), new AttackMove(Moves.FRUSTRATION, "Frustration", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2),
new StatusMove(Moves.SAFEGUARD, "Safeguard", Type.NORMAL, -1, 25, -1, "The user's party is protected from status conditions.", -1, 0, 2), new SelfStatusMove(Moves.SAFEGUARD, "Safeguard", Type.NORMAL, -1, 25, -1, "The user's party is protected from status conditions.", -1, 0, 2),
new StatusMove(Moves.PAIN_SPLIT, "Pain Split", Type.NORMAL, -1, 20, -1, "The user's and opponent's HP becomes the average of both.", -1, 0, 2), new StatusMove(Moves.PAIN_SPLIT, "Pain Split", Type.NORMAL, -1, 20, -1, "The user's and opponent's HP becomes the average of both.", -1, 0, 2),
new AttackMove(Moves.SACRED_FIRE, "Sacred Fire", Type.FIRE, MoveCategory.PHYSICAL, 100, 95, 5, -1, "May burn opponent.", 50, 0, 2, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.SACRED_FIRE, "Sacred Fire", Type.FIRE, MoveCategory.PHYSICAL, 100, 95, 5, -1, "May burn opponent.", 50, 0, 2, new StatusEffectAttr(StatusEffect.BURN)),
new AttackMove(Moves.MAGNITUDE, "Magnitude", Type.GROUND, MoveCategory.PHYSICAL, -1, 100, 30, -1, "Hits with random power.", -1, 0, 2), new AttackMove(Moves.MAGNITUDE, "Magnitude", Type.GROUND, MoveCategory.PHYSICAL, -1, 100, 30, -1, "Hits with random power.", -1, 0, 2),
new AttackMove(Moves.DYNAMIC_PUNCH, "Dynamic Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 50, 5, -1, "Confuses opponent.", 100, 0, 2, new ConfuseAttr()), new AttackMove(Moves.DYNAMIC_PUNCH, "Dynamic Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 50, 5, -1, "Confuses opponent.", 100, 0, 2, new ConfuseAttr()),
new AttackMove(Moves.MEGAHORN, "Megahorn", Type.BUG, MoveCategory.PHYSICAL, 120, 85, 10, -1, "", -1, 0, 2), new AttackMove(Moves.MEGAHORN, "Megahorn", Type.BUG, MoveCategory.PHYSICAL, 120, 85, 10, -1, "", -1, 0, 2),
new AttackMove(Moves.DRAGON_BREATH, "Dragon Breath", Type.DRAGON, MoveCategory.SPECIAL, 60, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)), new AttackMove(Moves.DRAGON_BREATH, "Dragon Breath", Type.DRAGON, MoveCategory.SPECIAL, 60, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new StatusMove(Moves.BATON_PASS, "Baton Pass", Type.NORMAL, -1, 40, 132, "User switches out and gives stat changes to the incoming Pokémon.", -1, 0, 2), new SelfStatusMove(Moves.BATON_PASS, "Baton Pass", Type.NORMAL, -1, 40, 132, "User switches out and gives stat changes to the incoming Pokémon.", -1, 0, 2),
new StatusMove(Moves.ENCORE, "Encore", Type.NORMAL, 100, 5, 122, "Forces opponent to keep using its last move for 3 turns.", -1, 0, 2), new StatusMove(Moves.ENCORE, "Encore", Type.NORMAL, 100, 5, 122, "Forces opponent to keep using its last move for 3 turns.", -1, 0, 2),
new AttackMove(Moves.PURSUIT, "Pursuit", Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Double power if the opponent is switching out.", -1, 0, 2), new AttackMove(Moves.PURSUIT, "Pursuit", Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Double power if the opponent is switching out.", -1, 0, 2),
new AttackMove(Moves.RAPID_SPIN, "Rapid Spin", Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, -1, "Raises user's Speed and removes entry hazards and trap move effects.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, 1, true)), // TODO new AttackMove(Moves.RAPID_SPIN, "Rapid Spin", Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, -1, "Raises user's Speed and removes entry hazards and trap move effects.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, 1, true)), // TODO
@ -1439,18 +1485,18 @@ export const allMoves = [
new AttackMove(Moves.IRON_TAIL, "Iron Tail", Type.STEEL, MoveCategory.PHYSICAL, 100, 75, 15, -1, "May lower opponent's Defense.", 30, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)), new AttackMove(Moves.IRON_TAIL, "Iron Tail", Type.STEEL, MoveCategory.PHYSICAL, 100, 75, 15, -1, "May lower opponent's Defense.", 30, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
new AttackMove(Moves.METAL_CLAW, "Metal Claw", Type.STEEL, MoveCategory.PHYSICAL, 50, 95, 35, 31, "May raise user's Attack.", 10, 0, 2, new StatChangeAttr(BattleStat.ATK, 1, true)), new AttackMove(Moves.METAL_CLAW, "Metal Claw", Type.STEEL, MoveCategory.PHYSICAL, 50, 95, 35, 31, "May raise user's Attack.", 10, 0, 2, new StatChangeAttr(BattleStat.ATK, 1, true)),
new AttackMove(Moves.VITAL_THROW, "Vital Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 999, 10, -1, "User attacks last, but ignores Accuracy and Evasiveness.", -1, -1, 2), new AttackMove(Moves.VITAL_THROW, "Vital Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 999, 10, -1, "User attacks last, but ignores Accuracy and Evasiveness.", -1, -1, 2),
new StatusMove(Moves.MORNING_SUN, "Morning Sun", Type.NORMAL, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()), new SelfStatusMove(Moves.MORNING_SUN, "Morning Sun", Type.NORMAL, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
new StatusMove(Moves.SYNTHESIS, "Synthesis", Type.GRASS, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()), new SelfStatusMove(Moves.SYNTHESIS, "Synthesis", Type.GRASS, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
new StatusMove(Moves.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()), new SelfStatusMove(Moves.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
new AttackMove(Moves.HIDDEN_POWER, "Hidden Power", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Type and power depends on user's IVs.", -1, 0, 2), new AttackMove(Moves.HIDDEN_POWER, "Hidden Power", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Type and power depends on user's IVs.", -1, 0, 2),
new AttackMove(Moves.CROSS_CHOP, "Cross Chop", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 80, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()), new AttackMove(Moves.CROSS_CHOP, "Cross Chop", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 80, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
new AttackMove(Moves.TWISTER, "Twister", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using Fly/Bounce with double power.", 20, 0, 2, new AttackMove(Moves.TWISTER, "Twister", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using Fly/Bounce with double power.", 20, 0, 2,
new HitsTagAttr(BattleTagType.FLYING, true), new FlinchAttr()), // TODO new HitsTagAttr(BattleTagType.FLYING, true), new FlinchAttr()), // TODO
new StatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.RAIN), new WeatherChangeAttr(WeatherType.RAIN)), new SelfStatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.RAIN), new WeatherChangeAttr(WeatherType.RAIN)),
new StatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SUNNY), new WeatherChangeAttr(WeatherType.SUNNY)), new SelfStatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SUNNY), new WeatherChangeAttr(WeatherType.SUNNY)),
new AttackMove(Moves.CRUNCH, "Crunch", Type.DARK, MoveCategory.PHYSICAL, 80, 100, 15, 108, "May lower opponent's Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)), new AttackMove(Moves.CRUNCH, "Crunch", Type.DARK, MoveCategory.PHYSICAL, 80, 100, 15, 108, "May lower opponent's Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
new AttackMove(Moves.MIRROR_COAT, "Mirror Coat", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 20, -1, "When hit by a Special Attack, user strikes back with 2x power.", -1, -5, 2), new AttackMove(Moves.MIRROR_COAT, "Mirror Coat", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 20, -1, "When hit by a Special Attack, user strikes back with 2x power.", -1, -5, 2),
new StatusMove(Moves.PSYCH_UP, "Psych Up", Type.NORMAL, -1, 10, -1, "Copies the opponent's stat changes.", -1, 0, 2), new SelfStatusMove(Moves.PSYCH_UP, "Psych Up", Type.NORMAL, -1, 10, -1, "Copies the opponent's stat changes.", -1, 0, 2),
new AttackMove(Moves.EXTREME_SPEED, "Extreme Speed", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 5, -1, "User attacks first.", -1, 2, 2), new AttackMove(Moves.EXTREME_SPEED, "Extreme Speed", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 5, -1, "User attacks first.", -1, 2, 2),
new AttackMove(Moves.ANCIENT_POWER, "Ancient Power", Type.ROCK, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 2, new AttackMove(Moves.ANCIENT_POWER, "Ancient Power", Type.ROCK, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 2,
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
@ -1462,11 +1508,11 @@ export const allMoves = [
new AttackMove(Moves.FAKE_OUT, "Fake Out", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 10, -1, "User attacks first, foe flinches. Only usable on first turn.", 100, 3, 3, new AttackMove(Moves.FAKE_OUT, "Fake Out", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 10, -1, "User attacks first, foe flinches. Only usable on first turn.", 100, 3, 3,
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.battleSummonData.turnCount === 1), new FlinchAttr()), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.battleSummonData.turnCount === 1), new FlinchAttr()),
new AttackMove(Moves.UPROAR, "Uproar", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, -1, "User attacks for 3 turns and prevents sleep.", -1, 0, 3), // TODO new AttackMove(Moves.UPROAR, "Uproar", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, -1, "User attacks for 3 turns and prevents sleep.", -1, 0, 3), // TODO
new StatusMove(Moves.STOCKPILE, "Stockpile", Type.NORMAL, -1, 20, -1, "Stores energy for use with Spit Up and Swallow.", -1, 0, 3), new SelfStatusMove(Moves.STOCKPILE, "Stockpile", Type.NORMAL, -1, 20, -1, "Stores energy for use with Spit Up and Swallow.", -1, 0, 3),
