FEAT: partially implemented stockpile
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08a4a2d7f8
commit
3aac0e7385
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@ -52,5 +52,6 @@ export enum BattlerTagType {
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SALT_CURED = "SALT_CURED",
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SALT_CURED = "SALT_CURED",
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CURSED = "CURSED",
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CURSED = "CURSED",
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CHARGED = "CHARGED",
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CHARGED = "CHARGED",
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GROUNDED = "GROUNDED"
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GROUNDED = "GROUNDED",
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STOCKPILE = "STOCKPILE"
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}
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}
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@ -2582,6 +2582,7 @@ export class AddBattlerTagAttr extends MoveEffectAttr {
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case BattlerTagType.INGRAIN:
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case BattlerTagType.INGRAIN:
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case BattlerTagType.IGNORE_ACCURACY:
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case BattlerTagType.IGNORE_ACCURACY:
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case BattlerTagType.AQUA_RING:
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case BattlerTagType.AQUA_RING:
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case BattlerTagType.STOCKPILE:
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return 3;
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return 3;
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case BattlerTagType.PROTECTED:
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case BattlerTagType.PROTECTED:
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case BattlerTagType.FLYING:
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case BattlerTagType.FLYING:
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@ -4509,8 +4510,15 @@ export function initMoves() {
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.target(MoveTarget.RANDOM_NEAR_ENEMY)
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.target(MoveTarget.RANDOM_NEAR_ENEMY)
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.partial(),
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.partial(),
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// mareksison/redmaverick616 starts working here
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// mareksison/redmaverick616 starts working here
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/**
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* need to find a way to remove stat changes when stockpile is used
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* need to find a way to remove stockpile when the relevant moves are used
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*/
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new SelfStatusMove(Moves.STOCKPILE, Type.NORMAL, -1, 20, -1, 0, 3)
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new SelfStatusMove(Moves.STOCKPILE, Type.NORMAL, -1, 20, -1, 0, 3)
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.unimplemented(),
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.attr(AddBattlerTagAttr, BattlerTagType.STOCKPILE, true, false, 0, 10)
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.attr(StatChangeAttr, [ BattleStat.DEF, BattleStat.SPDEF ], 1, true)
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.target(MoveTarget.USER)
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.partial(),
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new AttackMove(Moves.SPIT_UP, Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, 0, 3)
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new AttackMove(Moves.SPIT_UP, Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, 0, 3)
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.unimplemented(),
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.unimplemented(),
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new SelfStatusMove(Moves.SWALLOW, Type.NORMAL, -1, 10, -1, 0, 3)
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new SelfStatusMove(Moves.SWALLOW, Type.NORMAL, -1, 10, -1, 0, 3)
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