Refactor source files and add berries
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import * as Utils from "../utils";
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export enum StatusEffect {
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NONE,
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POISON,
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TOXIC,
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PARALYSIS,
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SLEEP,
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FREEZE,
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BURN,
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FAINT
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}
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export class Status {
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public effect: StatusEffect;
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public turnCount: integer;
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public cureTurn: integer;
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constructor(effect: StatusEffect) {
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this.effect = effect;
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this.turnCount = 0;
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if (effect === StatusEffect.SLEEP)
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this.cureTurn = Utils.randInt(3, 1);
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}
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incrementTurn(): void {
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this.turnCount++;
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}
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isPostTurn(): boolean {
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return this.effect === StatusEffect.POISON || this.effect === StatusEffect.TOXIC || this.effect === StatusEffect.BURN;
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}
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}
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export function getStatusEffectObtainText(statusEffect: StatusEffect): string {
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switch (statusEffect) {
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case StatusEffect.POISON:
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return '\nwas poisoned!';
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case StatusEffect.TOXIC:
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return '\nwas badly poisoned!';
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case StatusEffect.PARALYSIS:
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return ' is paralyzed!\nIt may be unable to move!';
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case StatusEffect.SLEEP:
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return '\nfell asleep!';
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case StatusEffect.FREEZE:
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return '\nwas frozen solid!';
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case StatusEffect.BURN:
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return '\nwas burned!';
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}
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return '';
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}
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export function getStatusEffectActivationText(statusEffect: StatusEffect): string {
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switch (statusEffect) {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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return ' is hurt\nby poison!';
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case StatusEffect.PARALYSIS:
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return ' is paralyzed!\nIt can\'t move!';
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case StatusEffect.SLEEP:
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return ' is fast asleep.';
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case StatusEffect.FREEZE:
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return ' is\nfrozen solid!';
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case StatusEffect.BURN:
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return ' is hurt\nby its burn!';
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}
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return '';
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}
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export function getStatusEffectOverlapText(statusEffect: StatusEffect): string {
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switch (statusEffect) {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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return ' is\nalready poisoned!';
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case StatusEffect.PARALYSIS:
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return ' is\nalready paralyzed!';
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case StatusEffect.SLEEP:
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return ' is\nalready asleep!';
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case StatusEffect.FREEZE:
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return ' is\nalready frozen!';
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case StatusEffect.BURN:
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return ' is\nalready burned!';
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}
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return '';
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}
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export function getStatusEffectHealText(statusEffect: StatusEffect) {
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switch (statusEffect) {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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return ' was\ncured of its poison!';
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case StatusEffect.PARALYSIS:
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return ' was\nhealed of paralysis!';
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case StatusEffect.SLEEP:
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return ' woke up!';
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case StatusEffect.FREEZE:
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return ' was\ndefrosted!';
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case StatusEffect.BURN:
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return ' is hurt\nby its burn!';
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}
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return '';
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}
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export function getStatusEffectDescriptor(statusEffect: StatusEffect) {
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switch (statusEffect) {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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return 'poisoning';
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case StatusEffect.PARALYSIS:
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return 'paralysis';
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case StatusEffect.SLEEP:
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return 'sleep';
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case StatusEffect.FREEZE:
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return 'freezing';
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case StatusEffect.BURN:
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return 'burn';
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}
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}
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export function getStatusEffectCatchRateMultiplier(statusEffect: StatusEffect) {
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switch (statusEffect) {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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case StatusEffect.PARALYSIS:
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case StatusEffect.BURN:
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return 1.5;
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case StatusEffect.SLEEP:
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case StatusEffect.FREEZE:
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return 2.5;
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}
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return 1;
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}
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