new AttackMove(Moves.SPIT_UP, "Spit Up", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, "Power depends on how many times the user performed Stockpile.", -1, 0, 3), new AttackMove(Moves.SPIT_UP, "Spit Up", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, "Power depends on how many times the user performed Stockpile.", -1, 0, 3),
new StatusMove(Moves.SWALLOW, "Swallow", Type.NORMAL, -1, 10, -1, "The more times the user has performed Stockpile, the more HP is recovered.", -1, 0, 3), new SelfStatusMove(Moves.SWALLOW, "Swallow", Type.NORMAL, -1, 10, -1, "The more times the user has performed Stockpile, the more HP is recovered.", -1, 0, 3),
new AttackMove(Moves.HEAT_WAVE, "Heat Wave", Type.FIRE, MoveCategory.SPECIAL, 95, 90, 10, 118, "May burn opponent.", 10, 0, 3, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.HEAT_WAVE, "Heat Wave", Type.FIRE, MoveCategory.SPECIAL, 95, 90, 10, 118, "May burn opponent.", 10, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
new StatusMove(Moves.HAIL, "Hail", Type.ICE, -1, 10, -1, "Non-Ice types are damaged for 5 turns.", -1, 0, 3, new WeatherConditionalMoveAttr(WeatherType.HAIL), new WeatherChangeAttr(WeatherType.HAIL)), new SelfStatusMove(Moves.HAIL, "Hail", Type.ICE, -1, 10, -1, "Non-Ice types are damaged for 5 turns.", -1, 0, 3, new WeatherConditionalMoveAttr(WeatherType.HAIL), new WeatherChangeAttr(WeatherType.HAIL)),
new StatusMove(Moves.TORMENT, "Torment", Type.DARK, 100, 15, -1, "Opponent cannot use the same move in a row.", -1, 0, 3), new StatusMove(Moves.TORMENT, "Torment", Type.DARK, 100, 15, -1, "Opponent cannot use the same move in a row.", -1, 0, 3),
new StatusMove(Moves.FLATTER, "Flatter", Type.DARK, 100, 15, -1, "Confuses opponent, but raises its Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 1), new ConfuseAttr()), new StatusMove(Moves.FLATTER, "Flatter", Type.DARK, 100, 15, -1, "Confuses opponent, but raises its Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 1), new ConfuseAttr()),
new StatusMove(Moves.WILL_O_WISP, "Will-O-Wisp", Type.FIRE, 85, 15, 107, "Burns opponent.", -1, 0, 3, new StatusEffectAttr(StatusEffect.BURN)), new StatusMove(Moves.WILL_O_WISP, "Will-O-Wisp", Type.FIRE, 85, 15, 107, "Burns opponent.", -1, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
@ -1475,20 +1521,20 @@ export const allMoves = [
new AttackMove(Moves.FACADE, "Facade", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 25, "Power doubles if user is burned, poisoned, or paralyzed.", -1, 0, 3), new AttackMove(Moves.FACADE, "Facade", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 25, "Power doubles if user is burned, poisoned, or paralyzed.", -1, 0, 3),
new AttackMove(Moves.FOCUS_PUNCH, "Focus Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 150, 100, 20, -1, "If the user is hit before attacking, it flinches instead.", -1, -3, 3), new AttackMove(Moves.FOCUS_PUNCH, "Focus Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 150, 100, 20, -1, "If the user is hit before attacking, it flinches instead.", -1, -3, 3),
new AttackMove(Moves.SMELLING_SALTS, "Smelling Salts", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is paralyzed, but cures it.", -1, 0, 3), new AttackMove(Moves.SMELLING_SALTS, "Smelling Salts", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is paralyzed, but cures it.", -1, 0, 3),
new StatusMove(Moves.FOLLOW_ME, "Follow Me", Type.NORMAL, -1, 20, -1, "In Double Battle, the user takes all the attacks.", -1, 3, 3), new SelfStatusMove(Moves.FOLLOW_ME, "Follow Me", Type.NORMAL, -1, 20, -1, "In Double Battle, the user takes all the attacks.", -1, 3, 3),
new StatusMove(Moves.NATURE_POWER, "Nature Power", Type.NORMAL, -1, 20, -1, "Uses a certain move based on the current terrain.", -1, 0, 3), new SelfStatusMove(Moves.NATURE_POWER, "Nature Power", Type.NORMAL, -1, 20, -1, "Uses a certain move based on the current terrain.", -1, 0, 3),
new StatusMove(Moves.CHARGE, "Charge", Type.ELECTRIC, -1, 20, -1, "Raises user's Special Defense and next Electric move's power increases.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, 1, true)), // TODO new SelfStatusMove(Moves.CHARGE, "Charge", Type.ELECTRIC, -1, 20, -1, "Raises user's Special Defense and next Electric move's power increases.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, 1, true)), // TODO
new StatusMove(Moves.TAUNT, "Taunt", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3), new StatusMove(Moves.TAUNT, "Taunt", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3),
new StatusMove(Moves.HELPING_HAND, "Helping Hand", Type.NORMAL, -1, 20, 130, "In Double Battles, boosts the power of the partner's move.", -1, 5, 3), new SelfStatusMove(Moves.HELPING_HAND, "Helping Hand", Type.NORMAL, -1, 20, 130, "In Double Battles, boosts the power of the partner's move.", -1, 5, 3),
new StatusMove(Moves.TRICK, "Trick", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3), new StatusMove(Moves.TRICK, "Trick", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3),
new StatusMove(Moves.ROLE_PLAY, "Role Play", Type.PSYCHIC, -1, 10, -1, "User copies the opponent's Ability.", -1, 0, 3), new SelfStatusMove(Moves.ROLE_PLAY, "Role Play", Type.PSYCHIC, -1, 10, -1, "User copies the opponent's Ability.", -1, 0, 3),
new StatusMove(Moves.WISH, "Wish", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3), new SelfStatusMove(Moves.WISH, "Wish", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
new StatusMove(Moves.ASSIST, "Assist", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3), new SelfStatusMove(Moves.ASSIST, "Assist", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3),
new StatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3), new SelfStatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3),
new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3, new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3,
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)),
new StatusMove(Moves.MAGIC_COAT, "Magic Coat", Type.PSYCHIC, -1, 15, -1, "Reflects moves that cause status conditions back to the attacker.", -1, 4, 3), new SelfStatusMove(Moves.MAGIC_COAT, "Magic Coat", Type.PSYCHIC, -1, 15, -1, "Reflects moves that cause status conditions back to the attacker.", -1, 4, 3),
new StatusMove(Moves.RECYCLE, "Recycle", Type.NORMAL, -1, 10, -1, "User's used hold item is restored.", -1, 0, 3), new SelfStatusMove(Moves.RECYCLE, "Recycle", Type.NORMAL, -1, 10, -1, "User's used hold item is restored.", -1, 0, 3),
new AttackMove(Moves.REVENGE, "Revenge", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Power increases if user was hit first.", -1, -4, 3), new AttackMove(Moves.REVENGE, "Revenge", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Power increases if user was hit first.", -1, -4, 3),
new AttackMove(Moves.BRICK_BREAK, "Brick Break", Type.FIGHTING, MoveCategory.PHYSICAL, 75, 100, 15, 58, "Breaks through Reflect and Light Screen barriers.", -1, 0, 3), new AttackMove(Moves.BRICK_BREAK, "Brick Break", Type.FIGHTING, MoveCategory.PHYSICAL, 75, 100, 15, 58, "Breaks through Reflect and Light Screen barriers.", -1, 0, 3),
new StatusMove(Moves.YAWN, "Yawn", Type.NORMAL, -1, 10, -1, "Puts opponent to sleep in the next turn.", -1, 0, 3), // TODO new StatusMove(Moves.YAWN, "Yawn", Type.NORMAL, -1, 10, -1, "Puts opponent to sleep in the next turn.", -1, 0, 3), // TODO
@ -1497,24 +1543,24 @@ export const allMoves = [
new AttackMove(Moves.ERUPTION, "Eruption", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, "Stronger when the user's HP is higher.", -1, 0, 3), new AttackMove(Moves.ERUPTION, "Eruption", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, "Stronger when the user's HP is higher.", -1, 0, 3),
new StatusMove(Moves.SKILL_SWAP, "Skill Swap", Type.PSYCHIC, -1, 10, 98, "The user swaps Abilities with the opponent.", -1, 0, 3), new StatusMove(Moves.SKILL_SWAP, "Skill Swap", Type.PSYCHIC, -1, 10, 98, "The user swaps Abilities with the opponent.", -1, 0, 3),
new StatusMove(Moves.IMPRISON, "Imprison", Type.PSYCHIC, -1, 10, 92, "Opponent is unable to use moves that the user also knows.", -1, 0, 3), new StatusMove(Moves.IMPRISON, "Imprison", Type.PSYCHIC, -1, 10, 92, "Opponent is unable to use moves that the user also knows.", -1, 0, 3),
new StatusMove(Moves.REFRESH, "Refresh", Type.NORMAL, -1, 20, -1, "Cures paralysis, poison, and burns.", -1, 0, 3), new SelfStatusMove(Moves.REFRESH, "Refresh", Type.NORMAL, -1, 20, -1, "Cures paralysis, poison, and burns.", -1, 0, 3),
new StatusMove(Moves.GRUDGE, "Grudge", Type.GHOST, -1, 5, -1, "If the users faints after using this move, the PP for the opponent's last move is depleted.", -1, 0, 3), new SelfStatusMove(Moves.GRUDGE, "Grudge", Type.GHOST, -1, 5, -1, "If the users faints after using this move, the PP for the opponent's last move is depleted.", -1, 0, 3),
new StatusMove(Moves.SNATCH, "Snatch", Type.DARK, -1, 10, -1, "Steals the effects of the opponent's next move.", -1, 4, 3), new SelfStatusMove(Moves.SNATCH, "Snatch", Type.DARK, -1, 10, -1, "Steals the effects of the opponent's next move.", -1, 4, 3),
new AttackMove(Moves.SECRET_POWER, "Secret Power", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Effects of the attack vary with the location.", 30, 0, 3), new AttackMove(Moves.SECRET_POWER, "Secret Power", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Effects of the attack vary with the location.", 30, 0, 3),
new AttackMove(Moves.DIVE, "Dive", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, "Dives underwater on first turn, attacks on second turn.", -1, 0, 3, new AttackMove(Moves.DIVE, "Dive", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, "Dives underwater on first turn, attacks on second turn.", -1, 0, 3,
new ChargeAttr(ChargeAnim.DIVE_CHARGING, 'hid\nunderwater!')), new ChargeAttr(ChargeAnim.DIVE_CHARGING, 'hid\nunderwater!')),
new AttackMove(Moves.ARM_THRUST, "Arm Thrust", Type.FIGHTING, MoveCategory.PHYSICAL, 15, 100, 20, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()), new AttackMove(Moves.ARM_THRUST, "Arm Thrust", Type.FIGHTING, MoveCategory.PHYSICAL, 15, 100, 20, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
new StatusMove(Moves.CAMOUFLAGE, "Camouflage", Type.NORMAL, -1, 20, -1, "Changes user's type according to the location.", -1, 0, 3), new SelfStatusMove(Moves.CAMOUFLAGE, "Camouflage", Type.NORMAL, -1, 20, -1, "Changes user's type according to the location.", -1, 0, 3),
new StatusMove(Moves.TAIL_GLOW, "Tail Glow", Type.BUG, -1, 20, -1, "Drastically raises user's Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 3, true)), new SelfStatusMove(Moves.TAIL_GLOW, "Tail Glow", Type.BUG, -1, 20, -1, "Drastically raises user's Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 3, true)),
new AttackMove(Moves.LUSTER_PURGE, "Luster Purge", Type.PSYCHIC, MoveCategory.SPECIAL, 70, 100, 5, -1, "May lower opponent's Special Defense.", 50, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -1)), new AttackMove(Moves.LUSTER_PURGE, "Luster Purge", Type.PSYCHIC, MoveCategory.SPECIAL, 70, 100, 5, -1, "May lower opponent's Special Defense.", 50, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -1)),
new AttackMove(Moves.MIST_BALL, "Mist Ball", Type.PSYCHIC, MoveCategory.SPECIAL, 70, 100, 5, -1, "May lower opponent's Special Attack.", 50, 0, 3, new StatChangeAttr(BattleStat.SPATK, -1)), new AttackMove(Moves.MIST_BALL, "Mist Ball", Type.PSYCHIC, MoveCategory.SPECIAL, 70, 100, 5, -1, "May lower opponent's Special Attack.", 50, 0, 3, new StatChangeAttr(BattleStat.SPATK, -1)),
new StatusMove(Moves.FEATHER_DANCE, "Feather Dance", Type.FLYING, 100, 15, -1, "Sharply lowers opponent's Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, -2)), new StatusMove(Moves.FEATHER_DANCE, "Feather Dance", Type.FLYING, 100, 15, -1, "Sharply lowers opponent's Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, -2)),
new StatusMove(Moves.TEETER_DANCE, "Teeter Dance", Type.NORMAL, 100, 20, -1, "Confuses all Pokémon.", -1, 0, 3, new ConfuseAttr(true), new ConfuseAttr()), new StatusMove(Moves.TEETER_DANCE, "Teeter Dance", Type.NORMAL, 100, 20, -1, "Confuses all Pokémon.", -1, 0, 3, new ConfuseAttr(true), new ConfuseAttr()),
new AttackMove(Moves.BLAZE_KICK, "Blaze Kick", Type.FIRE, MoveCategory.PHYSICAL, 85, 90, 10, -1, "High critical hit ratio. May burn opponent.", 10, 0, 3, new HighCritAttr(), new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.BLAZE_KICK, "Blaze Kick", Type.FIRE, MoveCategory.PHYSICAL, 85, 90, 10, -1, "High critical hit ratio. May burn opponent.", 10, 0, 3, new HighCritAttr(), new StatusEffectAttr(StatusEffect.BURN)),
new StatusMove(Moves.MUD_SPORT, "Mud Sport", Type.GROUND, -1, 15, -1, "Weakens the power of Electric-type moves.", -1, 0, 3), new SelfStatusMove(Moves.MUD_SPORT, "Mud Sport", Type.GROUND, -1, 15, -1, "Weakens the power of Electric-type moves.", -1, 0, 3),
new AttackMove(Moves.ICE_BALL, "Ice Ball", Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 3), new AttackMove(Moves.ICE_BALL, "Ice Ball", Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 3),
new AttackMove(Moves.NEEDLE_ARM, "Needle Arm", Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()), new AttackMove(Moves.NEEDLE_ARM, "Needle Arm", Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
new StatusMove(Moves.SLACK_OFF, "Slack Off", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 3, new HitHealAttr()), new SelfStatusMove(Moves.SLACK_OFF, "Slack Off", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 3, new HealAttr()),
new AttackMove(Moves.HYPER_VOICE, "Hyper Voice", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, 117, "", -1, 0, 3), new AttackMove(Moves.HYPER_VOICE, "Hyper Voice", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, 117, "", -1, 0, 3),
new AttackMove(Moves.POISON_FANG, "Poison Fang", Type.POISON, MoveCategory.PHYSICAL, 50, 100, 15, -1, "May badly poison opponent.", 50, 0, 3, new StatusEffectAttr(StatusEffect.TOXIC)), new AttackMove(Moves.POISON_FANG, "Poison Fang", Type.POISON, MoveCategory.PHYSICAL, 50, 100, 15, -1, "May badly poison opponent.", 50, 0, 3, new StatusEffectAttr(StatusEffect.TOXIC)),
new AttackMove(Moves.CRUSH_CLAW, "Crush Claw", Type.NORMAL, MoveCategory.PHYSICAL, 75, 95, 10, -1, "May lower opponent's Defense.", 50, 0, 3, new StatChangeAttr(BattleStat.DEF, -1)), new AttackMove(Moves.CRUSH_CLAW, "Crush Claw", Type.NORMAL, MoveCategory.PHYSICAL, 75, 95, 10, -1, "May lower opponent's Defense.", 50, 0, 3, new StatChangeAttr(BattleStat.DEF, -1)),
@ -1523,7 +1569,7 @@ export const allMoves = [
new AttackMove(Moves.METEOR_MASH, "Meteor Mash", Type.STEEL, MoveCategory.PHYSICAL, 90, 90, 10, -1, "May raise user's Attack.", 20, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)), new AttackMove(Moves.METEOR_MASH, "Meteor Mash", Type.STEEL, MoveCategory.PHYSICAL, 90, 90, 10, -1, "May raise user's Attack.", 20, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)),
new AttackMove(Moves.ASTONISH, "Astonish", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()), new AttackMove(Moves.ASTONISH, "Astonish", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
new AttackMove(Moves.WEATHER_BALL, "Weather Ball", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 10, -1, "Move's power and type changes with the weather.", -1, 0, 3), new AttackMove(Moves.WEATHER_BALL, "Weather Ball", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 10, -1, "Move's power and type changes with the weather.", -1, 0, 3),
new StatusMove(Moves.AROMATHERAPY, "Aromatherapy", Type.GRASS, -1, 5, -1, "Cures all status problems in your party.", -1, 0, 3), new SelfStatusMove(Moves.AROMATHERAPY, "Aromatherapy", Type.GRASS, -1, 5, -1, "Cures all status problems in your party.", -1, 0, 3),
new StatusMove(Moves.FAKE_TEARS, "Fake Tears", Type.DARK, 100, 20, 3, "Sharply lowers opponent's Special Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -2)), new StatusMove(Moves.FAKE_TEARS, "Fake Tears", Type.DARK, 100, 20, 3, "Sharply lowers opponent's Special Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -2)),
new AttackMove(Moves.AIR_CUTTER, "Air Cutter", Type.FLYING, MoveCategory.SPECIAL, 60, 95, 25, 40, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()), new AttackMove(Moves.AIR_CUTTER, "Air Cutter", Type.FLYING, MoveCategory.SPECIAL, 60, 95, 25, 40, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()),
new AttackMove(Moves.OVERHEAT, "Overheat", Type.FIRE, MoveCategory.SPECIAL, 130, 90, 5, 157, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)), new AttackMove(Moves.OVERHEAT, "Overheat", Type.FIRE, MoveCategory.SPECIAL, 130, 90, 5, 157, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)),
@ -1535,7 +1581,7 @@ export const allMoves = [
new StatusMove(Moves.GRASS_WHISTLE, "Grass Whistle", Type.GRASS, 55, 15, -1, "Puts opponent to sleep.", -1, 0, 3, new StatusEffectAttr(StatusEffect.SLEEP)), new StatusMove(Moves.GRASS_WHISTLE, "Grass Whistle", Type.GRASS, 55, 15, -1, "Puts opponent to sleep.", -1, 0, 3, new StatusEffectAttr(StatusEffect.SLEEP)),
new StatusMove(Moves.TICKLE, "Tickle", Type.NORMAL, 100, 20, -1, "Lowers opponent's Attack and Defense.", -1, 0, 3, new StatusMove(Moves.TICKLE, "Tickle", Type.NORMAL, 100, 20, -1, "Lowers opponent's Attack and Defense.", -1, 0, 3,
new StatChangeAttr(BattleStat.ATK, -1), new StatChangeAttr(BattleStat.DEF, -1)), new StatChangeAttr(BattleStat.ATK, -1), new StatChangeAttr(BattleStat.DEF, -1)),
new StatusMove(Moves.COSMIC_POWER, "Cosmic Power", Type.PSYCHIC, -1, 20, -1, "Raises user's Defense and Special Defense.", -1, 0, 3, new SelfStatusMove(Moves.COSMIC_POWER, "Cosmic Power", Type.PSYCHIC, -1, 20, -1, "Raises user's Defense and Special Defense.", -1, 0, 3,
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)),
new AttackMove(Moves.WATER_SPOUT, "Water Spout", Type.WATER, MoveCategory.SPECIAL, 150, 100, 5, -1, "The higher the user's HP, the higher the damage caused.", -1, 0, 3), new AttackMove(Moves.WATER_SPOUT, "Water Spout", Type.WATER, MoveCategory.SPECIAL, 150, 100, 5, -1, "The higher the user's HP, the higher the damage caused.", -1, 0, 3),
new AttackMove(Moves.SIGNAL_BEAM, "Signal Beam", Type.BUG, MoveCategory.SPECIAL, 75, 100, 15, -1, "May confuse opponent.", 10, 0, 3, new ConfuseAttr()), new AttackMove(Moves.SIGNAL_BEAM, "Signal Beam", Type.BUG, MoveCategory.SPECIAL, 75, 100, 15, -1, "May confuse opponent.", 10, 0, 3, new ConfuseAttr()),
@ -1548,12 +1594,12 @@ export const allMoves = [
new AttackMove(Moves.BULLET_SEED, "Bullet Seed", Type.GRASS, MoveCategory.PHYSICAL, 25, 100, 30, 56, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()), new AttackMove(Moves.BULLET_SEED, "Bullet Seed", Type.GRASS, MoveCategory.PHYSICAL, 25, 100, 30, 56, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
new AttackMove(Moves.AERIAL_ACE, "Aerial Ace", Type.FLYING, MoveCategory.PHYSICAL, 60, 999, 20, 27, "Ignores Accuracy and Evasiveness.", -1, 0, 3), new AttackMove(Moves.AERIAL_ACE, "Aerial Ace", Type.FLYING, MoveCategory.PHYSICAL, 60, 999, 20, 27, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
new AttackMove(Moves.ICICLE_SPEAR, "Icicle Spear", Type.ICE, MoveCategory.PHYSICAL, 25, 100, 30, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()), new AttackMove(Moves.ICICLE_SPEAR, "Icicle Spear", Type.ICE, MoveCategory.PHYSICAL, 25, 100, 30, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
new StatusMove(Moves.IRON_DEFENSE, "Iron Defense", Type.STEEL, -1, 15, 104, "Sharply raises user's Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.DEF, 2, true)), new SelfStatusMove(Moves.IRON_DEFENSE, "Iron Defense", Type.STEEL, -1, 15, 104, "Sharply raises user's Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.DEF, 2, true)),
new StatusMove(Moves.BLOCK, "Block", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 3), new StatusMove(Moves.BLOCK, "Block", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 3),
new StatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)), // TODO new SelfStatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)), // TODO
new AttackMove(Moves.DRAGON_CLAW, "Dragon Claw", Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 15, 78, "", -1, 0, 3), new AttackMove(Moves.DRAGON_CLAW, "Dragon Claw", Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 15, 78, "", -1, 0, 3),
new AttackMove(Moves.FRENZY_PLANT, "Frenzy Plant", Type.GRASS, MoveCategory.SPECIAL, 150, 90, 5, 155, "User must recharge next turn.", -1, 0, 3), new AttackMove(Moves.FRENZY_PLANT, "Frenzy Plant", Type.GRASS, MoveCategory.SPECIAL, 150, 90, 5, 155, "User must recharge next turn.", -1, 0, 3),
new StatusMove(Moves.BULK_UP, "Bulk Up", Type.FIGHTING, -1, 20, 64, "Raises user's Attack and Defense.", -1, 0, 3, new SelfStatusMove(Moves.BULK_UP, "Bulk Up", Type.FIGHTING, -1, 20, 64, "Raises user's Attack and Defense.", -1, 0, 3,
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], 1, true)),
new AttackMove(Moves.BOUNCE, "Bounce", Type.FLYING, MoveCategory.PHYSICAL, 85, 85, 5, -1, "Springs up on first turn, attacks on second. May paralyze opponent.", 30, 0, 3, new AttackMove(Moves.BOUNCE, "Bounce", Type.FLYING, MoveCategory.PHYSICAL, 85, 85, 5, -1, "Springs up on first turn, attacks on second. May paralyze opponent.", 30, 0, 3,
new ChargeAttr(ChargeAnim.BOUNCE_CHARGING, 'sprang up!', BattleTagType.FLYING), new StatusEffectAttr(StatusEffect.PARALYSIS)), new ChargeAttr(ChargeAnim.BOUNCE_CHARGING, 'sprang up!', BattleTagType.FLYING), new StatusEffectAttr(StatusEffect.PARALYSIS)),
@ -1563,11 +1609,11 @@ export const allMoves = [
new AttackMove(Moves.VOLT_TACKLE, "Volt Tackle", Type.ELECTRIC, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage. May paralyze opponent.", 10, 0, 3, new AttackMove(Moves.VOLT_TACKLE, "Volt Tackle", Type.ELECTRIC, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage. May paralyze opponent.", 10, 0, 3,
new StatusEffectAttr(StatusEffect.PARALYSIS)), // TODO new StatusEffectAttr(StatusEffect.PARALYSIS)), // TODO
new AttackMove(Moves.MAGICAL_LEAF, "Magical Leaf", Type.GRASS, MoveCategory.SPECIAL, 60, 999, 20, 33, "Ignores Accuracy and Evasiveness.", -1, 0, 3), new AttackMove(Moves.MAGICAL_LEAF, "Magical Leaf", Type.GRASS, MoveCategory.SPECIAL, 60, 999, 20, 33, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
new StatusMove(Moves.WATER_SPORT, "Water Sport", Type.WATER, -1, 15, -1, "Weakens the power of Fire-type moves.", -1, 0, 3), new SelfStatusMove(Moves.WATER_SPORT, "Water Sport", Type.WATER, -1, 15, -1, "Weakens the power of Fire-type moves.", -1, 0, 3),
new StatusMove(Moves.CALM_MIND, "Calm Mind", Type.PSYCHIC, -1, 20, 129, "Raises user's Special Attack and Special Defense.", -1, 0, 3, new SelfStatusMove(Moves.CALM_MIND, "Calm Mind", Type.PSYCHIC, -1, 20, 129, "Raises user's Special Attack and Special Defense.", -1, 0, 3,
new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF ], 1, true)), new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF ], 1, true)),
new AttackMove(Moves.LEAF_BLADE, "Leaf Blade", Type.GRASS, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()), new AttackMove(Moves.LEAF_BLADE, "Leaf Blade", Type.GRASS, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()),
new StatusMove(Moves.DRAGON_DANCE, "Dragon Dance", Type.DRAGON, -1, 20, 100, "Raises user's Attack and Speed.", -1, 0, 3, new SelfStatusMove(Moves.DRAGON_DANCE, "Dragon Dance", Type.DRAGON, -1, 20, 100, "Raises user's Attack and Speed.", -1, 0, 3,
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPD ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.SPD ], 1, true)),
new AttackMove(Moves.ROCK_BLAST, "Rock Blast", Type.ROCK, MoveCategory.PHYSICAL, 25, 90, 10, 76, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()), new AttackMove(Moves.ROCK_BLAST, "Rock Blast", Type.ROCK, MoveCategory.PHYSICAL, 25, 90, 10, 76, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
new AttackMove(Moves.SHOCK_WAVE, "Shock Wave", Type.ELECTRIC, MoveCategory.SPECIAL, 60, 999, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 3), new AttackMove(Moves.SHOCK_WAVE, "Shock Wave", Type.ELECTRIC, MoveCategory.SPECIAL, 60, 999, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
@ -1575,19 +1621,20 @@ export const allMoves = [
new AttackMove(Moves.DOOM_DESIRE, "Doom Desire", Type.STEEL, MoveCategory.SPECIAL, 140, 100, 5, -1, "Damage occurs 2 turns later.", -1, 0, 3, new AttackMove(Moves.DOOM_DESIRE, "Doom Desire", Type.STEEL, MoveCategory.SPECIAL, 140, 100, 5, -1, "Damage occurs 2 turns later.", -1, 0, 3,
new ChargeAttr(ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!')), new ChargeAttr(ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!')),
new AttackMove(Moves.PSYCHO_BOOST, "Psycho Boost", Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)), new AttackMove(Moves.PSYCHO_BOOST, "Psycho Boost", Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)),
new StatusMove(Moves.ROOST, "Roost", Type.FLYING, -1, 5, -1, "User recovers half of its max HP and loses the Flying type temporarily.", -1, 0, 4, new HitHealAttr(), new AddTagAttr(BattleTagType.IGNORE_FLYING, 1, true)), new SelfStatusMove(Moves.ROOST, "Roost", Type.FLYING, -1, 5, -1, "User recovers half of its max HP and loses the Flying type temporarily.", -1, 0, 4, new HitHealAttr(), new AddTagAttr(BattleTagType.IGNORE_FLYING, 1, true)),
new StatusMove(Moves.GRAVITY, "Gravity", Type.PSYCHIC, -1, 5, -1, "Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.", -1, 0, 4), new SelfStatusMove(Moves.GRAVITY, "Gravity", Type.PSYCHIC, -1, 5, -1, "Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.", -1, 0, 4),
new StatusMove(Moves.MIRACLE_EYE, "Miracle Eye", Type.PSYCHIC, -1, 40, -1, "Resets opponent's Evasiveness, removes Dark's Psychic immunity.", -1, 0, 4), new StatusMove(Moves.MIRACLE_EYE, "Miracle Eye", Type.PSYCHIC, -1, 40, -1, "Resets opponent's Evasiveness, removes Dark's Psychic immunity.", -1, 0, 4),
new AttackMove(Moves.WAKE_UP_SLAP, "Wake-Up Slap", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is asleep, but wakes it up.", -1, 0, 4), new AttackMove(Moves.WAKE_UP_SLAP, "Wake-Up Slap", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is asleep, but wakes it up.", -1, 0, 4),
new AttackMove(Moves.HAMMER_ARM, "Hammer Arm", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 90, 10, -1, "Lowers user's Speed.", 100, 0, 4, new StatChangeAttr(BattleStat.SPD, -1, true)), new AttackMove(Moves.HAMMER_ARM, "Hammer Arm", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 90, 10, -1, "Lowers user's Speed.", 100, 0, 4, new StatChangeAttr(BattleStat.SPD, -1, true)),
new AttackMove(Moves.GYRO_BALL, "Gyro Ball", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "The slower the user, the stronger the attack.", -1, 0, 4), new AttackMove(Moves.GYRO_BALL, "Gyro Ball", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "The slower the user, the stronger the attack.", -1, 0, 4),
new StatusMove(Moves.HEALING_WISH, "Healing Wish", Type.PSYCHIC, -1, 10, -1, "The user faints and the next Pokémon released is fully healed.", -1, 0, 4), new SelfStatusMove(Moves.HEALING_WISH, "Healing Wish", Type.PSYCHIC, -1, 10, -1, "The user faints and the next Pokémon released is fully healed.", -1, 0, 4),
new AttackMove(Moves.BRINE, "Brine", Type.WATER, MoveCategory.SPECIAL, 65, 100, 10, -1, "Power doubles if opponent's HP is less than 50%.", -1, 0, 4), new AttackMove(Moves.BRINE, "Brine", Type.WATER, MoveCategory.SPECIAL, 65, 100, 10, -1, "Power doubles if opponent's HP is less than 50%.", -1, 0, 4),
new AttackMove(Moves.NATURAL_GIFT, "Natural Gift", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "Power and type depend on the user's held berry.", -1, 0, 4), new AttackMove(Moves.NATURAL_GIFT, "Natural Gift", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "Power and type depend on the user's held berry.", -1, 0, 4),
new AttackMove(Moves.FEINT, "Feint", Type.NORMAL, MoveCategory.PHYSICAL, 30, 100, 10, -1, "Only hits if opponent uses Protect or Detect in the same turn.", -1, 2, 4), new AttackMove(Moves.FEINT, "Feint", Type.NORMAL, MoveCategory.PHYSICAL, 30, 100, 10, -1, "Only hits if opponent uses Protect or Detect in the same turn.", -1, 2, 4,
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !!target.getTag(BattleTagType.PROTECTED))).ignoreProtect(),
new AttackMove(Moves.PLUCK, "Pluck", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 20, -1, "If the opponent is holding a berry, its effect is stolen by user.", -1, 0, 4), new AttackMove(Moves.PLUCK, "Pluck", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 20, -1, "If the opponent is holding a berry, its effect is stolen by user.", -1, 0, 4),
new StatusMove(Moves.TAILWIND, "Tailwind", Type.FLYING, -1, 15, 113, "Doubles Speed for 4 turns.", -1, 0, 4), new SelfStatusMove(Moves.TAILWIND, "Tailwind", Type.FLYING, -1, 15, 113, "Doubles Speed for 4 turns.", -1, 0, 4),
new StatusMove(Moves.ACUPRESSURE, "Acupressure", Type.NORMAL, -1, 30, -1, "Sharply raises a random stat.", -1, 0, 4, new StatChangeAttr(BattleStat.RAND, 2, true)), new SelfStatusMove(Moves.ACUPRESSURE, "Acupressure", Type.NORMAL, -1, 30, -1, "Sharply raises a random stat.", -1, 0, 4, new StatChangeAttr(BattleStat.RAND, 2, true)),
new AttackMove(Moves.METAL_BURST, "Metal Burst", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, -1, "Deals damage equal to 1.5x opponent's attack.", -1, 0, 4), new AttackMove(Moves.METAL_BURST, "Metal Burst", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, -1, "Deals damage equal to 1.5x opponent's attack.", -1, 0, 4),
new AttackMove(Moves.U_TURN, "U-turn", Type.BUG, MoveCategory.PHYSICAL, 70, 100, 20, 60, "User switches out immediately after attacking.", -1, 0, 4), new AttackMove(Moves.U_TURN, "U-turn", Type.BUG, MoveCategory.PHYSICAL, 70, 100, 20, 60, "User switches out immediately after attacking.", -1, 0, 4),
new AttackMove(Moves.CLOSE_COMBAT, "Close Combat", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, 167, "Lowers user's Defense and Special Defense.", 100, 0, 4, new AttackMove(Moves.CLOSE_COMBAT, "Close Combat", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, 167, "Lowers user's Defense and Special Defense.", 100, 0, 4,
@ -1600,11 +1647,11 @@ export const allMoves = [
new AttackMove(Moves.TRUMP_CARD, "Trump Card", Type.NORMAL, MoveCategory.SPECIAL, -1, 999, 5, -1, "The lower the PP, the higher the power.", -1, 0, 4), new AttackMove(Moves.TRUMP_CARD, "Trump Card", Type.NORMAL, MoveCategory.SPECIAL, -1, 999, 5, -1, "The lower the PP, the higher the power.", -1, 0, 4),
new StatusMove(Moves.HEAL_BLOCK, "Heal Block", Type.PSYCHIC, 100, 15, -1, "Prevents the opponent from restoring HP for 5 turns.", -1, 0, 4), new StatusMove(Moves.HEAL_BLOCK, "Heal Block", Type.PSYCHIC, 100, 15, -1, "Prevents the opponent from restoring HP for 5 turns.", -1, 0, 4),
new AttackMove(Moves.WRING_OUT, "Wring Out", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 5, -1, "The higher the opponent's HP, the higher the damage.", -1, 0, 4), new AttackMove(Moves.WRING_OUT, "Wring Out", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 5, -1, "The higher the opponent's HP, the higher the damage.", -1, 0, 4),
new StatusMove(Moves.POWER_TRICK, "Power Trick", Type.PSYCHIC, -1, 10, -1, "User's own Attack and Defense switch.", -1, 0, 4), new SelfStatusMove(Moves.POWER_TRICK, "Power Trick", Type.PSYCHIC, -1, 10, -1, "User's own Attack and Defense switch.", -1, 0, 4),
new StatusMove(Moves.GASTRO_ACID, "Gastro Acid", Type.POISON, 100, 10, -1, "Cancels out the effect of the opponent's Ability.", -1, 0, 4), new StatusMove(Moves.GASTRO_ACID, "Gastro Acid", Type.POISON, 100, 10, -1, "Cancels out the effect of the opponent's Ability.", -1, 0, 4),
new StatusMove(Moves.LUCKY_CHANT, "Lucky Chant", Type.NORMAL, -1, 30, -1, "Opponent cannot land critical hits for 5 turns.", -1, 0, 4), new StatusMove(Moves.LUCKY_CHANT, "Lucky Chant", Type.NORMAL, -1, 30, -1, "Opponent cannot land critical hits for 5 turns.", -1, 0, 4),
new StatusMove(Moves.ME_FIRST, "Me First", Type.NORMAL, -1, 20, -1, "User copies the opponent's attack with 1.5× power.", -1, 0, 4), new StatusMove(Moves.ME_FIRST, "Me First", Type.NORMAL, -1, 20, -1, "User copies the opponent's attack with 1.5× power.", -1, 0, 4),
new StatusMove(Moves.COPYCAT, "Copycat", Type.NORMAL, -1, 20, -1, "Copies opponent's last move.", -1, 0, 4), new SelfStatusMove(Moves.COPYCAT, "Copycat", Type.NORMAL, -1, 20, -1, "Copies opponent's last move.", -1, 0, 4),
new StatusMove(Moves.POWER_SWAP, "Power Swap", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Attack and Special Attack.", -1, 0, 4), new StatusMove(Moves.POWER_SWAP, "Power Swap", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Attack and Special Attack.", -1, 0, 4),
new StatusMove(Moves.GUARD_SWAP, "Guard Swap", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Defense and Special Defense.", -1, 0, 4), new StatusMove(Moves.GUARD_SWAP, "Guard Swap", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Defense and Special Defense.", -1, 0, 4),
new AttackMove(Moves.PUNISHMENT, "Punishment", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 5, -1, "Power increases when opponent's stats have been raised.", -1, 0, 4), new AttackMove(Moves.PUNISHMENT, "Punishment", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 5, -1, "Power increases when opponent's stats have been raised.", -1, 0, 4),
@ -1613,12 +1660,12 @@ export const allMoves = [
new AttackMove(Moves.SUCKER_PUNCH, "Sucker Punch", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 5, -1, "User attacks first, but only works if opponent is readying an attack.", -1, 0, 4), new AttackMove(Moves.SUCKER_PUNCH, "Sucker Punch", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 5, -1, "User attacks first, but only works if opponent is readying an attack.", -1, 0, 4),
new StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes", Type.POISON, -1, 20, 91, "Poisons opponents when they switch into battle.", -1, 0, 4), new StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes", Type.POISON, -1, 20, 91, "Poisons opponents when they switch into battle.", -1, 0, 4),
new StatusMove(Moves.HEART_SWAP, "Heart Swap", Type.PSYCHIC, -1, 10, -1, "Stat changes are swapped with the opponent.", -1, 0, 4), new StatusMove(Moves.HEART_SWAP, "Heart Swap", Type.PSYCHIC, -1, 10, -1, "Stat changes are swapped with the opponent.", -1, 0, 4),
new StatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4), new SelfStatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4),
new StatusMove(Moves.MAGNET_RISE, "Magnet Rise", Type.ELECTRIC, -1, 10, -1, "User becomes immune to Ground-type moves for 5 turns.", -1, 0, 4), new SelfStatusMove(Moves.MAGNET_RISE, "Magnet Rise", Type.ELECTRIC, -1, 10, -1, "User becomes immune to Ground-type moves for 5 turns.", -1, 0, 4),
new AttackMove(Moves.FLARE_BLITZ, "Flare Blitz", Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 15, 165, "User receives recoil damage. May burn opponent.", 10, 0, 4, new StatusEffectAttr(StatusEffect.BURN)), // TODO new AttackMove(Moves.FLARE_BLITZ, "Flare Blitz", Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 15, 165, "User receives recoil damage. May burn opponent.", 10, 0, 4, new StatusEffectAttr(StatusEffect.BURN)), // TODO
new AttackMove(Moves.FORCE_PALM, "Force Palm", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)), new AttackMove(Moves.FORCE_PALM, "Force Palm", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.AURA_SPHERE, "Aura Sphere", Type.FIGHTING, MoveCategory.SPECIAL, 80, 999, 20, 112, "Ignores Accuracy and Evasiveness.", -1, 0, 4), new AttackMove(Moves.AURA_SPHERE, "Aura Sphere", Type.FIGHTING, MoveCategory.SPECIAL, 80, 999, 20, 112, "Ignores Accuracy and Evasiveness.", -1, 0, 4),
new StatusMove(Moves.ROCK_POLISH, "Rock Polish", Type.ROCK, -1, 20, -1, "Sharply raises user's Speed.", -1, 0, 4, new StatChangeAttr(BattleStat.SPD, 2, true)), new SelfStatusMove(Moves.ROCK_POLISH, "Rock Polish", Type.ROCK, -1, 20, -1, "Sharply raises user's Speed.", -1, 0, 4, new StatChangeAttr(BattleStat.SPD, 2, true)),
new AttackMove(Moves.POISON_JAB, "Poison Jab", Type.POISON, MoveCategory.PHYSICAL, 80, 100, 20, 83, "May poison the opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.POISON)), new AttackMove(Moves.POISON_JAB, "Poison Jab", Type.POISON, MoveCategory.PHYSICAL, 80, 100, 20, 83, "May poison the opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.DARK_PULSE, "Dark Pulse", Type.DARK, MoveCategory.SPECIAL, 80, 100, 15, 94, "May cause flinching.", 20, 0, 4, new FlinchAttr()), new AttackMove(Moves.DARK_PULSE, "Dark Pulse", Type.DARK, MoveCategory.SPECIAL, 80, 100, 15, 94, "May cause flinching.", 20, 0, 4, new FlinchAttr()),
new AttackMove(Moves.NIGHT_SLASH, "Night Slash", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()), new AttackMove(Moves.NIGHT_SLASH, "Night Slash", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
@ -1638,7 +1685,7 @@ export const allMoves = [
new AttackMove(Moves.EARTH_POWER, "Earth Power", Type.GROUND, MoveCategory.SPECIAL, 90, 100, 10, 133, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)), new AttackMove(Moves.EARTH_POWER, "Earth Power", Type.GROUND, MoveCategory.SPECIAL, 90, 100, 10, 133, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
new StatusMove(Moves.SWITCHEROO, "Switcheroo", Type.DARK, 100, 10, -1, "Swaps held items with the opponent.", -1, 0, 4), new StatusMove(Moves.SWITCHEROO, "Switcheroo", Type.DARK, 100, 10, -1, "Swaps held items with the opponent.", -1, 0, 4),
new AttackMove(Moves.GIGA_IMPACT, "Giga Impact", Type.NORMAL, MoveCategory.PHYSICAL, 150, 90, 5, 152, "User must recharge next turn.", -1, 0, 4), new AttackMove(Moves.GIGA_IMPACT, "Giga Impact", Type.NORMAL, MoveCategory.PHYSICAL, 150, 90, 5, 152, "User must recharge next turn.", -1, 0, 4),
new StatusMove(Moves.NASTY_PLOT, "Nasty Plot", Type.DARK, -1, 20, 140, "Sharply raises user's Special Attack.", -1, 0, 4, new StatChangeAttr(BattleStat.SPATK, 2, true)), new SelfStatusMove(Moves.NASTY_PLOT, "Nasty Plot", Type.DARK, -1, 20, 140, "Sharply raises user's Special Attack.", -1, 0, 4, new StatChangeAttr(BattleStat.SPATK, 2, true)),
new AttackMove(Moves.BULLET_PUNCH, "Bullet Punch", Type.STEEL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4), new AttackMove(Moves.BULLET_PUNCH, "Bullet Punch", Type.STEEL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
new AttackMove(Moves.AVALANCHE, "Avalanche", Type.ICE, MoveCategory.PHYSICAL, 60, 100, 10, 46, "Power doubles if user took damage first.", -1, -4, 4), new AttackMove(Moves.AVALANCHE, "Avalanche", Type.ICE, MoveCategory.PHYSICAL, 60, 100, 10, 46, "Power doubles if user took damage first.", -1, -4, 4),
new AttackMove(Moves.ICE_SHARD, "Ice Shard", Type.ICE, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4), new AttackMove(Moves.ICE_SHARD, "Ice Shard", Type.ICE, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
@ -1654,7 +1701,7 @@ export const allMoves = [
new AttackMove(Moves.FLASH_CANNON, "Flash Cannon", Type.STEEL, MoveCategory.SPECIAL, 80, 100, 10, 93, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)), new AttackMove(Moves.FLASH_CANNON, "Flash Cannon", Type.STEEL, MoveCategory.SPECIAL, 80, 100, 10, 93, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
new AttackMove(Moves.ROCK_CLIMB, "Rock Climb", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, -1, "May confuse opponent.", 20, 0, 4, new ConfuseAttr()), new AttackMove(Moves.ROCK_CLIMB, "Rock Climb", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, -1, "May confuse opponent.", 20, 0, 4, new ConfuseAttr()),
new StatusMove(Moves.DEFOG, "Defog", Type.FLYING, -1, 15, -1, "Lowers opponent's Evasiveness and clears fog.", -1, 0, 4, new StatChangeAttr(BattleStat.EVA, -1), new ClearWeatherAttr(WeatherType.FOG)), new StatusMove(Moves.DEFOG, "Defog", Type.FLYING, -1, 15, -1, "Lowers opponent's Evasiveness and clears fog.", -1, 0, 4, new StatChangeAttr(BattleStat.EVA, -1), new ClearWeatherAttr(WeatherType.FOG)),
new StatusMove(Moves.TRICK_ROOM, "Trick Room", Type.PSYCHIC, -1, 5, 161, "Slower Pokémon move first in the turn for 5 turns.", -1, 0, 4), new StatusMove(Moves.TRICK_ROOM, "Trick Room", Type.PSYCHIC, -1, 5, 161, "Slower Pokémon move first in the turn for 5 turns.", -1, 0, 4).ignoreProtect(),
new AttackMove(Moves.DRACO_METEOR, "Draco Meteor", Type.DRAGON, MoveCategory.SPECIAL, 130, 90, 5, 169, "Sharply lowers user's Special Attack.", 100, -7, 4, new StatChangeAttr(BattleStat.SPATK, -2, true)), new AttackMove(Moves.DRACO_METEOR, "Draco Meteor", Type.DRAGON, MoveCategory.SPECIAL, 130, 90, 5, 169, "Sharply lowers user's Special Attack.", 100, -7, 4, new StatChangeAttr(BattleStat.SPATK, -2, true)),
new AttackMove(Moves.DISCHARGE, "Discharge", Type.ELECTRIC, MoveCategory.SPECIAL, 80, 100, 15, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)), new AttackMove(Moves.DISCHARGE, "Discharge", Type.ELECTRIC, MoveCategory.SPECIAL, 80, 100, 15, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.LAVA_PLUME, "Lava Plume", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.LAVA_PLUME, "Lava Plume", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.BURN)),
@ -1677,14 +1724,14 @@ export const allMoves = [
new AttackMove(Moves.WOOD_HAMMER, "Wood Hammer", Type.GRASS, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 4), new AttackMove(Moves.WOOD_HAMMER, "Wood Hammer", Type.GRASS, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 4),
new AttackMove(Moves.AQUA_JET, "Aqua Jet", Type.WATER, MoveCategory.PHYSICAL, 40, 100, 20, -1, "User attacks first.", -1, 1, 4), new AttackMove(Moves.AQUA_JET, "Aqua Jet", Type.WATER, MoveCategory.PHYSICAL, 40, 100, 20, -1, "User attacks first.", -1, 1, 4),
new AttackMove(Moves.ATTACK_ORDER, "Attack Order", Type.BUG, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()), new AttackMove(Moves.ATTACK_ORDER, "Attack Order", Type.BUG, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
new StatusMove(Moves.DEFEND_ORDER, "Defend Order", Type.BUG, -1, 10, -1, "Raises user's Defense and Special Defense.", -1, 0, 4, new SelfStatusMove(Moves.DEFEND_ORDER, "Defend Order", Type.BUG, -1, 10, -1, "Raises user's Defense and Special Defense.", -1, 0, 4,
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)),
new StatusMove(Moves.HEAL_ORDER, "Heal Order", Type.BUG, -1, 10, -1, "User recovers half its max HP.", -1, 0, 4, new HealAttr(0.5)), new SelfStatusMove(Moves.HEAL_ORDER, "Heal Order", Type.BUG, -1, 10, -1, "User recovers half its max HP.", -1, 0, 4, new HealAttr(0.5)),
new AttackMove(Moves.HEAD_SMASH, "Head Smash", Type.ROCK, MoveCategory.PHYSICAL, 150, 80, 5, -1, "User receives recoil damage.", -1, 0, 4), new AttackMove(Moves.HEAD_SMASH, "Head Smash", Type.ROCK, MoveCategory.PHYSICAL, 150, 80, 5, -1, "User receives recoil damage.", -1, 0, 4),
new AttackMove(Moves.DOUBLE_HIT, "Double Hit", Type.NORMAL, MoveCategory.PHYSICAL, 35, 90, 10, -1, "Hits twice in one turn.", -1, 0, 4, new MultiHitAttr(MultiHitType._2)), new AttackMove(Moves.DOUBLE_HIT, "Double Hit", Type.NORMAL, MoveCategory.PHYSICAL, 35, 90, 10, -1, "Hits twice in one turn.", -1, 0, 4, new MultiHitAttr(MultiHitType._2)),
new AttackMove(Moves.ROAR_OF_TIME, "Roar of Time", Type.DRAGON, MoveCategory.SPECIAL, 150, 90, 5, -1, "User must recharge next turn.", -1, 0, 4), new AttackMove(Moves.ROAR_OF_TIME, "Roar of Time", Type.DRAGON, MoveCategory.SPECIAL, 150, 90, 5, -1, "User must recharge next turn.", -1, 0, 4),
new AttackMove(Moves.SPACIAL_REND, "Spacial Rend", Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()), new AttackMove(Moves.SPACIAL_REND, "Spacial Rend", Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
new StatusMove(Moves.LUNAR_DANCE, "Lunar Dance", Type.PSYCHIC, -1, 10, -1, "The user faints but the next Pokémon released is fully healed.", -1, 0, 4), new SelfStatusMove(Moves.LUNAR_DANCE, "Lunar Dance", Type.PSYCHIC, -1, 10, -1, "The user faints but the next Pokémon released is fully healed.", -1, 0, 4),
new AttackMove(Moves.CRUSH_GRIP, "Crush Grip", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "More powerful when opponent has higher HP.", -1, 0, 4), new AttackMove(Moves.CRUSH_GRIP, "Crush Grip", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "More powerful when opponent has higher HP.", -1, 0, 4),
new AttackMove(Moves.MAGMA_STORM, "Magma Storm", Type.FIRE, MoveCategory.SPECIAL, 100, 75, 5, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 4), new AttackMove(Moves.MAGMA_STORM, "Magma Storm", Type.FIRE, MoveCategory.SPECIAL, 100, 75, 5, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 4),
new StatusMove(Moves.DARK_VOID, "Dark Void", Type.DARK, 50, 10, -1, "Puts all adjacent opponents to sleep.", -1, 0, 4, new StatusEffectAttr(StatusEffect.SLEEP)), new StatusMove(Moves.DARK_VOID, "Dark Void", Type.DARK, 50, 10, -1, "Puts all adjacent opponents to sleep.", -1, 0, 4, new StatusEffectAttr(StatusEffect.SLEEP)),
@ -1692,53 +1739,53 @@ export const allMoves = [
new AttackMove(Moves.OMINOUS_WIND, "Ominous Wind", Type.GHOST, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 4, new AttackMove(Moves.OMINOUS_WIND, "Ominous Wind", Type.GHOST, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 4,
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
new AttackMove(Moves.SHADOW_FORCE, "Shadow Force", Type.GHOST, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Disappears on first turn, attacks on second. Can strike through Protect/Detect.", -1, 0, 4, new AttackMove(Moves.SHADOW_FORCE, "Shadow Force", Type.GHOST, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Disappears on first turn, attacks on second. Can strike through Protect/Detect.", -1, 0, 4,
new ChargeAttr(ChargeAnim.SHADOW_FORCE_CHARGING, 'vanished\ninstantly!')), new ChargeAttr(ChargeAnim.SHADOW_FORCE_CHARGING, 'vanished\ninstantly!')).ignoreProtect(),
new StatusMove(Moves.HONE_CLAWS, "Hone Claws", Type.DARK, -1, 15, -1, "Raises user's Attack and Accuracy.", -1, 0, 5, new SelfStatusMove(Moves.HONE_CLAWS, "Hone Claws", Type.DARK, -1, 15, -1, "Raises user's Attack and Accuracy.", -1, 0, 5,
new StatChangeAttr([ BattleStat.ATK, BattleStat.ACC ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.ACC ], 1, true)),
new StatusMove(Moves.WIDE_GUARD, "Wide Guard", Type.ROCK, -1, 10, -1, "Protects the user's team from multi-target attacks.", -1, 3, 5), new SelfStatusMove(Moves.WIDE_GUARD, "Wide Guard", Type.ROCK, -1, 10, -1, "Protects the user's team from multi-target attacks.", -1, 3, 5),
new StatusMove(Moves.GUARD_SPLIT, "Guard Split", Type.PSYCHIC, -1, 10, -1, "Averages Defense and Special Defense with the target.", -1, 0, 5), new StatusMove(Moves.GUARD_SPLIT, "Guard Split", Type.PSYCHIC, -1, 10, -1, "Averages Defense and Special Defense with the target.", -1, 0, 5),
new StatusMove(Moves.POWER_SPLIT, "Power Split", Type.PSYCHIC, -1, 10, -1, "Averages Attack and Special Attack with the target.", -1, 0, 5), new StatusMove(Moves.POWER_SPLIT, "Power Split", Type.PSYCHIC, -1, 10, -1, "Averages Attack and Special Attack with the target.", -1, 0, 5),
new StatusMove(Moves.WONDER_ROOM, "Wonder Room", Type.PSYCHIC, -1, 10, -1, "Swaps every Pokémon's Defense and Special Defense for 5 turns.", -1, -7, 5), new StatusMove(Moves.WONDER_ROOM, "Wonder Room", Type.PSYCHIC, -1, 10, -1, "Swaps every Pokémon's Defense and Special Defense for 5 turns.", -1, -7, 5).ignoreProtect(),
new AttackMove(Moves.PSYSHOCK, "Psyshock", Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 10, 54, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5), new AttackMove(Moves.PSYSHOCK, "Psyshock", Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 10, 54, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
new AttackMove(Moves.VENOSHOCK, "Venoshock", Type.POISON, MoveCategory.SPECIAL, 65, 100, 10, 45, "Inflicts double damage if the target is poisoned.", -1, 0, 5), new AttackMove(Moves.VENOSHOCK, "Venoshock", Type.POISON, MoveCategory.SPECIAL, 65, 100, 10, 45, "Inflicts double damage if the target is poisoned.", -1, 0, 5),
new StatusMove(Moves.AUTOTOMIZE, "Autotomize", Type.STEEL, -1, 15, -1, "Reduces weight and sharply raises Speed.", -1, 0, 5, new StatChangeAttr(BattleStat.SPD, 2, true)), // TODO new SelfStatusMove(Moves.AUTOTOMIZE, "Autotomize", Type.STEEL, -1, 15, -1, "Reduces weight and sharply raises Speed.", -1, 0, 5, new StatChangeAttr(BattleStat.SPD, 2, true)), // TODO
new StatusMove(Moves.RAGE_POWDER, "Rage Powder", Type.BUG, -1, 20, -1, "Forces attacks to hit user, not team-mates.", -1, 3, 5), new SelfStatusMove(Moves.RAGE_POWDER, "Rage Powder", Type.BUG, -1, 20, -1, "Forces attacks to hit user, not team-mates.", -1, 3, 5),
new StatusMove(Moves.TELEKINESIS, "Telekinesis", Type.PSYCHIC, -1, 15, -1, "Ignores opponent's Evasiveness for three turns, add Ground immunity.", -1, 0, 5), new StatusMove(Moves.TELEKINESIS, "Telekinesis", Type.PSYCHIC, -1, 15, -1, "Ignores opponent's Evasiveness for three turns, add Ground immunity.", -1, 0, 5),
new StatusMove(Moves.MAGIC_ROOM, "Magic Room", Type.PSYCHIC, -1, 10, -1, "Suppresses the effects of held items for five turns.", -1, -7, 5), new StatusMove(Moves.MAGIC_ROOM, "Magic Room", Type.PSYCHIC, -1, 10, -1, "Suppresses the effects of held items for five turns.", -1, -7, 5).ignoreProtect(),
new AttackMove(Moves.SMACK_DOWN, "Smack Down", Type.ROCK, MoveCategory.PHYSICAL, 50, 100, 15, -1, "Makes Flying-type Pokémon vulnerable to Ground moves.", 100, 0, 5), // TODO, logic with fly new AttackMove(Moves.SMACK_DOWN, "Smack Down", Type.ROCK, MoveCategory.PHYSICAL, 50, 100, 15, -1, "Makes Flying-type Pokémon vulnerable to Ground moves.", 100, 0, 5), // TODO, logic with fly
new AttackMove(Moves.STORM_THROW, "Storm Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO new AttackMove(Moves.STORM_THROW, "Storm Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO
new AttackMove(Moves.FLAME_BURST, "Flame Burst", Type.FIRE, MoveCategory.SPECIAL, 70, 100, 15, -1, "May also injure nearby Pokémon.", -1, 0, 5), new AttackMove(Moves.FLAME_BURST, "Flame Burst", Type.FIRE, MoveCategory.SPECIAL, 70, 100, 15, -1, "May also injure nearby Pokémon.", -1, 0, 5),
new AttackMove(Moves.SLUDGE_WAVE, "Sludge Wave", Type.POISON, MoveCategory.SPECIAL, 95, 100, 10, -1, "May poison opponent.", 10, 0, 5, new StatusEffectAttr(StatusEffect.POISON)), new AttackMove(Moves.SLUDGE_WAVE, "Sludge Wave", Type.POISON, MoveCategory.SPECIAL, 95, 100, 10, -1, "May poison opponent.", 10, 0, 5, new StatusEffectAttr(StatusEffect.POISON)),
new StatusMove(Moves.QUIVER_DANCE, "Quiver Dance", Type.BUG, -1, 20, -1, "Raises user's Special Attack, Special Defense and Speed.", -1, 0, 5, new SelfStatusMove(Moves.QUIVER_DANCE, "Quiver Dance", Type.BUG, -1, 20, -1, "Raises user's Special Attack, Special Defense and Speed.", -1, 0, 5,
new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)), new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
new AttackMove(Moves.HEAVY_SLAM, "Heavy Slam", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, 121, "The heavier the user, the stronger the attack.", -1, 0, 5), new AttackMove(Moves.HEAVY_SLAM, "Heavy Slam", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, 121, "The heavier the user, the stronger the attack.", -1, 0, 5),
new AttackMove(Moves.SYNCHRONOISE, "Synchronoise", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, "Hits any Pokémon that shares a type with the user.", -1, 0, 5), new AttackMove(Moves.SYNCHRONOISE, "Synchronoise", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, "Hits any Pokémon that shares a type with the user.", -1, 0, 5),
new AttackMove(Moves.ELECTRO_BALL, "Electro Ball", Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, 72, "The faster the user, the stronger the attack.", -1, 0, 5), new AttackMove(Moves.ELECTRO_BALL, "Electro Ball", Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, 72, "The faster the user, the stronger the attack.", -1, 0, 5),
new StatusMove(Moves.SOAK, "Soak", Type.WATER, 100, 20, -1, "Changes the target's type to water.", -1, 0, 5), new StatusMove(Moves.SOAK, "Soak", Type.WATER, 100, 20, -1, "Changes the target's type to water.", -1, 0, 5),
new AttackMove(Moves.FLAME_CHARGE, "Flame Charge", Type.FIRE, MoveCategory.PHYSICAL, 50, 100, 20, 38, "Raises user's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, 1, true)), new AttackMove(Moves.FLAME_CHARGE, "Flame Charge", Type.FIRE, MoveCategory.PHYSICAL, 50, 100, 20, 38, "Raises user's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, 1, true)),
new StatusMove(Moves.COIL, "Coil", Type.POISON, -1, 20, -1, "Raises user's Attack, Defense and Accuracy.", -1, 0, 5, new SelfStatusMove(Moves.COIL, "Coil", Type.POISON, -1, 20, -1, "Raises user's Attack, Defense and Accuracy.", -1, 0, 5,
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.ACC ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.ACC ], 1, true)),
new AttackMove(Moves.LOW_SWEEP, "Low Sweep", Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 20, 39, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)), new AttackMove(Moves.LOW_SWEEP, "Low Sweep", Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 20, 39, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
new AttackMove(Moves.ACID_SPRAY, "Acid Spray", Type.POISON, MoveCategory.SPECIAL, 40, 100, 20, 13, "Sharply lowers opponent's Special Defense.", 100, 0, 5, new StatChangeAttr(BattleStat.SPDEF, -2)), new AttackMove(Moves.ACID_SPRAY, "Acid Spray", Type.POISON, MoveCategory.SPECIAL, 40, 100, 20, 13, "Sharply lowers opponent's Special Defense.", 100, 0, 5, new StatChangeAttr(BattleStat.SPDEF, -2)),
new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, 62, "Uses the opponent's Attack stat.", -1, 0, 5), new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, 62, "Uses the opponent's Attack stat.", -1, 0, 5),
new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam", Type.NORMAL, 100, 15, -1, "Changes target's ability to Simple.", -1, 0, 5), new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam", Type.NORMAL, 100, 15, -1, "Changes target's ability to Simple.", -1, 0, 5),
new StatusMove(Moves.ENTRAINMENT, "Entrainment", Type.NORMAL, 100, 15, -1, "Makes target's ability same as user's.", -1, 0, 5), new StatusMove(Moves.ENTRAINMENT, "Entrainment", Type.NORMAL, 100, 15, -1, "Makes target's ability same as user's.", -1, 0, 5),
new StatusMove(Moves.AFTER_YOU, "After You", Type.NORMAL, -1, 15, -1, "Gives target priority in the next turn.", -1, 0, 5), new StatusMove(Moves.AFTER_YOU, "After You", Type.NORMAL, -1, 15, -1, "Gives target priority in the next turn.", -1, 0, 5).ignoreProtect(),
new AttackMove(Moves.ROUND, "Round", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Power increases if teammates use it in the same turn.", -1, 0, 5), new AttackMove(Moves.ROUND, "Round", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Power increases if teammates use it in the same turn.", -1, 0, 5),
new AttackMove(Moves.ECHOED_VOICE, "Echoed Voice", Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, "Power increases each turn.", -1, 0, 5), new AttackMove(Moves.ECHOED_VOICE, "Echoed Voice", Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, "Power increases each turn.", -1, 0, 5),
new AttackMove(Moves.CHIP_AWAY, "Chip Away", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Ignores opponent's stat changes.", -1, 0, 5), new AttackMove(Moves.CHIP_AWAY, "Chip Away", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Ignores opponent's stat changes.", -1, 0, 5),
new AttackMove(Moves.CLEAR_SMOG, "Clear Smog", Type.POISON, MoveCategory.SPECIAL, 50, -1, 15, -1, "Removes all of the target's stat changes.", -1, 0, 5), new AttackMove(Moves.CLEAR_SMOG, "Clear Smog", Type.POISON, MoveCategory.SPECIAL, 50, -1, 15, -1, "Removes all of the target's stat changes.", -1, 0, 5),
new AttackMove(Moves.STORED_POWER, "Stored Power", Type.PSYCHIC, MoveCategory.SPECIAL, 20, 100, 10, 41, "Power increases when user's stats have been raised.", -1, 0, 5), new AttackMove(Moves.STORED_POWER, "Stored Power", Type.PSYCHIC, MoveCategory.SPECIAL, 20, 100, 10, 41, "Power increases when user's stats have been raised.", -1, 0, 5),
new StatusMove(Moves.QUICK_GUARD, "Quick Guard", Type.FIGHTING, -1, 15, -1, "Protects the user's team from high-priority moves.", -1, 3, 5), new SelfStatusMove(Moves.QUICK_GUARD, "Quick Guard", Type.FIGHTING, -1, 15, -1, "Protects the user's team from high-priority moves.", -1, 3, 5),
new StatusMove(Moves.ALLY_SWITCH, "Ally Switch", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5), new StatusMove(Moves.ALLY_SWITCH, "Ally Switch", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5).ignoreProtect(),
new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5, new StatusEffectAttr(StatusEffect.BURN)),
new StatusMove(Moves.SHELL_SMASH, "Shell Smash", Type.NORMAL, -1, 15, -1, "Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.", -1, 0, 5, new SelfStatusMove(Moves.SHELL_SMASH, "Shell Smash", Type.NORMAL, -1, 15, -1, "Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.", -1, 0, 5,
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 2, true), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 2, true), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
new StatusMove(Moves.HEAL_PULSE, "Heal Pulse", Type.PSYCHIC, -1, 10, -1, "Restores half the target's max HP.", -1, 0, 5), new StatusMove(Moves.HEAL_PULSE, "Heal Pulse", Type.PSYCHIC, -1, 10, -1, "Restores half the target's max HP.", -1, 0, 5, new HealAttr(0.5, false, false)),
new AttackMove(Moves.HEX, "Hex", Type.GHOST, MoveCategory.SPECIAL, 65, 100, 10, 29, "Inflicts more damage if the target has a status condition.", -1, 0, 5), new AttackMove(Moves.HEX, "Hex", Type.GHOST, MoveCategory.SPECIAL, 65, 100, 10, 29, "Inflicts more damage if the target has a status condition.", -1, 0, 5),
new AttackMove(Moves.SKY_DROP, "Sky Drop", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Takes opponent into the air on first turn, drops them on second turn.", -1, 0, 5, new AttackMove(Moves.SKY_DROP, "Sky Drop", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Takes opponent into the air on first turn, drops them on second turn.", -1, 0, 5,
new ChargeAttr(ChargeAnim.SKY_DROP_CHARGING, 'took {TARGET}\ninto the sky!', BattleTagType.FLYING)), // TODO: Add 2nd turn message new ChargeAttr(ChargeAnim.SKY_DROP_CHARGING, 'took {TARGET}\ninto the sky!', BattleTagType.FLYING)), // TODO: Add 2nd turn message
new StatusMove(Moves.SHIFT_GEAR, "Shift Gear", Type.STEEL, -1, 10, -1, "Raises user's Attack and sharply raises Speed.", -1, 0, 5, new SelfStatusMove(Moves.SHIFT_GEAR, "Shift Gear", Type.STEEL, -1, 10, -1, "Raises user's Attack and sharply raises Speed.", -1, 0, 5,
new StatChangeAttr(BattleStat.ATK, 1, true), new StatChangeAttr(BattleStat.SPD, 2, true)), new StatChangeAttr(BattleStat.ATK, 1, true), new StatChangeAttr(BattleStat.SPD, 2, true)),
new AttackMove(Moves.CIRCLE_THROW, "Circle Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5), new AttackMove(Moves.CIRCLE_THROW, "Circle Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5),
new AttackMove(Moves.INCINERATE, "Incinerate", Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, "Destroys the target's held berry.", -1, 0, 5), new AttackMove(Moves.INCINERATE, "Incinerate", Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, "Destroys the target's held berry.", -1, 0, 5),
@ -1747,7 +1794,7 @@ export const allMoves = [
new StatusMove(Moves.REFLECT_TYPE, "Reflect Type", Type.NORMAL, -1, 15, -1, "User becomes the target's type.", -1, 0, 5), new StatusMove(Moves.REFLECT_TYPE, "Reflect Type", Type.NORMAL, -1, 15, -1, "User becomes the target's type.", -1, 0, 5),
new AttackMove(Moves.RETALIATE, "Retaliate", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 5, -1, "Inflicts double damage if a teammate fainted on the last turn.", -1, 0, 5), new AttackMove(Moves.RETALIATE, "Retaliate", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 5, -1, "Inflicts double damage if a teammate fainted on the last turn.", -1, 0, 5),
new AttackMove(Moves.FINAL_GAMBIT, "Final Gambit", Type.FIGHTING, MoveCategory.SPECIAL, -1, 100, 5, -1, "Inflicts damage equal to the user's remaining HP. User faints.", -1, 0, 5), new AttackMove(Moves.FINAL_GAMBIT, "Final Gambit", Type.FIGHTING, MoveCategory.SPECIAL, -1, 100, 5, -1, "Inflicts damage equal to the user's remaining HP. User faints.", -1, 0, 5),
new StatusMove(Moves.BESTOW, "Bestow", Type.NORMAL, -1, 15, -1, "Gives the user's held item to the target.", -1, 0, 5), new StatusMove(Moves.BESTOW, "Bestow", Type.NORMAL, -1, 15, -1, "Gives the user's held item to the target.", -1, 0, 5).ignoreProtect(),
new AttackMove(Moves.INFERNO, "Inferno", Type.FIRE, MoveCategory.SPECIAL, 100, 50, 5, -1, "Burns opponent.", 100, 0, 5, new StatusEffectAttr(StatusEffect.BURN)), new AttackMove(Moves.INFERNO, "Inferno", Type.FIRE, MoveCategory.SPECIAL, 100, 50, 5, -1, "Burns opponent.", 100, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
new AttackMove(Moves.WATER_PLEDGE, "Water Pledge", Type.WATER, MoveCategory.SPECIAL, 80, 100, 10, 145, "Added effects appear if preceded by Fire Pledge or succeeded by Grass Pledge.", -1, 0, 5), new AttackMove(Moves.WATER_PLEDGE, "Water Pledge", Type.WATER, MoveCategory.SPECIAL, 80, 100, 10, 145, "Added effects appear if preceded by Fire Pledge or succeeded by Grass Pledge.", -1, 0, 5),
new AttackMove(Moves.FIRE_PLEDGE, "Fire Pledge", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 10, 144, "Added effects appear if combined with Grass Pledge or Water Pledge.", -1, 0, 5), new AttackMove(Moves.FIRE_PLEDGE, "Fire Pledge", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 10, 144, "Added effects appear if combined with Grass Pledge or Water Pledge.", -1, 0, 5),
@ -1757,7 +1804,7 @@ export const allMoves = [
new AttackMove(Moves.BULLDOZE, "Bulldoze", Type.GROUND, MoveCategory.PHYSICAL, 60, 100, 20, 28, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)), new AttackMove(Moves.BULLDOZE, "Bulldoze", Type.GROUND, MoveCategory.PHYSICAL, 60, 100, 20, 28, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
new AttackMove(Moves.FROST_BREATH, "Frost Breath", Type.ICE, MoveCategory.SPECIAL, 60, 90, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO new AttackMove(Moves.FROST_BREATH, "Frost Breath", Type.ICE, MoveCategory.SPECIAL, 60, 90, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO
new AttackMove(Moves.DRAGON_TAIL, "Dragon Tail", Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, 44, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5), new AttackMove(Moves.DRAGON_TAIL, "Dragon Tail", Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, 44, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5),
new StatusMove(Moves.WORK_UP, "Work Up", Type.NORMAL, -1, 30, -1, "Raises user's Attack and Special Attack.", -1, 0, 5, new SelfStatusMove(Moves.WORK_UP, "Work Up", Type.NORMAL, -1, 30, -1, "Raises user's Attack and Special Attack.", -1, 0, 5,
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 1, true)), new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 1, true)),
new AttackMove(Moves.ELECTROWEB, "Electroweb", Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, -1, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)), new AttackMove(Moves.ELECTROWEB, "Electroweb", Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, -1, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
new AttackMove(Moves.WILD_CHARGE, "Wild Charge", Type.ELECTRIC, MoveCategory.PHYSICAL, 90, 100, 15, 147, "User receives recoil damage.", -1, 0, 5), new AttackMove(Moves.WILD_CHARGE, "Wild Charge", Type.ELECTRIC, MoveCategory.PHYSICAL, 90, 100, 15, 147, "User receives recoil damage.", -1, 0, 5),
@ -1770,7 +1817,7 @@ export const allMoves = [
new AttackMove(Moves.HEAT_CRASH, "Heat Crash", Type.FIRE, MoveCategory.PHYSICAL, -1, 100, 10, -1, "The heavier the user, the stronger the attack.", -1, 0, 5), new AttackMove(Moves.HEAT_CRASH, "Heat Crash", Type.FIRE, MoveCategory.PHYSICAL, -1, 100, 10, -1, "The heavier the user, the stronger the attack.", -1, 0, 5),
new AttackMove(Moves.LEAF_TORNADO, "Leaf Tornado", Type.GRASS, MoveCategory.SPECIAL, 65, 90, 10, -1, "May lower opponent's Accuracy.", 50, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)), new AttackMove(Moves.LEAF_TORNADO, "Leaf Tornado", Type.GRASS, MoveCategory.SPECIAL, 65, 90, 10, -1, "May lower opponent's Accuracy.", 50, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.STEAMROLLER, "Steamroller", Type.BUG, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()), new AttackMove(Moves.STEAMROLLER, "Steamroller", Type.BUG, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
new StatusMove(Moves.COTTON_GUARD, "Cotton Guard", Type.GRASS, -1, 10, -1, "Drastically raises user's Defense.", -1, 0, 5, new StatChangeAttr(BattleStat.DEF, 3, true)), new SelfStatusMove(Moves.COTTON_GUARD, "Cotton Guard", Type.GRASS, -1, 10, -1, "Drastically raises user's Defense.", -1, 0, 5, new StatChangeAttr(BattleStat.DEF, 3, true)),
new AttackMove(Moves.NIGHT_DAZE, "Night Daze", Type.DARK, MoveCategory.SPECIAL, 85, 95, 10, -1, "May lower opponent's Accuracy.", 40, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)), new AttackMove(Moves.NIGHT_DAZE, "Night Daze", Type.DARK, MoveCategory.SPECIAL, 85, 95, 10, -1, "May lower opponent's Accuracy.", 40, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.PSYSTRIKE, "Psystrike", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5), new AttackMove(Moves.PSYSTRIKE, "Psystrike", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
new AttackMove(Moves.TAIL_SLAP, "Tail Slap", Type.NORMAL, MoveCategory.PHYSICAL, 25, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 5, new MultiHitAttr()), new AttackMove(Moves.TAIL_SLAP, "Tail Slap", Type.NORMAL, MoveCategory.PHYSICAL, 25, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 5, new MultiHitAttr()),

View File

@ -563,13 +563,14 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return this.summonData.tags.filter(t => tagFilter(t)); return this.summonData.tags.filter(t => tagFilter(t));
} }
lapseTag(tagType: BattleTagType): void { lapseTag(tagType: BattleTagType): boolean {
const tags = this.summonData.tags; const tags = this.summonData.tags;
const tag = tags.find(t => t.tagType === tagType); const tag = tags.find(t => t.tagType === tagType);
if (tag && !(tag.lapse(this, BattleTagLapseType.CUSTOM))) { if (tag && !(tag.lapse(this, BattleTagLapseType.CUSTOM))) {
tag.onRemove(this); tag.onRemove(this);
tags.splice(tags.indexOf(tag), 1); tags.splice(tags.indexOf(tag), 1);
} }
return !!tag;
} }
lapseTags(lapseType: BattleTagLapseType): void { lapseTags(lapseType: BattleTagLapseType): void {
@ -582,7 +583,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
getLastXMoves(turnCount?: integer): TurnMove[] { getLastXMoves(turnCount?: integer): TurnMove[] {
const moveHistory = this.summonData.moveHistory; const moveHistory = this.summonData.moveHistory;
return moveHistory.slice(Math.max(moveHistory.length - (turnCount || 1), 0), moveHistory.length).reverse(); return moveHistory.slice(turnCount >= 0 ? Math.max(moveHistory.length - (turnCount || 1), 0) : 0, moveHistory.length).reverse();
} }
cry(soundConfig?: Phaser.Types.Sound.SoundConfig): integer { cry(soundConfig?: Phaser.Types.Sound.SoundConfig): integer {
@ -688,6 +689,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
resetBattleSummonData(): void { resetBattleSummonData(): void {
this.battleSummonData = new PokemonBattleSummonData(); this.battleSummonData = new PokemonBattleSummonData();
if (this.getTag(BattleTagType.SEEDED))
this.lapseTag(BattleTagType.SEEDED);
} }
resetTurnData(): void { resetTurnData(): void {
@ -992,7 +995,7 @@ export enum MoveResult {
OTHER OTHER
}; };
export type DamageResult = MoveResult.EFFECTIVE | MoveResult.SUPER_EFFECTIVE | MoveResult.NOT_VERY_EFFECTIVE; export type DamageResult = MoveResult.EFFECTIVE | MoveResult.SUPER_EFFECTIVE | MoveResult.NOT_VERY_EFFECTIVE | MoveResult.OTHER;
export class PokemonMove { export class PokemonMove {
public moveId: Moves; public moveId: Moves;